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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Kirby's appearance is largely the same as it was in ''SSB4'', though his model features a more subdued color scheme. His feet have a pinkish tint, and his blush marks are slightly blurred. These changes make Kirby more closely resemble his appearance in recent | *{{change|Kirby's appearance is largely the same as it was in ''SSB4'', though his model features a more subdued color scheme. His feet have a pinkish tint, and his blush marks are slightly blurred. These changes make Kirby more closely resemble his appearance in recent {{uv|Kirby}} games.}} | ||
*{{change|Like many other characters, Kirby is more expressive, both with his face and his movement.}} | *{{change|Like many other characters, Kirby is more expressive, both with his face and his movement.}} | ||
*{{change|Some of Kirby's animations, particularly his dash and initial jump, have been tweaked to closer resemble his appearance from ''{{s|wikirby|Kirby's Return to Dream Land}}'' onward.}} | *{{change|Some of Kirby's animations, particularly his dash and initial jump, have been tweaked to closer resemble his appearance from ''{{s|wikirby|Kirby's Return to Dream Land}}'' onward.}} | ||
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**{{change|As a result, he gains a new KO clip, which sounds similar to one of his unused high knockback voice clips from ''Brawl''.}} | **{{change|As a result, he gains a new KO clip, which sounds similar to one of his unused high knockback voice clips from ''Brawl''.}} | ||
**{{change|Kirby's unused damage yell from ''Smash 4'' is used when he takes medium knockback.}} | **{{change|Kirby's unused damage yell from ''Smash 4'' is used when he takes medium knockback.}} | ||
*{{change|Kirby's [[on-screen appearance]] has a more intense, fiery explosion than in previous games. The large, cartoony stars that appear have been removed, and while the sparkle effects are still present, they have been drastically toned down. All in all, it more closely resembles how it appeared in ''[[Smash | *{{change|Kirby's [[on-screen appearance]] has a more intense, fiery explosion than in previous games. The large, cartoony stars that appear have been removed, and while the sparkle effects are still present, they have been drastically toned down. All in all, it more closely resembles how it appeared in ''[[Super Smash Bros.]]''}} | ||
*{{change|Up [[taunt]] has been shortened, with Kirby striking the ending pose without dancing first. The pose itself has been tweaked; Kirby raises one of his feet, resembling the pose he makes when gaining | *{{change|Up [[taunt]] has been shortened, with Kirby striking the ending pose without dancing first. The pose itself has been tweaked; Kirby raises one of his feet, resembling the pose he makes when gaining abilities in his games.}} | ||
*{{change|Kirby smiles during his side taunt.}} | *{{change|Kirby smiles during his side taunt.}} | ||
*{{change|Kirby's [[victory pose]]s have been modified. Two new dances are used, one with Kirby waving his arms and breakdancing, and another with Kirby moonwalking and sliding, both based | *{{change|Kirby's [[victory pose]]s have been modified. Two new dances are used, one with Kirby waving his arms and breakdancing, and another with Kirby moonwalking and sliding, both based on ''Kirby’s Return to Dream Land'' and ending in a unique pose. Kirby also splits into three separate Kirbys when not in team battles, referencing his home series. This is the first and only game to have Kirby's victory poses finish differently.}} | ||
**{{change|Kirby's idle pose at the end of his victory animation is more animated, with a gentle squash-and-stretch effect leading to a more rubbery feeling.}} | **{{change|Kirby's idle pose at the end of his victory animation is more animated, with a gentle squash-and-stretch effect leading to a more rubbery feeling.}} | ||
**{{change|Kirby faces forward instead of away when "wiggling" in one of his victory poses.}} | **{{change|Kirby faces forward instead of away when "wiggling" in one of his victory poses.}} | ||
*{{change|When Kirby gains a new [[List of Copy Abilities|Copy Ability]], he briefly poses | *{{change|When Kirby gains a new [[List of Copy Abilities|Copy Ability]], he briefly poses as he does in his home series. This animation can be canceled.}} | ||
*{{change|Some Copy Ability hats have been changed.}} | *{{change|Some Copy Ability hats have been changed.}} | ||
**{{change|His {{SSBU|Samus}} helmet has a fully opaque visor, as it was in ''Super Smash Bros.''}} | **{{change|His {{SSBU|Samus}} helmet has a fully opaque visor, as it was in ''Super Smash Bros.''}} | ||
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**{{change|His {{SSBU|Ike}} cap uses the hairstyle from his ''Path of Radiance'' design, as in ''Brawl''.}} | **{{change|His {{SSBU|Ike}} cap uses the hairstyle from his ''Path of Radiance'' design, as in ''Brawl''.}} | ||
**{{change|His {{SSBU|Wolf}} cap matches Wolf's ''Star Fox Zero''-based appearance.}} | **{{change|His {{SSBU|Wolf}} cap matches Wolf's ''Star Fox Zero''-based appearance.}} | ||
**{{change|His {{SSBU|Robin}} cap, upon exhausting the {{b|Thunder|Robin}} tome, will disappear | **{{change|His {{SSBU|Robin}} cap, upon exhausting the {{b|Thunder|Robin}} tome, will disappear as it does in all other cases, instead of just disappearing with no animation.}} | ||
*{{change|Kirby's [[Boxing Ring]] alias has been changed to "The Pink Demon", a direct translation of the Japanese title, for consistency with its appearance in ''{{s|wikirby|Kirby: Planet Robobot}}''.}} | *{{change|Kirby's [[Boxing Ring]] alias has been changed to "The Pink Demon", a direct translation of the Japanese title, for consistency with its appearance in ''{{s|wikirby|Kirby: Planet Robobot}}''.}} | ||
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**{{buff|It hits only once instead of six times, possessing a clean hit, mid hit and late hit. This makes it more reliable overall than the previous dash attack, which could sometimes miss its last hit due to the looping hits' poor linking ability.}} | **{{buff|It hits only once instead of six times, possessing a clean hit, mid hit and late hit. This makes it more reliable overall than the previous dash attack, which could sometimes miss its last hit due to the looping hits' poor linking ability.}} | ||
**{{buff|It propels Kirby a much farther distance forward, increasing its range.}} | **{{buff|It propels Kirby a much farther distance forward, increasing its range.}} | ||
**{{buff|It has less startup | **{{buff|It has less startup lag with its hitboxes active fully throughout (frames 12, 15, 19, 24, 30, 35-37 → 9-17 (clean)/18-26 (mid)/27-34 (late)).}} | ||
***{{nerf|However, the total duration has not been fully compensated, giving it 1 frame more ending lag despite the shorter total duration (FAF 54 → 52).}} | |||
**{{buff|It has larger hitboxes (3.5u/3.5u/3.3u (hits 1-5), 3u (hit 6) → 5u (clean), 3.5u (mid & late)).}} | **{{buff|It has larger hitboxes (3.5u/3.5u/3.3u (hits 1-5), 3u (hit 6) → 5u (clean), 3.5u (mid & late)).}} | ||
**{{buff|It has lower hitlag multipliers (2× → 1.3× (clean)/1× (mid)/0.8× (late)). In combination with its faster startup and consisting of a single hit, this makes it harder to [[DI]].}} | **{{buff|It has lower hitlag multipliers (2× → 1.3× (clean)/1× (mid)/0.8× (late)). In combination with its faster startup and consisting of a single hit, this makes it harder to [[DI]].}} | ||
**{{buff|The clean hit deals more damage (1% (hits 1-5), 4% (hit 6); 9% total → 12%), with knockback not fully compensated (100 base/70 scaling → 82/ | **{{buff|The clean hit deals more damage (1% (hits 1-5), 4% (hit 6); 9% total → 12%), with knockback not fully compensated (100 base/70 scaling → 82/71), and launches at a more horizontal angle (65° → 46°). This turns it into a much stronger finisher, KOing opponents at around 160% from center stage and 105% near edges, compared to being unable to KO under 280% regardless of horizontal positioning.}} | ||
**{{buff|The mid and late hits deal more damage than the previous dash attack's last hit (4% → 9% (mid), 6% (late)), and the former launches at a higher angle (65° → 76°), allowing it to KO slightly earlier despite its lower knockback values (100 base/70 scaling → 80/50).}} | **{{buff|The mid and late hits deal more damage than the previous dash attack's last hit (4% → 9% (mid), 6% (late)), and the former launches at a higher angle (65° → 76°), allowing it to KO slightly earlier despite its lower knockback values (100 base/70 scaling → 80/50).}} | ||
**{{nerf|The late hit deals much less knockback (100 base/70 scaling → 80/50), hindering its KO potential despite launching at a higher angle (65° → 76°).}} | **{{nerf|The late hit deals much less knockback (100 base/70 scaling → 80/50), hindering its KO potential despite launching at a higher angle (65° → 76°).}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
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*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash launches at a [[semi-spike]] angle like its foot hitboxes in ''Melee'' and ''Brawl'' (69° → 29°), significantly improving its edgeguarding ability and allowing it to KO earlier near edges.}} | **{{buff|Down smash launches at a [[semi-spike]] angle like its foot hitboxes in ''Melee'' and ''Brawl'' (69° → 29°), significantly improving its edgeguarding ability and allowing it to KO earlier near edges.}} | ||
**{{nerf|It has much less knockback scaling (110 → | **{{buff|It has less startup lag (frame 10 → 7) with its total duration reduced as well (FAF 54 → 51).}} | ||
**{{nerf|It has much less knockback scaling (110 → 94), hindering its KO potential from center stage and across the stage.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
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**{{buff|Due to its reduced landing lag, and forward smash's improved range and knockback, the first hit has gained a KO setup into it at high percents.}} | **{{buff|Due to its reduced landing lag, and forward smash's improved range and knockback, the first hit has gained a KO setup into it at high percents.}} | ||
**{{buff|The second hit extends further outwards (Z offset: 8u-12u → 7u-13u) and below Kirby (Y offset: 3.7u-4.2u → 2.8u-4.1u), improving its horizontal range, and allowing it to hit short or crouching characters, even in a rising short hop.}} | **{{buff|The second hit extends further outwards (Z offset: 8u-12u → 7u-13u) and below Kirby (Y offset: 3.7u-4.2u → 2.8u-4.1u), improving its horizontal range, and allowing it to hit short or crouching characters, even in a rising short hop.}} | ||
**{{buff|The second and third hit deal more damage (3% → 4% (hit 2), 5% → 6% (hit 3).}} | |||
**{{buff|The third hit has a longer duration (frames 25-26 → 25-27).}} | **{{buff|The third hit has a longer duration (frames 25-26 → 25-27).}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial has larger hitboxes (4u → 4.5u (clean), 3.4u → 3.5u (late)), and they extend further horizontally (Z offset: 7u-10.5u → 6u-13u (clean), 7u-10u → 6u-11u (late)), noticeably improving its range.}} | **{{buff|Back aerial has larger hitboxes (4u → 4.5u (clean), 3.4u → 3.5u (late)), and they extend further horizontally (Z offset: 7u-10.5u → 6u-13u (clean), 7u-10u → 6u-11u (late)), noticeably improving its range.}} | ||
**{{buff|The clean hit has a longer duration (frames 6-7 → 6-8).}} | **{{buff|The clean hit has a longer duration (frames 6-7 → 6-8).}} | ||
**{{nerf|The clean hit | **{{nerf|The clean hit has slightly less base knockback (20 → 15), hindering its KO potential.}} | ||
**{{nerf|The clean hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}} | **{{nerf|The clean hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}} | ||
**{{nerf|The late hit has a shorter duration (frames 8-14 → 9-12).}} | **{{nerf|The late hit has a shorter duration (frames 8-14 → 9-12).}} | ||
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**{{nerf|Forward throw has Kirby jump slightly higher and further backwards at the end of the animation, able to reach the height of {{SSBU|Battlefield}}'s lower platform. The additional height weakens its combo potential at low percents, while the additional backwards distance prevents him from benefitting from the extra height at higher percents.}} | **{{nerf|Forward throw has Kirby jump slightly higher and further backwards at the end of the animation, able to reach the height of {{SSBU|Battlefield}}'s lower platform. The additional height weakens its combo potential at low percents, while the additional backwards distance prevents him from benefitting from the extra height at higher percents.}} | ||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{nerf|Back throw has Kirby jump immediately after releasing the opponent, as opposed to a few frames later, causing him to be much higher in the air after the move ends. Additionally, Kirby lands a short distance forward relative to where the throw is initiated from, rather than in the same spot. This removes the throw's followups at low percents, and weakens its edgeguarding potential, as it pushes Kirby away from edges.}} | **{{nerf|Back throw has Kirby jump immediately after releasing the opponent, as opposed to a few frames later, causing him to be much higher in the air after the move ends. Additionally, Kirby lands a short distance forward relative to where the throw is initiated from, rather than in the same spot. This almost completely removes the throw's followups at low percents, and weakens its edgeguarding potential, as it pushes Kirby away from edges.}} | ||
**{{change|It has an altered animation where Kirby doesn't squish as much upon slamming the opponent to the ground.}} | **{{change|It has an altered animation where Kirby doesn't squish as much upon slamming the opponent to the ground.}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
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*[[Edge attack]]: | *[[Edge attack]]: | ||
**{{buff|Edge attack deals more damage (7% → 9%).}} | **{{buff|Edge attack deals more damage (7% → 9%).}} | ||
**{{nerf|It no longer inflicts 4 frames of hitlag on the opponent upon release, slightly reducing its hit advantage.}} | |||
===Special moves=== | ===Special moves=== | ||
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***{{buff|This also means moves that deal less than 3.125% (like some multi-hit moves) are less likely to make Kirby lose his ability.}} | ***{{buff|This also means moves that deal less than 3.125% (like some multi-hit moves) are less likely to make Kirby lose his ability.}} | ||
**{{change|Inhale has a more opaque visual effect.}} | **{{change|Inhale has a more opaque visual effect.}} | ||
**{{change|Kirby mouth's now uses the same texture used for his mouth. As a result, with the exception of both his default and P8 alternate costume, the color of Kirby's mouth no longer matches the color of his feet.}} | |||
*[[Hammer Flip]]: | *[[Hammer Flip]]: | ||
**{{buff|Hammer launches at a lower angle when not fully charged (53° → 48° (grounded), 55° → 50° (aerial)), slightly improving its KO potential.}} | **{{buff|Hammer launches at a lower angle when not fully charged (53° → 48° (grounded), 55° → 50° (aerial)), slightly improving its KO potential.}} | ||
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**{{buff|The rising hit has a longer duration (frames 23-24 → 23-26). The set knockback during the additional active frames is lower (117/102 → 60/50) to link into the falling hit as well.}} | **{{buff|The rising hit has a longer duration (frames 23-24 → 23-26). The set knockback during the additional active frames is lower (117/102 → 60/50) to link into the falling hit as well.}} | ||
**{{buff|The landing hit no longer has set knockback (120 set/100 scaling → 85 base/95 scaling).}} | **{{buff|The landing hit no longer has set knockback (120 set/100 scaling → 85 base/95 scaling).}} | ||
**{{buff|The shockwave projectile has a higher initial velocity (4.5 → 4.8), increasing its range.}} | |||
**{{nerf|The falling hit has smaller hitboxes (6.5u → 6u (meteor), 6u → 5.5u (late)).}} | **{{nerf|The falling hit has smaller hitboxes (6.5u → 6u (meteor), 6u → 5.5u (late)).}} | ||
**{{nerf|The falling hit's [[meteor smash]] portion has slightly less set knockback (100 → 96).}} | **{{nerf|The falling hit's [[meteor smash]] portion has slightly less set knockback (100 → 96), making it less effective for [[Sacrificial KO]]s.}} | ||
**{{change|The projectile has a lower hitlag multiplier (1× → 0.7×), although this is compensated by the universal increase to [[hitlag]].}} | **{{change|The projectile has a lower hitlag multiplier (1× → 0.7×), although this is compensated by the universal increase to [[hitlag]].}} | ||
*[[Stone]]: | *[[Stone]]: | ||
**{{buff|Aerial Stone has [[super armor]] during startup (frames 19-28).}} | **{{buff|Aerial Stone has [[super armor]] during startup (frames 19-28).}} | ||
**{{buff|The landing hit launches at a higher angle (0° → 25°) and has much more base knockback (40 → 86), although with its knockback scaling compensated (40 → | **{{buff|It deals more knockback while falling (65 base/70 scaling → 69/76).}} | ||
**{{buff|The landing hit launches at a higher angle (0° → 25°) and has much more base knockback (40 → 86), although with its knockback scaling partly compensated (40 → 30), allowing it to set up edgeguards more effectively, while also increasing its KO power.}} | |||
**{{nerf|The aerial hit can no longer combo into the landing hit, significantly decreasing its shield damage.}} | **{{nerf|The aerial hit can no longer combo into the landing hit, significantly decreasing its shield damage.}} | ||
**{{change|If Stone is hit with a reversing move such as [[Cape]], the transformation will visually spin around.}} | **{{change|If Stone is hit with a reversing move such as [[Cape]], the transformation will visually spin around.}} | ||
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**{{change|If Kirby is [[metal]] when using Stone, the transformation will also be metal.}} | **{{change|If Kirby is [[metal]] when using Stone, the transformation will also be metal.}} | ||
**{{change|Kirby doesn't change back to normal if he lands underwater.}} | **{{change|Kirby doesn't change back to normal if he lands underwater.}} | ||
**{{change|Kirby briefly does his guarding pose in the startup animation, referencing the animation that plays after obtaining the Stone ability in ''Kirby Super Star''.}} | |||
*[[Ultra Sword]]: | *[[Ultra Sword]]: | ||
**{{nerf|The final hit has less knockback scaling (100 → 95), hindering its KO potential.}} | **{{nerf|The final hit has less knockback scaling (100 → 95), hindering its KO potential.}} | ||
**{{change|It features a special background effect upon usage, in a similar fashion to the use of Super Abilities in ''Kirby's Return to Dream Land''.}} | **{{change|It features a special background effect upon usage, in a similar fashion to the use of Super Abilities in ''Kirby's Return to Dream Land''.}} |