Template:SSB4 to SSBU changelist: Difference between revisions

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(Only heavyweights + Villager/Isabelle have a longer grab duration. Fox's grab is still active for only 2 frames.)
(After looking at ssb4 frame data, I'm pretty sure zss's side b didnt tether to the ledge on frame 2 in ssb4.)
Line 4,636: Line 4,636:
**{{buff|The last hit launches at a lower angle (60° → 55°), and deals much more knockback (45 base/105 scaling → 47/138) on top of its increased damage. This significantly increases its power to the point it can KO at around 135% from the center of {{SSBU|Final Destination}} if all hits connect (comparing to the previous version not KOing until around 195%), restoring most of its utility from ''Brawl'' and giving Zero Suit Samus another reliable finisher.}}
**{{buff|The last hit launches at a lower angle (60° → 55°), and deals much more knockback (45 base/105 scaling → 47/138) on top of its increased damage. This significantly increases its power to the point it can KO at around 135% from the center of {{SSBU|Final Destination}} if all hits connect (comparing to the previous version not KOing until around 195%), restoring most of its utility from ''Brawl'' and giving Zero Suit Samus another reliable finisher.}}
**{{buff|A different variation of the attack can be used by holding the special move button throughout it, which has Zero Suit Samus swing the Plasma Whip back and above her, instead of releasing a spark from its tip. This variation has more ending lag (FAF 56 → 63), and replaces the last hit with four hits (frames 31-35 → 31-32, 37-38, 42-43, 46-47) that use the electric effect and deal 4% each (though they cannot feasibly link into each other), launching opponents vertically (107°/95°/80°/75°) with different knockback (98 base/62 scaling) and a hitstun modifier of 4. This allows it to set up opponents for juggles, with the later hits having true combos into aerial attacks, and gives it anti-air properties.}}
**{{buff|A different variation of the attack can be used by holding the special move button throughout it, which has Zero Suit Samus swing the Plasma Whip back and above her, instead of releasing a spark from its tip. This variation has more ending lag (FAF 56 → 63), and replaces the last hit with four hits (frames 31-35 → 31-32, 37-38, 42-43, 46-47) that use the electric effect and deal 4% each (though they cannot feasibly link into each other), launching opponents vertically (107°/95°/80°/75°) with different knockback (98 base/62 scaling) and a hitstun modifier of 4. This allows it to set up opponents for juggles, with the later hits having true combos into aerial attacks, and gives it anti-air properties.}}
**{{nerf|The tether recovery takes much longer to activate, being nearly as slow as in ''Brawl'' (frame 2 → 20), and has less range. This makes the move much worse for recovery, and prevents Zero Suit Samus from easily [[ledge trump]]ing opponents by running off the edge and immediately using the move towards it.}}
*[[Boost Kick]]:
*[[Boost Kick]]:
**{{buff|The aerial version's first hit and both versions' subsequent hits have lower set knockback (150 → 130 (hit 1, aerial), 110 → 50 (hits 2-5), 16/12 (hit 7) → 12/10 (hit 6, grounded), 10/16 (hit 6, aerial)), and the second to fifth hits use the [[autolink angle]] (87° → 367°), allowing them to connect more reliably.}}
**{{buff|The aerial version's first hit and both versions' subsequent hits have lower set knockback (150 → 130 (hit 1, aerial), 110 → 50 (hits 2-5), 16/12 (hit 7) → 12/10 (hit 6, grounded), 10/16 (hit 6, aerial)), and the second to fifth hits use the [[autolink angle]] (87° → 367°), allowing them to connect more reliably.}}

Revision as of 12:32, May 13, 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.