Template:SSB4 to SSBU changelist/Zero Suit Samus: Difference between revisions

→‎Special moves: I tested Paralyzer in game and it overall has greater frame advantage in S4, even compared to the clean hit in Ultimate.
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(→‎Special moves: I tested Paralyzer in game and it overall has greater frame advantage in S4, even compared to the clean hit in Ultimate.)
Line 117: Line 117:
*[[Paralyzer]]:
*[[Paralyzer]]:
<!--NOTE: Paralysis time in the Smash calculator for this move doesn't seem to match with the in-game time for either game-->
<!--NOTE: Paralysis time in the Smash calculator for this move doesn't seem to match with the in-game time for either game-->
**{{buff|Paralyzer's shots scale in damage and paralysis time as they are charged, rather than only changing when fully charged.}}
**{{buff|Instead of only having an uncharged and fully charged variant, Paralyzer now functions like any other charge move. This means that Zero Suit Samus can now release the move at any time, with the shots scaling in damage, duration, knockback and paralysis time as they are charged further.}}
**{{buff|Paralyzer has increased set knockback for both uncharged and fully charged blasts (uncharged: 18 → 21; fully charged: 65 → 70.)}}
***{{buff|This also makes Paralyzer safer, as if Zero Suit Samus starts charging the move, she no longer has to commit to the fully charged version.}}
**{{nerf|Uncharged shots paralyze opponents for roughly half as much time unless they are hit at point-blank range, weakening their setups.}}
**{{buff|The shots have a longer duration (22 frames (uncharged)/46 frames (fully charged) → 24/48).}}
**{{buff|The shots have increased set knockback for both uncharged and fully charged blasts (18 (uncharged)/65 (fully charged) 21/70).}}
**{{change|The shots are more orange in color.}}
**{{change|The shots are more orange in color.}}
**{{nerf|The shots have a lower hitlag multiplier, especially after their first active frame (2x → 1x (clean)/0.7x (late)). This results in the move paralyzing opponents for a shorter period of time despite the changes to the paralysis formula, especially outside of point blank range, hindering the move's setup potential.}}
*[[Plasma Whip]]:
*[[Plasma Whip]]:
**{{buff|Plasma Whip's second and last hits deal more damage (1.2% → 2% (hit 2), 7.5% → 8% (last hit)), and it deals an additional hit of 1.2% damage on the same frame as the second hit. This moderately increases its total damage (13.1% → 15.6%).}}
**{{buff|Plasma Whip's second and last hits deal more damage (1.2% → 2% (hit 2), 7.5% → 8% (last hit)), and it deals an additional hit of 1.2% damage on the same frame as the second hit. This moderately increases its total damage (13.1% → 15.6%).}}
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