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(→Aerial attacks: Added 8.0.0 changes) |
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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|As with all [[veteran]]s returning from ''SSB4'', Wii Fit Trainer's model features a more subdued color scheme. Both genders are | *{{change|As with all [[veteran]]s returning from ''SSB4'', Wii Fit Trainer's model features a more subdued color scheme. Both genders are slightly more muscular, and their clothing and hair also feature simple detailing.}} | ||
*{{change|Wii Fit Trainer's face is clearer and has more detailed eyes, similarly to ''Wii Fit U'''s trainer. According to [[Sakurai]], this was a requested change from the ''Wii Fit'' development team.}} | *{{change|Wii Fit Trainer's face is clearer and has more detailed eyes, similarly to ''Wii Fit U'''s trainer. According to [[Sakurai]], this was a requested change from the ''Wii Fit'' development team.}} | ||
*{{change|Wii Fit Trainer's body faces the screen more compared to the previous entry; however, their animations are not mirrored.}} | *{{change|Wii Fit Trainer's body faces the screen more compared to the previous entry; however, their animations are not mirrored.}} | ||
*{{change|Much like other fighters, Wii Fit Trainer is more expressive. In particular, | *{{change|Much like other fighters, Wii Fit Trainer is more expressive. In particular, she smiles while taunting and using Header, and appear angry while using [[smash attacks]].}} | ||
*{{change|All three of Wii Fit Trainer's [[victory pose]]s have been given more dynamic camera angles.}} | *{{change|All three of Wii Fit Trainer's [[victory pose]]s have been given more dynamic camera angles.}} | ||
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*{{buff|Like all characters, Wii Fit Trainer's jumpsquat animation takes three frames to complete (down from 5).}} | *{{buff|Like all characters, Wii Fit Trainer's jumpsquat animation takes three frames to complete (down from 5).}} | ||
*{{buff|Wii Fit Trainer's initial dash is significantly faster (1.5 → 2.024)}} | *{{buff|Wii Fit Trainer's initial dash is significantly faster (1.5 → 2.024)}} | ||
*{{buff|Wii Fit Trainer | *{{buff|Wii Fit Trainer [[run]]s much faster (1.696 → 1.866).}} | ||
*{{buff|Wii Fit Trainer [[walk | *{{buff|Wii Fit Trainer [[walk]]s faster (1.166 → 1.224).}} | ||
*{{buff|Wii Fit Trainer's air speed is slightly faster (0.97 → 1.019).}} | *{{buff|Wii Fit Trainer [[crawl]]s forward faster (0.3 → 0.4).}} | ||
*{{buff|Wii Fit Trainer's [[air speed]] is slightly faster (0.97 → 1.019).}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
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**{{buff|Jab 3 has less startup lag (frame 6 → 5).}} | **{{buff|Jab 3 has less startup lag (frame 6 → 5).}} | ||
**{{buff|Jab 3 has larger hitboxes for both its sourspot and burying sweetspot.}} | **{{buff|Jab 3 has larger hitboxes for both its sourspot and burying sweetspot.}} | ||
**{{buff|Jab 1 and 2 | **{{buff|Jab 1 and 2 have the [[Sakurai angle]] which allows her to [[jablock]], creating new setups and punish options.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack has less [[startup]] (frame 7 → 6) and [[ending lag]] (FAF 43 → 39).}} | **{{buff|Dash attack has less [[startup]] (frame 7 → 6) and [[ending lag]] (FAF 43 → 39).}} | ||
**{{buff| | **{{buff|It has a new early hitbox that deals more damage (6% → 10%) and sends at a lower angle (65° → 50°), making it a better kill option despite its lower knockback growth (80 → 71).}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt deals more damage (9% → 11%), | **{{buff|Forward tilt deals more damage (9% → 11%), with its knockback scaling compensated (100 → 85).}} | ||
**{{buff| | **{{buff|It has a longer duration (frames 6-7 → 6-10).}} | ||
**{{nerf| | **{{nerf|Its back hit has less horizontal range.}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt has more vertical range and combos into itself at low percents.}} | **{{buff|Up tilt has more vertical range and combos into itself at low percents.}} | ||
**{{buff| | **{{buff|It has intangibility on the arm for 10 frames (frames 3-12).}} | ||
**{{buff| | **{{buff|It has a hitbox behind Wii Fit Trainer that sends the opponent away at a 75° angle rather than straight up. This hit also has higher base knockback (40 → 60) and lower knockback growth (70 → 50) than the main hit.}} | ||
**{{buff| | **{{buff|It has a significantly longer duration (frames 5-7 → 5-12).}} | ||
**{{buff| | **{{buff|It has less ending lag (FAF 35 → 30).}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt has less startup lag (frame 10 → 9).}} | **{{buff|Down tilt has less startup lag (frame 10 → 9).}} | ||
**{{buff| | **{{buff|It deals more damage (12% → 13.5%).}} | ||
**{{nerf| | **{{nerf|It has slightly more ending lag (FAF 38 → 39).}} | ||
**{{buff| | **{{buff|It has larger hitboxes.}} | ||
**{{buff| | **{{buff|It launches at a lower angle (55° → 40°). This drastically improves its utility overall, as it has KO potential and can set up edgeguards.}} | ||
*[[Forward smash]] | *[[Forward smash]] | ||
**{{buff|Forward smash has less ending lag (FAF 62 → 57).}} | **{{buff|Forward smash has less ending lag (FAF 62 → 57).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash has less startup lag (frame 14 → 11), with its total duration reduced as well (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).}} | |||
**{{buff|Up smash has less startup lag (frame 14 → 11), with | **{{buff|One of its sourspot hitboxes is much larger.}} | ||
*[[Down smash]] | *[[Down smash]] | ||
**{{buff|Down smash has less ending lag (FAF 57 → 47).}} | **{{buff|Down smash has less ending lag (FAF 57 → 47).}} | ||
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*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{nerf|The first hit of neutral aerial links into the second hit less consistently.}} | **{{nerf|The first hit of neutral aerial links into the second hit less consistently.}} | ||
**{{buff| | **{{buff|Its first hit has an extra hitbox on the arms.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial has less ending lag (FAF 46 → 36).}} | **{{buff|Forward aerial has less ending lag (FAF 46 → 36).}} | ||
**{{buff| | **{{buff|Its [[spike]] hitbox deals slightly more knockback (10 base/62 scaling → 15/68).}} | ||
**{{buff| | **{{buff|It has a hitbox near the center of Wii Fit Trainer's body on frame 9, removing its blindspot.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial's sweetspot is larger (1.7u | **{{buff|Back aerial's sweetspot is larger (1.7u → 2.2u).}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial has less startup lag (frame 20 → 15) with | **{{buff|Down aerial has less startup lag (frame 20 → 15) with its total duration reduced as well (FAF 45 → 40).}} | ||
**{{buff| | **{{buff|Its spike hitbox covers Wii Fit Trainer's entire lower body rather than just her feet.}} | ||
**{{buff| | **{{buff|Its spike hitbox has a longer duration (2 frames → 3), consequently increasing the move's total duration as well (5 frames → 6).}} | ||
**{{buff| | **{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 40 → 35).}} | ||
===Throws and other attacks=== | ===Throws and other attacks=== | ||
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===Special moves=== | ===Special moves=== | ||
*{{nerf|The introduction of the [[1v1 multiplier]] hinders Wii Fit Trainer's ability to [[Healing|heal]] | *{{nerf|The introduction of the [[1v1 multiplier]] hinders Wii Fit Trainer's ability to [[Healing|heal]] herself, as recovered damage is not increased by the multiplier.}} | ||
*[[Sun Salutation]]: | *[[Sun Salutation]]: | ||
**{{change|Sun Salutation is orange in color instead of bright yellow.}} | **{{change|Sun Salutation is orange in color instead of bright yellow.}} | ||
**{{buff| | **{{buff|It deals more damage when fully charged (18% → 21%).}} | ||
**{{buff| | **{{nerf|It has less knockback scaling both when uncharged (70 → 63) and charged (70 → 64).}} | ||
**{{buff|It has more base knockback when fully charged (30 → 38).}} | |||
**{{buff|It can be charge-canceled by jumping or spot dodging.}} | |||
*[[Header]]: | *[[Header]]: | ||
**{{buff|Header's soccer ball is around 50% bigger.}} | **{{buff|Header's soccer ball is around 50% bigger.}} | ||
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**{{buff|The ball travels more quickly when headed (2.8 → 3.5).}} | **{{buff|The ball travels more quickly when headed (2.8 → 3.5).}} | ||
**{{change|The ball has a higher vertical air speed during Header's startup (1.5 → 1.6).}} | **{{change|The ball has a higher vertical air speed during Header's startup (1.5 → 1.6).}} | ||
**{{buff| | **{{buff|It has significantly less ending lag (FAF 59-75 → 41-57) and landing lag (20 frames → 9).}} | ||
**{{buff|It offers a larger range of motion when hitting the ball both with a second input (10° min → 13°) and without (-7.7° max → -22°).}} | |||
**{{buff| | **{{buff|Its spike hitbox is larger (5u → 5.7u (clean), 3u → 4u (late)).}} | ||
**{{buff| | |||
*[[Super Hoop]]: | *[[Super Hoop]]: | ||
**{{buff|Super Hoop's base vertical speed is higher (0.75 → 0.88).}} | **{{buff|Super Hoop's base vertical speed is higher (0.75 → 0.88).}} | ||
**{{buff|The speed added to Super Hoop with every input is higher (0.2 → 0.25).}} | **{{buff|The speed added to Super Hoop with every input is higher (0.2 → 0.25).}} | ||
**{{ | **{{buff|The interval between mash inputs registering is longer (6 frames → 17), making it easier to reach maximum height.}} | ||
**{{nerf|Its overall vertical distance has been reduced significantly. It is not possible to travel as far as in Smash 4, even after reaching the maximum amount of button-mashing or rhythmic tapping possible.}} | |||
**{{nerf| | **{{change|It is a multihit move that can hit up to three times, increasing its maximum damage output (5% → 15%) but reducing its [[gimp]] potential.}} | ||
*[[Deep Breathing]]: | *[[Deep Breathing]]: | ||
**{{buff|A fresh Deep Breathing | **{{buff|A fresh Deep Breathing has a faster timing cycle (frame 48 → 38).}} | ||
**{{buff| | **{{buff|It has a higher maximum duration to successfully activate (16 frames → 32).}} | ||
**{{buff| | **{{buff|It has less ending lag when activating on the ground (FAF 32 → 25).}} | ||
**{{buff| | **{{buff|Its effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → 432).}} | ||
**{{buff|Successfully using Deep Breathing improves | **{{buff|Successfully using Deep Breathing improves a much larger number of Wii Fit Trainer's attributes, instead of simply their damage output, damage resistance and walk speed.}} | ||
***{{buff|Air speed: x1.17 ~ x1.2}} | ***{{buff|Air speed: x1.17 ~ x1.2}} | ||
***{{buff|Fall speed: x1.17 ~ x1.2}} | ***{{buff|Fall speed: x1.17 ~ x1.2}} | ||
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***{{buff|Ground traction x1.1 ~ x1.13}} | ***{{buff|Ground traction x1.1 ~ x1.13}} | ||
**{{buff|Successfully using Deep Breathing gives a larger damage output buff (x1.16 ~ x1.2 → x1.2 ~ x1.25).}} | **{{buff|Successfully using Deep Breathing gives a larger damage output buff (x1.16 ~ x1.2 → x1.2 ~ x1.25).}} | ||
**{{buff| | **{{buff|It has a much shorter refresh time (3600 frames → 2400).}} | ||
*{{b|Wii Fit|Final Smash}}: | *{{b|Wii Fit|Final Smash}}: | ||
**{{nerf|Wii Fit's silhouettes have a limited travel distance. This trait is shared with [[Final Edge]].}} | **{{nerf|Wii Fit's silhouettes have a limited travel distance. This trait is shared with [[Final Edge]].}} | ||
**{{buff| | **{{buff|It launches a large, slow-moving Dancer pose image at the end of the move. This image has KO potential, increasing the Final Smash's overall reliability.}} | ||
**{{nerf| | **{{nerf|It can no longer be enhanced by Deep Breathing.}} |
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