Zelda (SSB4): Difference between revisions

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**{{buff|Forward tilt has less startup lag (frame 12 → 10) with a shorter total duration (FAF 40 → 38).}}
**{{buff|Forward tilt has less startup lag (frame 12 → 10) with a shorter total duration (FAF 40 → 38).}}
**{{buff|The outer hand hitbox has been moved slightly further forward (x offset: 3 → 3.5), slightly improving its range.}}
**{{buff|The outer hand hitbox has been moved slightly further forward (x offset: 3 → 3.5), slightly improving its range.}}
**{{change|The hand hitboxes now launch opponents horizontally (110° → 361°). This improves its spacing potential and allows it to be used for edgequarding, but removes its ability to set up juggles, as well as hindering its KO potential near the upper blast zone.}}
**{{change|The hand hitboxes now launch opponents horizontally (110° → 361°). This improves its spacing potential and allows it to be used for edgeguarding, but removes its ability to set up juggles, as well as hindering its KO potential near the upper blast zone.}}
**{{nerf|Forward tilt has a shorter duration (frames 12-14 → 10-11).}}
**{{nerf|Forward tilt has a shorter duration (frames 12-14 → 10-11).}}
**{{nerf|Forward tilt deals less damage (13% (hand)/12% (arm)/11% (body) → 12% (outer hand)/10% (inner hand/arm)), hindering its KO potential.}}
**{{nerf|Forward tilt deals less damage (13% (hand)/12% (arm)/11% (body) → 12% (outer hand)/10% (inner hand/arm)), hindering its KO potential.}}
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*[[Down tilt]]:
*[[Down tilt]]:
**{{change|Down tilt now always launches opponents vertically (270° (leg/body/ground foot)/80° (aerial foot) → 80°), much like the previous aerial foot hitbox.}}
**{{change|Down tilt now always launches opponents vertically (270° (leg/body/ground foot)/80° (aerial foot) → 80°), much like the previous aerial foot hitbox.}}
***{{buff|This grants Zelda the ability to followup with her aerials, especially at mid percents, as well as making the move safer on hit, due to it forcing the opponent into the air.}}
***{{buff|This grants Zelda the ability to follow up with her aerials, especially at mid percents, as well as making the move safer on hit, due to it forcing the opponent into the air.}}
***{{nerf|However, this also significantly hinders the move's ability to lead into itself (especially against floatier characters), as well as hindering its edgeguarding potential.}}
***{{nerf|However, this also significantly hinders the move's ability to lead into itself (especially against floatier characters), as well as hindering its edgeguarding potential.}}
***{{nerf|This also means that the move is no longer capable of [[trip]]ping, significantly hindering its set up potential at lower percents.}}
***{{nerf|This also means that the move is no longer capable of [[trip]]ping, significantly hindering its set up potential at lower percents.}}
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**{{buff|The clean hit's sweetspot is now positioned directly in front of Zelda's hand rather than on her head, giving it slightly more range in front of her.}}
**{{buff|The clean hit's sweetspot is now positioned directly in front of Zelda's hand rather than on her head, giving it slightly more range in front of her.}}
***{{nerf|However, this hitbox is also much smaller (4.8u → 2.2u) which along with its new position, gives it much less range behind and above Zelda, as well as generally making it harder to land.}}
***{{nerf|However, this hitbox is also much smaller (4.8u → 2.2u) which along with its new position, gives it much less range behind and above Zelda, as well as generally making it harder to land.}}
**{{change|The clean hit's sweetspot now launches opponents horizontally (90° → 361°).}}
**{{change|The clean hit's sweetspot now launches opponents more horizontally (90° → 50°).}}
***{{buff|This improve's its KO potential when used near the horizontal blastzone.}}
***{{buff|This improves its KO potential when used near the horizontal blast zone.}}
***{{nerf|However, this hinders its overall KO potential, including from center stage despite its higher knockback.}}
***{{nerf|However, this hinders its overall KO potential, including from center stage despite its higher knockback.}}
**{{buff|The clean hit's sourspot now uses an extended hitbox which is positioned further away from Zelda (z offset: 12 → 13.8), which overall gives it more horizontal range, especially behind Zelda.}}
**{{buff|The clean hit's sourspot now uses an extended hitbox which is positioned further away from Zelda (z offset: 12 → 13.8), which overall gives it more horizontal range, especially behind Zelda.}}
***{{nerf|However, this hitbox is also smaller (7u → 5u), giving it less vertical range.}}
***{{nerf|However, this hitbox is also smaller (7u → 5u), giving it less vertical range.}}
**{{nerf|The clean hit's sourspot deals less knockback (50 (base), 70 (scaling) → 80/50) and it launches opponents at a higher angle (361° → 50°), significantly hindering its KO potential unless it is used extremely close to the horizontal blastzone.}}
**{{nerf|The clean hit's sourspot has altered knockback (50 (base), 70 (scaling) → 80/50) and it launches opponents at a higher angle (361° → 50°), overall hindering its KO potential unless it is used extremely close to the horizontal blast zone.}}
***{{buff|The higher base knockback now makes it safe on hit at all percents.}}
**{{buff|The late hit now uses an extended hitbox which retains the size of the previous sourspot, giving it much more range relative to Zelda.}}
**{{buff|The late hit now uses an extended hitbox which retains the size of the previous sourspot, giving it much more range relative to Zelda.}}
**{{change|The late hit no longer has a head hitbox.}}
**{{change|The late hit no longer has a head hitbox.}}
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**{{buff|Forward smash's loop hits' angles (30°/45°/60° → 25°/165°) and set knockback (30/40/50/80 → 40/50) have been altered. When combined with the weakening of [[SDI]], this makes forward smash connect more reliably despite the loop hits having a higher SDI multiplier (0.5x → 1x).}}
**{{buff|Forward smash's loop hits' angles (30°/45°/60° → 25°/165°) and set knockback (30/40/50/80 → 40/50) have been altered. When combined with the weakening of [[SDI]], this makes forward smash connect more reliably despite the loop hits having a higher SDI multiplier (0.5x → 1x).}}
**{{buff|The final hit deals more knockback (30 (base), 105 (scaling) → 37/110), improving its KO potential.}}
**{{buff|The final hit deals more knockback (30 (base), 105 (scaling) → 37/110), improving its KO potential.}}
**{{buff|The final hit now has a magic effect instead of an electric effect.}}
**{{buff|The final hit now has a magic effect instead of an electric effect, giving the move less hitlag and allowing it to hit Olimar's yellow Pikmin.}}
**{{change|The hitboxes are positioned marginally higher (y offset: 9.07 → 9.1).}}
**{{change|The hitboxes are positioned marginally higher (y offset: 9.07 → 9.1).}}
**{{nerf|Forward smash has more ending lag (FAF 40 → 50).}}
**{{nerf|Forward smash has more ending lag (FAF 40 → 50).}}
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**{{nerf|The loop hits have smaller hitboxes (5u/5u/5.5u/5.5u → 3.5u/4.2u/3.5u/3.5u).}}
**{{nerf|The loop hits have smaller hitboxes (5u/5u/5.5u/5.5u → 3.5u/4.2u/3.5u/3.5u).}}
**{{nerf|The upper loop hitbox is positioned lower (y offset: 21 → 18). This reduces its vertical range to the point where it can no longer hit opponents on the side [[Battlefield]] platforms if Zelda is under them.}}
**{{nerf|The upper loop hitbox is positioned lower (y offset: 21 → 18). This reduces its vertical range to the point where it can no longer hit opponents on the side [[Battlefield]] platforms if Zelda is under them.}}
***{{nerf|The side hitboxes are also positioned lower (y offset: 18 → 17). This reduces their range above Zelda as well, while also failing to give them less range below her due to their smaller size.}}
***{{nerf|The side hitboxes are also positioned lower (y offset: 18 → 17). This reduces their range above Zelda, while also giving them less range below her due to their smaller size.}}
**{{nerf|The side hitboxs are positioned closer to Zelda (z offset: 6 → 5).}}
**{{nerf|The side hitboxes are positioned closer to Zelda, reducing the move's horizontal range (z offset: 6 → 5).}}
***{{nerf|Altogether, these changes greatly hinder up smash's use as an [[Out of Shield]] option, as it is slower and its already unspectacular range has been significantly reduced. This particularly hinders Zelda's out of shield game as she is no longer capable of punishing -6 or -7 moves on shield, unless she powershields.}}
***{{nerf|Altogether, these changes greatly hinder up smash's use as an [[Out of Shield]] option, as it is slower and its range has been significantly reduced. This particularly hinders Zelda's out of shield game as she is no longer capable of punishing -6 or -7 moves on shield, unless she powershields.}}
**{{nerf|Up smash has more ending lag (FAF 57 → 64), with the move no longer being able to lead into itself at lower percents.}}
**{{nerf|Up smash has more ending lag (FAF 57 → 64), with the move no longer being able to lead into itself at lower percents.}}
**{{nerf|The loop hits have a higher SDI multiplier (0.1x → 0.5x) and hits 5-7 also have a higher hitlag multiplier (0.5x → 1x), giving them more hitlag despite no longer having an electric effect.}}
**{{nerf|The loop hits have a higher SDI multiplier (0.1x → 0.5x) and hits 5-7 also have a higher hitlag multiplier (0.5x → 1x), giving them more hitlag despite no longer having an electric effect.}}