Template:SSB4 to SSBU changelist/R.O.B.: Difference between revisions

(New Page: ===Aesthetics=== *{{change|As with all veterans returning from ''SSB4'', R.O.B.'s model features a more subdued color scheme. His body has a duller matte finish, and his eyes are le...)
 
 
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**{{buff|The move has less startup (frame 16 → 13) and ending lag (FAF 106-133 → 86-108), improving its safety and utility as a followup option, especially to KO offstage. It also reflects projectiles faster (frame 16 → 13).}}
**{{buff|The move has less startup (frame 16 → 13) and ending lag (FAF 106-133 → 86-108), improving its safety and utility as a followup option, especially to KO offstage. It also reflects projectiles faster (frame 16 → 13).}}
**{{buff|The looping hits use set knockback (20 base/70 scaling → 40/50 set/65/70 scaling), an [[autolink angle]] (120°/145°/145°/361° → 367°), and have a much lower hitlag multiplier (0.7× → 0.2×). Additionally, the move in general has slightly larger hitboxes (3.3u/3.3u/4.3u/3.3u → 4.5u/4u/3.3u/3.3u (looping hits), 5.5u → 6u (last hit)), and the last hit extends further inward (Z offset: -4u–14u → -4.5u–14u). These changes allow the move to connect significantly more reliably, make it harder to escape from, and increase its range behind R.O.B., increasing the move's reliability.}}
**{{buff|The looping hits use set knockback (20 base/70 scaling → 40/50 set/65/70 scaling), an [[autolink angle]] (120°/145°/145°/361° → 367°), and have a much lower hitlag multiplier (0.7× → 0.2×). Additionally, the move in general has slightly larger hitboxes (3.3u/3.3u/4.3u/3.3u → 4.5u/4u/3.3u/3.3u (looping hits), 5.5u → 6u (last hit)), and the last hit extends further inward (Z offset: -4u–14u → -4.5u–14u). These changes allow the move to connect significantly more reliably, make it harder to escape from, and increase its range behind R.O.B., increasing the move's reliability.}}
**{{nerf|Akin to its ''Brawl'' counterpart, Arm Rotor has much less horizontal maneuverability on the ground.}}
**{{nerf|Akin to its ''Brawl'' counterpart, Arm Rotor has much less horizontal maneuverability on the ground (speed multiplier: 1x → 0.4x).}}
**{{nerf|R.O.B doesn't jump forward as far when activating the move (initial speed: 1.5 → 1.2).}}
**{{nerf|The looping hits deal more damage (1% → 1.5%), but have a slower rehit rate (3 frames → 5), reducing the move's damage output if all hits connect (16%-25% → 10.5%-18%).}}
**{{nerf|The looping hits deal more damage (1% → 1.5%), but have a slower rehit rate (3 frames → 5), reducing the move's damage output if all hits connect (16%-25% → 10.5%-18%).}}
***{{buff|However, it still racks up more damage overall when extended, due to its significantly improved linking ability.}}
***{{buff|However, it still racks up more damage overall when extended, due to its significantly improved linking ability.}}
**{{nerf|The reflection doesn't last as long (29 frames → 23).}}
**{{change|The last hit has a lower hitlag multiplier (3.4× → 2.4×).}}
**{{change|The last hit has a lower hitlag multiplier (3.4× → 2.4×).}}
**{{change|The last hit has a more exaggerated animation.}}
**{{change|The last hit has a less exaggerated animation.}}
*[[Robo Burner]]:
*[[Robo Burner]]:
**{{buff|Robo Burner's fuel has a longer duration (~110 frames → 143).}}
**{{buff|Robo Burner's fuel has a longer duration (130 frames → 160).}}
**{{buff|It can be canceled by a double jump or air dodge, should these options be available. In combination with the aforementioned buff, this further improves R.O.B.'s recovery, allowing him to avoid edgeguards more effectively and get additional distance with a directional air dodge.}}
**{{buff|It can be canceled by a double jump or air dodge, should these options be available. In combination with the aforementioned buff, this further improves R.O.B.'s recovery, allowing him to avoid edgeguards more effectively and get additional distance with a directional air dodge.}}
**{{change|The move has new particle effects.}}
**{{change|The move has new particle effects.}}