Template:SSB4 to SSBU changelist/Villager: Difference between revisions
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(Alright, I've labbed this properly now. I am still unsure of the exact frame number for SSB4, but it's definitely faster - a side by side comparison in slow-mo confirmed that. And it is indeed impossible to pocket a reflected tree.) Tag: Undo |
Sonicfan21 (talk | contribs) m (→Aesthetics) |
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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the aesthetic used in ''Ultimate'', Villager's model features a more subdued color scheme. His facial features appear less realistic and "faded"; the shadow of his hair has been adjusted, and his skin tone is slightly darker. Additionally, his clothing features subtle detailing. These changes are also expressed in all of Villager's costumes.}} | *{{change|Due to the aesthetic used in ''Ultimate'', Villager's model features a more subdued color scheme. His facial features appear less realistic and "faded"; the shadow of his hair has been adjusted, and his skin tone is slightly darker. Additionally, his clothing features subtle detailing. These changes are also expressed in all of Villager's costumes.}} | ||
*{{change|Villager's seventh and | *{{change|Villager's seventh and eighth [[alternate costume]]s now have a dark skin tone.}} | ||
*{{change|Villager always faces the screen regardless of which direction he turns, causing all of his animations to be mirrored while altering some.}} | *{{change|Villager always faces the screen regardless of which direction he turns, causing all of his animations to be mirrored while altering some.}} | ||
*{{change|Villager's dash animation has been altered.}} | *{{change|Villager's dash animation has been altered.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|Like all characters, Villager's [[jumpsquat]] animation | *{{buff|Like all characters, Villager's [[jumpsquat]] animation only takes three frames to complete (down from 5).}} | ||
*{{nerf|Villager is [[weight|lighter]] (97 → 92), weighing the same as {{SSBU|Ice Climbers}}. This worsens his survivability.}} | *{{nerf|Villager is [[weight|lighter]] (97 → 92), weighing the same as {{SSBU|Ice Climbers}}. This worsens his survivability.}} | ||
*{{buff|Villager [[dash]]es faster (1.27 → 1.397).}} | *{{buff|Villager [[dash]]es faster (1.27 → 1.397).}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|Villager's jab | **{{buff|Villager's jab is a neutral infinite and has a finisher, a straight jab. This significantly improves it damage racking ability and makes it safer.}} | ||
**{{ | **{{buff|Neutral attack has received several changes to connect more reliably:}} | ||
***{{buff|Both hits have higher [[hitstun modifier]]s (2 → 7 (hit 1), 2/0 → 2/11 (hit 2)).}} | |||
***{{buff|The first hit has larger hitboxes (2.5u/2.5u/2.5u → 2.5u/3u/3u/3u), with an additional hitbox that launches opponents towards Villager like the previous farthest hitbox. Both of these hitboxes cover different spots in the Z-axis (X offset: 0u → -1.5u—1.5u), making them less likely to miss opponents during certain animations.}} | |||
***{{buff|The first hit uses extended hitboxes, with the closest one stretching horizontally (Z offset: 6.5u → 6.5u—7.5u) and the rest stretching vertically (Y offset: 5.5u → 5.5u—4.5u), improving its range.}} | |||
***{{buff|The second hit has received an additional hitbox, which shares its vertical and horizontal placement with the previous farthest hitbox, but covers a different spot in the Z-axis (X offset: 0u → -1u—1u). Both hitboxes also have less base knockback (15 → 10) and have been stretched vertically (Y offset: 5.5u → 5.5u—4u).}} | |||
**{{nerf|The jab to axe kill confirm Villager had in ''Smash 4'' is no longer possible due to the new finisher, removing their jab cancel mixups.}} | |||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack has noticeably less startup (frame 13 → 9) and much less ending lag (FAF 55 → 45).}} | **{{buff|Dash attack has noticeably less startup (frame 13 → 9) and much less ending lag (FAF 55 → 45).}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{change|Forward tilt deals much less knockback scaling, but much more base knockback (30 | **{{change|Forward tilt deals much less knockback scaling, but much more base knockback (30 base/90 scaling → 80/50). This makes it safer on hit at low percents, but significantly hinders its KO potential at higher percents.}} | ||
**{{nerf|Forward tilt launches at a higher angle (361° → 45°), further reducing its KO potential.}} | **{{nerf|Forward tilt launches at a higher angle (361° → 45°), further reducing its KO potential.}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{change| | **{{change|Up tilt's animation has been altered; Villager swings the stick back and forth rather than in a circular motion.}} | ||
**{{buff| | **{{buff|It has less ending lag (FAF 50 → 48).}} | ||
**{{buff|The move grants [[intangibility]] on Villager's head and arm during frames 7-25, giving it better anti-air utility.}} | |||
**{{buff|The first hit has a reduced hit lag multiplier (1x → 0.8x), making it harder to escape from.}} | **{{buff|The first hit has a reduced hit lag multiplier (1x → 0.8x), making it harder to escape from.}} | ||
**{{buff|The first hit's aerial-only hitbox has gained a hitstun modifier of 2, allowing it to connect more reliably into the second hit.}} | |||
**{{nerf|It has significantly smaller hitboxes (4u/6u/6u → 3.8u/4u/4u (hit 1), 6u/4u → 5u/4u (hit 2)).}} | **{{nerf|It has significantly smaller hitboxes (4u/6u/6u → 3.8u/4u/4u (hit 1), 6u/4u → 5u/4u (hit 2)).}} | ||
**{{change|It has its damage values reversed (6% → 5% (hit 1), 5% → 6% (hit 2)).}} | **{{change|It has its damage values reversed (6% → 5% (hit 1), 5% → 6% (hit 2)).}} | ||
***{{nerf|However, its damage wasn't compensated enough for its lower knockback scaling (160 → 140), dealing less knockback overall.}} | ***{{nerf|However, its damage wasn't compensated enough for its lower knockback scaling (160 → 140), dealing less knockback overall.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt's sourspot deals more damage (8% → 10%) and more knockback (40 | **{{buff|Down tilt's sourspot deals more damage (8% → 10%) and more knockback (40 base/90 scaling → 50/95), improving its KO potential.}} | ||
**{{buff| | **{{buff|It has a slightly longer duration (frames 9-10 → 9-11).}} | ||
**{{nerf|It has more ending lag (FAF 35 → 38).}} | |||
**{{nerf| | **{{nerf|The sweetspot deals less damage (13% → 12%), albeit with knockback compensated (40 base/90 scaling → 50/95).}} | ||
**{{nerf| | **{{nerf|The sweetspot launches at a lower angle (80° → 75°), slightly hindering its KO potential.}} | ||
**{{nerf| | **{{change|It has a small patch of dirt underneath the weed before Villager pulls it from the ground.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{change| | **{{change|Forward smash's bowling ball lingers for a moment after landing on the ground.}} | ||
**{{nerf| | **{{nerf|It has less knockback scaling (100 → 95).}} | ||
**{{nerf| | **{{nerf|Its damage multiplier for fully charging is lower (1.4x → 1.2x).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash | **{{buff|Up smash deals more damage (1% → 1.5% (hits 2-5), 4% → 4.6% (hit 6); total: 11% → 13.6%) and the final hit has more knockback scaling (205 → 220), noticebly improving its KO potential.}} | ||
**{{buff|The multihits have had their large hitbox replaced with four smaller ones (7u → 2.8/2.8u/2.8u/2.8u), increasing | **{{buff|The multihits have had their large hitbox replaced with four smaller ones (7u → 2.8/2.8u/2.8u/2.8u), increasing their range.}} | ||
**{{nerf|The first hit and final hit have smaller hitboxes ( | **{{nerf|The first hit and final hit have smaller hitboxes (6u/6u → 4u/6u (hit 1), 10u → 9u (final)).}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash has more range (Z offset: | **{{buff|Down smash has more range (Z offset: 10u/9u → 13u/12u (hit 1), -10u/-9u → -13u/-12u (hit 2)).}} | ||
**{{buff| | **{{buff|It has more base knockback (0 → 30), increasing the duration of its bury effect.}} | ||
**{{nerf| | **{{nerf|It is unable to [[jab lock]], removing Villager’s infinite combo.}} | ||
**{{nerf| | **{{nerf|It has slightly more ending lag (FAF 48 → 50), although this is compensated by the higher knockback if it connects.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|All aerials have less landing lag: (14 frames → 8 (neutral), 23 → 14 (forward | *{{buff|All aerials have less landing lag: (14 frames → 8 (neutral), 23 → 14 (forward/back), 15 → 12 (up/down)).}} | ||
*[[Forward aerial]]/[[Back aerial]] | *[[Forward aerial]]/[[Back aerial]] | ||
**{{change|Forward and back aerial's pellets | **{{change|Forward and back aerial's pellets arc downwards.}} | ||
**{{nerf|Forward and back aerial have smaller initial [[auto-cancel]] windows (1-7/1-9 frames → 1-2), and back aerial auto-cancels later (frame 25 → 30).}} | **{{nerf|Forward and back aerial have smaller initial [[auto-cancel]] windows (1-7/1-9 frames → 1-2), and back aerial auto-cancels later (frame 25 → 30).}} | ||
**{{nerf|All hitboxes of forward and back aerial's pellets have negative shield damage, dealing half the usual damage to shields.}} | **{{nerf|All hitboxes of forward and back aerial's pellets have negative shield damage, dealing half the usual damage to shields.}} | ||
*[[Up aerial]]: | |||
**{{buff|Up aerial deals more base knockback (30 → 40).}} | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial has a hitbox on the clean hit that will | **{{buff|Down aerial has a hitbox on the clean hit that will always [[meteor smash]], regardless of how many turnips are used, greatly increasing its reliability and edgeguarding potential.}} | ||
**{{buff|It has a larger initial auto-cancel window (frames 1-7 → 1- | **{{buff|It has a larger initial auto-cancel window (frames 1-7 → 1-10).}} | ||
**{{nerf|Down aerial has | **{{buff|It has less ending lag (FAF 46 → 43).}} | ||
**{{nerf|Down aerial has more startup lag (frame 8 → 11), no longer being one of the fastest meteor smashes in the game.}} | |||
===Throws and other attacks=== | ===Throws and other attacks=== | ||
*[[Grab]]: | *[[Grab]]: | ||
**{{change|Villager has a shocked expression when missing a grab.}} | **{{change|Villager has a shocked expression when missing a grab.}} | ||
**{{change|Grab | **{{change|Grab has a unique SFX rather than sharing it with up tilt.}} | ||
**{{buff|Standing grab has slightly less startup lag (frame 15 → 14).}} | **{{buff|Standing grab has slightly less startup lag (frame 15 → 14).}} | ||
**{{buff|All grabs have slightly longer durations (frames 15-16 → 14-16 (standing), 16-17 → 16-18 (dash), 17-18 → 17-19 (pivot)).}} | **{{buff|All grabs have slightly longer durations (frames 15-16 → 14-16 (standing), 16-17 → 16-18 (dash), 17-18 → 17-19 (pivot)).}} | ||
**{{buff|All grabs | **{{buff|All grabs have significantly less ending lag (FAF 56 → 44 (standing), 70 → 48 (dash), 66 → 45 (pivot)).}} | ||
**{{buff|Grab can | **{{buff|Grab can pocket items.}} | ||
**{{nerf|Dash grab and especially pivot grab have significantly less range (Z2 offset: 16.9u → 13u (dash), -23.5u → -14.0u (pivot)).}} | **{{nerf|Dash grab and especially pivot grab have significantly less range (Z2 offset: 16.9u → 13u (dash), -23.5u → -14.0u (pivot)).}} | ||
*[[Forward throw]]: | *[[Forward throw]]: | ||
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*[[Back throw]]: | *[[Back throw]]: | ||
**{{buff|Back throw releases the opponent slightly later (frame 10 → 11) with its total duration unchanged, reducing its ending lag.}} | **{{buff|Back throw releases the opponent slightly later (frame 10 → 11) with its total duration unchanged, reducing its ending lag.}} | ||
**{{change|Back throw has much more base knockback but much less knockback scaling (18 | **{{change|Back throw has much more base knockback but much less knockback scaling (18 base/110 scaling → 46/88), making it safer at lower percents, and leaving its KO percentage right at the ledge largely unchanged, but noticeably weakening its KO potential from further away.}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{change|Up throw has increased base knockback, but reduced knockback scaling (105 | **{{change|Up throw has increased base knockback, but reduced knockback scaling (105 base/40 scaling → 114/34).}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{nerf|Down throw has more base knockback, but lower knockback scaling (60 | **{{nerf|Down throw has more base knockback, but lower knockback scaling (60 base/80 scaling → 78/60). Overall, it loses its combo potential earlier<!--Crossover point is over 120%-->.}} | ||
**{{buff|Down throw releases the opponent later (frame 16 → 18) with its duration unchanged, reducing its ending lag by two frames, further improving its combo potential.}} | **{{buff|Down throw releases the opponent later (frame 16 → 18) with its duration unchanged, reducing its ending lag by two frames, further improving its combo potential.}} | ||
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*[[Lloid Rocket]]: | *[[Lloid Rocket]]: | ||
**{{buff|Lloid Rocket has slightly less ending lag (FAF 38 → 36).}} | **{{buff|Lloid Rocket has slightly less ending lag (FAF 38 → 36).}} | ||
**{{change|Lloid | **{{change|Lloid has a shocked expression when hit.}} | ||
**{{change|Lloid has increased base knockback, but reduced knockback scaling (30 (base)/100 (scaling) → 65/75), making it safer on hit and increasing its KO potential at center stage, but reducing it near the ledge.}} | **{{change|Lloid has increased base knockback, but reduced knockback scaling (30 (base)/100 (scaling) → 65/75), making it safer on hit and increasing its KO potential at center stage, but reducing it near the ledge.}} | ||
**{{nerf|Lloid launches at a slightly higher angle (55° → 60°), hindering its edgeguarding potential.}} | **{{nerf|Lloid launches at a slightly higher angle (55° → 60°), hindering its edgeguarding potential.}} | ||
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**{{nerf|Balloon Trip recharges helium slower, and if the helium is low enough it will only spawn one balloon instead of two, slowing Villager's ascent and making them more susceptible to [[edgeguarding]]. }} | **{{nerf|Balloon Trip recharges helium slower, and if the helium is low enough it will only spawn one balloon instead of two, slowing Villager's ascent and making them more susceptible to [[edgeguarding]]. }} | ||
*[[Timber]]: | *[[Timber]]: | ||
**{{buff|The seed planting and watering have less ending lag (FAF 43 → 39 (planting), 54 → 50 (watering)).}} | |||
**{{buff|Planting close to a ledge is much easier.}} | |||
**{{buff|The axe gained additional hitboxes on frame 8 to compensate the axe going away from the playing field.}} | |||
**{{buff|The axe deals more base knockback (30 → 36) and [[shield damage]] (6 → 9).}} | |||
**{{buff|The tree bounces once on the ground before disappearing.}} | |||
**{{change|Just like down tilt, Timber has a patch of dirt underneath the sapling in the move's first stage.}} | |||
**{{nerf|The sprinkler water's windbox deals less set knockback (FKB 60 → 25), significantly weakening its utility}} | **{{nerf|The sprinkler water's windbox deals less set knockback (FKB 60 → 25), significantly weakening its utility}} | ||
**{{nerf|The axe has increased ending lag when cutting the tree. (FAF 32 → 50)}} | **{{nerf|The axe has increased ending lag when cutting the tree. (FAF 32 → 50)}} | ||
***{{nerf|As a consequence of this, Pocket is no longer possible to perform safely if the tree is [[reflect]]ed.}} | ***{{nerf|As a consequence of this, Pocket is no longer possible to perform safely if the tree is [[reflect]]ed.}} | ||
*[[Dream Home]]: | *[[Dream Home]]: | ||
**{{change|Dream Home | **{{change|Dream Home has the house rotate while Tom Nook, Timmy and Tommy build it. Tom Nook also throws furniture into the building more rapidly.}} | ||
**{{change|Dream Home has a longer pause before the final explosion.}} | **{{change|Dream Home has a longer pause before the final explosion.}} |
Latest revision as of 21:57, July 12, 2022
Aesthetics
- Due to the aesthetic used in Ultimate, Villager's model features a more subdued color scheme. His facial features appear less realistic and "faded"; the shadow of his hair has been adjusted, and his skin tone is slightly darker. Additionally, his clothing features subtle detailing. These changes are also expressed in all of Villager's costumes.
- Villager's seventh and eighth alternate costumes now have a dark skin tone.
- Villager always faces the screen regardless of which direction he turns, causing all of his animations to be mirrored while altering some.
- Villager's dash animation has been altered.
- Clothing such as Villager's shorts have more movement while fighting.
- Villager now blinks during the clapping animation on the results screen.
Attributes
- Like all characters, Villager's jumpsquat animation only takes three frames to complete (down from 5).
- Villager is lighter (97 → 92), weighing the same as Ice Climbers. This worsens his survivability.
- Villager dashes faster (1.27 → 1.397).
- Villager's initial dash is faster (1.5 → 1.815).
- Villager's traction has been increased (0.06 → 0.131).
- Villager's spot dodge has slightly less ending lag (FAF 28 → 26).
- Spot dodge has a slightly shorter duration (frames 3-18 → 3-17).
- Forward roll has slightly reduced ending lag (FAF 31 → 30).
- Forward roll has a shorter duration (frames 4-17 → 4-15).
- Backward roll has slightly more startup (frame 4 → 5) and ending lag (FAF 31 → 35).
- Backward roll has a shorter duration (frames 4-17 → 5-16).
- Neutral air dodge's intangibility lasts for two more frames (frames 3-28 → 3-30).
- Neutral air dodge has significantly increased ending lag (FAF 34 → 58).
- Neutral air dodge has less landing lag (22 frames → 10).
Ground attacks
- Neutral attack:
- Villager's jab is a neutral infinite and has a finisher, a straight jab. This significantly improves it damage racking ability and makes it safer.
- Neutral attack has received several changes to connect more reliably:
- Both hits have higher hitstun modifiers (2 → 7 (hit 1), 2/0 → 2/11 (hit 2)).
- The first hit has larger hitboxes (2.5u/2.5u/2.5u → 2.5u/3u/3u/3u), with an additional hitbox that launches opponents towards Villager like the previous farthest hitbox. Both of these hitboxes cover different spots in the Z-axis (X offset: 0u → -1.5u—1.5u), making them less likely to miss opponents during certain animations.
- The first hit uses extended hitboxes, with the closest one stretching horizontally (Z offset: 6.5u → 6.5u—7.5u) and the rest stretching vertically (Y offset: 5.5u → 5.5u—4.5u), improving its range.
- The second hit has received an additional hitbox, which shares its vertical and horizontal placement with the previous farthest hitbox, but covers a different spot in the Z-axis (X offset: 0u → -1u—1u). Both hitboxes also have less base knockback (15 → 10) and have been stretched vertically (Y offset: 5.5u → 5.5u—4u).
- The jab to axe kill confirm Villager had in Smash 4 is no longer possible due to the new finisher, removing their jab cancel mixups.
- Dash attack:
- Dash attack has noticeably less startup (frame 13 → 9) and much less ending lag (FAF 55 → 45).
- Forward tilt:
- Forward tilt deals much less knockback scaling, but much more base knockback (30 base/90 scaling → 80/50). This makes it safer on hit at low percents, but significantly hinders its KO potential at higher percents.
- Forward tilt launches at a higher angle (361° → 45°), further reducing its KO potential.
- Up tilt:
- Up tilt's animation has been altered; Villager swings the stick back and forth rather than in a circular motion.
- It has less ending lag (FAF 50 → 48).
- The move grants intangibility on Villager's head and arm during frames 7-25, giving it better anti-air utility.
- The first hit has a reduced hit lag multiplier (1x → 0.8x), making it harder to escape from.
- The first hit's aerial-only hitbox has gained a hitstun modifier of 2, allowing it to connect more reliably into the second hit.
- It has significantly smaller hitboxes (4u/6u/6u → 3.8u/4u/4u (hit 1), 6u/4u → 5u/4u (hit 2)).
- It has its damage values reversed (6% → 5% (hit 1), 5% → 6% (hit 2)).
- However, its damage wasn't compensated enough for its lower knockback scaling (160 → 140), dealing less knockback overall.
- Down tilt:
- Down tilt's sourspot deals more damage (8% → 10%) and more knockback (40 base/90 scaling → 50/95), improving its KO potential.
- It has a slightly longer duration (frames 9-10 → 9-11).
- It has more ending lag (FAF 35 → 38).
- The sweetspot deals less damage (13% → 12%), albeit with knockback compensated (40 base/90 scaling → 50/95).
- The sweetspot launches at a lower angle (80° → 75°), slightly hindering its KO potential.
- It has a small patch of dirt underneath the weed before Villager pulls it from the ground.
- Forward smash:
- Forward smash's bowling ball lingers for a moment after landing on the ground.
- It has less knockback scaling (100 → 95).
- Its damage multiplier for fully charging is lower (1.4x → 1.2x).
- Up smash:
- Up smash deals more damage (1% → 1.5% (hits 2-5), 4% → 4.6% (hit 6); total: 11% → 13.6%) and the final hit has more knockback scaling (205 → 220), noticebly improving its KO potential.
- The multihits have had their large hitbox replaced with four smaller ones (7u → 2.8/2.8u/2.8u/2.8u), increasing their range.
- The first hit and final hit have smaller hitboxes (6u/6u → 4u/6u (hit 1), 10u → 9u (final)).
- Down smash:
- Down smash has more range (Z offset: 10u/9u → 13u/12u (hit 1), -10u/-9u → -13u/-12u (hit 2)).
- It has more base knockback (0 → 30), increasing the duration of its bury effect.
- It is unable to jab lock, removing Villager’s infinite combo.
- It has slightly more ending lag (FAF 48 → 50), although this is compensated by the higher knockback if it connects.
Aerial attacks
- All aerials have less landing lag: (14 frames → 8 (neutral), 23 → 14 (forward/back), 15 → 12 (up/down)).
- Forward aerial/Back aerial
- Forward and back aerial's pellets arc downwards.
- Forward and back aerial have smaller initial auto-cancel windows (1-7/1-9 frames → 1-2), and back aerial auto-cancels later (frame 25 → 30).
- All hitboxes of forward and back aerial's pellets have negative shield damage, dealing half the usual damage to shields.
- Up aerial:
- Up aerial deals more base knockback (30 → 40).
- Down aerial:
- Down aerial has a hitbox on the clean hit that will always meteor smash, regardless of how many turnips are used, greatly increasing its reliability and edgeguarding potential.
- It has a larger initial auto-cancel window (frames 1-7 → 1-10).
- It has less ending lag (FAF 46 → 43).
- Down aerial has more startup lag (frame 8 → 11), no longer being one of the fastest meteor smashes in the game.
Throws and other attacks
- Grab:
- Villager has a shocked expression when missing a grab.
- Grab has a unique SFX rather than sharing it with up tilt.
- Standing grab has slightly less startup lag (frame 15 → 14).
- All grabs have slightly longer durations (frames 15-16 → 14-16 (standing), 16-17 → 16-18 (dash), 17-18 → 17-19 (pivot)).
- All grabs have significantly less ending lag (FAF 56 → 44 (standing), 70 → 48 (dash), 66 → 45 (pivot)).
- Grab can pocket items.
- Dash grab and especially pivot grab have significantly less range (Z2 offset: 16.9u → 13u (dash), -23.5u → -14.0u (pivot)).
- Forward throw:
- Forward throw releases the opponent later (frame 10 → 15), reducing its end lag by five frames, but giving the opponent more time to DI.
- Forward throw has more base knockback (102 → 108), improving its ability to get opponents offstage.
- Back throw:
- Back throw releases the opponent slightly later (frame 10 → 11) with its total duration unchanged, reducing its ending lag.
- Back throw has much more base knockback but much less knockback scaling (18 base/110 scaling → 46/88), making it safer at lower percents, and leaving its KO percentage right at the ledge largely unchanged, but noticeably weakening its KO potential from further away.
- Up throw:
- Up throw has increased base knockback, but reduced knockback scaling (105 base/40 scaling → 114/34).
- Down throw:
- Down throw has more base knockback, but lower knockback scaling (60 base/80 scaling → 78/60). Overall, it loses its combo potential earlier.
- Down throw releases the opponent later (frame 16 → 18) with its duration unchanged, reducing its ending lag by two frames, further improving its combo potential.
Special moves
- Pocket:
- Pocketed projectiles no longer vanish after 30 seconds and can be kept indefinitely.
- Pocket throw has more startup lag (frame 5 → 9).
- This gives the move one less frame ending lag since its duration was not fully compensated (FAF 27 → 30).
- Similarly to Monado Arts, while Villager has a pocketed item or projectile, the item/projectile will appear in a display above the damage meter, making Pocket easier to use but also allowing opponents to know what item is pocketed.
- Lloid Rocket:
- Lloid Rocket has slightly less ending lag (FAF 38 → 36).
- Lloid has a shocked expression when hit.
- Lloid has increased base knockback, but reduced knockback scaling (30 (base)/100 (scaling) → 65/75), making it safer on hit and increasing its KO potential at center stage, but reducing it near the ledge.
- Lloid launches at a slightly higher angle (55° → 60°), hindering its edgeguarding potential.
- Balloon Trip:
- Balloon Trip recharges helium slower, and if the helium is low enough it will only spawn one balloon instead of two, slowing Villager's ascent and making them more susceptible to edgeguarding.
- Timber:
- The seed planting and watering have less ending lag (FAF 43 → 39 (planting), 54 → 50 (watering)).
- Planting close to a ledge is much easier.
- The axe gained additional hitboxes on frame 8 to compensate the axe going away from the playing field.
- The axe deals more base knockback (30 → 36) and shield damage (6 → 9).
- The tree bounces once on the ground before disappearing.
- Just like down tilt, Timber has a patch of dirt underneath the sapling in the move's first stage.
- The sprinkler water's windbox deals less set knockback (FKB 60 → 25), significantly weakening its utility
- The axe has increased ending lag when cutting the tree. (FAF 32 → 50)
- As a consequence of this, Pocket is no longer possible to perform safely if the tree is reflected.
- Dream Home:
- Dream Home has the house rotate while Tom Nook, Timmy and Tommy build it. Tom Nook also throws furniture into the building more rapidly.
- Dream Home has a longer pause before the final explosion.