Template:SSB4 to SSBU changelist: Difference between revisions

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{{#switch: {{{char|Universal}}}
{{#switch: {{{char|Universal}}}
|Mario====Aesthetics===
|Mario====Aesthetics===
*{{change|As with all [[veteran]]s returning from ''SSB4'', Mario's model features a more subdued color scheme. His clothing and hair now feature simple detailing, akin to his design in ''Brawl''.}}
*{{change|As with all [[veteran]]s returning from ''SSB4'', Mario's model features a more subdued color scheme. His clothing and hair feature simple detailing, akin to his design in ''Brawl''.}}
*{{change|Mario's standard cap has been replaced by {{b|Cappy|Mario}} from ''{{s|mariowiki|Super Mario Odyssey}}''. Cappy's eyes appear during his side taunt and, on occasion, [[Super Jump Punch]], but he otherwise has no effect on gameplay.}}
*{{change|Mario's standard cap has been replaced by {{b|Cappy|Mario}} from ''{{s|mariowiki|Super Mario Odyssey}}''. Cappy's eyes appear during his side taunt and, on occasion, [[Super Jump Punch]], but he otherwise has no effect on gameplay.}}
*{{change|Mario's idle animation is altered slightly; his head is turned more towards the screen, but he still looks toward his front.}}
*{{change|Mario's idle animation is altered slightly; his head is turned more towards the screen, but he still looks toward his front.}}
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*{{change|Many of Mario's animations have been slightly altered, such as his [[walking]], helpless, skidding, and ledge-hanging animations.}}
*{{change|Many of Mario's animations have been slightly altered, such as his [[walking]], helpless, skidding, and ledge-hanging animations.}}
*{{change|Mario has a slightly different pose during his [[air dodge]], as he spins. He also has an angry expression on his face.}}
*{{change|Mario has a slightly different pose during his [[air dodge]], as he spins. He also has an angry expression on his face.}}
*{{change|Mario's mustache now has independent physics, as it now moves during certain animations.}}
*{{change|Mario's mustache has independent physics, as it moves during certain animations.}}
*{{change|Mario's attacks, especially ones involving fire, have been given brighter, flashier particle effects.}}
*{{change|Mario's attacks, especially ones involving fire, have been given brighter, flashier particle effects.}}
*{{change|Mario's [[on-screen appearance]] now emits the {{s|mariowiki|Warp Pipe}} sound effect rather than the jump sound, similar to ''[[Smash 64]]''.}}
*{{change|Mario's [[on-screen appearance]] emits the {{s|mariowiki|Warp Pipe}} sound effect rather than the jump sound, similar to ''[[Smash 64]]''.}}
*{{change|Mario has two new [[taunt]]s: one where he turns his back to the camera and gives a thumbs-up while smiling, and another where he happily throws Cappy around in a circle. They replace his previous up and side taunts.}}
*{{change|Mario has two new [[taunt]]s: one where he turns his back to the camera and gives a thumbs-up while smiling, and another where he happily throws Cappy around in a circle. They replace his previous up and side taunts.}}
*{{change|Mario performs his down taunt much faster.}}
*{{change|Mario performs his down taunt much faster.}}
*{{change|Mario's Builder outfit from the ''{{s|mariowiki|Super Mario Maker}}'' series and his Wedding tuxedo and top hat from ''Super Mario Odyssey'' are present as alternate costumes. They replace his [[Wario]]-inspired costume and his {{s|mariowiki|Fire Mario}} costume.}}
*{{change|Mario's Builder outfit from the ''{{s|mariowiki|Super Mario Maker}}'' series and his Wedding tuxedo and top hat from ''Super Mario Odyssey'' are present as alternate costumes. They replace his [[Wario]]-inspired costume and his {{s|mariowiki|Fire Mario}} costume.}}
*{{change|Mario's spin jump [[victory animation]] has been slightly altered; he jumps much higher, spins around only once, and has a more joyful expression after landing on the ground.}}
*{{change|Mario's spin jump [[victory animation]] has been slightly altered; he jumps much higher, spins around only once, and has a more joyful expression after landing on the ground.}}
*{{change|Mario now smiles when applauding the winner after a match.}}
*{{change|Mario smiles when applauding the winner after a match.}}
*{{change|Mario's sleeping animation is mirrored. He now faces the screen instead of facing away.}}
*{{change|Mario's sleeping animation is mirrored. He faces the screen instead of facing away.}}


===Attributes===
===Attributes===
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*{{change|Its animation has been altered, with Mario turning on the opposite direction faster, but the second half of the spin is slower and he tosses the opponent more forcefully and exaggerately.}}  
*{{change|Its animation has been altered, with Mario turning on the opposite direction faster, but the second half of the spin is slower and he tosses the opponent more forcefully and exaggerately.}}  
*[[Back throw]]:
*[[Back throw]]:
**{{change|It has an altered animation before the throw:  Mario no longer briefly lets go of the opponent before swinging them. Instead, to make the opponent fall, he now lifts them by the feet and positions their legs closer to his chest, and then he swings the oppponent before throwing them away. This altered animation more closely represents a real-life giant swing.}}
**{{change|It has an altered animation before the throw:  Mario no longer briefly lets go of the opponent before swinging them. Instead, to make the opponent fall, he lifts them by the feet and positions their legs closer to his chest, and then he swings the oppponent before throwing them away. This altered animation more closely represents a real-life giant swing.}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw has increased combo ability due to Mario's faster jumpsquat and jump speed.}}
**{{buff|Up throw has increased combo ability due to Mario's faster jumpsquat and jump speed.}}
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|Donkey Kong====Aesthetics===
|Donkey Kong====Aesthetics===
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Donkey Kong's model features a more subdued color scheme. His fur is less detailed, and his facial proportions have been tweaked. His nose has also been updated to match its appearance in ''{{s|supermariowiki|Mario Party 10}}'' onwards.}}
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Donkey Kong's model features a more subdued color scheme. His fur is less detailed, and his facial proportions have been tweaked. His nose has also been updated to match its appearance in ''{{s|supermariowiki|Mario Party 10}}'' onwards.}}
*{{change|Donkey Kong now faces the foreground at an angle, instead of facing directly forward. In addition, most of his animations are now mirrored while some are slightly altered, such as his walk/dash animations.}}
*{{change|Donkey Kong faces the foreground at an angle, instead of facing directly forward. In addition, most of his animations are mirrored while some are slightly altered, such as his walk/dash animations.}}
*{{change|Like most of the returning roster, Donkey Kong has become much more expressive than in the previous games. For example, he now scowls during multiple attacks, he also appears furious when he fully charged the [[Giant Punch]], with his face turning red and veins being visible.}}
*{{change|Like most of the returning roster, Donkey Kong has become much more expressive than in the previous games. For example, he scowls during multiple attacks, he also appears furious when he fully charged the [[Giant Punch]], with his face turning red and veins being visible.}}
*{{change|Up taunt has a slightly altered animation.}}
*{{change|Up taunt has a slightly altered animation.}}
*{{change|Donkey Kong now hangs onto the ledge with one hand instead of two.}}
*{{change|Donkey Kong hangs onto the ledge with one hand instead of two.}}
*{{change|Donkey Kong's hand shaking [[victory pose]] has an altered animation. He now looks at the camera at the freeze frame and shakes his hands as opposed to his whole body afterwards.}}
*{{change|Donkey Kong's hand shaking [[victory pose]] has an altered animation. He looks at the camera at the freeze frame and shakes his hands as opposed to his whole body afterwards.}}
*{{change|Donkey Kong's chest beating victory pose has been slightly altered. He now maintains an angrier expression.}}
*{{change|Donkey Kong's chest beating victory pose has been slightly altered. He maintains an angrier expression.}}


===Attributes===
===Attributes===
*{{buff|Like all characters, Donkey Kong's [[jumpsquat]] animation now takes 3 frames to complete (down from 6).}}
*{{buff|Like all characters, Donkey Kong's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Donkey Kong is [[Weight|heavier]] (122 → 127). However, he is no longer the second heaviest character in the game (claimed by {{SSBU|King K. Rool}}) but instead tied with {{SSBU|King Dedede}} for the third heaviest. Nevertheless, this noticeably improves his survivability.}}
*{{buff|Donkey Kong is [[Weight|heavier]] (122 → 127). However, he is no longer the second heaviest character in the game (claimed by {{SSBU|King K. Rool}}) but instead tied with {{SSBU|King Dedede}} for the third heaviest. Nevertheless, this noticeably improves his survivability.}}
*{{buff|Donkey Kong [[walk]]s slightly faster (1.3 → 1.365).}}
*{{buff|Donkey Kong [[walk]]s slightly faster (1.3 → 1.365).}}
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*[[Up tilt]]:
*[[Up tilt]]:
**{{nerf|The move deals less damage (11%/10%/9% → 10%/9%/8%) without compensation on knockback, hindering its KO potential.}}
**{{nerf|The move deals less damage (11%/10%/9% → 10%/9%/8%) without compensation on knockback, hindering its KO potential.}}
**{{buff|The sweetspot is now on the hand instead of the shoulder, making it easier to land overall.}}
**{{buff|The sweetspot is on the hand instead of the shoulder, making it easier to land overall.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|The move has less startup lag (frame 7 → 6).}}
**{{buff|The move has less startup lag (frame 7 → 6).}}
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**{{nerf|It has more ending lag (FAF 23 → 25).}}
**{{nerf|It has more ending lag (FAF 23 → 25).}}
**{{nerf|It grants much less intangibility on Donkey Kong's arm (frames 1-9 → 5-7), being more in line with the duration of the hitboxes.}}
**{{nerf|It grants much less intangibility on Donkey Kong's arm (frames 1-9 → 5-7), being more in line with the duration of the hitboxes.}}
**{{nerf|The hitboxes on Donkey Kong's arm deal less damage (7% → 6%), now matching the sourspot.}}
**{{nerf|The hitboxes on Donkey Kong's arm deal less damage (7% → 6%), matching the sourspot.}}
***{{buff|However, their knockback was not compensated, allowing them to [[trip]] opponents for longer.}}
***{{buff|However, their knockback was not compensated, allowing them to [[trip]] opponents for longer.}}
*[[Dash attack]]:
*[[Dash attack]]:
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*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|The move deals more damage (20%/19% → 22%/21%) without proper compensation on knockback (30/25 base/91 scaling  → 21/18 base/88/86 scaling), improving its KO power.}}
**{{buff|The move deals more damage (20%/19% → 22%/21%) without proper compensation on knockback (30/25 base/91 scaling  → 21/18 base/88/86 scaling), improving its KO power.}}
**{{change|Its animation has been altered: Donkey Kong no longer brings his arms behind him as much when charging the move, now doing so before releasing the move.}}
**{{change|Its animation has been altered: Donkey Kong no longer brings his arms behind him as much when charging the move, doing so before releasing the move.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|The move deals more damage (18% → 19%) and has increased knockback (30 base/83 scaling → 40/84), improving its KO potential.}}
**{{buff|The move deals more damage (18% → 19%) and has increased knockback (30 base/83 scaling → 40/84), improving its KO potential.}}
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**{{buff|The grounded version's super armor starts earlier and has a longer duration (frames 8-17 → 5-17).}}
**{{buff|The grounded version's super armor starts earlier and has a longer duration (frames 8-17 → 5-17).}}
**{{buff|The grounded version's last hit has more base knockback (40 → 60), but less knockback scaling (170 → 157), slightly improving its KO potential overall.}}
**{{buff|The grounded version's last hit has more base knockback (40 → 60), but less knockback scaling (170 → 157), slightly improving its KO potential overall.}}
**{{buff|The aerial version now has a final hit that launches opponents away with more knockback (0 base/100 scaling → 72/80), improving its utility.}}
**{{buff|The aerial version has a final hit that launches opponents away with more knockback (0 base/100 scaling → 72/80), improving its utility.}}
**{{nerf|The grounded version has more ending lag (FAF 93 → 105).}}
**{{nerf|The grounded version has more ending lag (FAF 93 → 105).}}
**{{nerf|Both versions of the move deal less total damage, most significantly the aerial version (17.5% → 16% (grounded), 36% → 19% (aerial)). The grounded version deals more damage on its loop hits (1.3% → 1.4%), but less on the first hit (7% → 5%), and the aerial version has 14 hits instead of 8, but they deal drastically less damage (10% (hit 1), 5%/4% (hits 2-5), 2% (hits 6-8) → 5% (hit 1), 1% (hits 2-13), 2% (hit 14)) and have inconsistent timing, only dealing full damage to opponents that are very close to Donkey Kong.}}
**{{nerf|Both versions of the move deal less total damage, most significantly the aerial version (17.5% → 16% (grounded), 36% → 19% (aerial)). The grounded version deals more damage on its loop hits (1.3% → 1.4%), but less on the first hit (7% → 5%), and the aerial version has 14 hits instead of 8, but they deal drastically less damage (10% (hit 1), 5%/4% (hits 2-5), 2% (hits 6-8) → 5% (hit 1), 1% (hits 2-13), 2% (hit 14)) and have inconsistent timing, only dealing full damage to opponents that are very close to Donkey Kong.}}
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*{{change|Link has a new side [[taunt]] where he holds the Master Sword in front of him with both hands while it glows, similar to one of {{SSBU|Ike}}'s taunts. This replaces his Fairy taunt from previous games, which has been given to {{SSBU|Young Link}}.}}
*{{change|Link has a new side [[taunt]] where he holds the Master Sword in front of him with both hands while it glows, similar to one of {{SSBU|Ike}}'s taunts. This replaces his Fairy taunt from previous games, which has been given to {{SSBU|Young Link}}.}}
*{{change|Link's up taunt is much faster, as he no longer twirls the Master Sword before sheathing it.}}
*{{change|Link's up taunt is much faster, as he no longer twirls the Master Sword before sheathing it.}}
*{{change|Link's [[victory animation]] where he swings his sword then sheathes it now shows him swinging it back, no longer twirling his sword before sheathing it. He also faces away from the camera while doing it.}}
*{{change|Link's [[victory animation]] where he swings his sword then sheathes it shows him swinging it back, no longer twirling his sword before sheathing it. He also faces away from the camera while doing it.}}


===Attributes===
===Attributes===
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**{{buff|All 3 hits have had their sword hitboxes placed farther from Link (X offset: 0/5.5 → 2.5/8.5 (hits 1 and 2), 5.5 → 7 (hit 3)), significantly increasing its range despite the move's reduced hitbox sizes (4u/4.4u/4.5u → 3.5u/3u/4.8u (hits 1 and 2), 4.3u/4.3u/3.5u/5.2u → 4.3u/4.3u/3u/5.2u (hit 3)).}}
**{{buff|All 3 hits have had their sword hitboxes placed farther from Link (X offset: 0/5.5 → 2.5/8.5 (hits 1 and 2), 5.5 → 7 (hit 3)), significantly increasing its range despite the move's reduced hitbox sizes (4u/4.4u/4.5u → 3.5u/3u/4.8u (hits 1 and 2), 4.3u/4.3u/3.5u/5.2u → 4.3u/4.3u/3u/5.2u (hit 3)).}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|The first hit's hitboxes have been redistributed so that the weak hits now have the lowest priority (14%/16%/17%/16% → 16%/17%/16%/14%), making it easier to land the stronger portions.}}
**{{buff|The first hit's hitboxes have been redistributed so that the weak hits have the lowest priority (14%/16%/17%/16% → 16%/17%/16%/14%), making it easier to land the stronger portions.}}
**{{buff|Down smash has larger hitboxes (3.5u/3.5u/2.9u/2.5u → 3.5u/3.6u/3.4u/3u (both hits)).}}
**{{buff|Down smash has larger hitboxes (3.5u/3.5u/2.9u/2.5u → 3.5u/3.6u/3.4u/3u (both hits)).}}
**{{buff|The first and second hit have had their sweetpots moved farther from Link (Z offset: 5.8 → 7.5 (both hits)), noticeably increasing its range and making the sweetspots much easier to land.}}
**{{buff|The first and second hit have had their sweetpots moved farther from Link (Z offset: 5.8 → 7.5 (both hits)), noticeably increasing its range and making the sweetspots much easier to land.}}
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*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial's animation has been sped up, with the gap between hits being shorter (12 frames → 8). This allows it to connect both hits more reliably.}}
**{{buff|Forward aerial's animation has been sped up, with the gap between hits being shorter (12 frames → 8). This allows it to connect both hits more reliably.}}
**{{buff|The second hit deals more knockback (30 base/100 scaling → 43/120) and launches at a slightly lower angle (45° → 44°), now being as powerful as the first hit in ''Smash 4'' .}}
**{{buff|The second hit deals more knockback (30 base/100 scaling → 43/120) and launches at a slightly lower angle (45° → 44°), being as powerful as the first hit in ''Smash 4'' .}}
**{{buff|Both hits have had their farthest sword hitboxes moved farther from Link (Z offset: 17u → 18u (hit 1), 15.5u → 17.5u (hit 2)), increasing its range.}}
**{{buff|Both hits have had their farthest sword hitboxes moved farther from Link (Z offset: 17u → 18u (hit 1), 15.5u → 17.5u (hit 2)), increasing its range.}}
**{{nerf|Forward aerial has more startup for its first hit (frame 14 → 16), and more ending lag (FAF 50 → 52).}}
**{{nerf|Forward aerial has more startup for its first hit (frame 14 → 16), and more ending lag (FAF 50 → 52).}}
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**{{nerf|Pummel deals less damage (2.1% → 1.3%).}}
**{{nerf|Pummel deals less damage (2.1% → 1.3%).}}
**{{change|It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).}}
**{{change|It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).}}
*{{buff|Link's forward, back, and down throws now deal knockback to bystanders, making them safer to use in battles with multiple opponents.}}
*{{buff|Link's forward, back, and down throws deal knockback to bystanders, making them safer to use in battles with multiple opponents.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{buff|Forward throw launches at a more favorable angle for edgeguarding (50° → 33°).}}
**{{buff|Forward throw launches at a more favorable angle for edgeguarding (50° → 33°).}}
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**{{buff|Arrows that fail to hit an opponent will linger on the ground for a longer period of time, and can be picked up as throwable items. Arrows used in this way deal little damage and knockback, allowing them to set up combos. Using the Bow and Arrows while holding an arrow causes Link to fire two arrows at once for 1.5× as much damage.}}
**{{buff|Arrows that fail to hit an opponent will linger on the ground for a longer period of time, and can be picked up as throwable items. Arrows used in this way deal little damage and knockback, allowing them to set up combos. Using the Bow and Arrows while holding an arrow causes Link to fire two arrows at once for 1.5× as much damage.}}
***{{nerf|Arrows can be picked up by opponents and thrown at Link.}}
***{{nerf|Arrows can be picked up by opponents and thrown at Link.}}
**{{nerf|Arrows can no longer be held indefinitely upon reaching full charge, now being fired automatically if held for more than three seconds.}}
**{{nerf|Arrows can no longer be held indefinitely upon reaching full charge, being fired automatically if held for more than three seconds.}}
*[[Boomerang]]:
*[[Boomerang]]:
**{{change|The more traditional Boomerang has replaced the [[Gale Boomerang]], functioning as it did in ''Smash 64'' and ''Melee''.}}
**{{change|The more traditional Boomerang has replaced the [[Gale Boomerang]], functioning as it did in ''Smash 64'' and ''Melee''.}}
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***{{nerf|The Boomerang cannot be rethrown during this animation, reducing the utility of Boomerang in trade situations.}}
***{{nerf|The Boomerang cannot be rethrown during this animation, reducing the utility of Boomerang in trade situations.}}
*[[Spin Attack]] (grounded):
*[[Spin Attack]] (grounded):
**{{change|Spin Attack has more vibrant graphics and generates a blue "slash" around Link. Link moves his arm while charging the move, and the Master Sword glints with light up to three times, referencing the three levels of charged attacks in ''Breath of the Wild''. The grounded version is now an inward spin.}}
**{{change|Spin Attack has more vibrant graphics and generates a blue "slash" around Link. Link moves his arm while charging the move, and the Master Sword glints with light up to three times, referencing the three levels of charged attacks in ''Breath of the Wild''. The grounded version is an inward spin.}}
**{{change|Link has separate voice clips for grounded and aerial Spin Attacks.}}
**{{change|Link has separate voice clips for grounded and aerial Spin Attacks.}}
**{{buff|The grounded version has less startup (frame 8 → 7), with its total duration reduced as well (FAF 78 → 77).}}
**{{buff|The grounded version has less startup (frame 8 → 7), with its total duration reduced as well (FAF 78 → 77).}}
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|Samus====Aesthetics===
|Samus====Aesthetics===
*{{change|Samus's overall color scheme is significantly more vibrant. The {{s|metroidwiki|Varia Suit}}'s {{s|metroidwiki|visor}} is more opaque, and it along with the suit's accents are now lime green rather than emerald like in ''Brawl''.}}
*{{change|Samus's overall color scheme is significantly more vibrant. The {{s|metroidwiki|Varia Suit}}'s {{s|metroidwiki|visor}} is more opaque, and it along with the suit's accents are lime green rather than emerald like in ''Brawl''.}}
*{{change|Samus's eighth costume, formerly based on [[Dark Samus]], has been replaced with a black and yellow costume due to Dark Samus's inclusion [[Dark Samus (SSBU)|as a playable fighter]].}}
*{{change|Samus's eighth costume, formerly based on [[Dark Samus]], has been replaced with a black and yellow costume due to Dark Samus's inclusion [[Dark Samus (SSBU)|as a playable fighter]].}}
*{{change|Samus's idle animation is altered slightly; she now faces the foreground at an angle instead of facing directly forward, and her Arm Cannon is positioned slightly lower.}}
*{{change|Samus's idle animation is altered slightly; she faces the foreground at an angle instead of facing directly forward, and her Arm Cannon is positioned slightly lower.}}
*{{change|[[Air dodge]]'s animation has changed.}}
*{{change|[[Air dodge]]'s animation has changed.}}
*{{change|Samus has two new [[victory pose]]s and one slightly modified:}}
*{{change|Samus has two new [[victory pose]]s and one slightly modified:}}
**{{change|She fires a [[Super Missile]] and strikes a pose similar to her official artwork.}}
**{{change|She fires a [[Super Missile]] and strikes a pose similar to her official artwork.}}
**{{change|She lands on the ground and readies her arm cannon.}}
**{{change|She lands on the ground and readies her arm cannon.}}
**{{change|She retains her kneeling victory pose, however the shots now resemble the shotgun blast from her [[Melee Charge Shot]] custom move from ''Smash 4'' rather than small explosions.}}
**{{change|She retains her kneeling victory pose, however the shots resemble the shotgun blast from her [[Melee Charge Shot]] custom move from ''Smash 4'' rather than small explosions.}}
*{{change|Samus now emits sparks whenever she takes damage. This is shared with Dark Samus, {{SSBU|R.O.B.}}, and {{SSBU|Mega Man}}, all of which are mechanical-based fighters.}}
*{{change|Samus emits sparks whenever she takes damage. This is shared with Dark Samus, {{SSBU|R.O.B.}}, and {{SSBU|Mega Man}}, all of which are mechanical-based fighters.}}


===Attributes===
===Attributes===
*{{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). However, it is now much slower relative to the cast.}}
**{{buff|Samus's initial [[dash]] is slightly faster (1.86 → 1.87). However, it is much slower relative to the cast.}}
*{{buff|Samus's [[air speed]] is faster (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.}}
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*[[Dash attack]]:
*[[Dash attack]]:
**{{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|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.}}
**{{buff|The early hit no longer deals less damage than the clean hit (7% → 10%), which makes the hits only differ 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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**{{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.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has drastically increased knockback scaling (46/48 (front/back) → 70 /68), with the front hit and back hit now KOing at around 160% and 138% (respectively) from the center of Final Destination. It is no longer the weakest smash attack in the game by a considerable margin.}}
**{{buff|Down smash has drastically increased knockback scaling (46/48 (front/back) → 70/68), with the front hit and back hit KOing at around 160% and 138% (respectively) from the center of Final Destination. It is no longer the weakest smash attack in the game by a considerable margin.}}
**{{change|It has an altered ending animation, with Samus retaining more momentum from the kick.}}
**{{change|It has an altered ending animation, with Samus retaining more momentum from the kick.}}


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**{{buff|It has less ending lag when not fully charged (FAF 54 → 45).}}
**{{buff|It has less ending lag when not fully charged (FAF 54 → 45).}}
**{{buff|It deals more damage (3%-25% → 5%-28%), with altered knockback on the fully charged shot (30 base/62 scaling → 46/50), making it stronger overall.}}
**{{buff|It deals more damage (3%-25% → 5%-28%), with altered knockback on the fully charged shot (30 base/62 scaling → 46/50), making it stronger overall.}}
**{{buff|It can now be [[B-reverse]]d.}}
**{{buff|It can be [[B-reverse]]d.}}
**{{nerf|Charge-canceling the move incurs 4 frames of lag, rather than being instantaneous.}}
**{{nerf|Charge-canceling the move incurs 4 frames of lag, rather than being instantaneous.}}
**{{nerf|It has received negative [[shield damage]] (0 → -2.5 (uncharged), -7 (fully charged)), weakening fully charged shots' ability to [[Shield break|break shields]].}}
**{{nerf|It has received negative [[shield damage]] (0 → -2.5 (uncharged), -7 (fully charged)), weakening fully charged shots' ability to [[Shield break|break shields]].}}
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|Yoshi====Aesthetics===
|Yoshi====Aesthetics===
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Yoshi's model features a more subdued color scheme. His irises now appear larger while his shoes now feature simple detailing. However, unlike in ''[[Melee]]'' and ''[[Brawl]]'', default Yoshi's body retain its brighter green color from ''[[Smash 64]]'' and ''Smash 4'', keeping the consistency introduced in ''Smash 4'' with his appearance in the ''Mario'' and ''Yoshi'' series.}}
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Yoshi's model features a more subdued color scheme. His irises appear larger while his shoes feature simple detailing. However, unlike in ''[[Melee]]'' and ''[[Brawl]]'', default Yoshi's body retain its brighter green color from ''[[Smash 64]]'' and ''Smash 4'', keeping the consistency introduced in ''Smash 4'' with his appearance in the ''Mario'' and ''Yoshi'' series.}}
*{{change|Yoshi has a new [[Alternate costume (SSBU)#Yoshi|alternate costume]] based on his felted design in ''{{s|supermariowiki|Yoshi's Crafted World}}''. It replaces his {{s|mariowiki|Black Yoshi}} costume from ''Smash 4''.}}
*{{change|Yoshi has a new [[Alternate costume (SSBU)#Yoshi|alternate costume]] based on his felted design in ''{{s|supermariowiki|Yoshi's Crafted World}}''. It replaces his {{s|mariowiki|Black Yoshi}} costume from ''Smash 4''.}}
*{{change|Like a few other veterans, Yoshi always faces the screen regardless of the direction he turns. Because of this, both his stance and moveset are mirrored.}}
*{{change|Like a few other veterans, Yoshi always faces the screen regardless of the direction he turns. Because of this, both his stance and moveset are mirrored.}}
*{{change|Yoshi is more expressive, he now scowls when using his aerials and when grabbing onto a ledge.}}
*{{change|Yoshi is more expressive, he scowls when using his aerials and when grabbing onto a ledge.}}
*{{change|Idle pose, dashing, falling, and double jump's animations have been updated to further match Yoshi's upright posture.}}
*{{change|Idle pose, dashing, falling, and double jump's animations have been updated to further match Yoshi's upright posture.}}
**{{bugfix|Yoshi no longer reverts to his posture and [[idle pose]]s from ''Brawl'' while holding a small [[item]].}}
**{{bugfix|Yoshi no longer reverts to his posture and [[idle pose]]s from ''Brawl'' while holding a small [[item]].}}
*{{change|Two of Yoshi's [[victory pose]]s were slightly altered.}}
*{{change|Two of Yoshi's [[victory pose]]s were slightly altered.}}
**{{change|The victory animation where Yoshi spins around and strikes a V sign now has him performing a {{s|mariowiki|Flutter Jump}} before spinning around once and striking a V sign.}}
**{{change|The victory animation where Yoshi spins around and strikes a V sign has him performing a {{s|mariowiki|Flutter Jump}} before spinning around once and striking a V sign.}}
**{{change|The victory animation where Yoshi punches the air once and striking a pose now has him punching the air twice and strikes a pose with his right leg farther back.}}
**{{change|The victory animation where Yoshi punches the air once and striking a pose has him punching the air twice and strikes a pose with his right leg farther back.}}


===Attributes===
===Attributes===
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**{{buff|Yoshi's initial [[dash]] is significantly faster (1.33 → 1.98).}}
**{{buff|Yoshi's initial [[dash]] is significantly faster (1.33 → 1.98).}}
*{{buff|Yoshi [[walk]]s slightly faster (1.15 → 1.208).}}
*{{buff|Yoshi [[walk]]s slightly faster (1.15 → 1.208).}}
*{{buff|Yoshi's [[air speed]] has been increased, now being almost as high as {{SSBM|Jigglypuff}}'s in ''Melee'' (1.28 → 1.344).}}
*{{buff|Yoshi's [[air speed]] has been increased, being almost as high as {{SSBM|Jigglypuff}}'s in ''Melee'' (1.28 → 1.344).}}
*{{buff|Yoshi has significantly higher [[traction]] (0.0426 → 0.095), allowing him to punish out of shield much more easily.}}
*{{buff|Yoshi has significantly higher [[traction]] (0.0426 → 0.095), allowing him to punish out of shield much more easily.}}
*{{nerf|Yoshi's [[jump]] height has been slightly reduced.}}
*{{nerf|Yoshi's [[jump]] height has been slightly reduced.}}
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**{{buff|It deals more damage when not angled (7% → 8%).}}
**{{buff|It deals more damage when not angled (7% → 8%).}}
**{{buff|The outermost hitbox is slightly larger (2.8u → 3u).}}
**{{buff|The outermost hitbox is slightly larger (2.8u → 3u).}}
**{{change|Its animation has been altered, with Yoshi no longer performing a full spin when swinging his tail. Yoshi also now has an angry expression.}}
**{{change|Its animation has been altered, with Yoshi no longer performing a full spin when swinging his tail. Yoshi also has an angry expression.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{nerf|Up tilt's hitboxes start from a higher position, making them unable to hit short characters in front of Yoshi.}}
**{{nerf|Up tilt's hitboxes start from a higher position, making them unable to hit short characters in front of Yoshi.}}
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*{{change|One of Kirby's voice clips when taking high knockback has been changed to his alternate KO sound from ''Smash 4''.}}
*{{change|One of Kirby's voice clips when taking high knockback has been changed to his alternate KO sound from ''Smash 4''.}}
**{{change|As a result, he gains a new KO clip, which sounds similar to one of his ''Melee'' knockback voice clips.}}
**{{change|As a result, he gains a new KO clip, which sounds similar to one of his ''Melee'' knockback voice clips.}}
**{{change|Kirby's unused damage yell from ''Smash 4'' is now used when he takes medium knockback.}}
**{{change|Kirby's unused damage yell from ''Smash 4'' is used when he takes medium knockback.}}
*{{change|Kirby's [[on-screen appearance]] has a more intense, fiery explosion than in previous games. The large, cartoony stars that appear have been removed, and while the sparkle effects are still present, they have been drastically toned down. All in all, it more closely resembles how it appeared in the original ''[[Super Smash Bros.]]''}}
*{{change|Kirby's [[on-screen appearance]] has a more intense, fiery explosion than in previous games. The large, cartoony stars that appear have been removed, and while the sparkle effects are still present, they have been drastically toned down. All in all, it more closely resembles how it appeared in the original ''[[Super Smash Bros.]]''}}
*{{change|Up [[taunt]] has been shortened, with Kirby striking the ending pose without dancing first. The pose itself has been tweaked; Kirby now raises one of his feet, resembling the pose he makes when gaining an ability in his games.}}
*{{change|Up [[taunt]] has been shortened, with Kirby striking the ending pose without dancing first. The pose itself has been tweaked; Kirby raises one of his feet, resembling the pose he makes when gaining an ability in his games.}}
*{{change|Kirby smiles during his side taunt.}}
*{{change|Kirby smiles during his side taunt.}}
*{{change|Kirby's [[victory pose]]s have been modified. Two new dances are used, one with Kirby waving his arms and breakdancing, and another with Kirby moonwalking and sliding, both based off of ''Kirby’s Return to Dream Land'' and ending in a unique pose. Kirby also splits into three separate Kirbys when not in team battles, referencing his home series. This is the first and only game to have Kirby's victory poses finish differently.}}
*{{change|Kirby's [[victory pose]]s have been modified. Two new dances are used, one with Kirby waving his arms and breakdancing, and another with Kirby moonwalking and sliding, both based off of ''Kirby’s Return to Dream Land'' and ending in a unique pose. Kirby also splits into three separate Kirbys when not in team battles, referencing his home series. This is the first and only game to have Kirby's victory poses finish differently.}}
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*{{nerf|Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-27 → 3-29).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-27 → 3-29).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 33 → 63), now being tied with {{SSBU|Rosalina}} for the second slowest air dodge in the game duration-wise, only behind {{SSBU|Jigglypuff}}.}}
*{{nerf|Air dodge has significantly more ending lag (FAF 33 → 63), being tied with {{SSBU|Rosalina}} for the second slowest air dodge in the game duration-wise, only behind {{SSBU|Jigglypuff}}.}}


===Ground attacks===
===Ground attacks===
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**{{nerf|The finisher has smaller hitboxes overall (4.5u/6.5u/5.5u → 5u/5u/5u).}}
**{{nerf|The finisher has smaller hitboxes overall (4.5u/6.5u/5.5u → 5u/5u/5u).}}
**{{nerf|The finisher has a much higher hitlag multiplier (1× → 3×), making it easier to DI after SDIing the infinite.}}
**{{nerf|The finisher has a much higher hitlag multiplier (1× → 3×), making it easier to DI after SDIing the infinite.}}
**{{change|Kirby's punching hand now disappears during his rapid jab; instead, the visual effects have been made thicker.}}
**{{change|Kirby's punching hand disappears during his rapid jab; instead, the visual effects have been made thicker.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has less ending lag (FAF 28 → 24). Combined with the increased [[shieldstun]] for ground attacks, this makes it much safer on shield.}}
**{{buff|Forward tilt has less ending lag (FAF 28 → 24). Combined with the increased [[shieldstun]] for ground attacks, this makes it much safer on shield.}}
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*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash has less startup (frame 14 → 12), with its leg intangibility frames moved accordingly (frames 14-19 → 12-17) and its total duration reduced (FAF 48 → 46).}}
**{{buff|Up smash has less startup (frame 14 → 12), with its leg intangibility frames moved accordingly (frames 14-19 → 12-17) and its total duration reduced (FAF 48 → 46).}}
**{{buff|The clean hit has a longer duration, with the late hit having a shorter duration instead (frame 14 (clean)/15-16 (mid)/17-19 (late) → 12-14/15-16/17). This improves its utility as an anti-air, as the clean hit now remains active when the hitboxes go above Kirby.}}
**{{buff|The clean hit has a longer duration, with the late hit having a shorter duration instead (frame 14 (clean)/15-16 (mid)/17-19 (late) → 12-14/15-16/17). This improves its utility as an anti-air, as the clean hit remains active when the hitboxes go above Kirby.}}
**{{buff|The clean hit deals more knockback (33/30 base/104/99 scaling → 36 base/104 scaling), improving its KO potential.}}
**{{buff|The clean hit deals more knockback (33/30 base/104/99 scaling → 36 base/104 scaling), improving its KO potential.}}
**{{buff|The mid hit's sourspot (12% → 13%) and late hit (12%/11% → 13%/12%) deal more damage.}}
**{{buff|The mid hit's sourspot (12% → 13%) and late hit (12%/11% → 13%/12%) deal more damage.}}
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**{{nerf|Forward throw has Kirby jump slightly higher and further backwards at the end of the animation, able to reach the height of {{SSBU|Battlefield}}'s lower platform. The additional height weakens its combo potential at low percents, while the additional backwards distance prevents him from benefitting from the extra height at higher percents.}}
**{{nerf|Forward throw has Kirby jump slightly higher and further backwards at the end of the animation, able to reach the height of {{SSBU|Battlefield}}'s lower platform. The additional height weakens its combo potential at low percents, while the additional backwards distance prevents him from benefitting from the extra height at higher percents.}}
*[[Back throw]]:
*[[Back throw]]:
**{{nerf|Back throw has Kirby jump immediately after releasing the opponent, as opposed to a few frames later, causing him to be much higher in the air after the move ends. Additionally, Kirby lands a short distance forward relative to where the throw is initiated from, rather than in the same spot. This removes the throw's followups at low percents, and weakens its edgeguarding potential, as it now pushes Kirby away from edges.}}
**{{nerf|Back throw has Kirby jump immediately after releasing the opponent, as opposed to a few frames later, causing him to be much higher in the air after the move ends. Additionally, Kirby lands a short distance forward relative to where the throw is initiated from, rather than in the same spot. This removes the throw's followups at low percents, and weakens its edgeguarding potential, as it pushes Kirby away from edges.}}
**{{change|It has an altered animation where Kirby doesn't squish as much upon slamming the opponent to the ground.}}
**{{change|It has an altered animation where Kirby doesn't squish as much upon slamming the opponent to the ground.}}
*[[Up throw]]:
*[[Up throw]]:

Revision as of 12:06, February 11, 2020

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