Template:SSB4 to SSBU changelist/Robin: Difference between revisions

(→‎Special moves: added missing notes+added more detail to some existing notes)
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*{{change|The particle effect of Robin regaining tomes and the Levin Sword are more opaque, making it much easier to tell when the weapon in question has recharged.}}
*{{change|The particle effect of Robin regaining tomes and the Levin Sword are more opaque, making it much easier to tell when the weapon in question has recharged.}}
*{{change|The Levin Sword is no longer put away automatically after going unused for 8 seconds.}}
*{{change|The Levin Sword is no longer put away automatically after going unused for 8 seconds.}}
*{{buff|The duration of [[item throw]]s have been standardized in "Ultimate". Robin benefits from this, with the endlag for every throw being reduced (Forward: FAF 29 → 24, Back: 29 → 24, Up: 29 → 23, Down: 21 → 19, Dash: 39 → 29). This greatly improves the safety and combo potential of discarded tomes and swords when thrown.}}
*{{buff|The duration of [[item throw]]s have been standardized in ''Ultimate''. Robin benefits from this, with the endlag for every throw being reduced (Forward: FAF 29 → 24, Back: 29 → 24, Up: 29 → 23, Down: 21 → 19, Dash: 39 → 29). This greatly improves the safety and combo potential of discarded tomes and swords when thrown.}}
*{{nerf|The speed damage multiplier of discarded tomes and swords has been decreased (3.0 → 2.2), reducing their damage and KO potential.}}
*{{nerf|The speed damage multiplier of discarded tomes and swords has been decreased (3.0 → 2.2), reducing their damage and KO potential.}}
*{{nerf|Discarded tomes have significantly less base damage (8% → 3%) with knockback not compensated, greatly decreasing their KO potential.}}
*{{nerf|Discarded tomes have significantly less base damage (8% → 3%) with knockback not compensated, greatly decreasing their KO potential.}}
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**{{nerf|Neutral aerial deals marginally less damage with the Bronze Sword (7% → 6.9%).}}
**{{nerf|Neutral aerial deals marginally less damage with the Bronze Sword (7% → 6.9%).}}
**{{nerf|The size of all hitboxes on neutral aerial with the Bronze Sword have been greatly decreased (5u → 3u), reducing its coverage.}}
**{{nerf|The size of all hitboxes on neutral aerial with the Bronze Sword have been greatly decreased (5u → 3u), reducing its coverage.}}
**{{nerf|Neutral aerial with the Bronze Sword is now transcendent, removing its ability to hit projectiles.}}
**{{nerf|Neutral aerial with the Bronze Sword is now [[transcendent]], removing its ability to hit projectiles.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|Forward aerial with the Levin sword auto-cancels one frame later (frame 27 → 28), reducing its safety and combo potential when used rising.}}
**{{nerf|Forward aerial with the Levin sword auto-cancels one frame later (frame 27 → 28), reducing its safety and combo potential when used rising.}}
**{{change|Forward aerial's launch direction is no longer based on which side of Robin the target is on, instead always launching in the direction Robin is facing.}}
**{{change|Forward aerial's launch direction is no longer based on which side of Robin the target is on, instead always launching in the direction Robin is facing.}}
*[[Back aerial]]:
**{{Buff|[[Back aerial]] has less ending lag (FAF 46 to 40).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{nerf|Up aerial with the Levin Sword auto-cancels one frame later (frame 27 → 28), reducing its safety and combo potential when used rising.}}
**{{nerf|Up aerial with the Levin Sword auto-cancels one frame later (frame 27 → 28), reducing its safety and combo potential when used rising.}}
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**{{change|Thunder charges appear as a shrinking circle, with each stage shrinking until resizing into the next stage with a different color. This makes it easier to tell what level Thunder is at.}}
**{{change|Thunder charges appear as a shrinking circle, with each stage shrinking until resizing into the next stage with a different color. This makes it easier to tell what level Thunder is at.}}
***{{change|Thunder charges are denoted by different colors: blue for Thunder, yellow for Elthunder, and purple for Arcthunder.}}
***{{change|Thunder charges are denoted by different colors: blue for Thunder, yellow for Elthunder, and purple for Arcthunder.}}
***{{change|The covers for Thunder's tomes change to denote the charge levels of the move.}}<ref>https://twitter.com/ssb4_Mr_II/status/1077724198389178368</ref>
**{{buff|Thunder charges much faster (Elthunder: frame 38 → 33, Arcthunder: frame 108 → 73, Thoron: frame 168 → 133).}}
**{{buff|Thunder charges much faster (Elthunder: frame 38 → 33, Arcthunder: frame 108 → 73, Thoron: frame 168 → 133).}}
**{{buff|Thunder, Elthunder, and Arcthunder have less startup lag (frame 11 → 8).}}
**{{buff|Thunder, Elthunder, and Arcthunder have less startup lag (frame 11 → 8).}}
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**{{buff|Arcfire's initial fireball has a longer duration (frames 17-50 → 17-76), traveling much further before expiring.}}
**{{buff|Arcfire's initial fireball has a longer duration (frames 17-50 → 17-76), traveling much further before expiring.}}
**{{buff|Arcfire’s initial fireball now has a lower launch angle (100° → 115°) and uses set knockback, making it link more consistently.}}
**{{buff|Arcfire’s initial fireball now has a lower launch angle (100° → 115°) and uses set knockback, making it link more consistently.}}
**{{buff|Arcfire's initial fireball is slightly bigger (1.6u → 1.8u).}}
**{{buff|Arcfire deals more damage if all hits connect (10% → 15.1%).}}
**{{buff|Arcfire deals more damage if all hits connect (10% → 15.1%).}}
**{{buff|The hitbox of Arcfire's pillar now grows throughout the move's duration, making it much more difficult to escape.}}
**{{buff|The hitbox of Arcfire's pillar now grows throughout the move's duration, making it much more difficult to escape.}}
**{{buff|The looping hits of Arcfire’s pillar have reduced knockback (22 set knockback → 15), making it more difficult to escape.}}
**{{buff|The looping hits of Arcfire’s pillar have reduced knockback (22 set knockback → 15), making it more difficult to escape.}}
**{{change|Arcfire's pillar now has a hurtbox that can take 10% before causing it to explode. This allows it to absorb incredibly strong projectiles such as a fully charged [[Charge Shot]], but also causes it to get destroyed by strong getup attacks like [[Bowser]]'s.}}
**{{change|Arcfire's pillar now has a hurtbox that can take 10% before causing it to explode. This allows it to absorb incredibly strong projectiles such as a fully charged [[Charge Shot]], but also causes it to get destroyed by strong getup attacks like [[Bowser]]'s.}}
**{{buff|Arcfire's projectile is slightly bigger (1.6u 1.8u).}}
**{{nerf|The pillar's launching hit has reduced knockback growth (115 110), slightly reducing its KO potential without a follow up.}}
**{{nerf|Arcfire's pillar no longer activates when hitting another hitbox.}}
**{{nerf|Arcfire's pillar no longer activates when the initial fireball hits another hitbox.}}
*[[Elwind]]:
*[[Elwind]]:
**{{change|Elwind projectiles are thicker and more opaque.}}
**{{change|Elwind projectiles are thicker and more opaque.}}
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***{{buff|The short boost does not render Robin helpless, meaning he can follow up with a midair jump or directional air dodge.}}
***{{buff|The short boost does not render Robin helpless, meaning he can follow up with a midair jump or directional air dodge.}}
**{{change|A sourspot was added to the first active frame of the first blade, giving it much better coverage of Robin’s body but making it harder to spike with.}}
**{{change|A sourspot was added to the first active frame of the first blade, giving it much better coverage of Robin’s body but making it harder to spike with.}}
**{{buff|The second blade now has an early hit that deals more damage (5% → 7%) with increased knockback growth (80 → 90), allowing it to KO much earlier.}}
*[[Nosferatu]]:
*[[Nosferatu]]:
**{{change|Nosferatu is more opaque and has fewer particles, looking more like a dark whirlpool instead of a cloud of particles.}}
**{{change|Nosferatu is more opaque and has fewer particles, looking more like a dark whirlpool instead of a cloud of particles.}}
**{{buff|Nosferatu has less ending lag (FAF 56 → 50).}}
**{{buff|Nosferatu's release less ending lag (FAF 38 → 32), making it much safer on hit.}}
**{{buff|Nosferatu's healing formula has been altered, allowing it to heal slightly more per hit.}}
**{{buff|Nosferatu's healing formula has been altered, allowing it to heal slightly more per hit.}}
**{{nerf|Nosferatu's grab has a much shorter duration (155 frames → 80), causing it to heal much less overall when it fully connects.}}
**{{nerf|Nosferatu's grab has a much shorter duration (155 frames → 80), causing it to heal much less overall when it fully connects.}}
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**{{buff|Nosferatu's collateral hitbox is now significantly larger (3u → 8u), making it much more difficult to contest in free-for-alls and team battles.}}
**{{buff|Nosferatu's collateral hitbox is now significantly larger (3u → 8u), making it much more difficult to contest in free-for-alls and team battles.}}
**{{buff|Nosferatu's rehit rate is now decreased based on the number of players (up to 6), allowing Robin to heal and deal damage faster in free-for-alls and team battles.}}
**{{buff|Nosferatu's rehit rate is now decreased based on the number of players (up to 6), allowing Robin to heal and deal damage faster in free-for-alls and team battles.}}
**{{buff|Nosferatu has less ending lag (FAF 56 → 50).}}
**{{buff|Robin grabs ledge much earlier out of Nosferatu (frame 59 → 37), allowing it to be used at ledge without resulting in a [[self-destruct]].}}
**{{buff|Robin grabs ledge much earlier out of Nosferatu (frame 59 → 37), allowing it to be used at ledge without resulting in a [[self-destruct]].}}
**{{nerf|Nosferatu has fewer uses before needing to recharge (4 uses → 3).}}
**{{nerf|Nosferatu has fewer uses before needing to recharge (4 uses → 3).}}