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
 
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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 eight [[alternate costume]]s now have a dark skin tone.}}
*{{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 now only takes three frames to complete (down from 5).}}
*{{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 now is a neutral infinite and has a finisher, a straight jab. This significantly improves it damage racking ability and makes it safer.}}
**{{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.}}
**{{nerf|However, 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.}}
**{{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 (base)/90 (scaling) → 80 (base)/50 (scaling)). This makes it safer on hit at low percents, but significantly hinders its KO potential at higher percents.}}
**{{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|[[Up tilt]]'s animation has been altered; Villager swings the stick back and forth rather than in a circular motion.}}
**{{change|Up tilt's animation has been altered; Villager swings the stick back and forth rather than in a circular motion.}}
**{{buff|[[Up tilt]] has less ending lag (FAF 50 → 48).}}
**{{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 (base)/90 (scaling) → 50/95), improving its KO potential.}}
**{{buff|Down tilt's sourspot deals more damage (8% → 10%) and more knockback (40 base/90 scaling → 50/95), improving its KO potential.}}
**{{buff|Down tilt has a slightly longer duration (frames 9-10 → 9-11).}}
**{{buff|It has a slightly longer duration (frames 9-10 → 9-11).}}
**{{change|Down tilt now has a small patch of dirt underneath the weed before Villager pulls it from the ground.}}
**{{nerf|It has more ending lag (FAF 35 → 38).}}
**{{nerf|Down tilt has more ending lag (FAF 35 → 38).}}
**{{nerf|The sweetspot deals less damage (13% → 12%), albeit with knockback compensated (40 base/90 scaling → 50/95).}}
**{{nerf|Down tilt's sweetspot deals less damage (13% → 12%), albeit with knockback compensated (40 (base)/90 (scaling) → 50/95).}}
**{{nerf|The sweetspot launches at a lower angle (80° → 75°), slightly hindering its KO potential.}}
**{{nerf|Down tilt's sweetspot launches at a lower angle (80° → 75°), slightly hindering its KO potential.}}
**{{change|It has a small patch of dirt underneath the weed before Villager pulls it from the ground.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{change|[[Forward smash]]'s bowling ball now lingers for a moment after landing on the ground.}}
**{{change|Forward smash's bowling ball lingers for a moment after landing on the ground.}}
**{{nerf|Forward smash has less knockback scaling (100 → 95).}}
**{{nerf|It has less knockback scaling (100 → 95).}}
**{{nerf|Forward smash's damage multiplier for fully charging is lower (1.4x → 1.2x).}}
**{{nerf|Its damage multiplier for fully charging is lower (1.4x → 1.2x).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash's final hit has more knockback scaling (205 → 220).}}
**{{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 its range.}}
**{{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 (6.0u/6.0u 4.0u/6.0u (hit 1), 10.0u 9.0u (final)).}}
**{{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: 10.0u/9.0u 13.0u/12.0u (hit 1), -10.0u/-9.0u → -13.0u/-12.0u (hit 2)).}}
**{{buff|Down smash has more range (Z offset: 10u/9u 13u/12u (hit 1), -10u/-9u → -13u/-12u (hit 2)).}}
**{{buff|Down smash has more base knockback (0 → 30), increasing the duration of its bury effect.}}
**{{buff|It has more base knockback (0 → 30), increasing the duration of its bury effect.}}
**{{nerf|[[Down smash]] is now unable to [[jab lock]], removing Villager’s infinite combo.}}
**{{nerf|It is unable to [[jab lock]], removing Villager’s infinite combo.}}
**{{nerf|Down smash has slightly more ending lag (FAF 48 → 50), although this is compensated by the higher knockback.}}
**{{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), 23 → 14 (back), 15 → 12 (up), 15 → 12 (down)).}}
*{{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 now arc downwards.}}
**{{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 now always [[meteor smash]], regardless of how many turnips are used, greatly increasing its reliability and edgeguarding potential.}}
**{{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 → 1-13).}}
**{{buff|It has a larger initial auto-cancel window (frames 1-7 → 1-10).}}
**{{nerf|Down aerial has noticeably increased startup lag (frame 8 → 14), no longer being one of the fastest meteor smashes in the game.}}
**{{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 now has a unique SFX rather than sharing it with up tilt.}}
**{{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 has significantly reduced ending lag (FAF 56 → 44 (standing), 70 → 48 (dash), 66 → 45 (pivot)).}}.
**{{buff|All grabs have significantly less ending lag (FAF 56 → 44 (standing), 70 → 48 (dash), 66 → 45 (pivot)).}}
**{{buff|Grab can now pocket items.}}
**{{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 (base)/110 (growth) → 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.}}
**{{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 (base)/40 (scaling) → 114/34).}}
**{{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 (base)/80 (scaling) → 78/60). Overall, it loses its combo potential earlier<!--Crossover point is over 120%-->.}}
**{{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 now has a shocked expression when hit.}}
**{{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}}
**{{buff|Timber now bounces once on the ground before disappearing.}}
**{{buff|Planting close to a ledge is now much easier.}}
**{{change|Just like down tilt, Timber now has a patch of dirt underneath the sapling in the move's first stage.}}
**{{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 now 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 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

  • 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 eighth alternate costumes 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's dash animation has been altered.
  • Change Clothing such as Villager's shorts have more movement while fighting.
  • Change Villager now blinks during the clapping animation on the results screen.

Attributes

  • Buff Like all characters, Villager's jumpsquat animation only takes three frames to complete (down from 5).
  • Nerf Villager is lighter (97 → 92), weighing the same as Ice Climbers. This worsens his survivability.
  • Buff Villager dashes faster (1.27 → 1.397).
  • Buff Villager's initial dash is faster (1.5 → 1.815).
  • Buff Villager's traction has been increased (0.06 → 0.131).
  • Buff Villager's spot dodge has slightly less ending lag (FAF 28 → 26).
    • Nerf Spot dodge has a slightly shorter duration (frames 3-18 → 3-17).
  • Buff Forward roll has slightly reduced ending lag (FAF 31 → 30).
    • Nerf Forward roll has a shorter duration (frames 4-17 → 4-15).
  • Nerf Backward roll has slightly more startup (frame 4 → 5) and ending lag (FAF 31 → 35).
    • Nerf Backward roll has a shorter duration (frames 4-17 → 5-16).
  • Buff Neutral air dodge's intangibility lasts for two more frames (frames 3-28 → 3-30).
    • Nerf Neutral air dodge has significantly increased ending lag (FAF 34 → 58).
    • Buff Neutral air dodge has less landing lag (22 frames → 10).

Ground attacks

  • Neutral attack:
    • 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 modifiers (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:
    • Buff Dash attack has noticeably less startup (frame 13 → 9) and much less ending lag (FAF 55 → 45).
  • Forward tilt:
    • 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.
  • Up tilt:
    • Change Up tilt's animation has been altered; Villager swings the stick back and forth rather than in a circular motion.
    • 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'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)).
    • 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.
  • Down tilt:
    • Buff Down tilt's sourspot deals more damage (8% → 10%) and more knockback (40 base/90 scaling → 50/95), improving its KO potential.
    • Buff It has a slightly longer duration (frames 9-10 → 9-11).
    • Nerf It has more ending lag (FAF 35 → 38).
    • Nerf The sweetspot deals less damage (13% → 12%), albeit with knockback compensated (40 base/90 scaling → 50/95).
    • Nerf The sweetspot launches at a lower angle (80° → 75°), slightly hindering its KO potential.
    • Change It has a small patch of dirt underneath the weed before Villager pulls it from the ground.
  • Forward smash:
    • Change Forward smash's bowling ball lingers for a moment after landing on the ground.
    • Nerf It has less knockback scaling (100 → 95).
    • Nerf Its damage multiplier for fully charging is lower (1.4x → 1.2x).
  • 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 their range.
    • Nerf The first hit and final hit have smaller hitboxes (6u/6u → 4u/6u (hit 1), 10u → 9u (final)).
  • Down smash:
    • Buff Down smash has more range (Z offset: 10u/9u → 13u/12u (hit 1), -10u/-9u → -13u/-12u (hit 2)).
    • Buff It has more base knockback (0 → 30), increasing the duration of its bury effect.
    • Nerf It is unable to jab lock, removing Villager’s infinite combo.
    • Nerf It has slightly more ending lag (FAF 48 → 50), although this is compensated by the higher knockback if it connects.

Aerial attacks

  • Buff All aerials have less landing lag: (14 frames → 8 (neutral), 23 → 14 (forward/back), 15 → 12 (up/down)).
  • Forward aerial/Back aerial
    • 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 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:
    • 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 → 1-10).
    • 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

  • Grab:
    • Change Villager has a shocked expression when missing a 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 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 significantly less ending lag (FAF 56 → 44 (standing), 70 → 48 (dash), 66 → 45 (pivot)).
    • 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)).
  • Forward throw:
    • Change Forward throw releases the opponent later (frame 10 → 15), reducing its end lag by five frames, but giving the opponent more time to DI.
    • Buff Forward throw has more base knockback (102 → 108), improving its ability to get opponents offstage.
  • Back throw:
    • 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 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:
    • Change Up throw has increased base knockback, but reduced knockback scaling (105 base/40 scaling → 114/34).
  • Down throw:
    • Nerf Down throw has more base knockback, but lower knockback scaling (60 base/80 scaling → 78/60). Overall, it loses its combo potential earlier.
    • 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.

Special moves

  • Pocket:
    • Buff Pocketed projectiles no longer vanish after 30 seconds and can be kept indefinitely.
    • Nerf Pocket throw has more startup lag (frame 5 → 9).
      • Buff This gives the move one less frame ending lag since its duration was not fully compensated (FAF 27 → 30).
    • Change 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:
    • Buff Lloid Rocket has slightly less ending lag (FAF 38 → 36).
    • 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.
    • Nerf Lloid launches at a slightly higher angle (55° → 60°), hindering its edgeguarding potential.
  • Balloon Trip:
    • 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:
    • 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 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 reflected.
  • 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.