Template:SSB4 to SSBU changelist/Wii Fit Trainer: Difference between revisions

(→‎Special moves: Added more detailed sun salutation info)
 
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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 now slightly more muscular, and their clothing and hair also feature simple detailing.}}
*{{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, they smile while taunting and using Header, and appear angry while using [[smash attacks]].}}
*{{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 runs much faster (1.696 → 1.866).}}
*{{buff|Wii Fit Trainer [[run]]s much faster (1.696 → 1.866).}}
*{{buff|Wii Fit Trainer [[walk|walks]] faster (1.166 → 1.224).}}
*{{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 now have the [[Sakurai angle]] which allows them to [[jablock]], creating new setups and punish options.}}
**{{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|Dash attack 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).}}
**{{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%), improving its KO potential despite its lower knockback scaling (100 → 85).}}
**{{buff|Forward tilt deals more damage (9% → 11%), with its knockback scaling compensated (100 → 85).}}
**{{buff|Forward tilt has a longer duration (frames 6-7 → 6-10).}}
**{{buff|It has a longer duration (frames 6-7 → 6-10).}}
**{{nerf|Forward tilt's back hit has less horizontal range.}}
**{{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|Up tilt has intangibility on the arm for 10 frames (frames 3-12).}}
**{{buff|It has intangibility on the arm for 10 frames (frames 3-12).}}
**{{buff|Up tilt 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|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|Up tilt has a significantly longer duration (frames 5-7 → 5-12).}}
**{{buff|It has a significantly longer duration (frames 5-7 → 5-12).}}
**{{buff|Up tilt has less ending lag (FAF 35 → 30).}}
**{{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|Down tilt deals more damage (12% → 13.5%).}}
**{{buff|It deals more damage (12% → 13.5%).}}
**{{nerf|Down tilt has slightly more ending lag (FAF 38 → 39).}}
**{{nerf|It has slightly more ending lag (FAF 38 → 39).}}
**{{buff|Down tilt has larger hitboxes.}}
**{{buff|It has larger hitboxes.}}
**{{buff|Down tilt launches at a lower angle (55° → 40°). This drastically improves its utility overall, as it now has KO potential and can set up edgeguards.}}
**{{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|One of up smash's sourspot hitboxes is much larger.}}
**{{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 a consequently shorter total duration (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).}}
**{{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|The first hit of neutral aerial has an extra hitbox on the arms.}}
**{{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|Forward aerial's [[spike]] hitbox has slightly more base knockback (10 → 15) and knockback growth (62 → 68).}}
**{{buff|Its [[spike]] hitbox deals slightly more knockback (10 base/62 scaling → 15/68).}}
**{{buff|Forward aerial has a hitbox near the center of Wii Fit Trainer's body on frame 9, remedying its blindspot issues.}}
**{{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 →2.2u).}}
**{{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 identical ending lag, shortening its total duration (FAF 45 → 40).}}
**{{buff|Down aerial has less startup lag (frame 20 → 15) with its total duration reduced as well (FAF 45 → 40).}}
**{{buff|Down aerial's spike hitbox now covers Wii Fit Trainer's entire lower body rather than just her feet.}}
**{{buff|Its spike hitbox covers Wii Fit Trainer's entire lower body rather than just her feet.}}
**{{buff|Down aerial's spike hitbox has a longer duration (2 frames → 3), consequently increasing the move's total duration as well (5 frames → 6).}}
**{{buff|Its spike hitbox has a longer duration (2 frames → 3), consequently increasing the move's total duration as well (5 frames → 6).}}
**{{buff|Down aerial [[auto-cancel|auto-cancels]] earlier (frame 40 → 35).}}
**{{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]] themself, as recovered damage is not increased by the multiplier.}}
*{{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|Sun Salutation deals more damage when fully charged (18% → 21%).}}
**{{buff|It deals more damage when fully charged (18% → 21%).}}
**{{nerf|Sun Salutation has less knockback scaling both when uncharged (70 → 63) and charged (70 → 64).}}
**{{nerf|It has less knockback scaling both when uncharged (70 → 63) and charged (70 → 64).}}
**{{buff|Sun Salutation has more base knockback when fully charged (30 → 38).}}
**{{buff|It has more base knockback when fully charged (30 → 38).}}
**{{buff|Charging Sun Salutation can be canceled with a jump.}}
**{{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|Header has significantly less ending lag (FAF 59-75 → 41-57).}}
**{{buff|It has significantly less ending lag (FAF 59-75 → 41-57) and landing lag (20 frames → 9).}}
**{{buff|Header has less landing lag (14 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|Header 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|Its spike hitbox is larger (5u → 5.7u (clean), 3u → 4u (late)).}}
**{{buff|Header's spike hitbox is larger (5 clean → 5.7, 3 late → 4).}}
*[[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).}}
**{{nerf|The interval between mash inputs registering is longer (6 frames → 11).}}
**{{buff|The interval between mash inputs registering is longer (6 frames → 17), making it easier to reach maximum height.}}
**{{change|Super Hoop is now a multihit move that can hit up to three times, increasing its maximum damage output (5% → 15%) but reducing its [[gimp]] potential.}}
**{{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|Super Hoop's 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.}}
**{{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 can be performed more quickly (frame 48 → 38).}}
**{{buff|A fresh Deep Breathing has a faster timing cycle (frame 48 → 38).}}
**{{buff|There is a wider window for a stale Deep Breathing to successfully activate (16 frames → 32).}}
**{{buff|It has a higher maximum duration to successfully activate (16 frames → 32).}}
**{{buff|Deep Breathing's ending lag has been reduced when activating it on the ground (31 frames 24).}}
**{{buff|It has less ending lag when activating on the ground (FAF 32 25).}}
**{{buff|Deep Breathing's effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → ~530).}}
**{{buff|Its effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → 432).}}
**{{buff|Successfully using Deep Breathing improves many more attributes.}}
**{{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|Deep Breathing has a much shorter refresh time (3600 frames → 2400).}}
**{{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|Wii Fit 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.}}
**{{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|Wii Fit can no longer be enhanced by Deep Breathing.}}
**{{nerf|It can no longer be enhanced by Deep Breathing.}}
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