Super Smash Bros. Ultimate: Difference between revisions

(Undid edit by HungryBite: not to be too stubborn about this but we're counting literally any appearance here. simon and snake's appearances are in a bomberman game. if we discounted spinoffs that'd be a lot more to exclude)
Tag: Undo
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*Characters can now perform any ground attack out of a run, including their [[neutral attack]], [[tilt attack]]s, and all [[smash attack]]s. In previous games, only [[dash attack]]s, [[up smash]]es and [[special move]]s could be performed out of a run. Characters can also instantly turn around to input any grounded attack in the other direction.
*Characters can now perform any ground attack out of a run, including their [[neutral attack]], [[tilt attack]]s, and all [[smash attack]]s. In previous games, only [[dash attack]]s, [[up smash]]es and [[special move]]s could be performed out of a run. Characters can also instantly turn around to input any grounded attack in the other direction.
*Short hop aerial attacks can be performed by pressing the jump and attack buttons at the same time. However, this makes full hop aerial attacks more difficult to perform.
*Short hop aerial attacks can be performed by pressing the jump and attack buttons at the same time. However, this makes full hop aerial attacks more difficult to perform.
**As a further aid, several ground attacks can now be canceled by jumping during their very first startup frames (with a maximum of three for most), in which case they will automatically transition into a short hop aerial attack.
**As a further aid, several ground attacks can now be canceled by jumping during their very first startup frames (with a maximum of 3 for most), in which case they will automatically transition into a short hop aerial attack.
*The linking hits of all [[neutral attack]]s have had their angles and knockback altered to drag opponents close to the user, in addition to not lifting them off if they are on the ground. This allows for neutral attacks to connect much more reliably than before, and gives all of them the ability to [[jab lock]] (with the exception of {{SSBU|Ganondorf}}, {{SSBU|Meta Knight}}, {{SSBU|Roy}} and {{SSBU|Chrom}}). However, this removes guaranteed [[jab cancel]] setups.
*The linking hits of all [[neutral attack]]s have had their angles and knockback altered to drag opponents close to the user, in addition to not lifting them off if they are on the ground. This allows for neutral attacks to connect much more reliably than before, and gives all of them the ability to [[jab lock]] (with the exception of {{SSBU|Ganondorf}}, {{SSBU|Meta Knight}}, {{SSBU|Roy}} and {{SSBU|Chrom}}). However, this removes guaranteed [[jab cancel]] setups.
**Neutral infinites have all been reduced in damage, but do far more hits in the same amount of time and inflict less [[freeze frame]]s, making them harder to escape. Their pushback from hitting opponents can also no longer drop the user off edges.
**Neutral infinites (with the exception of {{SSBU|Mewtwo}}'s) have been reduced in damage, but do far more hits in the same amount of time and inflict less [[freeze frame]]s, making them harder to escape. Their pushback from hitting opponents can also no longer drop the user off edges.
*The function of the 0° launch angle has been changed, now raising to 30° at greater knockback values, similarly to the [[Sakurai angle]], but occurring later than said angle.
*The function of the 0° launch angle has been changed, now raising to 30° at greater knockback values, similarly to the [[Sakurai angle]], but occurring later than said angle.
*[[Down tilt]]s can be reversed by holding the control stick diagonally down and back, allowing characters to quickly use them in the opposite direction without the need to stand up from [[crouch]]ing and turn around.
*[[Down tilt]]s can be reversed by holding the control stick diagonally down and back, allowing characters to quickly use them in the opposite direction without the need to stand up from [[crouch]]ing and turn around.
*[[Smash attack]]s can be delayed for two additional seconds after reaching full charge. This is indicated by characters freezing in the last frame of their charging animation until the smash attack is released.
*[[Smash attack]]s can be delayed for 2 additional seconds after reaching full charge. This is indicated by characters freezing in the last frame of their charging animation until the smash attack is released.
*[[Up smash]]es and [[up special]]s can be used [[out of shield]] without jumping.
*[[Up smash]]es and [[up special]]s can be used [[out of shield]] without jumping.
*[[Aerial attack]]s can be performed while hanging onto a {{b|ladder|stage element}}, a property known officially as a "ladder attack".
*[[Aerial attack]]s can be performed while hanging onto a {{b|ladder|stage element}}, a property known officially as a "ladder attack".
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*[[Pummel]]s have been universally sped up, but deal less damage.
*[[Pummel]]s have been universally sped up, but deal less damage.
*Weight dependency for [[throw]]s has been removed: all throws now execute at their usual speed against the entire cast, much like in ''SSB''.
*Weight dependency for [[throw]]s has been removed: all throws now execute at their usual speed against the entire cast, much like in ''SSB''.
*[[Edge attack]]s have been buffed, dealing 9% damage on average (up from 7%), and now granting intangibility until the hitboxes cease rather than until 2 frames before the hitboxes come out, allowing them to beat out opposing attacks.
*[[Edge attack]]s deal 9% on average (up from 7%) and now grant intangibility until their hitboxes cease, instead until 2 frames before their hitboxes come out, allowing them to beat out opposing attacks.
*[[Charge]]able, storable special moves such as Samus' [[Charge Shot]] and Donkey Kong's [[Giant Punch]] can now be canceled by jumping. These moves can also be executed with the attack button while charging.
*[[Charge]]able special moves that can be stored for later use, such as Samus' [[Charge Shot]] and Donkey Kong's [[Giant Punch]], can now be canceled by jumping. These moves can also be executed with the attack button while charging.
**Most chargeable neutral specials that can't be stored are now reversible, whether for the duration of the charge or right before they are unleashed.
**Most chargeable neutral specials that can't be stored are now reversible, whether for the duration of the charge or right before they are unleashed.
*[[Taunts]] can be [[interrupt]]ed much quicker, with most of them having faster animations. However, this does not apply to damaging taunts such as {{SSBU|Luigi}}'s down taunt.
*[[Taunts]] can be [[interrupt]]ed much quicker, with most of them having faster animations. However, this does not apply to damaging taunts, such as {{SSBU|Luigi}}'s down taunt.
*The effectiveness of every [[tether recovery]] has been nerfed, as they can no longer be performed at any point during [[air dodge]]s, nor can they skip the lag incurred upon grabbing an edge.
*The effectiveness of every [[tether recovery]] has been nerfed, as they can no longer be performed at any point during [[air dodge]]s, nor can they skip the lag incurred upon grabbing an edge.
*[[Final Smash]]es are quicker, with versions granting a controllable transformation being removed, so players can return to fighting quickly. As a result, many fighters have either new Final Smashes altogether, or returning Final Smashes with altered functionalities, such as [[Landmaster]] being replaced by [[Team Star Fox|an Arwing cutscene]], and [[Octopus]] dragging opponents offstage immediately after transforming.
*[[Final Smash]]es are quicker, with versions granting a controllable transformation being removed, so players can return to fighting quickly. As a result, many fighters have either new Final Smashes altogether (such as the [[Landmaster]] being replaced by [[Team Star Fox|an Arwing cutscene]]) or returning Final Smashes feature altered functionalities(such as [[Octopus]] dragging opponents offstage immediately after being activated).


===Aesthetic changes===
===Aesthetic changes===
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