Template:SSB4 to SSBU changelist: Difference between revisions

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*{{buff|Like all characters, Samus's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Samus's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Samus [[run]]s faster (1.504 → 1.654).}}
*{{buff|Samus [[run]]s faster (1.504 → 1.654).}}
**{{buff|Samus's initial [[dash]] is slightly faster (1.86 → 1.87) Despite this, it is now much slower relative to the cast.}}
**{{buff|Samus's initial [[dash]] is slightly faster (1.86 → 1.87). However, it is now much slower relative to the cast.}}
*{{buff|Samus has faster horizontal [[air speed]] (1.03 → 1.103).}}
*{{buff|Samus's [[air speed]] is faster (1.03 → 1.103).}}
*{{buff|Samus reaches the maximum height of her [[jump]]s more quickly.}}
*{{buff|Samus reaches the maximum height of her [[jump]]s more quickly.}}
*{{change|Samus has a slightly faster falling speed (1.3 → 1.33).}}
*{{change|Samus has a slightly faster falling speed (1.3 → 1.33).}}
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**{{nerf|It has more ending lag (FAF 40 → 45).}}
**{{nerf|It has more ending lag (FAF 40 → 45).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack has increased knockback scaling (60 → 90) for both the clean hit and the early hit, and the latter deals more damage (7% → 10%), making it as strong as the clean hit and KOing middleweights at around 150% from the center of {{SSBU|Final Destination}}.}}
**{{buff|Dash attack has increased knockback scaling (60 → 90), allowing the clean hit KOing middleweights at around 150% from the center of {{SSBU|Final Destination}}.}}
**{{buff|The early hit no longer deals less damage than the clean hit (7% → 10%), now only differing in hitbox size.}}
**{{nerf|It has drastically more ending lag (FAF 34 → 42), removing its combo potential entirely.}}
**{{nerf|It has drastically more ending lag (FAF 34 → 42), removing its combo potential entirely.}}
**{{change|It launches at a more horizontal angle (75° → 55°), which hinders its combo and [[juggling]] potential, but further assists in its KO ability near edges.}}
**{{change|It launches at a more horizontal angle (75° → 55°), which hinders its combo and [[juggling]] potential, but further assists in its KO ability near edges.}}
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*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash has a different kind of [[autolink angle]] (366° → 368°), and the second to fourth hits use [[weight-independent]] knockback (although not on all hitboxes), allowing it to connect more reliably when used out of a run, and making it more consistent across characters.}}
**{{buff|Up smash has a different kind of [[autolink angle]] (366° → 368°), and the second to fourth hits use [[weight-independent]] knockback (although not on all hitboxes), allowing it to connect more reliably when used out of a run, and making it more consistent across characters.}}
**{{buff|Up smash has more knockback scaling (150 → 162), improving its KO potential if all hits connect.}}
**{{buff|The last hit has more knockback scaling (150 → 162), improving its KO potential.}}
**{{nerf|The hitboxes aren't placed as far horizontally (X offset: 9u/9u/-1u → -3.5u/6.5u/6.5u (hit 1), 7.3u/9u/-1u → -3.5u/6.5u/6.5u (hits 2-4), 9u/-1u → -3.5u/7.8u (hit 5)), and all except the last hit's are smaller (5.5u/5.5u/4u → 4.5u/5u/5u (hit 1), 6u/5.5u/4u → 4.5u/5u/5u (hits 2-3), 6u/6u/4u → 4u/5u/5u (hit 4)), reducing the move's range.}}
**{{nerf|The hitboxes aren't placed as far horizontally (X offset: 9u/9u/-1u → -3.5u/6.5u/6.5u (hit 1), 7.3u/9u/-1u → -3.5u/6.5u/6.5u (hits 2-4), 9u/-1u → -3.5u/7.8u (hit 5)), and all except the last hit's are smaller (5.5u/5.5u/4u → 4.5u/5u/5u (hit 1), 6u/5.5u/4u → 4.5u/5u/5u (hits 2-3), 6u/6u/4u → 4u/5u/5u (hit 4)), reducing the move's range.}}
**{{nerf|It has a higher SDI multiplier (0.8× → 1×), and the first to fourth hits no longer use [[set knockback]]. Coupled with the aforementioned hitbox changes, this causes the move to connect less reliably overall.}}
**{{nerf|It has a higher SDI multiplier (0.8× → 1×), and the first to fourth hits no longer use [[set knockback]]. Coupled with the aforementioned hitbox changes, this causes the move to connect less reliably overall.}}
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**{{nerf|The late hit deals less damage (11% → 10%) with no compensation on knockback, hindering its KO potential.}}
**{{nerf|The late hit deals less damage (11% → 10%) with no compensation on knockback, hindering its KO potential.}}
*[[Grab aerial]]:
*[[Grab aerial]]:
**{{nerf|Grab aerial causes the [[Grapple Beam]] to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.}}
**{{buff|Grab aerial deals more damage (1.5% → 2.5% (hit 1), 3% → 4% (hit 2)).}}
**{{buff|Grab aerial deals slightly more damage (1.5% (hit 1)/3% (hit 2) → 2.5%/4%) and has a slightly longer hitbox duration.}}
**{{buff|The second hit has a slightly longer duration (frames 16-17 → 16-19).}}
**{{nerf|It causes the [[Grapple Beam]] to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.}}
**{{change|The tip of the Grapple Beam stays in place instead of following Samus's vertical movement, similar to how it behaved in ''Melee''.}}
**{{change|The tip of the Grapple Beam stays in place instead of following Samus's vertical movement, similar to how it behaved in ''Melee''.}}



Revision as of 22:30, February 9, 2020

{{{char}}} did not receive changes in this game.