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{|class="wikitable" | {|class="wikitable" | ||
!colspan=2| !!Diff.!!Pri.!! | !colspan=2| !!Diff.!!Pri.!!Description!!Result | ||
|- | |- | ||
|colspan= | |colspan=6 style="text-align:center"|General | ||
|- | |- | ||
|colspan=2|{{n}}||[[ | |colspan=2|{{n}}||[[File:IntenseDifficulty.png|25px]]||inf||How can we tell the game has been patched? How can we tell what has been changed? It is possible to "save" intermediate versions for later study if we know they're about to be overwritten?||— | ||
|- | |- | ||
|colspan=2|{{n}}||[[ | |colspan=2|{{n}}||[[File:IntenseDifficulty.png|25px]]||inf||What in the game has been clearly changed from what was seen in beta screenshots/footage (such as Link's dair meteor smash being potentially removed)?||— | ||
|- | |- | ||
|colspan=2|{{n}}||[[ | |colspan=2|{{n}}||[[File:HardDifficulty.png|25px]]||100||Can you still air dodge or attack out of hitstun? And if so, to any altered degree, and does momentum cancelling still work as it did in Brawl?||— | ||
|- | |- | ||
|colspan=2|{{n}}||[[ | |colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||95||How much hitstun does the game have compared to the previous Smash games?||— | ||
|- | |- | ||
|colspan=2|{{n}}||[[ | |colspan=2|{{n}}||[[File:HardDifficulty.png|25px]]||95||Is buffering still retained, and if so, to any altered degree?||— | ||
|- | |- | ||
|colspan=2|{{n}}||[[ | |colspan=2|{{n}}||[[File:EasyDifficulty.png|25px]]||90||Is L-cancelling back?||— | ||
|- | |- | ||
|colspan=2|{{n}}||[[ | |colspan=2|{{n}}||[[File:HardDifficulty.png|25px]]||90||How have edges been altered? Can you still grab the edge from behind? Has the distance you must be within to grab the ledge been noticably altered? Is the edge any harder to grab in any other way? Is planking effectively less viable? What are the "rules" determining how one can steal the edge from someone else?||— | ||
|- | |- | ||
|colspan=2|{{n}}||[[ | |colspan=2|{{n}}||[[File:EasyDifficulty.png|25px]]||85||Does powershielding reflect projectiles?||— | ||
|- | |- | ||
|colspan= | |colspan=2|{{n}}||[[File:HardDifficulty.png|25px]]||80||Has the priority range been altered? Do aerials now follow normal priority and are interruptable through clanging? Have any other rules of priority been altered?||— | ||
|- | |- | ||
| | |colspan=2|{{n}}||[[File:HardDifficulty.png|25px]]||80||Have shields been altered in any way? (Being made more durable/weaker, regenerating faster/slow, more/less shield stun, etc.)||— | ||
|- | |- | ||
| | |colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||75||How fast are the characters' falling speeds in comparison to previous games?||— | ||
|- | |- | ||
|colspan=2|{{n}}||[[ | |colspan=2|{{n}}||[[File:EasyDifficulty.png|25px]]||70||Is the fully charged smash multiplier still 1.4x?||— | ||
|- | |- | ||
|colspan= | |colspan=2|{{n}}||[[File:HardDifficulty.png|25px]]||60||Have the mechanics of tripping been altered in any way?||— | ||
|- | |- | ||
|colspan=2|{{n}}||[[ | |colspan=2|{{n}}||[[File:EasyDifficulty.png|25px]]||60||What modes does staleness apply in?||— | ||
|- | |||
|colspan=2|{{n}}||[[File:HardDifficulty.png|25px]]||60||What are the staleness reductors? Has stale-move negation been altered in any way?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:VeryHardDifficulty.png|25px]]||60||Have DI and SDI been altered in any way?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:VeryHardDifficulty.png|25px]]||60||Has meteor cancelling been altered in any way? Do any characters have different meteor cancelling windows/rules?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:EasyDifficulty.png|25px]]||60||Are DACUSes retained? If so, have they been altered in anyway, and which characters can benefit from it?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||50||Are later hitboxes staled by earlier hits? (SSB64, SSBM) Do moves stale weirdly when interrupted with themselves? (SSBB) Are both these bugs fixed?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||50||Has the dash dancing window been widened to make dash dancing viable again, or has it been eliminated completely?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||40||Are techs sticky like SSBM or slippery like SSBB?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:HardDifficulty.png|25px]]||40||Has the meteor smash angle window been altered? Are there are attacks that can qualify as spikes?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||30||Has rebound been reimplemented?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:EasyDifficulty.png|25px]]||30||Can items be grabbed during a dash? Does the dash attack continue after grabbing an item? What about with aerials (and comparing attack vs. grab to pickup)?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||30||Does the smash charge interruption knockback bonus still exist? Is it still 1.2x?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||30||Has Footstool Jumping been altered in any way? Does it now function as a proper attack and/or meteor smash?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||30||Have wall jumping and wall clinging been altered in any way?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:HardDifficulty.png|25px]]||20||Have the rules and effects of glancing blows been altered?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:EasyDifficulty.png|25px]]||10||Have pain yells been reimplemented?||— | |||
|- | |||
|colspan=6 style="text-align:center"|Character-specific | |||
|- | |||
|colspan=2|{{n}}||[[File:HardDifficulty.png|25px]]||100||In what ways have returning characters with a degree of cloning been decloned? Are any of the newcomers any sort of clone of another character?||— | |||
|- | |||
|0||39||[[File:NormalDifficulty.png|25px]]||90||Which moves/animations of which characters have ambidextrous versions?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:VeryHardDifficulty.png|25px]]||90||What are the rules with Rosalina's Lumas? Do they behave like a playable character similar to Nana or like Pikmin or something else entirely? Do they have a damage meter and sustain knockback like a playable character, or do they have hit points like Pikmin? If they have rules similar to Nana, can they grab on their own, and if so, can they chain grab with Rosalina? Does Rosalina have any restrictions to summoning more Lumas after a Luma is KO'd?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:VeryHardDifficulty.png|25px]]||90||How has Lucario's aura mechanic been altered? Does he have a higher cap? Does his power increase at a sharper rate? Do the stock modifiers work any differently? Which attacks of his are affected by aura, and are any affected beyond a power increase?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:VeryHardDifficulty.png|25px]]||90||How much damage dealt and sustained is necessary to charge Little Mac's Power Meter? How does it affect his moves beyond giving him an OHKO uppercut when fully charged? And is the fully charged uppercut a legitimate OHKO?||— | |||
|- | |||
|0||26||[[File:EasyDifficulty.png|25px]]||85||Have the controls of any veterans' special moves changed? (example: [[Needle Storm]] between SSBM and SSBB)||— | |||
|- | |||
|colspan=2|{{n}}||[[File:HardDifficulty.png|25px]]||80||Has the lag out of grab releases been normalised? Do Bowser and Donkey Kong still retain their frame advantage on grab releases? Do Ness and Lucas still suffer their greater frame disadvantage? Have grab release animations been altered to prevent grab release followups?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||75||Has the landing lag glitch been fixed? If not, has the rules of it been altered and are characters affected differently?||— | |||
|- | |||
|0||1||[[File:EasyDifficulty.png|25px]]||70||Does double jump cancelling work?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:EasyDifficulty.png|25px]]||70||What happens when Kirby copies a custom special move?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||70||Has Dedede's down throw been altered? Does it still chain throw or does it induce tech chases on all characters instead? Has its set knockback been removed? In the unlikely event it still chain throws, can he still infinite or zero-death characters with it?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||65||Has Fox regained the ability to jump cancel his Reflector? If so, does it work any differently than it did in Melee?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:EasyDifficulty.png|25px]]||60||Does the grab release glitch still work?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:EasyDifficulty.png|25px]]||60||Which characters can wall jump, crawl, and wall cling?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:EasyDifficulty.png|25px]]||50||Is Yoshi still unable to jump out of his shield?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||50||Can Pikachu still Quick Attack cancel? If so, has it been altered in any way?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||50||Can Pikachu still chain throw with his forward and down throws? If so, have they been effectively nerfed to not be so deadly on fastfallers?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||40||Have the mechanics of Mario's Cape been altered? Can Mario still Cape glide with it?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:HardDifficulty.png|25px]]||40||Have the sacrificial KO rules of the suicide moves (e.g. Flying Slam, Inhale, etc.) been altered? (i.e., does the game consider one character to die before the other, does ports or the specific opposing character play any part in it, can the suicide initiator jump away without getting KO'd immediately after the opponent is KO'd)||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||30||Does Pikmin pluck speed still depend on terrain?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:EasyDifficulty.png|25px]]||30||Do Olimar's Pikmin still react unusually with priority? (i.e. being somewhat treated as projectiles, so being able to clang with aerials and not being interruptable through clanging)||— | |||
|- | |||
|colspan=2|{{n}}||[[File:EasyDifficulty.png|25px]]||25||Does Fox's forward aerial still possess a "hover" effect that can boost the height of his jumps when used in conjunction?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:EasyDifficulty.png|25px]]||20||Can Bowser still Koopa Hop with Flying Slam?||— | |||
|- | |||
|colspan=6 style="text-align:center"|Stage-specific | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||80||Do the blast lines' positioning of the Final Destination variants differ? Are the undersides of the Final Destination variants shaped identically?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:HardDifficulty.png|25px]]||65||Are the dimensions of stages in both versions identical?||— | |||
|- | |||
|colspan=6 style="text-align:center"|Item-specific | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||50||Do Poke Balls and Assist Trophies have a limit on the amount that can be spawned at the same time? If so, what is the limit?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:EasyDifficulty.png|25px]]||35||Can Assist Trophies be picked up and used like other items, or do they still have different usage rules like in Brawl?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||25||Has the AI of Assist Trophies characters been improved so that they don't jump off the stage as frequently as they did in Brawl?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||25||Which Pokemon and Assist Trophy characters can be attacked and KO'd?||— | |||
|- | |||
|colspan=2|{{n}}||[[File:NormalDifficulty.png|25px]]||5||Can you still shell hop with the Green Shell? If so, can you indefinitely gain height with it and rise above the reach of opponents to indefinitely stall?||— | |||
|} | |} |
Latest revision as of 11:33, February 10, 2021
The following things will need to be tested for wiki purposes as soon as possible once SSB4 comes out (or sooner, if possible).
More to be added once I think of it. Things like "document moveset damage, angle, and approximate power" should be obvious enough to not include. Feel free to add your own and fix predicted difficulties you think are wrong (or if new info becomes available), but please don't mess with the priorities too much.
Diff. | Pri. | Description | Result | ||
---|---|---|---|---|---|
General | |||||
![]() |
![]() |
inf | How can we tell the game has been patched? How can we tell what has been changed? It is possible to "save" intermediate versions for later study if we know they're about to be overwritten? | — | |
![]() |
![]() |
inf | What in the game has been clearly changed from what was seen in beta screenshots/footage (such as Link's dair meteor smash being potentially removed)? | — | |
![]() |
![]() |
100 | Can you still air dodge or attack out of hitstun? And if so, to any altered degree, and does momentum cancelling still work as it did in Brawl? | — | |
![]() |
![]() |
95 | How much hitstun does the game have compared to the previous Smash games? | — | |
![]() |
![]() |
95 | Is buffering still retained, and if so, to any altered degree? | — | |
![]() |
![]() |
90 | Is L-cancelling back? | — | |
![]() |
![]() |
90 | How have edges been altered? Can you still grab the edge from behind? Has the distance you must be within to grab the ledge been noticably altered? Is the edge any harder to grab in any other way? Is planking effectively less viable? What are the "rules" determining how one can steal the edge from someone else? | — | |
![]() |
![]() |
85 | Does powershielding reflect projectiles? | — | |
![]() |
![]() |
80 | Has the priority range been altered? Do aerials now follow normal priority and are interruptable through clanging? Have any other rules of priority been altered? | — | |
![]() |
![]() |
80 | Have shields been altered in any way? (Being made more durable/weaker, regenerating faster/slow, more/less shield stun, etc.) | — | |
![]() |
![]() |
75 | How fast are the characters' falling speeds in comparison to previous games? | — | |
![]() |
![]() |
70 | Is the fully charged smash multiplier still 1.4x? | — | |
![]() |
![]() |
60 | Have the mechanics of tripping been altered in any way? | — | |
![]() |
![]() |
60 | What modes does staleness apply in? | — | |
![]() |
![]() |
60 | What are the staleness reductors? Has stale-move negation been altered in any way? | — | |
![]() |
![]() |
60 | Have DI and SDI been altered in any way? | — | |
![]() |
![]() |
60 | Has meteor cancelling been altered in any way? Do any characters have different meteor cancelling windows/rules? | — | |
![]() |
![]() |
60 | Are DACUSes retained? If so, have they been altered in anyway, and which characters can benefit from it? | — | |
![]() |
![]() |
50 | Are later hitboxes staled by earlier hits? (SSB64, SSBM) Do moves stale weirdly when interrupted with themselves? (SSBB) Are both these bugs fixed? | — | |
![]() |
![]() |
50 | Has the dash dancing window been widened to make dash dancing viable again, or has it been eliminated completely? | — | |
![]() |
![]() |
40 | Are techs sticky like SSBM or slippery like SSBB? | — | |
![]() |
![]() |
40 | Has the meteor smash angle window been altered? Are there are attacks that can qualify as spikes? | — | |
![]() |
![]() |
30 | Has rebound been reimplemented? | — | |
![]() |
![]() |
30 | Can items be grabbed during a dash? Does the dash attack continue after grabbing an item? What about with aerials (and comparing attack vs. grab to pickup)? | — | |
![]() |
![]() |
30 | Does the smash charge interruption knockback bonus still exist? Is it still 1.2x? | — | |
![]() |
![]() |
30 | Has Footstool Jumping been altered in any way? Does it now function as a proper attack and/or meteor smash? | — | |
![]() |
![]() |
30 | Have wall jumping and wall clinging been altered in any way? | — | |
![]() |
![]() |
20 | Have the rules and effects of glancing blows been altered? | — | |
![]() |
![]() |
10 | Have pain yells been reimplemented? | — | |
Character-specific | |||||
![]() |
![]() |
100 | In what ways have returning characters with a degree of cloning been decloned? Are any of the newcomers any sort of clone of another character? | — | |
0 | 39 | ![]() |
90 | Which moves/animations of which characters have ambidextrous versions? | — |
![]() |
![]() |
90 | What are the rules with Rosalina's Lumas? Do they behave like a playable character similar to Nana or like Pikmin or something else entirely? Do they have a damage meter and sustain knockback like a playable character, or do they have hit points like Pikmin? If they have rules similar to Nana, can they grab on their own, and if so, can they chain grab with Rosalina? Does Rosalina have any restrictions to summoning more Lumas after a Luma is KO'd? | — | |
![]() |
![]() |
90 | How has Lucario's aura mechanic been altered? Does he have a higher cap? Does his power increase at a sharper rate? Do the stock modifiers work any differently? Which attacks of his are affected by aura, and are any affected beyond a power increase? | — | |
![]() |
![]() |
90 | How much damage dealt and sustained is necessary to charge Little Mac's Power Meter? How does it affect his moves beyond giving him an OHKO uppercut when fully charged? And is the fully charged uppercut a legitimate OHKO? | — | |
0 | 26 | ![]() |
85 | Have the controls of any veterans' special moves changed? (example: Needle Storm between SSBM and SSBB) | — |
![]() |
![]() |
80 | Has the lag out of grab releases been normalised? Do Bowser and Donkey Kong still retain their frame advantage on grab releases? Do Ness and Lucas still suffer their greater frame disadvantage? Have grab release animations been altered to prevent grab release followups? | — | |
![]() |
![]() |
75 | Has the landing lag glitch been fixed? If not, has the rules of it been altered and are characters affected differently? | — | |
0 | 1 | ![]() |
70 | Does double jump cancelling work? | — |
![]() |
![]() |
70 | What happens when Kirby copies a custom special move? | — | |
![]() |
![]() |
70 | Has Dedede's down throw been altered? Does it still chain throw or does it induce tech chases on all characters instead? Has its set knockback been removed? In the unlikely event it still chain throws, can he still infinite or zero-death characters with it? | — | |
![]() |
![]() |
65 | Has Fox regained the ability to jump cancel his Reflector? If so, does it work any differently than it did in Melee? | — | |
![]() |
![]() |
60 | Does the grab release glitch still work? | — | |
![]() |
![]() |
60 | Which characters can wall jump, crawl, and wall cling? | — | |
![]() |
![]() |
50 | Is Yoshi still unable to jump out of his shield? | — | |
![]() |
![]() |
50 | Can Pikachu still Quick Attack cancel? If so, has it been altered in any way? | — | |
![]() |
![]() |
50 | Can Pikachu still chain throw with his forward and down throws? If so, have they been effectively nerfed to not be so deadly on fastfallers? | — | |
![]() |
![]() |
40 | Have the mechanics of Mario's Cape been altered? Can Mario still Cape glide with it? | — | |
![]() |
![]() |
40 | Have the sacrificial KO rules of the suicide moves (e.g. Flying Slam, Inhale, etc.) been altered? (i.e., does the game consider one character to die before the other, does ports or the specific opposing character play any part in it, can the suicide initiator jump away without getting KO'd immediately after the opponent is KO'd) | — | |
![]() |
![]() |
30 | Does Pikmin pluck speed still depend on terrain? | — | |
![]() |
![]() |
30 | Do Olimar's Pikmin still react unusually with priority? (i.e. being somewhat treated as projectiles, so being able to clang with aerials and not being interruptable through clanging) | — | |
![]() |
![]() |
25 | Does Fox's forward aerial still possess a "hover" effect that can boost the height of his jumps when used in conjunction? | — | |
![]() |
![]() |
20 | Can Bowser still Koopa Hop with Flying Slam? | — | |
Stage-specific | |||||
![]() |
![]() |
80 | Do the blast lines' positioning of the Final Destination variants differ? Are the undersides of the Final Destination variants shaped identically? | — | |
![]() |
![]() |
65 | Are the dimensions of stages in both versions identical? | — | |
Item-specific | |||||
![]() |
![]() |
50 | Do Poke Balls and Assist Trophies have a limit on the amount that can be spawned at the same time? If so, what is the limit? | — | |
![]() |
![]() |
35 | Can Assist Trophies be picked up and used like other items, or do they still have different usage rules like in Brawl? | — | |
![]() |
![]() |
25 | Has the AI of Assist Trophies characters been improved so that they don't jump off the stage as frequently as they did in Brawl? | — | |
![]() |
![]() |
25 | Which Pokemon and Assist Trophy characters can be attacked and KO'd? | — | |
![]() |
![]() |
5 | Can you still shell hop with the Green Shell? If so, can you indefinitely gain height with it and rise above the reach of opponents to indefinitely stall? | — |