Template:SSB4 to SSBU changelist: Difference between revisions

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(Undid edit by AwsumSauce: I think I broke the code so I'm just gonna change it back fo rnow)
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|Charizard====Aesthetics===
|Charizard====Aesthetics===
*{{change|Charizard's model features a more subdued color scheme, more closely resembling its appearance in recent mainline ''[[Pokémon]]'' games. Its legs and arms are more prominently muscular, and the flame on its tail is also more vibrant.}}
*{{change|Charizard's model features a more subdued color scheme, more closely resembling its appearance in recent mainline ''[[Pokémon]]'' games. Its legs and arms are more defined, and the flame on its tail is more vibrant.}}
*{{change|During normal matches, Charizard uses the {{SSBU|Pokémon Trainer}}'s stock icon, name call and [[Boxing Ring]] title instead of having its own. However, its own stock icon is seen in the Spirits mode, as both a playable character and an enemy.}}
*{{change|During normal matches, Charizard uses the {{SSBU|Pokémon Trainer}}'s stock icon, name call, and [[Boxing Ring]] title instead of having its own. However, its own stock icon is seen in the Spirits mode as both a playable character and an enemy.}}
*{{change|Charizard moves in a wave-like motion during its dash animation, similar to [[Lugia]] on the title screen for ''{{s|bulbapedia|Pokémon SoulSilver}}''.}} [https://youtu.be/QSjO2RYhEEg?t=68]
*{{change|Charizard moves in a wave-like motion during its dash animation, similar to [[Lugia]] on the title screen for ''{{s|bulbapedia|Pokémon SoulSilver}}''.}} [https://youtu.be/QSjO2RYhEEg?t=68]
*{{change|Charizard now hangs onto the ledge with one hand instead of two.}}
*{{change|Charizard now hangs onto the ledge with one hand instead of two.}}
*{{change|Charizard has two new [[taunts]]: one where it stands upright for its up taunt, similar to {{SSBU|Ridley}}'s down taunt, and another where it does a quick aerial flip and roars during its side taunt. Its former up taunt is now its down taunt.}}
*{{change|Charizard has two new [[taunts]]: one where it stands upright for its up taunt (similar to {{SSBU|Ridley}}'s down taunt), and another where it does a quick aerial flip and roars during its side taunt. Its former up taunt is now its down taunt.}}
*{{change|While maintaining its Flare Blitz victory pose from ''Smash 4,'' Charizard regains its victory pose from ''Brawl'' where the Pokémon Trainer pets its neck, replacing the roaring victory pose from ''Smash 4''.}}
*{{change|While maintaining its Flare Blitz victory pose from ''Smash 4,'' Charizard regains its victory pose from ''Brawl'' where the Pokémon Trainer pets its neck, replacing the roaring victory pose from ''Smash 4''.}}


===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 part of {{SSBU|Pokémon Trainer}}, allowing it to switch to {{SSBU|Squirtle}} and {{SSBU|Ivysaur}}.}}
*{{buff|Like all characters, Charizard's jumpsquat animation takes 3 frames to complete (down from 7).}}
*{{buff|Like all characters, Charizard's jumpsquat animation lasts 3 frames (down from 7).}}
*{{nerf|Charizard [[walk]]s slightly slower (1.2 → 1.187).}}
*{{nerf|Charizard [[walk|walks]] 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.}}
*{{buff|Charizard [[run]]s faster (2 → 2.2).}}
*{{buff|Charizard [[run|runs]] faster (2 → 2.2).}}
*{{buff|Charizard's [[air speed]] is much faster (0.92 → 1.103).}}
*{{buff|Charizard's [[air speed]] is much higher (0.92 → 1.103).}}
*{{buff|Charizard has significantly higher [[traction]] (0.04 → 0.11), no longer being tied with {{SSBU|Mewtwo}} for the second lowest in the game. This allows it to punish out of shield much more easily.}}
*{{buff|Charizard has significantly higher [[traction]] (0.04 → 0.11), no longer being tied with {{SSBU|Mewtwo}} for having the second lowest traction in the game. This allows it to punish opponents out of shield much more easily.}}
*{{buff|Charizard moves its head to a less vulnerable position during [[forward air]], [[down smash]], [[grab|standing grab]], and when hanging on the ledge.}}
*{{buff|Charizard moves its head to a less vulnerable position during [[forward air]], [[down smash]], [[grab|standing grab]], and when hanging on the ledge.}}
*{{change|Charizard's midair jumps' animations have been changed so that they are more distinguishable from each other.}}
*{{nerf|Charizard now has hurtboxes on the base of its wings.||
*{{buff|Charizard's second [[midair jump]] now gives as much height as its first, improving its air game and [[recovery]].}}
*{{change|Charizard's midair jumps' animations have been changed to be more distinguishable from each other.}}
*{{change|Charizard's [[falling speed]] and fast falling speed are much faster (1.4 → 1.52) and (2.24 → 2.432) respectively. This makes it more prone to combos, but improves its [[tomahawk]] and overall [[neutral game]].}}
*{{change|Charizard's [[falling speed]] and fast falling speed are much faster (1.4 → 1.52) and (2.24 → 2.432) respectively. This makes it more prone to combos, but improves its [[tomahawk]] and overall [[neutral game]].}}
*{{nerf|Charizard once again possesses [[hurtbox]]es on its wings like in ''Brawl'', making it easier to hit from above.}}
*{{nerf|Charizard once again possesses [[hurtbox]]es on its wings like in ''Brawl'', making it easier to hit from above.}}
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*{{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 → 50).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 50).}}
*{{change|Air dodge has a different animation.}}
*{{change|Air dodge's animation has been altered.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|The first hit transitions into the second hit faster (frame 10 → 7), which transitions into the third hit faster (frame 10 → 8), allowing the whole move to connect more smoothly.}}
**{{buff|The first hit transitions into the second hit faster (frame 10 → 7), which transitions into the third hit faster (frame 10 → 8), allowing the whole combo to connect more smoothly.}}
**{{nerf|The first and second hits deal less damage (3% → 2.5% (hit 1), 4% → 2.5% (hit 2)).}}
**{{nerf|The first and second hits deal less damage (3% → 2.5% (hit 1), 4% → 2.5% (hit 2)).}}
**{{nerf|The final hit has fewer hitboxes, and the remaining hitboxes are smaller (6.5u/5.5u/5u/4u → 5u/4u/4u), reducing its range.}}
**{{change|The first and second hits have altered angles and knockback to keep opponents close to Charizard, like other neutral attacks. This allows them to connect and [[jab lock]] more consistently, but removes their [[jab cancel]] setups against grounded opponents.}}
**{{change|The first and second hits have altered angles and knockback to keep opponents close to Charizard, like other neutral attacks. This allows them to connect and [[jab lock]] more consistently, but removes their [[jab cancel]] setups against grounded opponents.}}
**{{nerf|The last hit has fewer hitboxes, and the remaining hitboxes are smaller (6.5u/5.5u/5u/4u → 5u/4u/4u), reducing the attack range.}}
**{{change|Charizard rears back in a more pronounced fashion during the ending lag of neutral attack's last hit.}}
**{{change|Charizard rears back in a more pronounced fashion during the ending lag of neutral attack's last hit.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt contains a new sweetspot hitbox on frame 12 that is centered in front of Charizard's tail, with the original sweetspot remaining intact. This makes the sweetspot larger and prohibits issues with the z-axis.}}
**{{buff|Forward tilt has a new sweetspot hitbox on frame 12 that is centered in front of Charizard's tail, with the original sweetspot remaining intact. This makes the sweetspot larger and prohibits issues with the [[z-axis]].}}
**{{buff|Forward tilt has less ending lag (FAF 43 → 38).}}
**{{buff|It has less ending lag (FAF 43 → 38).}}
**{{nerf|It has more startup lag with a shorter duration (frames 11-13 → 12-13).}}
**{{nerf|It has more startup lag with a shorter duration (frames 11-13 → 12-13).}}
**{{buff|The sweetspot deals more knockback (40 base/100 scaling → 45/104).}}
**{{buff|The sweetspot deals more knockback (40 base/100 scaling → 45/104).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{change|Up tilt has an altered animation, with Charizard jumping higher and its wings spreading out more to its sides.}}
**{{change|Up tilt has an altered animation, with Charizard jumping higher and its wings spreading out more to its sides.}}
**{{buff|In addition to the hitbox above Charizard, it possesses hitboxes covering its wings as they spread out. This increases the move's coverage above Charizard, although due to the high placements of these hitboxes, it still cannot hit grounded opponents at Charizard's sides.}}
**{{buff|In addition to the hitbox above Charizard, it possesses new hitboxes covering its wings as they spread out. This increases the move's lateral range above Charizard, although due to the high placements of these hitboxes, it still cannot effectively hit grounded opponents at Charizard's sides.}}
**{{nerf|It has a shorter hitbox duration (frames 9-13 → 9-12).}}
**{{nerf|It has a shorter hitbox duration (frames 9-13 → 9-12).}}
**{{nerf|It launches opponents slightly away from Charizard instead of towards it (96° → 78°/84°), and deals much less knockback (40 base/130 scaling → 50 base/80/85 scaling). This collectively worsens both the move's combo and KO potential, stringing into itself less reliably at low percents, and still having too much ending lag to combo into other moves, despite Charizard's faster jumpsquat, while it is now unable to KO grounded opponents below 200% (compared to KOing below 140% under the same circumstances in ''Smash 4'').}}
**{{nerf|It launches opponents slightly away from Charizard instead of towards it (96° → 78°/84°) and deals much less knockback (40 base/130 scaling → 50 base/80/85 scaling). It can no longer KO opponents below 200%, and the new angle and ending lag hurt the move's combo ability.
**{{nerf|Due to Charizard once again possessing hurtboxes on its wings, the move is riskier to use as an anti-air option, as these hurtboxes now extend upward especially during the active frames, leaving Charizard more vulnerable to trades with opponents' aerial attacks.}}
**{{nerf|Due to Charizard gaining hurtboxes on its wings, the move is riskier to use as an anti-air option, as these hurtboxes extend upward during the active frames. This makes it easier for opponents' aerial attacks to trade with Charizard.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{change|Down tilt no longer has a windbox drawing opponents in.}}
**{{buff|The changes to [[jostle]] mechanics allow down tilt to connect better against nearby opponents despite the removal of the windbox.}}
**{{buff|The changes to [[jostle]] mechanics allow down tilt to connect better against nearby opponents despite the removal of the windbox.}}
**{{nerf|The hitbox does not extend as far (Z offset: 7-16 → 7-13.5), considerably reducing its range.}}
**{{nerf|The hitbox does not extend as far (Z offset: 7-16 → 7-13.5), considerably reducing its range.}}
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*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack deals more damage (11%/8% → 13%/10%) with knockback not fully compensated (100 (base)/45 (scaling) → 96/44), improving its KO potential.}}
**{{buff|Dash attack deals more damage (11%/8% → 13%/10%) with knockback not fully compensated (100 (base)/45 (scaling) → 96/44), improving its KO potential.}}
**{{buff|Dash attack deals more shieldstun (1x → 1.5x) which combined with the increased damage makes it safer on shields.}}
**{{buff|Dash attack deals more shieldstun (1x → 1.5x) which, combined with the increased damage, makes it safer against shielding opponents.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{change|Charizard no longer breathes fire during the animation.}}
**{{change|Charizard no longer breathes fire during forward smash's animation.}}
**{{buff|Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)).}}
**{{buff|Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)). This considerably improves its KO potential.}}
**{{buff|Forward smash grants more [[intangibility]] (frames 22-25 → 20-24).}}
**{{buff|Forward smash grants more [[intangibility]] (frames 22-25 → 20-24).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash's second hit comes out more quickly (frame 17 → 14), allowing it to connect better from the first hit and giving the move faster interruptibility (FAF 49 → 47).}}
**{{buff|Up smash's second hit comes out more quickly (frame 17 → 14), allowing it to connect better from the first hit and giving the move faster interruptibility (FAF 49 → 47).}}
**{{buff|The outermost hitbox on the first hit now uses the 368° [[autolink angle]] to properly launch opponents into the second hit instead of weakly [[meteor smash]]ing them in place, enabling it to connect more efficiently.}}
**{{buff|The outermost hitbox on the first hit now uses the 368° [[autolink angle]] instead of weakly [[meteor smash]]ing them in place, allowing it to consistently link into the second hit.}}
**{{nerf|Due to Charizard once again possessing hurtboxes on its wings, the move is riskier to use as an anti-air option, although not to the same degree as its up tilt.}}
**{{nerf|Due to Charizard gaining hurtboxes on its wings, the move is riskier to use as an anti-air option, although to a much lesser extent compared to up tilt.}}
 
===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag (20 frames → 10 (neutral), 22 → 19 (forward), 24 → 20 (back), 20 → 13 (up), 33 → 21 (down)).}}
*{{buff|All aerials have less landing lag (20 frames → 10 (neutral), 22 → 19 (forward), 24 → 20 (back), 20 → 13 (up), 33 → 21 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial has faster startup (frame 9 → 8) and significantly less ending lag (FAF 60 → 40), making it safer to use offstage.}}
**{{buff|Neutral aerial has faster startup (frame 9 → 8) and significantly less ending lag (FAF 60 → 40), making it safer to use off-stage.}}
**{{change|Its animation has been sped up. This reduces the duration of its hitboxes (frames 9-25 → 8-20) but allows it to hit faster around Charizard.}}
**{{change|Its animation has been sped up. This shortens the duration of its hitboxes (frames 9-25 → 8-20) but allows it to hit faster around Charizard.}}
***{{nerf|Due to its [[autocancel]] window remaining unchanged, this effectively increases the move's ending lag before it can autocancel.}}
***{{nerf|The [[auto-cancel]] window is unchanged, increasing the move's ending lag before it can auto-cancel.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has one frame less ending lag (FAF 47 → 46).}}
**{{buff|Forward aerial has less ending lag (FAF 47 → 46).}}
**{{nerf|It no longer autocancels in a [[short hop]], as Charizard's faster falling speed causes its autocancel to fall short by one frame.}}
**{{nerf|It no longer auto-cancels in a [[short hop]], as Charizard's faster falling speed causes its auto-cancel window to fall short by one frame.}}
**{{nerf|The sweetspot has been moved inwards (X offset: 7.5 → 6), reducing its reach.}}
**{{nerf|The sweetspot has been moved inwards (X offset: 7.5 → 6), reducing its range.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial's animation has been altered, increasing its vertical range. This enables it to punish opponents recovering from above more reliably.}}
**{{buff|Back aerial's animation has been rotated slightly to prevent issues with the z-axis. The last active frame is now directly behind Charizard, increasing the move's vertical range and enabling it to punish opponents from below.}}
**{{nerf|The first active frame does not contain the 16% sweetspot.}}
**{{nerf|The first active frame does not contain the 16% sweetspot.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial [[auto-cancel]]s earlier (frame 41 → 38).}}
**{{buff|Up aerial [[auto-cancel|auto-cancels]] earlier (frame 41 → 38).}}
**{{nerf|The move's initial auto-cancel window has been shortened (frames 1-4 → 1-3)}}
**{{nerf|The move's initial auto-cancel window has been shortened (frames 1-4 → 1-3)}}
*[[Down aerial]]:
*[[Down aerial]]:
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