Template:SSB4 to SSBU changelist: Difference between revisions

Removed more unnecessary instances of the word "now"
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(Removed more unnecessary instances of the word "now")
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*{{change|Side [[taunt]] is much faster; over twice as fast. Up taunt is also slightly faster.}}
*{{change|Side [[taunt]] is much faster; over twice as fast. Up taunt is also slightly faster.}}
*{{change|Jigglypuff has two new [[victory pose]]s. In one, it jumps twice, spins around, and assumes a pose similar to its render from ''SSB4''. In the other, it runs into the scene, does a backflip, and assumes a pose similar to its official art from ''Pokémon Yellow Version''. It retains the victory pose where it falls asleep.}}
*{{change|Jigglypuff has two new [[victory pose]]s. In one, it jumps twice, spins around, and assumes a pose similar to its render from ''SSB4''. In the other, it runs into the scene, does a backflip, and assumes a pose similar to its official art from ''Pokémon Yellow Version''. It retains the victory pose where it falls asleep.}}
*{{change|Jigglypuff has new walking animations. Its slow walking animation is now a tiptoe similar to its running animation, while its standard walking animation faces more toward the screen.}}
*{{change|Jigglypuff has new walking animations. Its slow walking animation is a tiptoe similar to its running animation, while its standard walking animation faces more toward the screen.}}


===Attributes===
===Attributes===
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**{{nerf|Up tilt has one frame more ending lag (FAF 24 → 25).}}
**{{nerf|Up tilt has one frame more ending lag (FAF 24 → 25).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has increased knockback scaling (55 → 68), now allowing it to KO under 200% from the center of {{SSBU|Final Destination}}.}}
**{{buff|Down tilt has increased knockback scaling (55 → 68), allowing it to KO under 200% from the center of {{SSBU|Final Destination}}.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack's clean hit has increased base knockback (16 → 57), with its knockback scaling compensated (100 → 83). This improves its safety on hit at low percents, while keeping its KO ability at high percents.}}
**{{buff|Dash attack's clean hit has increased base knockback (16 → 57), with its knockback scaling compensated (100 → 83). This improves its safety on hit at low percents, while keeping its KO ability at high percents.}}
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*{{buff|All aerials have less landing lag (15 frames → 9 (neutral, forward, up), 18 → 11 (back), 30 → 12 (down)).}}
*{{buff|All aerials have less landing lag (15 frames → 9 (neutral, forward, up), 18 → 11 (back), 30 → 12 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial's clean hit now uses an extended hitbox with better placement and horizontal reach (Z offset: 8u → 9u-10u).}}
**{{buff|Neutral aerial's clean hit uses an extended hitbox with better placement and horizontal reach (Z offset: 8u → 9u-10u).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has better hitbox placement and horizontal reach (Z offset: 9u → 10u).}}
**{{buff|Forward aerial has better hitbox placement and horizontal reach (Z offset: 9u → 10u).}}
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**{{buff|Back aerial has less startup lag (frame 12 → 10), with its total duration reduced as well (FAF 40 → 38).}}
**{{buff|Back aerial has less startup lag (frame 12 → 10), with its total duration reduced as well (FAF 40 → 38).}}
**{{buff|It [[auto-cancel]]s earlier (frame 28 → 26).}}
**{{buff|It [[auto-cancel]]s earlier (frame 28 → 26).}}
**{{nerf|Back air now turns Jigglypuff around after its use, akin to {{SSBU|Marth}}'s back aerial. This is an overall nerf to the move, as Jigglypuff can no longer repeatedly use back air in the same direction. This makes it harder to land compared to other aerials.}}
**{{nerf|Back air turns Jigglypuff around after its use, akin to {{SSBU|Marth}}'s back aerial. This is an overall nerf to the move, as Jigglypuff can no longer repeatedly use back air in the same direction. This makes it harder to land compared to other aerials.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has less ending lag (FAF 45 → 40).}}
**{{buff|Up aerial has less ending lag (FAF 45 → 40).}}
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**{{nerf|Dash and pivot grabs have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).}}
**{{nerf|Dash and pivot grabs have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).}}
*[[Pummel]]:
*[[Pummel]]:
**{{change|Jigglypuff has a new pummel: it kicks opponents with one foot instead of slapping them. It also now has an angry face.}}
**{{change|Jigglypuff has a new pummel: it kicks opponents with one foot instead of slapping them. It also has an angry face.}}
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 10 → 1) and ending lag (FAF 21 → 7), shortening its duration.}}
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 10 → 1) and ending lag (FAF 21 → 7), shortening its duration.}}
**{{nerf|It deals much less damage (3% → 1.3%).}}
**{{nerf|It deals much less damage (3% → 1.3%).}}
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**{{nerf|Jigglypuff can no longer retain Rollout's full power when releasing it in the air and reversing it immediately.}}
**{{nerf|Jigglypuff can no longer retain Rollout's full power when releasing it in the air and reversing it immediately.}}
**{{change|The aerial version launches at the same angle as the grounded version (90° → 30°).}}
**{{change|The aerial version launches at the same angle as the grounded version (90° → 30°).}}
**{{change|Jigglypuff's rolling animation speed now scales with size, so that it better matches the speed Jigglypuff moves along the ground, which is unaffected by size.}}
**{{change|Jigglypuff's rolling animation speed scales with size, so that it better matches the speed Jigglypuff moves along the ground, which is unaffected by size.}}
**{{bugfix|An unknown bug may cause the rebound to send Jigglypuff much higher, cause it to fall slower, and prevent sideways movement.}}
**{{bugfix|An unknown bug may cause the rebound to send Jigglypuff much higher, cause it to fall slower, and prevent sideways movement.}}
*[[Pound]]:
*[[Pound]]:
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|Peach====Aesthetics===
|Peach====Aesthetics===
*{{change|As with all [[veteran]]s returning from ''SSB4'', Peach's model features a more subdued color scheme. Her hair and gloves now feature simple detailing, similar to her design in ''[[Brawl]]''. Her dress retains its design from the previous iteration, but now features a glossy satin texture.}}
*{{change|As with all [[veteran]]s returning from ''SSB4'', Peach's model features a more subdued color scheme. Her hair and gloves feature simple detailing, similar to her design in ''[[Brawl]]''. Her dress retains its design from the previous iteration, but features a glossy satin texture.}}
*{{change|Peach has a new [[Alternate costume (SSBU)#Peach|alternate costume]]—a golden dress. It replaces her [[Princess Daisy]]-inspired costume, most likely due to {{SSBU|Daisy}} now being a separate character as Peach's [[Echo Fighter]].}}
*{{change|Peach has a new [[Alternate costume (SSBU)#Peach|alternate costume]]—a golden dress. It replaces her [[Princess Daisy]]-inspired costume, most likely due to {{SSBU|Daisy}} being a separate character as Peach's [[Echo Fighter]].}}
*{{change|Peach now faces the foreground at an angle, instead of facing directly forward. In addition, her stance, moveset, and animations are now mirrored as a result.}}
*{{change|Peach faces the foreground at an angle, instead of facing directly forward. In addition, her stance, moveset, and animations are mirrored as a result.}}
*{{change|Like other fighters, Peach is more expressive, having angrier facial expressions during many of her attacks.}}
*{{change|Like other fighters, Peach is more expressive, having angrier facial expressions during many of her attacks.}}
*{{change|Peach's dress now has independent physics, like in ''Melee''. Her dress also no longer puffs up when [[floating]].}}
*{{change|Peach's dress has independent physics, like in ''Melee''. Her dress also no longer puffs up when [[floating]].}}
*{{change|Peach's particle effects have been enhanced. Her pink heart effects are larger and more visually striking.}}
*{{change|Peach's particle effects have been enhanced. Her pink heart effects are larger and more visually striking.}}
*{{change|Peach's taunts have been tweaked.}}
*{{change|Peach's taunts have been tweaked.}}
**{{change|Up taunt is much faster.}}
**{{change|Up taunt is much faster.}}
**{{change|Side taunt has been shortened, as she now only dances back and forth once instead of three times, though the music notes still appear.}}
**{{change|Side taunt has been shortened, as she only dances back and forth once instead of three times, though the music notes still appear.}}
**{{change|Down [[taunt]] now has a heart pop up next to her head. She also no longer spins, and winks immediately.}}
**{{change|Down [[taunt]] has a heart pop up next to her head. She also no longer spins, and winks immediately.}}
*{{change|Peach's victory poses have been changed.}}
*{{change|Peach's victory poses have been changed.}}
**{{change|Her first one is completely new. She twirls once while leaning on her parasol and raises it, while saying "Aw, did I win?". This replaces her old one where she swings her arm out and puts it behind her.}}
**{{change|Her first one is completely new. She twirls once while leaning on her parasol and raises it, while saying "Aw, did I win?". This replaces her old one where she swings her arm out and puts it behind her.}}
**{{change|Her second one has her walking towards the screen waving before blows a kiss and continuing to wave with her left hand, as opposed to spinning before waving with her right hand. She also now says "Peachy!".}}
**{{change|Her second one has her walking towards the screen waving before blows a kiss and continuing to wave with her left hand, as opposed to spinning before waving with her right hand. She also says "Peachy!".}}
**{{change|Her third one has her perform a more elegant twirl before striking the pose.}}
**{{change|Her third one has her perform a more elegant twirl before striking the pose.}}
*{{change|Peach's stun animation is sped up.}}
*{{change|Peach's stun animation is sped up.}}
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*{{nerf|Spot dodge grants less intangibility (frames 3-18 → 3-17).}}
*{{nerf|Spot dodge grants less intangibility (frames 3-18 → 3-17).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 62), now being tied with [[Daisy (SSBU)|her Echo Fighter]] for the third slowest air dodge in the game duration-wise, only behind {{SSBU|Rosalina}} and {{SSBU|Jigglypuff}}.}}
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 62), being tied with [[Daisy (SSBU)|her Echo Fighter]] for the third slowest air dodge in the game duration-wise, only behind {{SSBU|Rosalina}} and {{SSBU|Jigglypuff}}.}}
*{{change|The homogenization of fall speeds during vertical knockback improves Peach's survivability, but makes her more susceptible to combos.}}
*{{change|The homogenization of fall speeds during vertical knockback improves Peach's survivability, but makes her more susceptible to combos.}}


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|Bowser====Aesthetics===
|Bowser====Aesthetics===
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Bowser's model features a more subdued color scheme. His colors overall are now darker and more monotone, similar to his appearance in ''[[Melee]]'', while his scales, hair, horns, and spikes now exhibit simple detailing, similar to his design in ''[[Brawl]]''.}}
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Bowser's model features a more subdued color scheme. His colors overall are darker and more monotone, similar to his appearance in ''[[Melee]]'', while his scales, hair, horns, and spikes exhibit simple detailing, similar to his design in ''[[Brawl]]''.}}
*{{change|Bowser has been made more expressive than previous installments, sporting facial expressions that are more prominent, as well as his jaw moving more naturally to match his angry expressions.}}
*{{change|Bowser has been made more expressive than previous installments, sporting facial expressions that are more prominent, as well as his jaw moving more naturally to match his angry expressions.}}
*{{change|Bowser makes roaring noises during his [[idle poses]], instead of being silent like in ''Smash 4''.}}
*{{change|Bowser makes roaring noises during his [[idle poses]], instead of being silent like in ''Smash 4''.}}
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*{{change|Up and side [[taunt]]s have been shortened, the latter also updated to match his upright stance.}}
*{{change|Up and side [[taunt]]s have been shortened, the latter also updated to match his upright stance.}}
*{{change|Bowser's victory poses have been updated.}}
*{{change|Bowser's victory poses have been updated.}}
**His first one where he roars in victory now shows him rearing back and swaying his head before performing the rest of his victory pose. His body also faces more towards the screen during said animation.
**His first one where he roars in victory shows him rearing back and swaying his head before performing the rest of his victory pose. His body also faces more towards the screen during said animation.
**His second one where he slashes the air with his claws twice now shows him running up to the victory area before doing so.
**His second one where he slashes the air with his claws twice shows him running up to the victory area before doing so.
**His third one is completely new. He breathes fire towards the screen before striking a pose reminiscent of his ''SSB4'' artwork. It replaces his shell spinning victory pose.
**His third one is completely new. He breathes fire towards the screen before striking a pose reminiscent of his ''SSB4'' artwork. It replaces his shell spinning victory pose.


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*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|The move deals more damage (9% → 11%) with no compensation on knockback, allowing it to KO at around 130%, much like in ''Brawl''.}}
**{{buff|The move deals more damage (9% → 11%) with no compensation on knockback, allowing it to KO at around 130%, much like in ''Brawl''.}}
**{{buff|Bowser's arm is now intangible during the move (frames 11-16).}}
**{{buff|Bowser's arm is intangible during the move (frames 11-16).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|The first hit has received set knockback (20 base/100 scaling → 50/30 set/100 scaling), and its outermost hitbox launches opponents towards Bowser (361° → 130°), while the second hit comes out faster (frame 20 → 15). This allows both hits to link much more reliably.}}
**{{buff|The first hit has received set knockback (20 base/100 scaling → 50/30 set/100 scaling), and its outermost hitbox launches opponents towards Bowser (361° → 130°), while the second hit comes out faster (frame 20 → 15). This allows both hits to link much more reliably.}}
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**{{buff|The landing hit has more range behind Bowser (Z offset: 4–-5.5 → 4–-7.5).}}
**{{buff|The landing hit has more range behind Bowser (Z offset: 4–-5.5 → 4–-7.5).}}
**{{nerf|The landing hit deals much less knockback (80 base/100 scaling → 30/70), hindering its KO potential despite its increased damage.}}
**{{nerf|The landing hit deals much less knockback (80 base/100 scaling → 30/70), hindering its KO potential despite its increased damage.}}
***{{buff|However, this improves its combo potential, now having a KO setup into his back air.}}
***{{buff|However, this improves its combo potential, having a KO setup into his back air.}}
*[[Down smash]]:
*[[Down smash]]:
**{{change|Bowser has a new down smash: a low claw swipe forward with one hand, then another swipe backward with his other hand, similar to {{SSBB|Wolf}} in ''[[Brawl]]''. It hits only twice instead of seven times, with one hit at each side.}}
**{{change|Bowser has a new down smash: a low claw swipe forward with one hand, then another swipe backward with his other hand, similar to {{SSBB|Wolf}} in ''[[Brawl]]''. It hits only twice instead of seven times, with one hit at each side.}}
***{{buff|The move's new animation gives it much more horizontal range.}}
***{{buff|The move's new animation gives it much more horizontal range.}}
**{{buff|Both hits deal much more individual damage, with the first hit's being the same the total of the previous down smash (2% (hit 1), 1% (hits 2-6), 9% (hit 7) → 16% (hit 1), 15% (hit 2)), and they launch at a lower angle (50° → 40°), with their knockback not fully compensated (40 base/130 scaling → 60/86 (hit 1), 60/92 (hit 2)). This significantly improves its KO potential, with both hits KOing under 100% from center stage, and effectively replaces a highly situational move that was notoriously outclassed by Whirling Fortress.}}
**{{buff|Both hits deal much more individual damage, with the first hit's being the same the total of the previous down smash (2% (hit 1), 1% (hits 2-6), 9% (hit 7) → 16% (hit 1), 15% (hit 2)), and they launch at a lower angle (50° → 40°), with their knockback not fully compensated (40 base/130 scaling → 60/86 (hit 1), 60/92 (hit 2)). This significantly improves its KO potential, with both hits KOing under 100% from center stage, and effectively replaces a highly situational move that was notoriously outclassed by Whirling Fortress.}}
**{{nerf|The new down smash has more startup, and significantly fewer active frames due to the removal of the looping hits (frame 10, 14-15, 17-18, 20-21, 23-24, 26-27, 31 → 12-13, 28-29). This makes it somewhat less effective for punishing rolls, and now makes the first hit less safe on shield.}}
**{{nerf|The new down smash has more startup, and significantly fewer active frames due to the removal of the looping hits (frame 10, 14-15, 17-18, 20-21, 23-24, 26-27, 31 → 12-13, 28-29). This makes it somewhat less effective for punishing rolls, and makes the first hit less safe on shield.}}


===Aerial attacks===
===Aerial attacks===
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**{{buff|Dash grab has slightly more range (Z2 offset: 15.5u → 16.2u).}}
**{{buff|Dash grab has slightly more range (Z2 offset: 15.5u → 16.2u).}}
**{{buff|Pivot grab has less ending lag (FAF 46 → 44).}}
**{{buff|Pivot grab has less ending lag (FAF 46 → 44).}}
**{{nerf|Pivot grab has drastically reduced range (Z2 offset: -26.5u → -22u), now being stricter to Bowser's arm.}}
**{{nerf|Pivot grab has drastically reduced range (Z2 offset: -26.5u → -22u), being stricter to Bowser's arm.}}
*[[Pummel]]:
*[[Pummel]]:
**{{buff|Pummel has less startup (frame 9 → 2), deals more [[hitlag]] (5 frames → 15), and has significantly less ending lag (FAF 24 → 8), shortening its duration. This slightly increases the amount of times Bowser can pummel the opponent before throwing them or before they break out.}}
**{{buff|Pummel has less startup (frame 9 → 2), deals more [[hitlag]] (5 frames → 15), and has significantly less ending lag (FAF 24 → 8), shortening its duration. This slightly increases the amount of times Bowser can pummel the opponent before throwing them or before they break out.}}
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**{{nerf|The move has noticeably more ending lag (FAF 43 (grounded), 50 (aerial) → 53), and the aerial version no longer auto-cancels upon landing, making it much easier to punish.}}
**{{nerf|The move has noticeably more ending lag (FAF 43 (grounded), 50 (aerial) → 53), and the aerial version no longer auto-cancels upon landing, making it much easier to punish.}}
**{{nerf|Upon grabbing an opponent, it has more lag before Bowser jumps (25 frames → 33) making it easier to DI.}}
**{{nerf|Upon grabbing an opponent, it has more lag before Bowser jumps (25 frames → 33) making it easier to DI.}}
**{{buff|Bowser now spins around more dramatically on the way down if he grabs an opponent. This makes the throw deal slightly increased damage on landing the more he spins.}}
**{{buff|Bowser spins around more dramatically on the way down if he grabs an opponent. This makes the throw deal slightly increased damage on landing the more he spins.}}
**{{change|The move has an aesthetic explosion effect on landing.}}
**{{change|The move has an aesthetic explosion effect on landing.}}
*[[Whirling Fortress]] (grounded):
*[[Whirling Fortress]] (grounded):
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*Whirling Fortress (aerial):
*Whirling Fortress (aerial):
**{{buff|The aerial version has significantly less landing lag (50 frames → 36).}}
**{{buff|The aerial version has significantly less landing lag (50 frames → 36).}}
**{{buff|The first hit and looping hits use the [[autolink angle]] (84° → 367°), with the former now dealing effectively set knockback (80 base/60 scaling → 50/0), and it has an additional finishing hit at the end (dealing 12 hits, up from 11) with significantly more knockback scaling (20 → 180). This repurposes the move into a more traditional multi-hit move that can rack up damage more safely.}}
**{{buff|The first hit and looping hits use the [[autolink angle]] (84° → 367°), with the former dealing effectively set knockback (80 base/60 scaling → 50/0), and it has an additional finishing hit at the end (dealing 12 hits, up from 11) with significantly more knockback scaling (20 → 180). This repurposes the move into a more traditional multi-hit move that can rack up damage more safely.}}
**{{nerf|It deals significantly less damage (10% (hit 1), 3% (hits 2-6), 2% (hits 7-11) → 7% (hit 1), 1% (hits 2-11), 2% (hit 12); 35% total → 19%), no longer making it among the most damaging up specials in the game.}}
**{{nerf|It deals significantly less damage (10% (hit 1), 3% (hits 2-6), 2% (hits 7-11) → 7% (hit 1), 1% (hits 2-11), 2% (hit 12); 35% total → 19%), no longer making it among the most damaging up specials in the game.}}
**{{nerf|The looping hits have smaller hitboxes (6u → 4.3u).}}
**{{nerf|The looping hits have smaller hitboxes (6u → 4.3u).}}
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*[[Bowser Bomb]]:
*[[Bowser Bomb]]:
**{{buff|The grounded version's first hit has different angles (85° → 80°/100°/90°) and deals less set knockback (90 → 60), but uses weight-independent knockback, a lower SDI multiplier (1× → 0.5×), and has gained a [[hitstun modifier]] of 8, while the second hit has less startup (frame 38 → 37). This makes the first hit impossible to DI, and allows it to connect better into the second hit.}}
**{{buff|The grounded version's first hit has different angles (85° → 80°/100°/90°) and deals less set knockback (90 → 60), but uses weight-independent knockback, a lower SDI multiplier (1× → 0.5×), and has gained a [[hitstun modifier]] of 8, while the second hit has less startup (frame 38 → 37). This makes the first hit impossible to DI, and allows it to connect better into the second hit.}}
**{{buff|The first hit now uses 4 smaller but extended hitboxes rather than one large unextended one. Overall it has more reach.}}
**{{buff|The first hit uses 4 smaller but extended hitboxes rather than one large unextended one. Overall it has more reach.}}
**{{buff|The aerial version has less startup (frame 32 → 31).}}
**{{buff|The aerial version has less startup (frame 32 → 31).}}
**{{change|The move now [[meteor smash]]es at the beginning of its descent (76° → 290°). This grants it utility in edgeguarding, but making its onstage KO potential less consistent.}}
**{{change|The move [[meteor smash]]es at the beginning of its descent (76° → 290°). This grants it utility in edgeguarding, but making its onstage KO potential less consistent.}}
***{{nerf|The aforementioned new meteor smash hitbox deals less knockback (45 base/75 scaling → 13/65), making it significantly less powerful as a result.}}
***{{nerf|The aforementioned new meteor smash hitbox deals less knockback (45 base/75 scaling → 13/65), making it significantly less powerful as a result.}}
*[[Final Smash]]:
*[[Final Smash]]:
**{{change|Bowser has a new Final Smash called [[Giga Bowser Punch]]. Rather than utilizing {{b|Giga Bowser|Final Smash}}'s ''Brawl'' moveset, he teleports to the background of the stage in giant form, and aims a single punch that does 40% damage. If the opponent's damage percent is at 60% or greater before they are punched, they receive an [[instant KO|instant]] [[Screen KO]], otherwise they receive moderately high knockback.}}
**{{change|Bowser has a new Final Smash called [[Giga Bowser Punch]]. Rather than utilizing {{b|Giga Bowser|Final Smash}}'s ''Brawl'' moveset, he teleports to the background of the stage in giant form, and aims a single punch that does 40% damage. If the opponent's damage percent is at 60% or greater before they are punched, they receive an [[instant KO|instant]] [[Screen KO]], otherwise they receive moderately high knockback.}}
**{{buff|Since Giga Bowser Punch now causes Bowser to teleport to the background, the Final Smash no longer renders Bowser vulnerable to damage during it.}}
**{{buff|Since Giga Bowser Punch causes Bowser to teleport to the background, the Final Smash no longer renders Bowser vulnerable to damage during it.}}
**{{change|Since Giga Bowser Punch consists of a single hit rather than allowing Bowser to hit opponents, this makes its KO power and damage more consistent and allows it to more easily KO several targets, but hinders the damage racking ability Giga Bowser previously had.}}
**{{change|Since Giga Bowser Punch consists of a single hit rather than allowing Bowser to hit opponents, this makes its KO power and damage more consistent and allows it to more easily KO several targets, but hinders the damage racking ability Giga Bowser previously had.}}
***{{nerf|As a result, Giga Bowser Punch deals less damage than Giga Bowser's most damaging option, which was a fully charged down smash (4.2% hits 1-7/18.2% hit 8/47.6% if all hits connect → 40%).}}
***{{nerf|As a result, Giga Bowser Punch deals less damage than Giga Bowser's most damaging option, which was a fully charged down smash (4.2% hits 1-7/18.2% hit 8/47.6% if all hits connect → 40%).}}
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*{{buff|Like all characters, both of the Ice Climbers' [[jumpsquat]] animations now take three frames to complete (down from 4).}}
*{{buff|Like all characters, both of the Ice Climbers' [[jumpsquat]] animations now take three frames to complete (down from 4).}}
*{{buff|The partner climber is now generally faster than the leader. This helps them keep up if the two are separated.}}
*{{buff|The partner climber is now generally faster than the leader. This helps them keep up if the two are separated.}}
*{{nerf|If either Ice Climber lands a hit, the other one now takes a small amount of hitlag, regardless of whether their attack connects or not.}}
*{{nerf|If either Ice Climber lands a hit, the other one takes a small amount of hitlag, regardless of whether their attack connects or not.}}
**{{nerf|This makes desyncing slightly more difficult.}}
**{{nerf|This makes desyncing slightly more difficult.}}
*{{nerf|The partner climber now takes 1.05x times the damage and knockback from attacks, making them slightly easier to separate and KO.}}
*{{nerf|The partner climber takes 1.05x times the damage and knockback from attacks, making them slightly easier to separate and KO.}}
*{{buff|The Ice Climbers walk faster (0.96 → 1.008 (leader), 1.1088 (partner)).}}
*{{buff|The Ice Climbers walk faster (0.96 → 1.008 (leader), 1.1088 (partner)).}}
*{{buff|The Ice Climbers [[dash]] faster (1.388 → 1.53 (leader), 1.683 (partner)). Their initial dash is also faster (1.4 → 1.68).}}
*{{buff|The Ice Climbers [[dash]] faster (1.388 → 1.53 (leader), 1.683 (partner)). Their initial dash is also faster (1.4 → 1.68).}}
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**{{change|The first two hits no longer use [[set knockback]] (30 set/100 scaling → 25/20/10 base/30/20 scaling (hit 1), 30/20/15 base/35/25/15 scaling (hit 2)), and have altered angles (60°/70°/80° → [[361]]°/180° (hit 1), 70°/78°/88° → 361° (hit 2)). This allows them to [[lock]], and gives them [[jab cancel]] setups at high percents, but causes them to connect less reliably.}}
**{{change|The first two hits no longer use [[set knockback]] (30 set/100 scaling → 25/20/10 base/30/20 scaling (hit 1), 30/20/15 base/35/25/15 scaling (hit 2)), and have altered angles (60°/70°/80° → [[361]]°/180° (hit 1), 70°/78°/88° → 361° (hit 2)). This allows them to [[lock]], and gives them [[jab cancel]] setups at high percents, but causes them to connect less reliably.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt deals slightly more base damage (7% → 9%).}}
**{{buff|Forward tilt deals slightly more damage (7% → 9%).}}
**{{buff|Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased [[shieldstun]] for ground attacks, this makes it much safer on shield.}}
**{{buff|Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased [[shieldstun]] for ground attacks, this makes it much safer on shield.}}
**{{change|It has much more base knockback (8 → 55), but less knockback scaling (100 → 65). This makes it significantly safer on hit at low percents, but removes its ability to lock, and reduces its KO potential from across the stage.}}
**{{change|It has much more base knockback (8 → 55), but less knockback scaling (100 → 65). This makes it significantly safer on hit at low percents, but removes its ability to lock, and reduces its KO potential from across the stage.}}
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**{{change|Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.}}
**{{change|Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack's clean hit deals more base damage (8% → 9.8%) with knockback scaling not fully compensated (42 → 38), improving its KO potential.}}
**{{buff|Dash attack's clean hit deals more damage (8% → 9.8%) with knockback scaling not fully compensated (42 → 38), improving its KO potential.}}
**{{buff|The hitboxes are placed farther from Dr. Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.}}
**{{buff|The hitboxes are placed farther from Dr. Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.}}
**{{buff|It has gained a shieldstun multiplier of 1.875×, which when combined with the increased shieldstun for grounded attacks makes it safer on shield.}}
**{{buff|It has gained a shieldstun multiplier of 1.875×, which when combined with the increased shieldstun for grounded attacks makes it safer on shield.}}
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**{{nerf|It has an altered animation that lowers Dr. Mario's hurtbox less, which prevents him from sliding under certain attacks.}}
**{{nerf|It has an altered animation that lowers Dr. Mario's hurtbox less, which prevents him from sliding under certain attacks.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash deals consistent base damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), increasing it overall, with knockback scaling minimally compensated on the unangled (96 → 94) and downward angled (96 → 95) versions.}}
**{{buff|Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), increasing it overall, with knockback scaling minimally compensated on the unangled (96 → 94) and downward angled (96 → 95) versions.}}
**{{change|The electricity produced from Dr. Mario's forward smash is now magenta/lavender instead of light blue.}}
**{{change|The electricity produced from Dr. Mario's forward smash is now magenta/lavender instead of light blue.}}
*[[Up smash]]:
*[[Up smash]]:
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*{{buff|All aerials have less landing lag (12 frames → 7 (neutral), 28 → 17 (forward), 16 → 10 (back), 14 → 8 (up), 21 → 13 (down)).}}
*{{buff|All aerials have less landing lag (12 frames → 7 (neutral), 28 → 17 (forward), 16 → 10 (back), 14 → 8 (up), 21 → 13 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial's late hit deals more base damage (8% → 10%) and has more knockback scaling (90 → 94), improving its KO potential.}}
**{{buff|Neutral aerial's late hit deals more damage (8% → 10%) and has more knockback scaling (90 → 94), improving its KO potential.}}
**{{buff|The late hit has larger hitboxes (3u → 3.6u).}}
**{{buff|The late hit has larger hitboxes (3u → 3.6u).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
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*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has less ending lag (FAF 32 → 31).}}
**{{buff|Up aerial has less ending lag (FAF 32 → 31).}}
**{{buff|It deals more base damage (7% → 8.7%) and knockback (9 base/100 scaling → 10/114), giving it much more KO ability, without drastically reducing its combo ability due to its reduced lag.}}
**{{buff|It deals more damage (7% → 8.7%) and knockback (9 base/100 scaling → 10/114), giving it much more KO ability, without drastically reducing its combo ability due to its reduced lag.}}
**{{buff|It [[auto-cancel]]s earlier (frame 18 → 17).}}
**{{buff|It [[auto-cancel]]s earlier (frame 18 → 17).}}
**{{nerf|Its hitboxes have a shorter duration (frames 4-8 → 4-7).}}
**{{nerf|Its hitboxes have a shorter duration (frames 4-8 → 4-7).}}
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**{{change|Dr. Mario has a new down aerial: a downward stomp similar to that of {{SSBU|Captain Falcon}}. It consists of only one hit instead of five.}}
**{{change|Dr. Mario has a new down aerial: a downward stomp similar to that of {{SSBU|Captain Falcon}}. It consists of only one hit instead of five.}}
**{{buff|It has a shorter total duration (FAF 52 → 45), making it safer to use offstage.}}
**{{buff|It has a shorter total duration (FAF 52 → 45), making it safer to use offstage.}}
**{{buff|It deals more base damage (1.7% (hits 1-4), 3% (hit 5); 9.8% total → 12%), with knockback not fully compensated (50 base/120 scaling → 10/100), and has a sweetspot that [[meteor smash]]es opponents, while the sourspot launches them at a lower angle (45° → 270°/361°). Combined with its previous changes, this allows it to start combos onstage at various percents, while also improving its edgeguarding ability, being as strong as Mario's forward aerial.}}
**{{buff|It deals more damage (1.7% (hits 1-4), 3% (hit 5); 9.8% total → 12%), with knockback not fully compensated (50 base/120 scaling → 10/100), and has a sweetspot that [[meteor smash]]es opponents, while the sourspot launches them at a lower angle (45° → 270°/361°). Combined with its previous changes, this allows it to start combos onstage at various percents, while also improving its edgeguarding ability, being as strong as Mario's forward aerial.}}
**{{buff|It auto-cancels much earlier (frame 45 → 35), allowing it to auto-cancel in a short hop.}}
**{{buff|It auto-cancels much earlier (frame 45 → 35), allowing it to auto-cancel in a short hop.}}
**{{buff|It has larger hitboxes overall (4.5u/3.2u (hits 1-4), 5.5u/3.7u (hit 5) → 5.2u/4.5u).}}
**{{buff|It has larger hitboxes overall (4.5u/3.2u (hits 1-4), 5.5u/3.7u (hit 5) → 5.2u/4.5u).}}
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*[[Pummel]]:
*[[Pummel]]:
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.}}
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.}}
**{{nerf|It deals much less base damage (3.25% → 1.3%).}}
**{{nerf|It deals much less damage (3.25% → 1.3%).}}
**{{change|It has a slightly different animation: Dr. Mario uses one hand during it instead of both of his hands like in previous installments, to maintain consistency with his grab animation.}}
**{{change|It has a slightly different animation: Dr. Mario uses one hand during it instead of both of his hands like in previous installments, to maintain consistency with his grab animation.}}
*{{change|All of Dr. Mario's [[throw]]s have been altered with more exaggerated animations.}}
*{{change|All of Dr. Mario's [[throw]]s have been altered with more exaggerated animations.}}
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**{{change|Dr. Mario no longer spins after throwing the opponent.}}
**{{change|Dr. Mario no longer spins after throwing the opponent.}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{buff|Edge attack deals more base damage (7% → 8.51%).}}
**{{buff|Edge attack deals more damage (7% → 8.51%).}}


===Special moves===
===Special moves===
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**{{change|It has an altered landing animation where Dr. Mario lands on his feet as opposed to his back.}}
**{{change|It has an altered landing animation where Dr. Mario lands on his feet as opposed to his back.}}
*[[Dr. Tornado]]:
*[[Dr. Tornado]]:
**{{buff|Dr. Tornado hits seven times, up from five, and deals much more base damage (1.2% (hits 1-4); 7.8% total → 1.6% (hits 1-6); 12.6% total).}}
**{{buff|Dr. Tornado hits seven times, up from five, and deals much more damage (1.2% (hits 1-4); 7.8% total → 1.6% (hits 1-6); 12.6% total).}}
**{{buff|It has gained percent-based [[heavy armor]] during frames 5-9 when used on the ground, with a threshold of 10%.}}
**{{buff|It has gained percent-based [[heavy armor]] during frames 5-9 when used on the ground, with a threshold of 10%.}}
**{{buff|It has larger hitboxes (3.5u/4.2u → 4u/4.5u (looping hits), 6u/6u → 6.5u/6u (last hit)).}}
**{{buff|It has larger hitboxes (3.5u/4.2u → 4u/4.5u (looping hits), 6u/6u → 6.5u/6u (last hit)).}}
Line 3,468: Line 3,468:
**{{buff|Their multi-hits accumulate much faster, making their damage more consistent.}}
**{{buff|Their multi-hits accumulate much faster, making their damage more consistent.}}
**{{buff|Similarly to Link in ''Smash 4'', Young Link can "soft-toss" his Bombs, which lets him lay them on the floor with a throw without having them explode. This allows Young Link to set traps on the floor to hinder his opponent, and also allows for mindgame potential. Additionally, Young Link can Z-drop Bombs without them exploding much easier than in ''Melee''.}}
**{{buff|Similarly to Link in ''Smash 4'', Young Link can "soft-toss" his Bombs, which lets him lay them on the floor with a throw without having them explode. This allows Young Link to set traps on the floor to hinder his opponent, and also allows for mindgame potential. Additionally, Young Link can Z-drop Bombs without them exploding much easier than in ''Melee''.}}
**{{nerf|Bomb's base damage output is lower, even with all hits connecting (13% → 8%).}}
**{{nerf|Bomb's damage output is lower, even with all hits connecting (13% → 8%).}}
**{{bugfix|The [[bomb dash]] glitch has been removed.}}
**{{bugfix|The [[bomb dash]] glitch has been removed.}}
*{{change|Young Link now has a [[Final Smash]], that being [[Triforce Slash]]. Visually, it resembles Link's version from  ''Smash 4'', but it has completely unique animations for attacks, including a shield bash, kicks, and a different finisher in an outward slash.}}
*{{change|Young Link now has a [[Final Smash]], that being [[Triforce Slash]]. Visually, it resembles Link's version from  ''Smash 4'', but it has completely unique animations for attacks, including a shield bash, kicks, and a different finisher in an outward slash.}}
Line 3,512: Line 3,512:
**{{buff|Forward tilt deals more damage (12%/13% → 13%/14%), with its knockback compensated (30 base/88 scaling → 31/82).}}
**{{buff|Forward tilt deals more damage (12%/13% → 13%/14%), with its knockback compensated (30 base/88 scaling → 31/82).}}
**{{nerf|It has slightly smaller hitboxes (5.5u/5.3u/5.1u → 5.5u/5u/4.8u).}}
**{{nerf|It has slightly smaller hitboxes (5.5u/5.3u/5.1u → 5.5u/5u/4.8u).}}
**{{nerf|The sourspot now takes priority over the sweetspot.}}
**{{nerf|The sourspot takes priority over the sweetspot.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has significantly less startup (frame 81 → 60) and ending lag (FAF 115 → 96). Because of this, the windboxes have a shorter duration (frames 6-70 → 6-53).}}
**{{buff|Up tilt has significantly less startup (frame 81 → 60) and ending lag (FAF 115 → 96). Because of this, the windboxes have a shorter duration (frames 6-70 → 6-53).}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Mewtwo's [[jumpsquat]] animation now takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Mewtwo's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Mewtwo [[run]]s faster (2.05 → 2.255).}}
*{{buff|Mewtwo [[run]]s faster (2.05 → 2.255).}}
**{{buff|Mewtwo's initial [[dash]] is significantly faster (1.4 → 2.255).}}
**{{buff|Mewtwo's initial [[dash]] is significantly faster (1.4 → 2.255).}}
Line 3,805: Line 3,805:
===Attributes===
===Attributes===
<!--Note: Roy's sword was previously called the Sword of Seals in the trophy descriptions of Melee and Smash 4, but it is now referred to as the Binding Blade in Palutena's Guidance.-->
<!--Note: Roy's sword was previously called the Sword of Seals in the trophy descriptions of Melee and Smash 4, but it is now referred to as the Binding Blade in Palutena's Guidance.-->
*{{buff|Like all characters, Roy's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Like all characters, Roy's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{buff|Roy [[walk]]s faster (1.15 → 1.208), now being slightly faster than he was in ''Melee''.}}
*{{buff|Roy [[walk]]s faster (1.15 → 1.208), now being slightly faster than he was in ''Melee''.}}
*{{buff|Roy [[run]]s faster (1.95 → 2.145).}}
*{{buff|Roy [[run]]s faster (1.95 → 2.145).}}
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===Attributes===
===Attributes===
*{{buff|Due to the universal [[buff]] to all characters, Mr. Game & Watch's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Due to the universal [[buff]] to all characters, Mr. Game & Watch's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{buff|Mr. Game & Watch [[dash]]es faster (1.5264 → 1.679).}}
*{{buff|Mr. Game & Watch [[dash]]es faster (1.5264 → 1.679).}}
*{{buff|Mr. Game & Watch's [[initial dash]] is significantly faster (1.5 → 1.98).}}
*{{buff|Mr. Game & Watch's [[initial dash]] is significantly faster (1.5 → 1.98).}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Pit's [[jumpsquat]] animation now takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Pit's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Pit [[walk]]s faster (1.199 → 1.259).}}
*{{buff|Pit [[walk]]s faster (1.199 → 1.259).}}
*{{buff|Pit [[run]]s much faster (1.66215 → 1.828).}}
*{{buff|Pit [[run]]s much faster (1.66215 → 1.828).}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Dark Pit's [[jumpsquat]] animation now takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Dark Pit's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Dark Pit [[walk]]s faster (1.199 → 1.259).}}
*{{buff|Dark Pit [[walk]]s faster (1.199 → 1.259).}}
*{{buff|Dark Pit [[run]]s much faster (1.66215 → 1.828).}}
*{{buff|Dark Pit [[run]]s much faster (1.66215 → 1.828).}}
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===Attributes===
===Attributes===
*{{change|The changes to [[powershield]]ing both help and hinder Zero Suit Samus. They make it easier for her to punish out of shield due to her quick attack speed, but also make her easier to be punished out of shield due to her reliance on landing aerials.}}
*{{change|The changes to [[powershield]]ing both help and hinder Zero Suit Samus. They make it easier for her to punish out of shield due to her quick attack speed, but also make her easier to be punished out of shield due to her reliance on landing aerials.}}
*{{buff|Like all characters, Zero Suit Samus's [[jumpsquat]] animation now takes three frames to complete (down from 4).}}
*{{buff|Like all characters, Zero Suit Samus's [[jumpsquat]] animation takes three frames to complete (down from 4).}}
*{{buff|Zero Suit Samus [[run]]s significantly faster (2.1 → 2.31).}}
*{{buff|Zero Suit Samus [[run]]s significantly faster (2.1 → 2.31).}}
**{{buff|Zero Suit Samus's initial [[dash]] is significantly faster (1.7 → 2.42), now being the fastest in ''Ultimate.''}}
**{{buff|Zero Suit Samus's initial [[dash]] is significantly faster (1.7 → 2.42), now being the fastest in ''Ultimate.''}}
Line 4,523: Line 4,523:
*[[Back aerial]]:
*[[Back aerial]]:
**{{change|Back aerial has a slightly altered animation. Zero Suit Samus is more upright while kicking and her left leg is more inward.}}
**{{change|Back aerial has a slightly altered animation. Zero Suit Samus is more upright while kicking and her left leg is more inward.}}
**{{nerf|The sourspot is larger (2.5u → 3.5u) and now takes priority over the sweetspot, making the sweetspot harder to land overall.}}
**{{nerf|The sourspot is larger (2.5u → 3.5u) and takes priority over the sweetspot, making the sweetspot harder to land overall.}}
**{{buff|The sourspot was moved inwards (X offset: 1.5 → -1), which combined with its larger hitbox removes the move's blindspot.}}
**{{buff|The sourspot was moved inwards (X offset: 1.5 → -1), which combined with its larger hitbox removes the move's blindspot.}}
*[[Up aerial]]:
*[[Up aerial]]:
Line 4,909: Line 4,909:
***{{buff|However, its total duration remains the same, reducing its ending lag.}}
***{{buff|However, its total duration remains the same, reducing its ending lag.}}
**{{change|Hand Grenades operate on a timer of 2.5 seconds, down from 3 seconds.}}
**{{change|Hand Grenades operate on a timer of 2.5 seconds, down from 3 seconds.}}
**{{change|The explosion's base damage is lower (12% → 9%), hindering its KO potential, but improving its combo potential in combination with the changes to hitstun canceling. It has also received negative shield damage, which alongside its reduced damage output weakens Hand Grenades' shield pressuring ability, but allows Snake himself to shield them more safely.}}
**{{change|The explosion deals less damage (12% → 9%), hindering its KO potential, but improving its combo potential in combination with the changes to hitstun canceling. It has also received negative shield damage, which alongside its reduced damage output weakens Hand Grenades' shield pressuring ability, but allows Snake himself to shield them more safely.}}
**{{bugfix|Shield dropping a Hand Grenade no longer causes other active ones in the air to fall straight down, nor drops Hand Grenades held by other characters.}}
**{{bugfix|Shield dropping a Hand Grenade no longer causes other active ones in the air to fall straight down, nor drops Hand Grenades held by other characters.}}
*[[Remote Missile]]:
*[[Remote Missile]]:
Line 4,965: Line 4,965:


===Attributes===
===Attributes===
*{{buff|Like all characters, Ike's [[jumpsquat]] animation now takes 3 frames to complete (down from 7).}}
*{{buff|Like all characters, Ike's [[jumpsquat]] animation takes 3 frames to complete (down from 7).}}
*{{buff|Ike [[dash]]es slightly faster (1.5 → 1.507), although it is by far the lowest increase out of everyone.}}
*{{buff|Ike [[dash]]es slightly faster (1.5 → 1.507), although it is by far the lowest increase out of everyone.}}
**{{buff|Ike's initial dash is faster (1.5 → 1.815).}}
**{{buff|Ike's initial dash is faster (1.5 → 1.815).}}
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===Attributes===
===Attributes===
*{{change|Charizard is once again a part of {{SSBU|Pokémon Trainer}}, allowing it to switch to {{SSBU|Squirtle}} and {{SSBU|Ivysaur}}.}}
*{{change|Charizard is once again a part of {{SSBU|Pokémon Trainer}}, allowing it to switch to {{SSBU|Squirtle}} and {{SSBU|Ivysaur}}.}}
*{{buff|Like all characters, Charizard's jumpsquat animation now takes 3 frames to complete (down from 7).}}
*{{buff|Like all characters, Charizard's jumpsquat animation takes 3 frames to complete (down from 7).}}
*{{nerf|Charizard [[walk]]s slightly slower (1.2 → 1.187).}}
*{{nerf|Charizard [[walk]]s slightly slower (1.2 → 1.187).}}
*{{buff|Charizard's [[initial dash]] speed is exponentially higher (1 → 2.28), going from the slowest in the game to the 4th fastest.}}
*{{buff|Charizard's [[initial dash]] speed is exponentially higher (1 → 2.28), going from the slowest in the game to the 4th fastest.}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Lucas's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Like all characters, Lucas's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{buff|Lucas [[dash]]es faster (1.5 → 1.65).}}
*{{buff|Lucas [[dash]]es faster (1.5 → 1.65).}}
*{{buff|Lucas's [[initial dash]] is faster (1.3→1.815).}}
*{{buff|Lucas's [[initial dash]] is faster (1.3→1.815).}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Sonic's [[jumpsquat]] animation now takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Sonic's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Sonic [[walk]]s faster (1.375 → 1.444).}}
*{{buff|Sonic [[walk]]s faster (1.375 → 1.444).}}
*{{buff|Sonic [[run]]s faster (3.5 → 3.85).}}
*{{buff|Sonic [[run]]s faster (3.5 → 3.85).}}
Line 5,981: Line 5,981:
*{{nerf|Air dodge has significantly more ending lag (FAF 31 → 51).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 31 → 51).}}
*{{buff|The reintroduction of directional air dodges improves Sonic's recovery more than other characters', as due to Spring Jump not causing [[helplessness]], he can get additional distance with a directional air dodge after using it.}}
*{{buff|The reintroduction of directional air dodges improves Sonic's recovery more than other characters', as due to Spring Jump not causing [[helplessness]], he can get additional distance with a directional air dodge after using it.}}
*{{nerf|Sonic now takes a slight amount of damage per second when [[swimming]]. He shares this trait with {{SSBU|Charizard}}, {{SSBU|Inkling}}, and {{SSBU|Incineroar}}.}}
*{{nerf|Sonic takes a slight amount of damage per second when [[swimming]]. He shares this trait with {{SSBU|Charizard}}, {{SSBU|Inkling}}, and {{SSBU|Incineroar}}.}}
**{{change|His swimming animation is also changed, showing him constantly in a panicked state (as opposed to only being in one when drowning).}}
**{{change|His swimming animation is also changed, showing him constantly in a panicked state (as opposed to only being in one when drowning).}}


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===Attributes===
===Attributes===
*{{buff|Like all characters, King Dedede's [[jumpsquat]] animation now takes three frames to complete (down from 6).}}
*{{buff|Like all characters, King Dedede's [[jumpsquat]] animation takes three frames to complete (down from 6).}}
*{{buff|King Dedede [[run]]s faster (1.36 → 1.496).}}
*{{buff|King Dedede [[run]]s faster (1.36 → 1.496).}}
**{{buff|Initial dash is much faster (1.4 → 1.815), enabling [[foxtrotting]] for boosted ground mobility.}}
**{{buff|Initial dash is much faster (1.4 → 1.815), enabling [[foxtrotting]] for boosted ground mobility.}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Olimar's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Like all characters, Olimar's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{buff|Olimar [[walk]]s slightly faster (0.9 → 0.945).}}
*{{buff|Olimar [[walk]]s slightly faster (0.9 → 0.945).}}
*{{buff|Olimar [[dash]]es faster (1.47 → 1.617).}}
*{{buff|Olimar [[dash]]es faster (1.47 → 1.617).}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Lucario's [[jumpsquat]] animation now takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Lucario's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Lucario [[walk]]s slightly faster (1.05 → 1.103).}}
*{{buff|Lucario [[walk]]s slightly faster (1.05 → 1.103).}}
*{{buff|Lucario [[run]]s faster (1.55 → 1.705).}}
*{{buff|Lucario [[run]]s faster (1.55 → 1.705).}}
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*{{buff|R.O.B.'s character model was shrunken. This makes his [[hurtbox]] slightly smaller, while keeping his range mostly intact.}}
*{{buff|R.O.B.'s character model was shrunken. This makes his [[hurtbox]] slightly smaller, while keeping his range mostly intact.}}
*{{buff|Prone animation has been altered: R.O.B. now lies on the floor compacted instead of straightened. This makes him harder to hit and [[lock]].}}
*{{buff|Prone animation has been altered: R.O.B. now lies on the floor compacted instead of straightened. This makes him harder to hit and [[lock]].}}
*{{buff|Like all characters, R.O.B.'s [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Like all characters, R.O.B.'s [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{change|[[Double jump]] animation has been altered: R.O.B. now spins horizontally while jumping.}}
*{{change|[[Double jump]] animation has been altered: R.O.B. now spins horizontally while jumping.}}
*{{buff|R.O.B. [[walk]]s slightly faster (1.122 → 1.178).}}
*{{buff|R.O.B. [[walk]]s slightly faster (1.122 → 1.178).}}
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**{{buff|The move has faster startup (frame 18 → 14) with a longer duration (frames 18-32 → 14-32).}}
**{{buff|The move has faster startup (frame 18 → 14) with a longer duration (frames 18-32 → 14-32).}}
**{{buff|It deals more damage (8% (base)/6% (tip) → 9.5%/7.5%).}}
**{{buff|It deals more damage (8% (base)/6% (tip) → 9.5%/7.5%).}}
**{{change|The sourspot hitbox now takes priority over the sweetspot hitbox. This makes the sourspot easier to land for combos, but makes the sweetspot harder to land for KOing.}}
**{{change|The sourspot hitbox takes priority over the sweetspot hitbox. This makes the sourspot easier to land for combos, but makes the sweetspot harder to land for KOing.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has a longer duration (frames 6-7 → 6-8).}}
**{{buff|Forward aerial has a longer duration (frames 6-7 → 6-8).}}
Line 6,615: Line 6,615:


===Attributes===
===Attributes===
*{{buff|Like all characters, Toon Link's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Like all characters, Toon Link's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{nerf|Toon Link is slightly lighter (93 → 91), this slightly hinders his endurance.}}
*{{nerf|Toon Link is slightly lighter (93 → 91), this slightly hinders his endurance.}}
*{{buff|Toon Link [[walk]]s slightly faster (1.2265 → 1.288).}}
*{{buff|Toon Link [[walk]]s slightly faster (1.2265 → 1.288).}}
Line 6,859: Line 6,859:
**{{buff|Down aerial has less ending lag (FAF 60 → 54), making it safer to use offstage.}}
**{{buff|Down aerial has less ending lag (FAF 60 → 54), making it safer to use offstage.}}
**{{buff|The removal of [[meteor canceling]] improves its reliability for edgeguarding, while the changes to hitstun canceling allow it to start combos against grounded opponents beyond low percents.}}
**{{buff|The removal of [[meteor canceling]] improves its reliability for edgeguarding, while the changes to hitstun canceling allow it to start combos against grounded opponents beyond low percents.}}
**{{nerf|The sourspot is smaller (6u → 5u) and now takes priority over the sweetspot.}}
**{{nerf|The sourspot is smaller (6u → 5u) and takes priority over the sweetspot.}}
**{{change|The move has a slightly altered animation, where Wolf swipes downwards instead of plunging his fists down.}}
**{{change|The move has a slightly altered animation, where Wolf swipes downwards instead of plunging his fists down.}}


Line 7,070: Line 7,070:


===Attributes===
===Attributes===
*{{buff|Like all characters, Mega Man's [[jumpsquat]] animation now takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Mega Man's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Mega Man [[run]]s faster (1.456 → 1.602).}}
*{{buff|Mega Man [[run]]s faster (1.456 → 1.602).}}
**{{buff|Mega Man's initial [[dash]] is significantly faster (1.5 → 1.958).}}
**{{buff|Mega Man's initial [[dash]] is significantly faster (1.5 → 1.958).}}
Line 7,179: Line 7,179:


===Attributes===
===Attributes===
*{{buff|Like all characters, Wii Fit Trainer's jumpsquat animation now 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 runs much faster (1.696 → 1.866).}}
Line 7,303: Line 7,303:


===Attributes===
===Attributes===
*{{buff|Like all characters, Rosalina's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Like all characters, Rosalina's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{nerf|Luma has less HP (50 → 40).}}
*{{nerf|Luma has less HP (50 → 40).}}
*{{buff|Luma's respawn time has shortened and is dependent on the amount of players in the battle (12.5 seconds → 10 (2 players), 7 (3 players), 5 (>3 players)).}}
*{{buff|Luma's respawn time has shortened and is dependent on the amount of players in the battle (12.5 seconds → 10 (2 players), 7 (3 players), 5 (>3 players)).}}
Line 7,400: Line 7,400:


===Attributes===
===Attributes===
*{{buff|Like all characters, Little Mac's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Like all characters, Little Mac's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{buff|Little Mac benefits from the re-addition of directional [[air dodge]]s, which grant him a new option to mix up his landings and giving him a new recovery option.}}
*{{buff|Little Mac benefits from the re-addition of directional [[air dodge]]s, which grant him a new option to mix up his landings and giving him a new recovery option.}}
**{{nerf|Air dodges have higher ending lag and can only be performed once before landing or getting hit, leaving Little Mac more susceptible to edgeguarding if he does not grab the ledge.}}
**{{nerf|Air dodges have higher ending lag and can only be performed once before landing or getting hit, leaving Little Mac more susceptible to edgeguarding if he does not grab the ledge.}}
Line 7,539: Line 7,539:


===Attributes===
===Attributes===
*{{buff|Like all characters, Greninja's [[jumpsquat]] animation now takes three frames to complete (down from 4).}}
*{{buff|Like all characters, Greninja's [[jumpsquat]] animation takes three frames to complete (down from 4).}}
*{{buff|Greninja [[dash]]es faster (2.08 → 2.288).}}
*{{buff|Greninja [[dash]]es faster (2.08 → 2.288).}}
*{{buff|Greninja [[walk]]s faster (1.43 → 1.502).}}
*{{buff|Greninja [[walk]]s faster (1.43 → 1.502).}}
Line 7,666: Line 7,666:


===Attributes===
===Attributes===
*{{buff|Like all characters, the Mii Brawler's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Like all characters, the Mii Brawler's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{change|As with the other Mii Fighter types, the Mii Brawler now has fixed attributes:}}
*{{change|As with the other Mii Fighter types, the Mii Brawler now has fixed attributes:}}
**{{buff|Mii Brawler [[walk]]s much faster (1.15 → 1.26).}}
**{{buff|Mii Brawler [[walk]]s much faster (1.15 → 1.26).}}
Line 7,849: Line 7,849:


===Attributes===
===Attributes===
*{{buff|Like all characters, the Mii Swordfighter's [[jumpsquat]] animation now takes three frames to complete (down from 7).}}
*{{buff|Like all characters, the Mii Swordfighter's [[jumpsquat]] animation takes three frames to complete (down from 7).}}
*{{change|As with all Mii Fighters, the Mii Swordfighter now has fixed attributes:}}
*{{change|As with all Mii Fighters, the Mii Swordfighter now has fixed attributes:}}
**{{change|The Mii Swordfighter now has a set weight of 100, on par with that of {{SSBU|Cloud}}. This is identical to that of a default sized Mii Fighter in ''Smash 4''.}}
**{{change|The Mii Swordfighter now has a set weight of 100, on par with that of {{SSBU|Cloud}}. This is identical to that of a default sized Mii Fighter in ''Smash 4''.}}
Line 7,882: Line 7,882:
**{{buff|Forward smash has slightly less startup lag (frame 16 → 15).}}
**{{buff|Forward smash has slightly less startup lag (frame 16 → 15).}}
***{{nerf|Its duration was unchanged, slightly increasing its ending lag.}}
***{{nerf|Its duration was unchanged, slightly increasing its ending lag.}}
**{{nerf|The weak hit now takes priority over the mid hit.}}
**{{nerf|The weak hit takes priority over the mid hit.}}
**{{change|All hitboxes have redistributed sizes, with one of the weak hitboxes having been removed (4u/3u/4u/2.4u → 2.8u/2.8u/2.8u).}}
**{{change|All hitboxes have redistributed sizes, with one of the weak hitboxes having been removed (4u/3u/4u/2.4u → 2.8u/2.8u/2.8u).}}
***{{buff|The strong hit is larger and is easier to land when compounded with the removal of one of the weak hitboxes.}}
***{{buff|The strong hit is larger and is easier to land when compounded with the removal of one of the weak hitboxes.}}
Line 8,007: Line 8,007:
**{{change|Power Thrust now causes the Swordfighter's sword to glow purple instead of blue.}}
**{{change|Power Thrust now causes the Swordfighter's sword to glow purple instead of blue.}}
**{{buff|Grounded Power Thrust deals more damage, with the middle hitbox now dealing as much damage as the previous early hitbox (tipper/blade early: 13/10% → 15/12%, tipper/blade middle: 11/8% → 13/10%, tipper/blade late: 8% → 10/7.5%).}}
**{{buff|Grounded Power Thrust deals more damage, with the middle hitbox now dealing as much damage as the previous early hitbox (tipper/blade early: 13/10% → 15/12%, tipper/blade middle: 11/8% → 13/10%, tipper/blade late: 8% → 10/7.5%).}}
**{{buff|The tipper hitboxes now takes priority over the blade hitboxes.}}
**{{buff|The tipper hitboxes takes priority over the blade hitboxes.}}
**{{buff|Grounded Power Thrust deals significantly higher knockback throughout all charge levels, allowing the early tipper to KO at 100%, and the middle hits at around the 115% range.}}
**{{buff|Grounded Power Thrust deals significantly higher knockback throughout all charge levels, allowing the early tipper to KO at 100%, and the middle hits at around the 115% range.}}
**{{change|Grounded Power Thrust now stops at ledge. This prevents going offstage and attacking players offstage.}}
**{{change|Grounded Power Thrust now stops at ledge. This prevents going offstage and attacking players offstage.}}
Line 8,026: Line 8,026:


===Attributes===
===Attributes===
*{{buff|Like all characters, the Mii Gunner's [[jumpsquat]] animation now takes three frames to complete (down from 6).}}
*{{buff|Like all characters, the Mii Gunner's [[jumpsquat]] animation takes three frames to complete (down from 6).}}
*{{change|As with all Mii Fighters, the Mii Gunner now has fixed attributes:}}
*{{change|As with all Mii Fighters, the Mii Gunner now has fixed attributes:}}
**{{buff|The Mii Gunner now has a set [[weight]] of 104, on par with {{SSBU|Captain Falcon}}, {{SSBU|Link}} and {{SSBU|Yoshi}}. This makes the Mii Gunner the heaviest Mii Fighter, and also heavier than the largest possible Mii Fighter in ''Smash 4''. This improves their survivability.}}
**{{buff|The Mii Gunner now has a set [[weight]] of 104, on par with {{SSBU|Captain Falcon}}, {{SSBU|Link}} and {{SSBU|Yoshi}}. This makes the Mii Gunner the heaviest Mii Fighter, and also heavier than the largest possible Mii Fighter in ''Smash 4''. This improves their survivability.}}
Line 8,350: Line 8,350:


===Attributes===
===Attributes===
*{{buff|Like all characters, Pac-Man's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Like all characters, Pac-Man's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{buff|Pac-Man [[walk]]s faster (1.045 → 1.097).}}
*{{buff|Pac-Man [[walk]]s faster (1.045 → 1.097).}}
*{{buff|Pac-Man [[dash]]es faster (1.52 → 1.672).}}
*{{buff|Pac-Man [[dash]]es faster (1.52 → 1.672).}}
Line 8,510: Line 8,510:


===Attributes===
===Attributes===
*{{buff|Like all characters, Robin's [[jumpsquat]] animation now takes three frames to complete (down from 7).}}
*{{buff|Like all characters, Robin's [[jumpsquat]] animation takes three frames to complete (down from 7).}}
*{{buff|Robin [[run]]s faster (1.15 → 1.265) going from the slowest in ''SSB4'' to the second-slowest in ''Ultimate''.}}
*{{buff|Robin [[run]]s faster (1.15 → 1.265) going from the slowest in ''SSB4'' to the second-slowest in ''Ultimate''.}}
**{{buff|Robin's initial [[dash]] is much faster (1.5 → 1.815).}}
**{{buff|Robin's initial [[dash]] is much faster (1.5 → 1.815).}}
Line 8,788: Line 8,788:


===Attributes===
===Attributes===
*{{buff|Like all characters, Bowser Jr.'s [[jumpsquat]] animation now takes three frames to complete (down from 6).}}
*{{buff|Like all characters, Bowser Jr.'s [[jumpsquat]] animation takes three frames to complete (down from 6).}}
*{{buff|Bowser Jr. [[run]]s faster (1.424 → 1.566).}}
*{{buff|Bowser Jr. [[run]]s faster (1.424 → 1.566).}}
*{{buff|Bowser Jr.'s initial [[dash]] is faster (1.6 → 1.76).}}
*{{buff|Bowser Jr.'s initial [[dash]] is faster (1.6 → 1.76).}}
Line 8,943: Line 8,943:


===Attributes===
===Attributes===
*{{buff|Like all characters, Duck Hunt's [[jumpsquat]] animation now takes three frames to complete (down from 4).}}
*{{buff|Like all characters, Duck Hunt's [[jumpsquat]] animation takes three frames to complete (down from 4).}}
*{{buff|Duck Hunt [[dash]]es faster (1.63 → 1.793).}}
*{{buff|Duck Hunt [[dash]]es faster (1.63 → 1.793).}}
**{{buff|Duck Hunt's initial dash is faster (1.55 → 1.76), although it is now one of the slower initial dashes relative to the cast.}}
**{{buff|Duck Hunt's initial dash is faster (1.55 → 1.76), although it is now one of the slower initial dashes relative to the cast.}}
Line 9,056: Line 9,056:


===Attributes===
===Attributes===
*{{buff|Like all characters, Ryu's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Like all characters, Ryu's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{buff|Being able to [[dash cancel]] his tilts greatly improves his approach, letting him threaten the opponent with his tapped tilts for combos, or space his smash attacks more safely.}}
*{{buff|Being able to [[dash cancel]] his tilts greatly improves his approach, letting him threaten the opponent with his tapped tilts for combos, or space his smash attacks more safely.}}
*{{buff|Ryu's initial [[dash]] is faster (1.6 → 1.76).}}
*{{buff|Ryu's initial [[dash]] is faster (1.6 → 1.76).}}
Line 9,278: Line 9,278:


===Attributes===
===Attributes===
*{{buff|Like all characters, Corrin's [[jumpsquat]] animation now takes 3 frames to complete (down from 6).}}
*{{buff|Like all characters, Corrin's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Corrin [[run]]s faster (1.45 → 1.595).}}
*{{buff|Corrin [[run]]s faster (1.45 → 1.595).}}
**{{buff|Corrin's [[initial dash]] speed is faster (1.8 → 1.892).}}
**{{buff|Corrin's [[initial dash]] speed is faster (1.8 → 1.892).}}
Line 9,300: Line 9,300:
**{{nerf|The first, second and third hits have a higher hitlag multiplier (1x/1.4x → 1.5x/1.6x (hit 1), 1x → 1.2x (hit 2), 1x/1.4x → 1.8x/2x (hit 3)), giving opponents more time to SDI the first two and [[DI]] the last one.}}
**{{nerf|The first, second and third hits have a higher hitlag multiplier (1x/1.4x → 1.5x/1.6x (hit 1), 1x → 1.2x (hit 2), 1x/1.4x → 1.8x/2x (hit 3)), giving opponents more time to SDI the first two and [[DI]] the last one.}}
**{{nerf|The first hit no longer deals [[set knockback]] (35/20/30 set/100 scaling → 25/20 base/25/20 scaling), causing it to connect less reliably at much higher percents, and removing their [[jab cancel]] setups.}}
**{{nerf|The first hit no longer deals [[set knockback]] (35/20/30 set/100 scaling → 25/20 base/25/20 scaling), causing it to connect less reliably at much higher percents, and removing their [[jab cancel]] setups.}}
**{{nerf|The third hit of neutral attack has a new animation: it is now an outward [[slash]], rather than a [[Slash#Stab|stab]]. This new animation's hitboxes have one frame shorter duration (frames 6-8 → 6-7).}}
**{{nerf|The third hit of neutral attack has a new animation: it is an outward [[slash]], rather than a [[Slash#Stab|stab]]. This new animation's hitboxes have one frame shorter duration (frames 6-8 → 6-7).}}
**{{buff|The new third hit has less ending lag (FAF 36 → 31).}}
**{{buff|The new third hit has less ending lag (FAF 36 → 31).}}
**{{nerf|The new third hit has smaller hitboxes (5.7u/4.2u → 5u/4.2u).}}
**{{nerf|The new third hit has smaller hitboxes (5.7u/4.2u → 5u/4.2u).}}
Line 9,306: Line 9,306:
**{{buff|The neutral infinite has a shorter gap between hits (5 frames → 4), lower [[hitlag]] (1x → 0.5x) and [[SDI]] (1x → 0.6x) multipliers, and deals less knockback (8 base/40 scaling → 10/20) while gaining a hitstun modifier of 2 for each hit. This allows it to connect more reliably and makes it much harder to escape.}}
**{{buff|The neutral infinite has a shorter gap between hits (5 frames → 4), lower [[hitlag]] (1x → 0.5x) and [[SDI]] (1x → 0.6x) multipliers, and deals less knockback (8 base/40 scaling → 10/20) while gaining a hitstun modifier of 2 for each hit. This allows it to connect more reliably and makes it much harder to escape.}}
**{{nerf|One of the neutral infinite's hitboxes that lifted opponents off the ground has been removed. Since its hitbox was larger than the attack's other remaining hitbox, this gives the attack slightly less vertical range.}}
**{{nerf|One of the neutral infinite's hitboxes that lifted opponents off the ground has been removed. Since its hitbox was larger than the attack's other remaining hitbox, this gives the attack slightly less vertical range.}}
***{{buff|However, the previous neutral infinite's hitbox is now extended and is positioned differently (Y/Z-offset: 8.5/8 → 7/16, Y/Z-stretch: 0.0/0.0 → 7/10). Since this hitbox keeps opponents on the ground, this makes the infinite harder to escape.}}
***{{buff|However, the previous neutral infinite's hitbox is extended and positioned differently (Y/Z-offset: 8.5/8 → 7/16, Y/Z-stretch: 0.0/0.0 → 7/10). Since this hitbox keeps opponents on the ground, this makes the infinite harder to escape.}}
**{{nerf|The neutral infinite's finisher has an additional hitbox (size: 5.5u, Y/Z-offset: 7.5/19.5). However, the move's other hitboxes are smaller (6u/8u → 4.5u/5.5u) and are positioned differently (ID 0: 8.5 Y-offset/10 Z-offset → 7.5/11.5, ID 1: 8.5 Y-offset/18 Z-offset → 7.5/15.5). While these changes keep its horizontal range mostly intact, they reduce its vertical range and create a blindspot right in front of Corrin.}}
**{{nerf|The neutral infinite's finisher has an additional hitbox (size: 5.5u, Y/Z-offset: 7.5/19.5). However, the move's other hitboxes are smaller (6u/8u → 4.5u/5.5u) and are positioned differently (ID 0: 8.5 Y-offset/10 Z-offset → 7.5/11.5, ID 1: 8.5 Y-offset/18 Z-offset → 7.5/15.5). While these changes keep its horizontal range mostly intact, they reduce its vertical range and create a blindspot right in front of Corrin.}}
**{{nerf|The neutral infinite's finisher deals less knockback (52 base/150 scaling → 85/90), reducing its KO potential.}}
**{{nerf|The neutral infinite's finisher deals less knockback (52 base/150 scaling → 85/90), reducing its KO potential.}}
Line 9,378: Line 9,378:
***{{nerf|This is further hindered by the new knockback speed up effect, as opponents are launched faster and experience less [[hitstun]] at higher percents.}}
***{{nerf|This is further hindered by the new knockback speed up effect, as opponents are launched faster and experience less [[hitstun]] at higher percents.}}
*[[Dragon Lunge]]:
*[[Dragon Lunge]]:
**{{buff|Dragon Lunge's pin can now be manually canceled by pressing down on the control stick. This allows for mix-ups, by allowing pinned opponents to escape faster but setting them up for a [[tech-chasing|tech-chase]], and also leaves Corrin less vulnerable if the move misses.}}
**{{buff|Dragon Lunge's pin can be manually canceled by pressing down on the control stick. This allows for mix-ups, by allowing pinned opponents to escape faster but setting them up for a [[tech-chasing|tech-chase]], and also leaves Corrin less vulnerable if the move misses.}}
***{{buff|Manually canceling the pin also incurs less ending lag (FAF 15 → 13).}}
***{{buff|Manually canceling the pin also incurs less ending lag (FAF 15 → 13).}}
**{{buff|The jump grants more intangibility (frames 2-5 → 2-7) and has less ending lag (FAF 44 → 40).}}
**{{buff|The jump grants more intangibility (frames 2-5 → 2-7) and has less ending lag (FAF 44 → 40).}}
Line 9,385: Line 9,385:
**{{nerf|The changes to [[jostle]] mechanics significantly hinder the safety of the kicks, especially combined with the aforementioned changes, as Corrin can no longer go through [[shield]]ing opponents, especially if the opponent is heavier, making the kicks much easier to punish.}}
**{{nerf|The changes to [[jostle]] mechanics significantly hinder the safety of the kicks, especially combined with the aforementioned changes, as Corrin can no longer go through [[shield]]ing opponents, especially if the opponent is heavier, making the kicks much easier to punish.}}
**{{nerf|The early hit of the back kick deals less knockback (70 base/110 scaling → 63/100), making it less safe on hit.}}
**{{nerf|The early hit of the back kick deals less knockback (70 base/110 scaling → 63/100), making it less safe on hit.}}
**{{nerf|Pin canceling now incurs 19 frames of landing lag.}}
**{{nerf|Pin canceling incurs 19 frames of landing lag.}}
*[[Dragon Ascent]]:
*[[Dragon Ascent]]:
**{{change|The move is now called '''Dragon Ascent''' across all English versions of the game, rather than '''Draconic Ascent''' in the NTSC version.}}
**{{change|The move is called '''Dragon Ascent''' across all English versions of the game, rather than '''Draconic Ascent''' in the NTSC version.}}
**{{buff|The move grants more intangibility (frames 10-17 → 7-17).}}
**{{buff|The move grants more intangibility (frames 10-17 → 7-17).}}
**{{buff|The last hit has more knockback scaling (155 → 170).}}
**{{buff|The last hit has more knockback scaling (155 → 170).}}
Line 9,401: Line 9,401:
*{{change|As with all [[veteran]]s returning from ''SSB4'', Bayonetta's model features a more subdued color scheme.}}
*{{change|As with all [[veteran]]s returning from ''SSB4'', Bayonetta's model features a more subdued color scheme.}}
*{{change|While veterans' facial expressions were typically upgraded, Bayonetta seems to lack expressions she possessed in the previous installment, notably in her [[Screen KO]], a wink in one of her victory animations, and during certain moves such as up tilt.}}
*{{change|While veterans' facial expressions were typically upgraded, Bayonetta seems to lack expressions she possessed in the previous installment, notably in her [[Screen KO]], a wink in one of her victory animations, and during certain moves such as up tilt.}}
*{{change|The excess hair tendrils hanging from her outfits now have more individual physics.}}
*{{change|The excess hair tendrils hanging from her outfits have more individual physics.}}
*{{change|Love is Blue and Scarborough Fair have louder sound effects to distinguish the two.}}
*{{change|Love is Blue and Scarborough Fair have louder sound effects to distinguish the two.}}
*{{change|Bayonetta's taunts are sped up.}}
*{{change|Bayonetta's taunts are sped up.}}
*{{change|When the victory screen shows her name, Bayonetta's glasses glint at the edge. While this was present in her victory poses in ''Smash 4'', it only showed for a brief moment.}}
*{{change|When the victory screen shows her name, Bayonetta's glasses glint at the edge. While this was present in her victory poses in ''Smash 4'', it only showed for a brief moment.}}
*{{change|Bayonetta's original outfit now occupies her even-numbered costumes instead of the second half.}}
*{{change|Bayonetta's original outfit occupies her even-numbered costumes instead of the second half.}}


===Attributes===
===Attributes===
Line 9,458: Line 9,458:
**{{buff|The move has less startup (frame 19 → 17).}}
**{{buff|The move has less startup (frame 19 → 17).}}
***{{nerf|However, its total duration was not fully compensated (FAF 68 → 67), giving it one frame more ending lag.}}
***{{nerf|However, its total duration was not fully compensated (FAF 68 → 67), giving it one frame more ending lag.}}
**{{buff|Forward smash can now be [[Angling|angled]]. Despite this, all angles still have a blindspot directly in front of her.}}
**{{buff|Forward smash can be [[Angling|angled]]. Despite this, all angles still have a blindspot directly in front of her.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|The second hit has a longer hitbox duration (frames 25-27 → 25-28).}}
**{{buff|The second hit has a longer hitbox duration (frames 25-27 → 25-28).}}
Line 9,482: Line 9,482:
**{{nerf|The Bullet Arts extension deals less damage (4% → 3%).}}
**{{nerf|The Bullet Arts extension deals less damage (4% → 3%).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|The move now deals [[set knockback]] to grounded opponents (30/80 base/120/50 scaling → 50/90 set/100 scaling) to lead more effectively into the landing hit, allowing it to deal more damage and KO them more effectively.}}
**{{buff|The move deals [[set knockback]] to grounded opponents (30/80 base/120/50 scaling → 50/90 set/100 scaling) to lead more effectively into the landing hit, allowing it to deal more damage and KO them more effectively.}}
***{{nerf|However, this gives the meteor smash hitboxes a random chance to [[trip]] opponents of {{SSBU|Samus}}'s weight and above, as they do not cause them to [[tumble]], making it unable to lead into the landing hit.}}<ref>https://twitter.com/rei_ssb/status/1150138138259410944</ref>
***{{nerf|However, this gives the meteor smash hitboxes a random chance to [[trip]] opponents of {{SSBU|Samus}}'s weight and above, as they do not cause them to [[tumble]], making it unable to lead into the landing hit.}}<ref>https://twitter.com/rei_ssb/status/1150138138259410944</ref>
**{{nerf|It deals less knockback to aerial opponents (80 base/50 scaling → 50/65 (clean), 30/50 (late)), no longer being able to KO off a [[meteor smash]] at very low percents, and the landing hit has less knockback scaling (135 → 127), KOing later onstage.}}
**{{nerf|It deals less knockback to aerial opponents (80 base/50 scaling → 50/65 (clean), 30/50 (late)), no longer being able to KO off a [[meteor smash]] at very low percents, and the landing hit has less knockback scaling (135 → 127), KOing later onstage.}}
**{{nerf|It has more ending lag (FAF 48 → 53), making it harder to use offstage without [[self-destruct]]ing.}}
**{{nerf|It has more ending lag (FAF 48 → 53), making it harder to use offstage without [[self-destruct]]ing.}}
**{{nerf|It has more landing lag (28 frames → 30).}}
**{{nerf|It has more landing lag (28 frames → 30).}}
**{{nerf|As aerial [[footstool]]s are now techable, down aerial can no longer be confirmed into from a footstool, further worsening its KO ability.}}
**{{nerf|As aerial [[footstool]]s are techable, down aerial can no longer be confirmed into from a footstool, further worsening its KO ability.}}
**{{change|It no longer deals [[weight-independent]] knockback, making it weaker against heavier opponents, but stronger against lighter ones.}}
**{{change|It no longer deals [[weight-independent]] knockback, making it weaker against heavier opponents, but stronger against lighter ones.}}


Line 9,554: Line 9,554:
***{{buff|However, when the Final Smash ends, opponents take an additional 10% damage.}}
***{{buff|However, when the Final Smash ends, opponents take an additional 10% damage.}}
**{{nerf|The Climax Gauge takes longer to fill up, requiring more button presses in order to achieve a full gauge.}}
**{{nerf|The Climax Gauge takes longer to fill up, requiring more button presses in order to achieve a full gauge.}}
**{{change|Each succesful input to fill the Climax Gauge now uses a distinct sound effect from the ''Bayonetta'' games.}}
**{{change|Each succesful input to fill the Climax Gauge uses a distinct sound effect from the ''Bayonetta'' games.}}


===[[Bayonetta recovery frames|Recovery frames]]===
===[[Bayonetta recovery frames|Recovery frames]]===
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