Template:SSB4 to SSBU changelist: Difference between revisions

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**{{change|Super Jump Punch has an altered landing animation where Mario lands on his feet as opposed to his back.}}
**{{change|Super Jump Punch has an altered landing animation where Mario lands on his feet as opposed to his back.}}
*[[F.L.U.D.D.]]:
*[[F.L.U.D.D.]]:
**{{buff|F.L.U.D.D. has greater range, and reduced ending lag (FAF 75 → 68).}}
**{{buff|F.L.U.D.D. has more range and less ending lag (FAF 75 → 68).}}
**{{buff|It has increased set knockback (50 → 70).}}
**{{buff|It has increased set knockback (50 → 70).}}
**{{buff|It can be [[charge-cancel]]ed by jumping or spot dodging.}}
**{{buff|It can be [[charge-cancel]]ed by jumping or spot dodging.}}
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===Throws and other attacks===
===Throws and other attacks===
*{{change|Link [[grab]]s opponents with his hand instead of using his [[Clawshot]].}}
*{{change|Link [[grab]]s opponents with his hand instead of using his [[Clawshot]].}}
**{{buff|Because of this, all grabs have noticeably reduced startup (frame 12/14/15 (standing/dash/pivot) → 6/9/10) and ending lag (FAF 62/66/67 → 35/43/38), making them safer to use at close range, and allowing Link to set up into them more effectively.}}
**{{buff|All grabs have noticeably less startup (frame 12/14/15 (standing/dash/pivot) → 6/9/10) and ending lag (FAF 62/66/67 → 35/43/38), making them safer to use at close range, and allowing Link to set up into them more effectively.}}
**{{nerf|However, all grabs have much shorter range, and their hitboxes have a shorter duration (6 frames (standing), 8 frames (dash, pivot) → 2 frames (all)).}}
**{{nerf|However, all grabs have much shorter range, and their hitboxes have a shorter duration (6 frames (standing), 8 frames (dash, pivot) → 2 frames (all)).}}
*{{nerf|Link no longer has a [[grab aerial]] or a [[tether recovery]] due to losing the Clawshot.}}
*{{nerf|Link no longer has a [[grab aerial]] or a [[tether recovery]] due to losing the Clawshot.}}
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**{{buff|The last hit comes out faster (frame 44 → 40), allowing it to connect more reliably, and giving the move faster interruptibility as a result (FAF 90 → 86).}}
**{{buff|The last hit comes out faster (frame 44 → 40), allowing it to connect more reliably, and giving the move faster interruptibility as a result (FAF 90 → 86).}}
**{{buff|It deals more damage (1.5% → 2% (hits 1-4), 3% → 4% (hit 5); 9% → 12% (total)), and has increased knockback on the last hit (80 (base)/130/120 (scaling) → 85/140/130), significantly improving its KO potential.}}
**{{buff|It deals more damage (1.5% → 2% (hits 1-4), 3% → 4% (hit 5); 9% → 12% (total)), and has increased knockback on the last hit (80 (base)/130/120 (scaling) → 85/140/130), significantly improving its KO potential.}}
**{{buff|It has gained a windbox that pulls opponents into the move. The looping hits also have a lower hitlag multiplier (1× (grounded)/1.3× (aerial) → 0.8×) and SDI multiplier (1× → 0.8×), and their aerial version has reduced knockback (60 base/120 scaling → 80/30), allowing them to connect more reliably.}}
**{{buff|It has gained a windbox that pulls opponents into the move. The looping hits also have a lower hitlag multiplier (1× (grounded)/1.3× (aerial) → 0.8×) and SDI multiplier (1× → 0.8×), and their aerial version deals less knockback (60 base/120 scaling → 80/30), allowing them to connect more reliably.}}
**{{buff|It has larger hitboxes (4.5u/5u/5u → 5.5u/5.5u/6u (multi-hits), 6u/6u/6u → 7.5u/7.5u/6.5u (last hit)) and the grounded version's stomach hitbox was moved down, greatly increasing its range and coverage around Luigi, while also allowing it to hit some characters hanging on the ledge.}}
**{{buff|It has larger hitboxes (4.5u/5u/5u → 5.5u/5.5u/6u (multi-hits), 6u/6u/6u → 7.5u/7.5u/6.5u (last hit)) and the grounded version's stomach hitbox was moved down, greatly increasing its range and coverage around Luigi, while also allowing it to hit some characters hanging on the ledge.}}
**{{nerf|Luigi Cyclone has much less horizontal maneuverability on the ground.}}
**{{nerf|Luigi Cyclone has much less horizontal maneuverability on the ground.}}
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**{{change|The second hit has less knockback scaling (130 → 120), improving its combo potential but worsening its KO power.}}
**{{change|The second hit has less knockback scaling (130 → 120), improving its combo potential but worsening its KO power.}}
**{{change|The first hit sends at lower angles (86°/78°/74° → 74°/80°/68°). Two of its hitboxes send grounded opponents at lower angles as well (86°/78° → 68°/74°).}}
**{{change|The first hit sends at lower angles (86°/78°/74° → 74°/80°/68°). Two of its hitboxes send grounded opponents at lower angles as well (86°/78° → 68°/74°).}}
**{{nerf|The first hit has reduced hitbox sizes (5.0u/6.5u/5.5u → 6.0/4.0/3.5), slightly reducing its range.}}
**{{nerf|The first hit has smaller hitboxes (5.0u/6.5u/5.5u → 6.0/4.0/3.5), slightly reducing its range.}}
**{{change|The second hit has altered hitbox sizes (4.8u/6.0u/5.0u → 5.2/6.0/3.8). This makes it easier to connect from afar, but slightly harder to connect up close.}}
**{{change|The second hit has altered hitbox sizes (4.8u/6.0u/5.0u → 5.2/6.0/3.8). This makes it easier to connect from afar, but slightly harder to connect up close.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
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**{{buff|Rollout deals more damage (6%-14% → 10%-20%), with its knockback not fully compensated (30 base/92/102 scaling → 60 base/60 scaling), increasing its KO potential.}}
**{{buff|Rollout deals more damage (6%-14% → 10%-20%), with its knockback not fully compensated (30 base/92/102 scaling → 60 base/60 scaling), increasing its KO potential.}}
**{{buff|It reaches its full charge faster (frame 60 → 51).}}
**{{buff|It reaches its full charge faster (frame 60 → 51).}}
**{{buff|Jigglypuff's has a significantly increased fall speed (0.98 → 2.00) and gravity while falling during the ending of Rollout. As a result, it has greatly reduced ending lag on hit (FAF 73 → 53).}}
**{{buff|Jigglypuff's has a significantly increased fall speed (0.98 → 2.00) and gravity while falling during the ending of Rollout. As a result, it has much less ending lag on hit (FAF 73 → 53).}}
***{{buff|Due to this, Jigglypuff is able to move after hitting an opponent with Rollout in the air, like in ''Brawl'', preventing it from [[self-destruct]]ing if the move is landed offstage.}}
***{{buff|Due to this, Jigglypuff is able to move after hitting an opponent with Rollout in the air, like in ''Brawl'', preventing it from [[self-destruct]]ing if the move is landed offstage.}}
**{{buff|Additionally, Jigglypuff can grab ledges during this state.}}
**{{buff|Additionally, Jigglypuff can grab ledges during this state.}}
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**{{buff|Fire Bird is able to deal more damage (31% → 33%)}}
**{{buff|Fire Bird is able to deal more damage (31% → 33%)}}
*{{b|Reflector|Falco}}:
*{{b|Reflector|Falco}}:
**{{buff|Reflector has reduced ending lag (FAF 51 → 47), improving its safety both defensively and offensively.}}
**{{buff|Reflector has less ending lag (FAF 51 → 47), improving its safety both defensively and offensively.}}
**{{buff|It can no longer be [[reflect]]ed.}}
**{{buff|It can no longer be [[reflect]]ed.}}
**{{nerf|It no longer has a bonus [[trip]] chance, removing its followups and safety on hit at close range.}}
**{{nerf|It no longer has a bonus [[trip]] chance, removing its followups and safety on hit at close range.}}
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*[[Teleport]]:
*[[Teleport]]:
**{{change|Teleport has a darker, more distinct visual effect when Mewtwo disappears and reappears.}}
**{{change|Teleport has a darker, more distinct visual effect when Mewtwo disappears and reappears.}}
**{{buff|Teleport has reduced landing lag (52 → 44 frames).}}
**{{buff|Teleport has less landing lag (52 frames → 44).}}
**{{buff|Teleport can grab on to ledges more easily, with the new ledge grab range being roughly twice its original size.}}
**{{buff|Teleport can grab on to ledges more easily, with the new ledge grab range being roughly twice its original size.}}
**{{buff|Teleport grants slightly more intangibility frames (frames 9-17 → 9-19).}}
**{{buff|Teleport grants slightly more intangibility frames (frames 9-17 → 9-19).}}
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**{{buff|The move has less ending lag (FAF 50 → 46).}}
**{{buff|The move has less ending lag (FAF 50 → 46).}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|The move has slightly reduced startup (frame 14 → 13).}}
**{{buff|The move has slightly less startup lag (frame 14 → 13).}}
**{{change|The move's hitboxes have been entirely reworked: the sweetspot has reduced size (4.2u → 3.3u) and is less extended (Z-axis: 8.4 → 9.1, Z-stretch: 5.1 → 7.7), the middle hit has increased size (3.7u → 4.0u), the sourspot has a higher offset (Z-axis: 7.2 → 7.5) and both the sourspot and the middle hit now have extended hitboxes that fully cover the Binding Blade's trail (middle hit X/Y/Z-axis: 0.0/0.0/1.5 → 2.0/1.0/1.5; middle hit X/Y/Z-stretch: 14.0/1.0/1.5; sourspot X/Y/Z-stretch: 9.5/1.0/7.5)).}}
**{{change|The move's hitboxes have been entirely reworked: the sweetspot has reduced size (4.2u → 3.3u) and is less extended (Z-axis: 8.4 → 9.1, Z-stretch: 5.1 → 7.7), the middle hit has increased size (3.7u → 4.0u), the sourspot has a higher offset (Z-axis: 7.2 → 7.5) and both the sourspot and the middle hit now have extended hitboxes that fully cover the Binding Blade's trail (middle hit X/Y/Z-axis: 0.0/0.0/1.5 → 2.0/1.0/1.5; middle hit X/Y/Z-stretch: 14.0/1.0/1.5; sourspot X/Y/Z-stretch: 9.5/1.0/7.5)).}}
***{{buff|These changes significantly increase the move's vertical coverage, now being able to hit opponents on low platforms above Roy, such as the ones in {{SSBU|Battlefield}}}}.
***{{buff|These changes significantly increase the move's vertical coverage, now being able to hit opponents on low platforms above Roy, such as the ones in {{SSBU|Battlefield}}}}.
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**{{change|Roy now removes the Binding Blade from its sheath once he has finished sheathing it in Critical Hit.}}
**{{change|Roy now removes the Binding Blade from its sheath once he has finished sheathing it in Critical Hit.}}
***{{buff|Critical Hit has significantly lower ending lag due to this animation change.}}
***{{buff|Critical Hit has significantly lower ending lag due to this animation change.}}
**{{nerf|Critical Hit's finishing hit has reduced knockback scaling (55 → 47), worsening its already below average power.}}
**{{nerf|Critical Hit's finishing hit has less knockback scaling (55 → 47), worsening its already below average power.}}


|Mr. Game & Watch====Aesthetics===
|Mr. Game & Watch====Aesthetics===
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**{{buff|Forward tilt deals more damage (10%(clean chair)/9%(clean body)/4%(late) → 12%/10%/6%) with knockback partially compensated only on the clean chair (100 scaling → 96), improving its KO potential.}}
**{{buff|Forward tilt deals more damage (10%(clean chair)/9%(clean body)/4%(late) → 12%/10%/6%) with knockback partially compensated only on the clean chair (100 scaling → 96), improving its KO potential.}}
**{{buff|The late hit has significantly increased knockback scaling (100 → 120/135). Combined with its increased damage, this grants the late hit KO potential.}}
**{{buff|The late hit has significantly increased knockback scaling (100 → 120/135). Combined with its increased damage, this grants the late hit KO potential.}}
**{{buff|Forward tilt has reduced startup lag (frame 10 → 8) and a longer duration (frames 10 (clean)/11-17 (late) → 8-9/10-20).}}
**{{buff|Forward tilt has less startup lag (frame 10 → 8) and a longer duration (frames 10 (clean)/11-17 (late) → 8-9/10-20).}}
**{{nerf|Forward tilt's hitboxes are smaller (4.8u → 4u (clean chair), 4u → 3.5u (clean body), 4.5u/3.5u  → 3.3u/2.8u (late)), the sourspot does not extend as far (Z offset: 5-16 → 7-12, Y offset: 4 → 4.5), and the sweetspot has been moved towards Mr. Game and Watch and does not extend as far vertically (Z offset: 16 → 15, Y offset: 4-7 → 4.5-6.5). This reduces its range overall.}}
**{{nerf|Forward tilt's hitboxes are smaller (4.8u → 4u (clean chair), 4u → 3.5u (clean body), 4.5u/3.5u  → 3.3u/2.8u (late)), the sourspot does not extend as far (Z offset: 5-16 → 7-12, Y offset: 4 → 4.5), and the sweetspot has been moved towards Mr. Game and Watch and does not extend as far vertically (Z offset: 16 → 15, Y offset: 4-7 → 4.5-6.5). This reduces its range overall.}}
*[[Up tilt]]:
*[[Up tilt]]:
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**{{nerf|Down aerial’s hitboxes at Lucas’ feet are smaller (5u → 4.2u (Hits 1-3)/6.9u → 5.5u (Final hit)) and has an altered hitbox placement (Y offset: -5 → -4), decreasing its range below Lucas.}}
**{{nerf|Down aerial’s hitboxes at Lucas’ feet are smaller (5u → 4.2u (Hits 1-3)/6.9u → 5.5u (Final hit)) and has an altered hitbox placement (Y offset: -5 → -4), decreasing its range below Lucas.}}
*[[Grab aerial]]:
*[[Grab aerial]]:
**{{nerf|Grab aerial has reduced range.}}
**{{nerf|Grab aerial has less range.}}
**{{buff|Grab aerial has more active frames (9-19 → 9-21).}}
**{{buff|Grab aerial has more active frames (9-19 → 9-21).}}
**{{buff|Grab aerial deals slightly more damage (4% (clean)/2.8% (late) → 5% (snake head)/3% (arm and snake body)).}}
**{{buff|Grab aerial deals slightly more damage (4% (clean)/2.8% (late) → 5% (snake head)/3% (arm and snake body)).}}
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**{{change|Lucas's PK Thunder's graphic effects have been changed; rather than maintaining its magenta coloration from ''Smash 4'', PK Thunder has been changed to be varying hues of blue. The move has also gained particle effects which resemble its respective PSI graphics from ''Mother 3''.}}
**{{change|Lucas's PK Thunder's graphic effects have been changed; rather than maintaining its magenta coloration from ''Smash 4'', PK Thunder has been changed to be varying hues of blue. The move has also gained particle effects which resemble its respective PSI graphics from ''Mother 3''.}}
**{{buff|PK Thunder's electric ball travels faster.}}
**{{buff|PK Thunder's electric ball travels faster.}}
**{{buff|Grounded PK Thunder has reduced ending lag.}}
**{{buff|Grounded PK Thunder has less ending lag.}}
**{{change|It has an angle indicator when the ball of lighting moves close to Lucas. While this allows for the player to more accurately determine the trajectory Lucas will travel during PK Thunder 2, it also makes it more predictable to opponents.}}
**{{change|It has an angle indicator when the ball of lighting moves close to Lucas. While this allows for the player to more accurately determine the trajectory Lucas will travel during PK Thunder 2, it also makes it more predictable to opponents.}}
*[[PK Thunder 2]]:
*[[PK Thunder 2]]:
**{{nerf|Lucas's momentum at the end of [[PK Thunder 2]] is lower, slightly shortening its recovery distance.}}
**{{nerf|Lucas's momentum at the end of [[PK Thunder 2]] is lower, slightly shortening its recovery distance.}}
**{{buff|PK Thunder 2 has reduced landing lag.}}
**{{buff|PK Thunder 2 has less landing lag.}}
**{{nerf|PK Thunder 2 deals less damage when all hits connect. (35.5% → 32.5%)}}
**{{nerf|PK Thunder 2 deals less damage when all hits connect. (35.5% → 32.5%)}}
**{{change|PK Thunder 2 last hit now triggers Special Zoom.}}
**{{change|PK Thunder 2 last hit now triggers Special Zoom.}}
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*[[End of Day]]
*[[End of Day]]
**{{change|[[End of Day]] has been significantly sped up, with the Hocotate Ship crashing onto the stage almost immediately after the move's cutscene.}}
**{{change|[[End of Day]] has been significantly sped up, with the Hocotate Ship crashing onto the stage almost immediately after the move's cutscene.}}
**{{nerf|The explosion has reduced knockback scaling (140 (sweetspot)/125 (sourspot) → 120/105).}}
**{{nerf|The explosion has less knockback scaling (140 (sweetspot)/125 (sourspot) → 120/105).}}


|Lucario====Aesthetics===
|Lucario====Aesthetics===
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**{{change|R.O.B. no longer faces the screen directly during the move much like his taunts.}}
**{{change|R.O.B. no longer faces the screen directly during the move much like his taunts.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|It has reduced ending lag (FAF 35 → 31), improving its combo potential.}}
**{{buff|It has less ending lag (FAF 35 → 31), improving its combo potential.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|The move has altered hitbox placements (Z offset: 12u → 14u (close), 22u → 24u (mid)), increasing the horizontal range of both the closest hit and mid hit.}}
**{{buff|The move has altered hitbox placements (Z offset: 12u → 14u (close), 22u → 24u (mid)), increasing the horizontal range of both the closest hit and mid hit.}}
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*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|All hitboxes of forward tilt deal much more damage (9/7.5/6% (close/mid/far) → 13/10.5/8%).}}
**{{buff|All hitboxes of forward tilt deal much more damage (9/7.5/6% (close/mid/far) → 13/10.5/8%).}}
**{{buff|Forward tilt has reduced startup (frame 10/11 → 7) and ending lag (frame 39 → 33).}}
**{{buff|Forward tilt has less startup (frame 10/11 → 7) and ending lag (frame 39 → 33).}}
**{{change|It has altered knockback on all hitboxes (30 (base)/100 (scaling) → 56/56), making it safe on hit at low percents, but weakening its KO potential.}}
**{{change|It has altered knockback on all hitboxes (30 (base)/100 (scaling) → 56/56), making it safe on hit at low percents, but weakening its KO potential.}}
*[[Dash attack]]
*[[Dash attack]]
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**{{buff|Down throw deals more damage (5% → 7%), with knockback scaling partly compensated (50 → 42).}}
**{{buff|Down throw deals more damage (5% → 7%), with knockback scaling partly compensated (50 → 42).}}
**{{buff|Down throw launches at a higher angle (100 → 95), improving its followup potential and making it less susceptible to DI.}}
**{{buff|Down throw launches at a higher angle (100 → 95), improving its followup potential and making it less susceptible to DI.}}
**{{buff|Down throw has reduced ending lag (frame 42 → 40).}}
**{{buff|Down throw has less ending lag (frame 42 → 40).}}
**{{nerf|Down throw no longer inflicts hitlag on release, reducing its combo potential despite its slightly reduced ending lag.}}
**{{nerf|Down throw no longer inflicts hitlag on release, reducing its combo potential despite its slightly reduced ending lag.}}
*{{buff|[[Edge attack]] deals more damage (7% → 9%).}}
*{{buff|[[Edge attack]] deals more damage (7% → 9%).}}
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**{{change|Corrin has a new pummel, a knee strike.}}
**{{change|Corrin has a new pummel, a knee strike.}}
***{{nerf|It deals much less damage (3% → 1.3%).}}
***{{nerf|It deals much less damage (3% → 1.3%).}}
***{{buff|However, it has significantly faster startup (frame 16 → 1), deals more hitlag (5 frames → 14) and has reduced ending lag (FAF 24 → 7), shortening its duration and increasing the number of times Corrin can pummel the opponent before throwing them or before they break out.}}
***{{buff|However, it has significantly faster startup (frame 16 → 1), deals more hitlag (5 frames → 14) and has less ending lag (FAF 24 → 7), shortening its duration and increasing the number of times Corrin can pummel the opponent before throwing them or before they break out.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{nerf|Forward throw hits and releases the opponent slower (frame 10, 11 → 14, 15), making it easier to [[DI]].}}
**{{nerf|Forward throw hits and releases the opponent slower (frame 10, 11 → 14, 15), making it easier to [[DI]].}}

Revision as of 16:14, February 28, 2020

This template contains the technical changelists for all veterans from Super Smash Bros. 4 in the transition to Super Smash Bros. Ultimate. If you're an autoconfirmed user, you can edit it and locate characters by using your browser's search function, but please be sure to verify all changes you add to the template via resources such as the games' scripts (which can be found here), and in-game testing if necessary.