Template:SSB4 to SSBU changelist: Difference between revisions
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*{{change|Mario's [[gravity]] is slightly lower (0.08715 → 0.087).}} | *{{change|Mario's [[gravity]] is slightly lower (0.08715 → 0.087).}} | ||
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15).}} | *{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15).}} | ||
*{{nerf|Back roll has more startup with less intangibility (frames 4-16 → 5-16) | *{{nerf|Back roll has more startup with less intangibility (frames 4-16 → 5-16) and more ending lag ([[FAF]] 30 → 35).}} | ||
*{{buff|[[Spot dodge]] has less ending lag (FAF 27 → 26).}} | *{{buff|[[Spot dodge]] has less ending lag (FAF 27 → 26).}} | ||
*{{buff|Air dodge grants more intangibility (frames 3-27 → 3-29).}} | *{{buff|Air dodge grants more intangibility (frames 3-27 → 3-29).}} | ||
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**{{nerf|The first two hits have altered damage values (2.5% → 2.2% (hit 1), 1.5% → 1.7% (hit 2)), resulting in the move dealing slightly less damage in total (8% → 7.9%).}} | **{{nerf|The first two hits have altered damage values (2.5% → 2.2% (hit 1), 1.5% → 1.7% (hit 2)), resulting in the move dealing slightly less damage in total (8% → 7.9%).}} | ||
**{{nerf|The first and third hits have smaller hitboxes (3u/1.5u/4u → 1.2u/1.5u/1.8u (hit 1), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).}} | **{{nerf|The first and third hits have smaller hitboxes (3u/1.5u/4u → 1.2u/1.5u/1.8u (hit 1), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).}} | ||
**{{change|The first two hits no longer use [[set knockback]] (15/10/15 set/100 scaling → 20/15 base/50/33/20 scaling (hit 1), 18/15/25 set/100 scaling → 20/15 base/30/15 scaling (hit 2)) | **{{change|The first two hits no longer use [[set knockback]] (15/10/15 set/100 scaling → 20/15 base/50/33/20 scaling (hit 1), 18/15/25 set/100 scaling → 20/15 base/30/15 scaling (hit 2)) and have altered angles (361°/80° → 361°/180° (hit 1), 361° (hit 2)). This improves its [[lock]]ing ability, and causes it to connect more reliably with the farthest hitboxes, but less reliably with the closest hitboxes at high percents.}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased [[shieldstun]] for ground attacks, this makes it much safer on shield.}} | **{{buff|Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased [[shieldstun]] for ground attacks, this makes it much safer on shield.}} | ||
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**{{buff|The late hit has a slightly bigger hitbox (2.6u → 2.7u).}} | **{{buff|The late hit has a slightly bigger hitbox (2.6u → 2.7u).}} | ||
**{{nerf|It has a different animation where Mario's head is positioned higher, his legs extend farther from him and during the ending lag (before it's interruptible), he gets up instead of staying sit. Because of this, the new animation doesn't lower Mario's hurtbox as much, preventing him from sliding under certain attacks, and making him easier to hit both horizontally and vertically.}} | **{{nerf|It has a different animation where Mario's head is positioned higher, his legs extend farther from him and during the ending lag (before it's interruptible), he gets up instead of staying sit. Because of this, the new animation doesn't lower Mario's hurtbox as much, preventing him from sliding under certain attacks, and making him easier to hit both horizontally and vertically.}} | ||
**{{nerf|The late hit launches opponents away from Mario rather than towards him (110° → 48°), hindering its combo potential despite its lower knockback scaling (43 → 30) | **{{nerf|The late hit launches opponents away from Mario rather than towards him (110° → 48°), hindering its combo potential despite its lower knockback scaling (43 → 30) and preventing it from [[stage spiking]] opponents below edges.}} | ||
**{{change|It has a higher hitlag multiplier (1× → 1.25×).}} | **{{change|It has a higher hitlag multiplier (1× → 1.25×).}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
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**{{buff|The move has less ending lag (FAF 42 → 35).}} | **{{buff|The move has less ending lag (FAF 42 → 35).}} | ||
**{{buff|It deals more damage (10% → 12% (clean), 8% → 9% (late)), with knockback scaling compensated (53 → 46 (clean), 65 → 60 (late)).}} | **{{buff|It deals more damage (10% → 12% (clean), 8% → 9% (late)), with knockback scaling compensated (53 → 46 (clean), 65 → 60 (late)).}} | ||
**{{buff|Its hitboxes are larger (6u → 7u (clean), 4u → 5.5u (late)) | **{{buff|Its hitboxes are larger (6u → 7u (clean), 4u → 5.5u (late)) and further out (Z offset: 7 (clean)/4.2 (late) → 8/5.2), improving its range.}} | ||
**{{nerf|It deals more hitlag (1x → 1.25x), making it easier to DI.}} | **{{nerf|It deals more hitlag (1x → 1.25x), making it easier to DI.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
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*[[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.}} | ||
**{{buff|Up smash's hand hitbox is higher up (Y offset: 26 → 28) | **{{buff|Up smash's hand hitbox is higher up (Y offset: 26 → 28) and the arm hitbox is lower down (Y offset: 20 → 18) and extends further outwards (Z offset: -3—3 → -5—5). This improves the move's range above and next to Donkey Kong, allowing it to hit larger fighters on the ground.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
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**{{nerf|Jigglypuff cannot roll through opponents while turning, removing the ability to cross up [[counterattack|counters]].}} | **{{nerf|Jigglypuff cannot roll through opponents while turning, removing the ability to cross up [[counterattack|counters]].}} | ||
**{{nerf|Jigglypuff can no longer retain Rollout's full power when releasing it in the air and reversing it immediately.}} | **{{nerf|Jigglypuff can no longer retain Rollout's full power when releasing it in the air and reversing it immediately.}} | ||
**{{nerf|After reversing twice, Rollout | **{{nerf|After reversing twice, Rollout deals less damage than normal.}} | ||
**{{change|The aerial version launches at the same angle as the grounded version (90° → 30°).}} | **{{change|The aerial version launches at the same angle as the grounded version (90° → 30°).}} | ||
**{{change|Jigglypuff's rolling animation speed scales with size, so that it better matches the speed Jigglypuff moves along the ground, which is unaffected by size.}} | **{{change|Jigglypuff's rolling animation speed scales with size, so that it better matches the speed Jigglypuff moves along the ground, which is unaffected by size.}} | ||
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**{{change|Peach has a new down tilt: a sweep kick rather than an arm sweep.}} | **{{change|Peach has a new down tilt: a sweep kick rather than an arm sweep.}} | ||
**{{buff|It has noticeably less startup (frame 13 → 8), with its total duration reduced as well (FAF 28 → 24). Combined with grounded [[meteor smash]]es no longer being [[tech]]able, this allows it to start combos much more effectively.}} | **{{buff|It has noticeably less startup (frame 13 → 8), with its total duration reduced as well (FAF 28 → 24). Combined with grounded [[meteor smash]]es no longer being [[tech]]able, this allows it to start combos much more effectively.}} | ||
**{{buff|The hitbox for aerial opponents | **{{buff|The hitbox for aerial opponents matches the one for grounded opponents, no longer being shorter and attached to Peach.}} | ||
**{{nerf|It no longer grants intangibility.}} | **{{nerf|It no longer grants intangibility.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
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|Ice Climbers====Aesthetics=== | |Ice Climbers====Aesthetics=== | ||
*{{change|The Ice Climbers gain additional detail due to the game's graphical improvements. The duo | *{{change|The Ice Climbers gain additional detail due to the game's graphical improvements. The duo wears coats with detailed furry lining, and their boots and hammers are covered in powdered snow. Similar to ''Melee'', they have slightly smaller heads, and the proportions of their facial features and bodies have also been adjusted.}} | ||
*{{change|The Ice Climbers have gained two additional [[Alternate costume (SSBU)#Ice Climbers|alternate costume]]s, increasing their total to eight.}} | *{{change|The Ice Climbers have gained two additional [[Alternate costume (SSBU)#Ice Climbers|alternate costume]]s, increasing their total to eight.}} | ||
*{{change|Both Ice Climbers always face the screen regardless which direction either of them turn, making both their animations mirrored. <!--Don't add that the Ice Climbers are the only characters with a mirrored animation who constantly held weapons, because one of the 2 unknown DLC fighters might also be a character who both has a mirrored animation and holds a weapon.--> }} | *{{change|Both Ice Climbers always face the screen regardless which direction either of them turn, making both their animations mirrored. <!--Don't add that the Ice Climbers are the only characters with a mirrored animation who constantly held weapons, because one of the 2 unknown DLC fighters might also be a character who both has a mirrored animation and holds a weapon.--> }} | ||
*{{change|Like other fighters, the Ice Climbers are more expressive than before, they appear excited when using their specials, scowl when shielding and charging their up and down smash, and the partner climber will also panic when the leader is grabbed.}} | *{{change|Like other fighters, the Ice Climbers are more expressive than before, they appear excited when using their specials, scowl when shielding and charging their up and down smash, and the partner climber will also panic when the leader is grabbed.}} | ||
**{{change|In addition, the partner climber will have a worried expression and wince periodically when the main climber gets frozen, dizzy, or gets attacked.}} | **{{change|In addition, the partner climber will have a worried expression and wince periodically when the main climber gets frozen, dizzy, or gets attacked.}} | ||
*{{change|Either Ice Climber | *{{change|Either Ice Climber hangs onto the ledge with one hand instead of two.}} | ||
*{{change|Their [[Spot dodge]] animation has been altered, showing them resting their hammers on their shoulder while looking back.}} | *{{change|Their [[Spot dodge]] animation has been altered, showing them resting their hammers on their shoulder while looking back.}} | ||
*{{change|The Ice Climbers have a new [[idle pose]] of them turning to look behind themselves. It replaces the animation of them dropping their hammers then lifting them back up.}} | *{{change|The Ice Climbers have a new [[idle pose]] of them turning to look behind themselves. It replaces the animation of them dropping their hammers then lifting them back up.}} | ||
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*{{change|Their [[victory theme]] has been shortened to only contain the second half.}} | *{{change|Their [[victory theme]] has been shortened to only contain the second half.}} | ||
*{{change|In the end of a solo match, only the leading Ice Climber will be shown inside the losing pane on the [[results screen]]. Both Ice Climbers are still shown if the match ends in a No Contest.}} | *{{change|In the end of a solo match, only the leading Ice Climber will be shown inside the losing pane on the [[results screen]]. Both Ice Climbers are still shown if the match ends in a No Contest.}} | ||
*{{change|The Ice Climbers' [[crowd]] cheer is | *{{change|The Ice Climbers' [[crowd]] cheer is "I scream, you scream, Ice Climbers!"}} | ||
*{{bugfix|Nana's crowd cheer is no longer the back sound of the menu if she is currently the leader.}} | *{{bugfix|Nana's crowd cheer is no longer the back sound of the menu if she is currently the leader.}} | ||
*{{change|The Ice Climbers' voice clip numbers in [[Sound Test]] are | *{{change|The Ice Climbers' voice clip numbers in [[Sound Test]] are numbered individually (i.e. "Popo: Voice [number]"/"Nana: Voice [number]"), similar to {{SSBU|Little Mac}}, {{SSBU|Rosalina & Luma}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Robin}}, {{SSBU|Shulk}}, {{SSBU|Joker}}, {{SSBU|Banjo & Kazooie}} and {{SSBU|Byleth}}, as well as [[Assist Trophy|Assist Trophies]], [[Poké Ball]] Pokémon and bosses.}} | ||
*{{change|The sound effects of the partner are quieter. This is best heard when they're either Star or Screen KO'd.}} | *{{change|The sound effects of the partner are quieter. This is best heard when they're either Star or Screen KO'd.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Like all characters, both of the Ice Climbers' [[jumpsquat]] animations | *{{buff|Like all characters, both of the Ice Climbers' [[jumpsquat]] animations take three frames to complete (down from 4).}} | ||
*{{buff|The partner climber is | *{{buff|The partner climber is generally faster than the leader. This helps them keep up if the two are separated.}} | ||
*{{nerf|If either Ice Climber lands a hit, the other one takes a small amount of hitlag, regardless of whether their attack connects or not.}} | *{{nerf|If either Ice Climber lands a hit, the other one takes a small amount of hitlag, regardless of whether their attack connects or not.}} | ||
**{{nerf|This makes desyncing slightly more difficult.}} | **{{nerf|This makes desyncing slightly more difficult.}} | ||
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*{{buff|The duration enemies are [[frozen]] from the Ice Climbers' ice attacks are much longer, allowing for easier unavoidable followups at high percentages. At very high percentages, it can even freeze them long enough to be unable to recover from near the ledge.}} | *{{buff|The duration enemies are [[frozen]] from the Ice Climbers' ice attacks are much longer, allowing for easier unavoidable followups at high percentages. At very high percentages, it can even freeze them long enough to be unable to recover from near the ledge.}} | ||
*{{buff|Ice Climbers arguably benefit the most from the reintroduction of [[wavedash]]ing because of their very low traction, significantly increasing their approach and mobility, as well as giving them more mixups with grabbing and attacking opponents.}} | *{{buff|Ice Climbers arguably benefit the most from the reintroduction of [[wavedash]]ing because of their very low traction, significantly increasing their approach and mobility, as well as giving them more mixups with grabbing and attacking opponents.}} | ||
*{{change|The partner climber's attacks | *{{change|The partner climber's attacks affect the duo's [[stale]]ness queue; in previous games, they would use the queue but could not alter it. This generally means that the duo's attacks will both stale and refresh twice as quickly.}} | ||
*{{bugfix|The partner climber | *{{bugfix|The partner climber loses a stock simultaneously with the main climber in [[Stamina Mode]].}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|Neutral attack can | **{{buff|Neutral attack can [[lock]] opponents due to its altered angle (60° → 361°/180°) and the partner's second hit deals more damage (2% → 2.6%).}} | ||
**{{nerf|Neutral attack does less damage (3% → 2% (leader hit 1), 4% → 3.5% (leader hit 2), 2% → 1.5% (partner hit 1), 11% → 9.6% (total)).}} | **{{nerf|Neutral attack does less damage (3% → 2% (leader hit 1), 4% → 3.5% (leader hit 2), 2% → 1.5% (partner hit 1), 11% → 9.6% (total)).}} | ||
**{{nerf|Second hit of neutral attack has more ending lag (frame 20 → 30) and both hits have a shorter duration (frames 4-7 (hit 1), 4-6 (hit 2) → 4-5 (both)).}} | **{{nerf|Second hit of neutral attack has more ending lag (frame 20 → 30) and both hits have a shorter duration (frames 4-7 (hit 1), 4-6 (hit 2) → 4-5 (both)).}} | ||
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**{{nerf|Up tilt deals less damage (1% (loop hits) → 0.8% (leader loop hits), 0.6% (partner loop hits), 17% → 15.4% (total)), the loop hits have increased knockback (10 (base), 20 (scaling) → (65/60/20)/10) and the final hit has more startup lag (frame 23 → 24).}} | **{{nerf|Up tilt deals less damage (1% (loop hits) → 0.8% (leader loop hits), 0.6% (partner loop hits), 17% → 15.4% (total)), the loop hits have increased knockback (10 (base), 20 (scaling) → (65/60/20)/10) and the final hit has more startup lag (frame 23 → 24).}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{change|The partner's down tilt | **{{change|The partner's down tilt deals consistent damage (4%/5% → 4.5%) making it deal more damage at close range but makes it deal less damage at the tip of the hammer.}} | ||
**{{nerf|Down tilt connects less reliably at higher percents when both climbers are present.}} | **{{nerf|Down tilt connects less reliably at higher percents when both climbers are present.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
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**{{nerf|The partner's up smash deals less damage (9% → 8.2%) and it has more ending lag (frame 48 → 50).}} | **{{nerf|The partner's up smash deals less damage (9% → 8.2%) and it has more ending lag (frame 48 → 50).}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{change|Down smash is | **{{change|Down smash is a sweep that hits one side. The partner will use the same attack facing the other way.}} | ||
**{{buff|Down smash covers more horizontal ground when together and it deals more damage (12%/10% → 13% (leader), 9%/8% → 9.7% (partner)). It also has less ending lag (frame 44 → 41) and deals more knockback than the previous sweetspots (30 (base), 105 (leader scaling)/113 (partner scaling) → 45/(100/120)).}} | **{{buff|Down smash covers more horizontal ground when together and it deals more damage (12%/10% → 13% (leader), 9%/8% → 9.7% (partner)). It also has less ending lag (frame 44 → 41) and deals more knockback than the previous sweetspots (30 (base), 105 (leader scaling)/113 (partner scaling) → 45/(100/120)).}} | ||
**{{nerf|Down smash only hits on one side when solo. It is also drastically harder to connect with both climbers and even if it does, its maximum damage output is much lower as it no longer has two hits (42% → 22.7% (both)).}} | **{{nerf|Down smash only hits on one side when solo. It is also drastically harder to connect with both climbers and even if it does, its maximum damage output is much lower as it no longer has two hits (42% → 22.7% (both)).}} | ||
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*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|The partner's down aerial deals more damage (5% → 6%). Down aerial also [[auto-cancel]]s earlier (frame 58 → 54).}} | **{{buff|The partner's down aerial deals more damage (5% → 6%). Down aerial also [[auto-cancel]]s earlier (frame 58 → 54).}} | ||
**{{change|The Ice Climbers | **{{change|The Ice Climbers bounce up before performing down aerial similar to {{SSBU|Sheik}}'s down aerial.}} | ||
**{{nerf|Down aerial has more startup lag with a shorter duration (frames 9-51 → 12-51).}} | **{{nerf|Down aerial has more startup lag with a shorter duration (frames 9-51 → 12-51).}} | ||
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*{{nerf|The partner climber can no longer grab, and will taunt during the leader's throw while on the ground. This removes their [[chain grabs]] and [[lock]]s the Ice Climbers were infamous for in previous titles.}} | *{{nerf|The partner climber can no longer grab, and will taunt during the leader's throw while on the ground. This removes their [[chain grabs]] and [[lock]]s the Ice Climbers were infamous for in previous titles.}} | ||
*{{buff|[[Up throw]] deals more damage (2% (hit), 4% (throw), 6% (total) → 3%/5%/8%) and the knockback scaling on the throw was not fully compensated (28 → 26).}} | *{{buff|[[Up throw]] deals more damage (2% (hit), 4% (throw), 6% (total) → 3%/5%/8%) and the knockback scaling on the throw was not fully compensated (28 → 26).}} | ||
*{{change|[[Down throw]] | *{{change|[[Down throw]] has the leader grab the opponent with both hands, lift them up in the air, and slam them on the ground.}} | ||
**{{buff|The changes to [[hitstun canceling]] improve down throw's combo potential beyond lower percents with a solo climber.}} | **{{buff|The changes to [[hitstun canceling]] improve down throw's combo potential beyond lower percents with a solo climber.}} | ||
**{{nerf|The removal of chain grabbing hinders down throw's damage racking potential at lower percents even with a solo climber. Down throw also has increased knockback scaling (100 → 116) hindering its combo potential.}} | **{{nerf|The removal of chain grabbing hinders down throw's damage racking potential at lower percents even with a solo climber. Down throw also has increased knockback scaling (100 → 116) hindering its combo potential.}} | ||
*{{buff|The leader's front and back [[floor attack]]s deals more damage (6% → 7%).}} | *{{buff|The leader's front and back [[floor attack]]s deals more damage (6% → 7%).}} | ||
*{{nerf|The partner's floor attacks deals less damage (6% → 5.2% (front & back), 5% → 3.5% (trip)).}} | *{{nerf|The partner's floor attacks deals less damage (6% → 5.2% (front & back), 5% → 3.5% (trip)).}} | ||
*{{change|Ledge attack is | *{{change|Ledge attack is a horizontal swing similar to their old over 100% ledge attack. It deals consistent damage compared to the previous two ledge attacks but the partner's ledge attack is weaker (8% (hammer), 6% (body) → 8% (leader), 6% (partner).}} | ||
**{{nerf|New ledge attack deals less damage compared to their old over 100% ledge attack (10% (hammer), 8% (body) → 8% (leader), 6% (body)) and the Ice climbers do not hunch over when performing it making them easier to hit.}} | **{{nerf|New ledge attack deals less damage compared to their old over 100% ledge attack (10% (hammer), 8% (body) → 8% (leader), 6% (body)) and the Ice climbers do not hunch over when performing it making them easier to hit.}} | ||
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**{{change|Ice Shot makes a different sound effect.}} | **{{change|Ice Shot makes a different sound effect.}} | ||
**{{nerf|Ice Shot has more startup lag (frame 17 → 18).}} | **{{nerf|Ice Shot has more startup lag (frame 17 → 18).}} | ||
**{{nerf|Reflected ice chunks can | **{{nerf|Reflected ice chunks can damage the Ice Climbers.}} | ||
*[[Squall Hammer]]: | *[[Squall Hammer]]: | ||
**{{buff|Solo Squall Hammer | **{{buff|Solo Squall Hammer ends with a stronger hit that deals mild diagonal damage and knockback. The move also has less startup lag (frame 12 → 10).}} | ||
**{{buff|[[Desynching|Desynced]] Squall Hammer can be used to trap opponents between both Ice Climbers.}} | **{{buff|[[Desynching|Desynced]] Squall Hammer can be used to trap opponents between both Ice Climbers.}} | ||
**{{change|Squall Hammer | **{{change|Squall Hammer makes a twinkling sound effect when used.}} | ||
**{{nerf|Squall Hammer grants much less vertical distance with mashing and it has more ending lag with both climbers (frame 70 → 78).}} | **{{nerf|Squall Hammer grants much less vertical distance with mashing and it has more ending lag with both climbers (frame 70 → 78).}} | ||
**{{nerf|Squall Hammer doesn't sweetspot the ledge anymore.}} | **{{nerf|Squall Hammer doesn't sweetspot the ledge anymore.}} | ||
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**{{buff|Belay covers slightly more distance with a solo climber and the solo climber has more control while using it.}} | **{{buff|Belay covers slightly more distance with a solo climber and the solo climber has more control while using it.}} | ||
**{{change|When both climbers are present, the solo climber covers more vertical distance but less horizontal.}} | **{{change|When both climbers are present, the solo climber covers more vertical distance but less horizontal.}} | ||
**{{change|Belay | **{{change|Belay uses a unique sound effect rather than regular jump sound from ''Ice Climber''.}} | ||
**{{nerf|The partner's hitbox on Belay can be out prioritized. If it is, then the leader will rise no higher than when the move is done solo.}} | **{{nerf|The partner's hitbox on Belay can be out prioritized. If it is, then the leader will rise no higher than when the move is done solo.}} | ||
**{{nerf|Belay has a smaller hitbox making it harder to land against grounded opponents.}} | **{{nerf|Belay has a smaller hitbox making it harder to land against grounded opponents.}} | ||
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**{{nerf|Blizzard deals less damage at close range (2% → 1.7%) and it has more ending lag (frame 80 → 85). It also no longer causes hitstun or freezes opponent when used at far range removing its ability to lock and hindering its spacing potential.}} | **{{nerf|Blizzard deals less damage at close range (2% → 1.7%) and it has more ending lag (frame 80 → 85). It also no longer causes hitstun or freezes opponent when used at far range removing its ability to lock and hindering its spacing potential.}} | ||
*[[Iceberg]]: | *[[Iceberg]]: | ||
**{{buff|Iceberg | **{{buff|Iceberg spins and features a teetering [[Polar Bear]] that launches opponents with greater knockback. During the move, a [[Condor]] will circle around the top of the screen, which the Ice Climbers can grab onto, and it will also deal damage to opponents that touch it.}} | ||
**{{change|When paired, the Ice Climbers no longer make a "clapping" sound upon activating Iceberg.}} | **{{change|When paired, the Ice Climbers no longer make a "clapping" sound upon activating Iceberg.}} | ||
**{{change|Iceberg lasts a shorter duration. This makes it less threatening to opponents, but also makes it less likely to lose the partner climber.}} | **{{change|Iceberg lasts a shorter duration. This makes it less threatening to opponents, but also makes it less likely to lose the partner climber.}} | ||
**{{buff|The iceberg can | **{{buff|The iceberg can be moved across the stage.}} | ||
**{{nerf|Iceberg no longer freezes opponents.}} | **{{nerf|Iceberg no longer freezes opponents.}} | ||
**{{nerf|Iceberg no longer causes platforms to damage opponents.}} | **{{nerf|Iceberg no longer causes platforms to damage opponents.}} | ||
|Sheik====Aesthetics=== | |Sheik====Aesthetics=== | ||
*{{change|Sheik's design is | *{{change|Sheik's design is based on the [[zeldawiki:Armor|Sheikah Set]] from ''{{s|zeldawiki|The Legend of Zelda: Breath of the Wild}}'', including the long white scarf of the Stealth Mask. Her color scheme is also more subdue, and her hair features simple detailing similar to ''Brawl''.}} | ||
*{{change|Sheik is more vocal. She | *{{change|Sheik is more vocal. She vocalizes when using [[Vanish]] and [[Bouncing Fish]].}} | ||
*{{change|Up taunt no longer has Sheik do a flip to rebound.}} | *{{change|Up taunt no longer has Sheik do a flip to rebound.}} | ||
*{{change|[[Palutena's Guidance]] conversation for Sheik has been changed.}} | *{{change|[[Palutena's Guidance]] conversation for Sheik has been changed.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|Like all characters, Sheik's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}} | *{{buff|Like all characters, Sheik's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}} | ||
*{{buff|Sheik's initial [[dash]] speed (1.7 → 2.178) and run speed (2.016 → 2.42) are faster, | *{{buff|Sheik's initial [[dash]] speed (1.7 → 2.178) and run speed (2.016 → 2.42) are faster, having the fourth fastest run speed in the game.}} | ||
*{{buff|Sheik's [[air speed]] is slightly faster (1.1 → 1.155).}} | *{{buff|Sheik's [[air speed]] is slightly faster (1.1 → 1.155).}} | ||
*{{nerf|Sheik's [[weight]] has been decreased (81 → 78), | *{{nerf|Sheik's [[weight]] has been decreased (81 → 78), being lighter than {{SSBU|Kirby}} and making her the 6th lightest character in the game. This further worsens her already poor endurance.}} | ||
*{{buff|Sheik's [[traction]] is higher (0.06 → 0.106).}} | *{{buff|Sheik's [[traction]] is higher (0.06 → 0.106).}} | ||
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 28 → 27).}} | *{{buff|Forward [[roll]] has less ending lag ([[FAF]] 28 → 27).}} | ||
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***{{nerf|However, this worsens Sheik's guaranteed [[jab cancel]] setups, which played a large part in the utility of her neutral attack in ''Smash 4'' (though they're still the only neutral attack able to jab cancel, if done on aerial characters).}} | ***{{nerf|However, this worsens Sheik's guaranteed [[jab cancel]] setups, which played a large part in the utility of her neutral attack in ''Smash 4'' (though they're still the only neutral attack able to jab cancel, if done on aerial characters).}} | ||
**{{buff|The neutral infinite has faster startup (frame 9 → 5), a consistent angle (50°/60°/70° → 361°), lower [[hitlag]] (1× → 0.5×) and [[SDI]] (1× → 0.4×) multipliers, and deals less knockback (14 base/20 scaling → 12/15) while gaining a [[hitstun modifier]] of 2 on each hit. This vastly improves its linking capabilities, making it much more reliable overall.}} | **{{buff|The neutral infinite has faster startup (frame 9 → 5), a consistent angle (50°/60°/70° → 361°), lower [[hitlag]] (1× → 0.5×) and [[SDI]] (1× → 0.4×) multipliers, and deals less knockback (14 base/20 scaling → 12/15) while gaining a [[hitstun modifier]] of 2 on each hit. This vastly improves its linking capabilities, making it much more reliable overall.}} | ||
**{{buff|The neutral infinite's finisher has significantly less ending lag (FAF 53 → 36), no longer being the slowest in the game | **{{buff|The neutral infinite's finisher has significantly less ending lag (FAF 53 → 36), no longer being the slowest in the game and being much less punishable if shielded.}} | ||
**{{nerf|The finisher | **{{nerf|The finisher uses 3 small hitboxes instead of one extended hitbox. Overall, it does not reach as far horizontally as before, and its range is narrower vertically.}} | ||
**{{nerf|All hits except the first deal less damage (3% → 1.6% (hit 2), 0.8%/0.6% → 0.3% (infinite), 3% → 2% (finisher)), with knockback scaling not fully compensated on the finisher (115 → 132), slightly reducing its already lacking KO potential.}} | **{{nerf|All hits except the first deal less damage (3% → 1.6% (hit 2), 0.8%/0.6% → 0.3% (infinite), 3% → 2% (finisher)), with knockback scaling not fully compensated on the finisher (115 → 132), slightly reducing its already lacking KO potential.}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
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***{{buff|However, the second hit's knockback was not fully compensated (20 base/125 scaling → 25/147), improving its combo ability.}} | ***{{buff|However, the second hit's knockback was not fully compensated (20 base/125 scaling → 25/147), improving its combo ability.}} | ||
**{{nerf|Due to the changes to [[jostle]] mechanics, the first hit is harder to connect against grounded opponents.}} | **{{nerf|Due to the changes to [[jostle]] mechanics, the first hit is harder to connect against grounded opponents.}} | ||
**{{buff|The move has a slightly altered animation: Sheik's heel | **{{buff|The move has a slightly altered animation: Sheik's heel hits the ground after the second hit, bearing a closer resemblance {{SSBU|Samus}}'s up tilt. This slightly increases its range in front of Sheik, and allows it to hit opponents grabbing the ledge.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|The move has less ending lag (FAF 30 → 27), improving its safety and combo potential.}} | **{{buff|The move has less ending lag (FAF 30 → 27), improving its safety and combo potential.}} | ||
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**{{change|Sheik has a new pummel, a knee strike rather than an elbow jab.}} | **{{change|Sheik has a new pummel, a knee strike rather than an elbow jab.}} | ||
***{{nerf|It deals much less damage (3.1% → 1%).}} | ***{{nerf|It deals much less damage (3.1% → 1%).}} | ||
***{{buff|However, has significantly faster startup (frame 9 → 1), deals more hitlag (5 frames → 11), and has less ending lag (FAF 24 → 6), shortening its duration. This makes it one of the fastest pummels in the game and increases the amount of times Sheik can pummel the opponent before they break free or she throws them, thus | ***{{buff|However, has significantly faster startup (frame 9 → 1), deals more hitlag (5 frames → 11), and has less ending lag (FAF 24 → 6), shortening its duration. This makes it one of the fastest pummels in the game and increases the amount of times Sheik can pummel the opponent before they break free or she throws them, thus being more reliable for racking up damage.}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{buff|The move deals more damage (2% → 3% (throw), 5% → 6% (total)).}} | **{{buff|The move deals more damage (2% → 3% (throw), 5% → 6% (total)).}} | ||
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===Special moves=== | ===Special moves=== | ||
*[[Needle Storm]]: | *[[Needle Storm]]: | ||
**{{buff|Its charge can | **{{buff|Its charge can be [[charge cancel|canceled]] by jumping or spot dodging.}} | ||
**{{buff|It reaches its full charge faster (98 frames → 82).}} | **{{buff|It reaches its full charge faster (98 frames → 82).}} | ||
**{{buff|It has less ending lag (1-5 needles/6 needles: FAF 48/54 → 42/49), allowing for better followups with the aerial version.}} | **{{buff|It has less ending lag (1-5 needles/6 needles: FAF 48/54 → 42/49), allowing for better followups with the aerial version.}} | ||
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**{{change|The flight trajectory of aerial needles has been altered from approximately a 45° angle to a shallower 30° angle. This makes them worse for followups into aerials at lower percents, but better at higher percents.}} | **{{change|The flight trajectory of aerial needles has been altered from approximately a 45° angle to a shallower 30° angle. This makes them worse for followups into aerials at lower percents, but better at higher percents.}} | ||
**{{change|Sheik can throw the needles with the attack button while charging.}} | **{{change|Sheik can throw the needles with the attack button while charging.}} | ||
**{{change|After charging the move, Sheik | **{{change|After charging the move, Sheik holds the produced needles in one hand until they are fired.}} | ||
*[[Burst Grenade]]: | *[[Burst Grenade]]: | ||
**{{buff|The move no longer leaves Sheik [[helpless]] in the air.}} | **{{buff|The move no longer leaves Sheik [[helpless]] in the air.}} | ||
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*{{change|Zelda received a new purple [[alternate costume]] based on her appearance in ''Brawl'' and ''SSB4''. This replaces her pink costume in ''SSB4'', which was based on her ''A Link Between Worlds'' appearance, effectively swapping its place with her default costume.}} | *{{change|Zelda received a new purple [[alternate costume]] based on her appearance in ''Brawl'' and ''SSB4''. This replaces her pink costume in ''SSB4'', which was based on her ''A Link Between Worlds'' appearance, effectively swapping its place with her default costume.}} | ||
*{{change|Zelda always faces the screen regardless of which direction she turns, causing all of her animations to be mirrored.}} | *{{change|Zelda always faces the screen regardless of which direction she turns, causing all of her animations to be mirrored.}} | ||
*{{change|Zelda is more vocal. She | *{{change|Zelda is more vocal. She vocalizes during all of her [[taunt]]s and [[victory pose]]s.}} | ||
*{{change|All of Zelda's [[taunt]]s have been altered:}} | *{{change|All of Zelda's [[taunt]]s have been altered:}} | ||
**{{change|Her up taunt is entirely new; she draws a cross pattern with magic from her fingertips.}} | **{{change|Her up taunt is entirely new; she draws a cross pattern with magic from her fingertips.}} | ||
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**{{change|Her down taunt is a more casual and joyful wave. She also giggles during the taunt, instead of being silent like in ''Brawl'' and ''Smash 4''.}} | **{{change|Her down taunt is a more casual and joyful wave. She also giggles during the taunt, instead of being silent like in ''Brawl'' and ''Smash 4''.}} | ||
*{{change|Zelda hangs onto ledges with one hand.}} | *{{change|Zelda hangs onto ledges with one hand.}} | ||
*{{change|Zelda's dress | *{{change|Zelda's dress has independent physics.}} | ||
*{{change|Many of Zelda's attacks produce brighter, flashier magical effects.}} | *{{change|Many of Zelda's attacks produce brighter, flashier magical effects.}} | ||
*{{change|All of Zelda's [[victory pose]]s are completely new:}} | *{{change|All of Zelda's [[victory pose]]s are completely new:}} | ||
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*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt has less ending lag (FAF 25 → 22).}} | **{{buff|Down tilt has less ending lag (FAF 25 → 22).}} | ||
**{{nerf|It | **{{nerf|It has 3 small unextended hitboxes instead of 1 medium-sized extended one, reducing its range.}} | ||
**{{change|It sends opponents at a lower angle (80° → 62°), and has less base knockback (20 → 15), but more knockback scaling (120 → 125).}} | **{{change|It sends opponents at a lower angle (80° → 62°), and has less base knockback (20 → 15), but more knockback scaling (120 → 125).}} | ||
**{{buff|This allows it to combo more reliably into a dash attack and neutral aerial at mid percents and gives it a new KO set-up into forward aerial in combination with its lower ending lag.}} | **{{buff|This allows it to combo more reliably into a dash attack and neutral aerial at mid percents and gives it a new KO set-up into forward aerial in combination with its lower ending lag.}} | ||
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*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack's hitboxes are larger (2.2u (sweetspot)/5u (sourspot)/4.8u (late hit) → 2.8u/5.2u/5u) | **{{buff|Dash attack's hitboxes are larger (2.2u (sweetspot)/5u (sourspot)/4.8u (late hit) → 2.8u/5.2u/5u) and the sweetspot is extended (Z offset: 12.8 → 12.6-13.2), improving the move's range and making it easier to land the sweetspot.}} | ||
**{{buff|The late hit has a longer duration (frames 8-10 → 8-12).}} | **{{buff|The late hit has a longer duration (frames 8-10 → 8-12).}} | ||
**{{buff|Dash attack has less ending lag (FAF 40 → 36).}} | **{{buff|Dash attack has less ending lag (FAF 40 → 36).}} | ||
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*{{change|Lightning Kicks and [[down aerial]] have unique sound effects when used.}} | *{{change|Lightning Kicks and [[down aerial]] have unique sound effects when used.}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{nerf|Neutral aerial is vulnerable to [[SDI]] again (0× → 0.8× (looping hits), 1× (last hit)), and the looping hits no longer use the [[autolink angle]] (366° → 70°/132°/230°/152°/210°) nor set knockback (75 set/100 scaling → 50/35/10 base/80/10/10 scaling). This causes it to connect less reliably, despite the looping hits | **{{nerf|Neutral aerial is vulnerable to [[SDI]] again (0× → 0.8× (looping hits), 1× (last hit)), and the looping hits no longer use the [[autolink angle]] (366° → 70°/132°/230°/152°/210°) nor set knockback (75 set/100 scaling → 50/35/10 base/80/10/10 scaling). This causes it to connect less reliably, despite the looping hits using [[weight-independent]] knockback and having a lower hitlag multiplier (1× → 0.6×).}} | ||
***{{buff|However, this improves the first hit's combo potential on grounded opponents if used in a [[short hop fast fall]].}} | ***{{buff|However, this improves the first hit's combo potential on grounded opponents if used in a [[short hop fast fall]].}} | ||
**{{buff|The last hit has less base knockback (40 → 35), allowing it to combo for longer, while preserving its edgeguarding potential due to the changes to the Sakurai angle (40° (grounded)/45.2637° (aerial) → 38°).}} | **{{buff|The last hit has less base knockback (40 → 35), allowing it to combo for longer, while preserving its edgeguarding potential due to the changes to the Sakurai angle (40° (grounded)/45.2637° (aerial) → 38°).}} | ||
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**{{buff|Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).}} | **{{buff|Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).}} | ||
**{{buff|It [[auto-cancel]]s earlier (frame 50 → 43), although still not fast enough to auto-cancel in a short hop.}} | **{{buff|It [[auto-cancel]]s earlier (frame 50 → 43), although still not fast enough to auto-cancel in a short hop.}} | ||
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) | **{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}} | ||
**{{nerf|Its initial auto-cancel window is shorter (frames 1-3 → 1-2).}} | **{{nerf|Its initial auto-cancel window is shorter (frames 1-3 → 1-2).}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
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**{{buff|It auto-cancels earlier (frame 52 → 45).}} | **{{buff|It auto-cancels earlier (frame 52 → 45).}} | ||
**{{buff|The sweetspot has more base knockback (28 → 30).}} | **{{buff|The sweetspot has more base knockback (28 → 30).}} | ||
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) | **{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial | **{{buff|Up aerial consists of a clean hit and a weaker late hit that deals 12%, doubling the move's hitbox duration (frames 14-16 → 14-16 (clean)/17-19 (late)).}} | ||
**{{buff|It auto-cancels slightly earlier (frame 55 → 54), with its auto-cancel window no longer exceeding its animation length.}} | **{{buff|It auto-cancels slightly earlier (frame 55 → 54), with its auto-cancel window no longer exceeding its animation length.}} | ||
**{{buff|The hitbox is larger (8u → 9u).}} | **{{buff|The hitbox is larger (8u → 9u).}} | ||
**{{change|Its hitbox is higher up (Y offset: 23 → 26.5). Combined with its larger size, this noticeably improves its range above Zelda, but introduces a blindspot and makes it very hard (or even impossible) to hit grounded opponents onstage.}} | **{{change|Its hitbox is higher up (Y offset: 23 → 26.5). Combined with its larger size, this noticeably improves its range above Zelda, but introduces a blindspot and makes it very hard (or even impossible) to hit grounded opponents onstage.}} | ||
**{{change|It has more base knockback (30 → 55), but less knockback scaling (84 → 73 (clean)/70 (late)). This improves the new clean hit's KO potential after a full hop and near the upper [[blast line]], but slightly reduces it near ground level.}} | **{{change|It has more base knockback (30 → 55), but less knockback scaling (84 → 73 (clean)/70 (late)). This improves the new clean hit's KO potential after a full hop and near the upper [[blast line]], but slightly reduces it near ground level.}} | ||
**{{nerf|It has a new animation which is longer than the previous one (54 frames → 63). This increases the amount of time Zelda cannot grab the ledge after using the move although the move | **{{nerf|It has a new animation which is longer than the previous one (54 frames → 63). This increases the amount of time Zelda cannot grab the ledge after using the move although the move has [[interruptibility]] frames to compensate for its total duration.}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial's clean hit has an additional hitbox that covers Zelda's lower leg, removing its blindspot and giving it more range despite the hitboxes are smaller (4u → 3.2u/3.2u). This makes it easier to land.}} | **{{buff|Down aerial's clean hit has an additional hitbox that covers Zelda's lower leg, removing its blindspot and giving it more range despite the hitboxes are smaller (4u → 3.2u/3.2u). This makes it easier to land.}} | ||
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***{{buff|However, dash grab's total duration was not fully compensated (FAF 47 → 48), giving it one frame less ending lag.}} | ***{{buff|However, dash grab's total duration was not fully compensated (FAF 47 → 48), giving it one frame less ending lag.}} | ||
**{{nerf|Dash grab has less range (Z2 offset: 14.5u → 13.3u).}} | **{{nerf|Dash grab has less range (Z2 offset: 14.5u → 13.3u).}} | ||
**{{buff|Pivot grab has significantly increased range (Z2 offset: -16.7u → -19.2u), | **{{buff|Pivot grab has significantly increased range (Z2 offset: -16.7u → -19.2u), becoming one of the farthest reaching non-tether pivot grabs in the game.}} | ||
**{{buff|Pivot grab has less ending lag (FAF 45 → 43).}} | **{{buff|Pivot grab has less ending lag (FAF 45 → 43).}} | ||
*[[Pummel]]: | *[[Pummel]]: | ||
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|Dr. Mario====Aesthetics=== | |Dr. Mario====Aesthetics=== | ||
*{{change|As with all [[veteran]]s returning from ''SSB4'', Dr. Mario's model features a more subdued color scheme. Like Mario, his hair and clothing | *{{change|As with all [[veteran]]s returning from ''SSB4'', Dr. Mario's model features a more subdued color scheme. Like Mario, his hair and clothing feature simple detailing, with his head mirror's headband in his default costume reverting back to a cordovan brown from his design in ''[[Super Smash Bros. Melee]]'', instead of a dark taupe gray.}} | ||
*{{change|The inside of Dr. Mario's pants are | *{{change|The inside of Dr. Mario's pants are slate grey instead of white.}} | ||
*{{change|Dr. Mario, like many other characters, has been made more expressive, with many of the same expressions also used by Mario himself. Like with Mario, Dr. Mario will also make much angrier expressions than before, particularly when he is preparing to throw someone or when grabbing onto a ledge.}} | *{{change|Dr. Mario, like many other characters, has been made more expressive, with many of the same expressions also used by Mario himself. Like with Mario, Dr. Mario will also make much angrier expressions than before, particularly when he is preparing to throw someone or when grabbing onto a ledge.}} | ||
*{{change|Dr. Mario has a new [[idle animation]] with less exaggerated bouncing and his head turned more toward the screen, similar to the one he had in ''Melee''. It no longer reverts to Mario's idle when holding an item.}} | *{{change|Dr. Mario has a new [[idle animation]] with less exaggerated bouncing and his head turned more toward the screen, similar to the one he had in ''Melee''. It no longer reverts to Mario's idle when holding an item.}} | ||
*{{change|Like with Mario, many of Dr. Mario's animations have been slightly altered. His [[walking]], helpless, skidding, and ledge-hanging animations are just a few examples.}} | *{{change|Like with Mario, many of Dr. Mario's animations have been slightly altered. His [[walking]], helpless, skidding, and ledge-hanging animations are just a few examples.}} | ||
*{{change|Dr. Mario's sleeping animation is mirrored. He | *{{change|Dr. Mario's sleeping animation is mirrored. He faces the screen instead of away.}} | ||
*{{change|Dr. Mario has a slightly different pose during his [[air dodge]], and has an angry expression on his face.}} | *{{change|Dr. Mario has a slightly different pose during his [[air dodge]], and has an angry expression on his face.}} | ||
*{{change|Dr. Mario's mustache | *{{change|Dr. Mario's mustache moves during certain animations.}} | ||
*{{change|All of Dr. Mario's victory poses have been slightly altered.}} | *{{change|All of Dr. Mario's victory poses have been slightly altered.}} | ||
**{{change|The [[victory animation]] where Dr. Mario rubs his chin | **{{change|The [[victory animation]] where Dr. Mario rubs his chin has him tap the toe of his shoe on the ground before contemplatively rubbing his chin.}} | ||
**{{change|The victory animation where Dr. Mario throws Megavitamins | **{{change|The victory animation where Dr. Mario throws Megavitamins has him looking towards the camera with a happy expression when holding the Megavitamins in his hands.}} | ||
**{{change|The victory animation where Dr. Mario poses with his stethoscope is | **{{change|The victory animation where Dr. Mario poses with his stethoscope is more exaggerated.}} | ||
===Attributes=== | ===Attributes=== | ||
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*{{nerf|Due to Dr. Mario's movement speed being relatively unchanged from his previous appearance, he hardly benefits from the universal mobility buffs, and is slower relative to the roster as a result of most other characters receiving such buffs, in a manner similar to {{SSBU|Ryu}} and the {{SSBU|Mii Gunner}}.}} | *{{nerf|Due to Dr. Mario's movement speed being relatively unchanged from his previous appearance, he hardly benefits from the universal mobility buffs, and is slower relative to the roster as a result of most other characters receiving such buffs, in a manner similar to {{SSBU|Ryu}} and the {{SSBU|Mii Gunner}}.}} | ||
*{{buff|Dr. Mario [[run]]s slightly faster (1.3312 → 1.397792).}} | *{{buff|Dr. Mario [[run]]s slightly faster (1.3312 → 1.397792).}} | ||
**{{buff|His initial [[dash]] is also faster (1.3312 → 1.5375712), although it is | **{{buff|His initial [[dash]] is also faster (1.3312 → 1.5375712), although it is the slowest in the game.}} | ||
*{{buff|Dr. Mario [[walk]]s slightly faster (0.9152 → 0.917301).}} | *{{buff|Dr. Mario [[walk]]s slightly faster (0.9152 → 0.917301).}} | ||
*{{buff|Dr. Mario's [[traction]] is much higher (0.045 → 0.106), allowing him to punish [[out of shield]] more easily. It is | *{{buff|Dr. Mario's [[traction]] is much higher (0.045 → 0.106), allowing him to punish [[out of shield]] more easily. It is slightly higher than Mario's.}} | ||
*{{nerf|Dr. Mario's [[air speed]] is slower (0.9292 → 0.9238784).}} | *{{nerf|Dr. Mario's [[air speed]] is slower (0.9292 → 0.9238784).}} | ||
*{{nerf|Dr. Mario's first [[jump]] covers less distance, no longer being on par with Mario's (36.331814 → 30.8805).}} | *{{nerf|Dr. Mario's first [[jump]] covers less distance, no longer being on par with Mario's (36.331814 → 30.8805).}} | ||
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*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), increasing it overall, with knockback scaling minimally compensated on the unangled (96 → 94) and downward angled (96 → 95) versions.}} | **{{buff|Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), increasing it overall, with knockback scaling minimally compensated on the unangled (96 → 94) and downward angled (96 → 95) versions.}} | ||
**{{change|The electricity produced from Dr. Mario's forward smash is | **{{change|The electricity produced from Dr. Mario's forward smash is magenta/lavender instead of light blue.}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{change|Up smash launches at a more vertical angle (130° → 120°), which allows it to KO earlier onstage and function better as an anti-air punishment tool, but makes it more vulnerable to [[LSI]] and worsens its KO ability near the ledge.}} | **{{change|Up smash launches at a more vertical angle (130° → 120°), which allows it to KO earlier onstage and function better as an anti-air punishment tool, but makes it more vulnerable to [[LSI]] and worsens its KO ability near the ledge.}} | ||
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|Pichu====Aesthetics=== | |Pichu====Aesthetics=== | ||
*{{change|Pichu's design and proportions have changed. It has thicker arms, rounder cheek spots, a thinner torso, and more narrow ears. Its feet are less detailed, and its eyes are | *{{change|Pichu's design and proportions have changed. It has thicker arms, rounder cheek spots, a thinner torso, and more narrow ears. Its feet are less detailed, and its eyes are brown instead of navy blue. Due to these changes, Pichu matches its appearances in the more recent ''Pokémon'' titles.}} | ||
*{{change|Like all characters, Pichu has seven alternate costumes in addition to its normal design, as opposed to the three from ''Melee''. Pichu's blue and red costumes no longer have it wear a scarf, while its green costume has been removed entirely.}} | *{{change|Like all characters, Pichu has seven alternate costumes in addition to its normal design, as opposed to the three from ''Melee''. Pichu's blue and red costumes no longer have it wear a scarf, while its green costume has been removed entirely.}} | ||
*{{change|All of Pichu's non-attack animations are | *{{change|All of Pichu's non-attack animations are unique to the character.}} | ||
*{{change|Pichu is much more expressive. Like Pikachu, its eyes become swirls when [[dazed]], a detail derived from the ''Pokémon'' anime from when a Pokémon faints. It also looks angry during many of it's moves, such it's specials or grabbing an opponent. Pichu also | *{{change|Pichu is much more expressive. Like Pikachu, its eyes become swirls when [[dazed]], a detail derived from the ''Pokémon'' anime from when a Pokémon faints. It also looks angry during many of it's moves, such it's specials or grabbing an opponent. Pichu also has squash and stretch in its animations, giving it a more bouncy feel than in ''Melee''.}} | ||
*{{change|Pichu's stance is mirrored as it faces more on the screen regardless of the direction it turns towards.}} | *{{change|Pichu's stance is mirrored as it faces more on the screen regardless of the direction it turns towards.}} | ||
*{{change|Pichu has a new [[idle animation]] where it wobbles left to right, and an [[idle pose]] where it looks back to twitch its tail.}} | *{{change|Pichu has a new [[idle animation]] where it wobbles left to right, and an [[idle pose]] where it looks back to twitch its tail.}} | ||
*{{change|Pichu has been updated with universal features introduced in ''Brawl'' and ''SSB4''.}} | *{{change|Pichu has been updated with universal features introduced in ''Brawl'' and ''SSB4''.}} | ||
**{{change|Pichu | **{{change|Pichu has an [[on-screen appearance]], a [[Boxing Ring]] title, a [[Palutena's Guidance]] conversation, and an up [[taunt]]. Its left-facing taunt from ''Melee'' has been moved to its side taunt, and its right-facing taunt has been moved to its down taunt.}} | ||
**{{change|Pichu uses various voice clips for any move between any tilt attack, its dash attack, and any aerial attack. Additionally, it always uses specific clips for each of its smash attacks.}} | **{{change|Pichu uses various voice clips for any move between any tilt attack, its dash attack, and any aerial attack. Additionally, it always uses specific clips for each of its smash attacks.}} | ||
**{{change|Pichu has a secondary KO scream, a voice clip when jumping, and a voice clip when emerging from underwater.}} | **{{change|Pichu has a secondary KO scream, a voice clip when jumping, and a voice clip when emerging from underwater.}} | ||
*{{change|Pichu has a new air dodge animation where it twirls in the air at an angle, instead of scrunching up.}} | *{{change|Pichu has a new air dodge animation where it twirls in the air at an angle, instead of scrunching up.}} | ||
*{{change|Pichu no longer appears to sleep while [[crouching]], most likely due to its ability to crawl.}} | *{{change|Pichu no longer appears to sleep while [[crouching]], most likely due to its ability to crawl.}} | ||
*{{change|Pichu has a new victory animation where it discharges electricity and briefly faints (similar to its new taunt), then gets up and winks at the camera; this replaces the animation from ''Melee'' where it jumps and claps with its feet. Its other two victory animations from ''Melee'' are updated with new expressions and ending poses, and Pichu | *{{change|Pichu has a new victory animation where it discharges electricity and briefly faints (similar to its new taunt), then gets up and winks at the camera; this replaces the animation from ''Melee'' where it jumps and claps with its feet. Its other two victory animations from ''Melee'' are updated with new expressions and ending poses, and Pichu has voice clips for all of its victory animations.}} | ||
===Attributes=== | ===Attributes=== | ||
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*{{buff|Pichu is [[weight|heavier]] (55 → 62), which improves its horizontal survivability, though it still remains the lightest character in the game.}} | *{{buff|Pichu is [[weight|heavier]] (55 → 62), which improves its horizontal survivability, though it still remains the lightest character in the game.}} | ||
*{{change|Pichu's [[gravity]] is higher (0.11 → 0.14).}} | *{{change|Pichu's [[gravity]] is higher (0.11 → 0.14).}} | ||
*{{nerf|Due to the introduction of the [[Knockback#Melee_onward|gravity penalty]] for knockback, Pichu sustains more knockback especially since it has above average gravity. Additionally, the changes to knockback physics have made Pichu's vertical endurance even worse than it was in ''Melee'' despite its increased weight ( | *{{nerf|Due to the introduction of the [[Knockback#Melee_onward|gravity penalty]] for knockback, Pichu sustains more knockback especially since it has above average gravity. Additionally, the changes to knockback physics have made Pichu's vertical endurance even worse than it was in ''Melee'' despite its increased weight (being the worst in the game).}} | ||
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 32 → 29).}} | *{{buff|Forward [[roll]] has less ending lag ([[FAF]] 32 → 29).}} | ||
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-19 → 4-14).}} | *{{nerf|Forward roll grants less [[intangibility]] (frames 4-19 → 4-14).}} | ||
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**{{buff|It deals more damage (13% → 1.5% (loop hits), 8% (final), 14% (total)) if all hits connect.}} | **{{buff|It deals more damage (13% → 1.5% (loop hits), 8% (final), 14% (total)) if all hits connect.}} | ||
**{{buff|The final hit deals more knockback (30 base/70 scaling → 45/150), KOing at around 125% from center stage, compared to the single hit in ''Melee'' KOing at around 170% under the same circumstances.}} | **{{buff|The final hit deals more knockback (30 base/70 scaling → 45/150), KOing at around 125% from center stage, compared to the single hit in ''Melee'' KOing at around 170% under the same circumstances.}} | ||
**{{buff|Pichu | **{{buff|Pichu moves forward and backwards during the attack and the hitbox is extended, increasing its horizontal range.}} | ||
**{{nerf|It has more startup lag (frame 7 → 8).}} | **{{nerf|It has more startup lag (frame 7 → 8).}} | ||
**{{nerf|It sends at a more vertical angle (160° → 50°) that is less desirable for edgeguarding, no longer being a [[semi-spike]].}} | **{{nerf|It sends at a more vertical angle (160° → 50°) that is less desirable for edgeguarding, no longer being a [[semi-spike]].}} | ||
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**{{nerf|Neutral aerial deals less damage (12%/9% → 7%/5%) without full compensation on knockback (clean: 18 base/100 scaling → 20/112, late: 0/100 → 0/112).}} | **{{nerf|Neutral aerial deals less damage (12%/9% → 7%/5%) without full compensation on knockback (clean: 18 base/100 scaling → 20/112, late: 0/100 → 0/112).}} | ||
**{{nerf|It has a slightly shorter duration (frames 3-28 → 3-27).}} | **{{nerf|It has a slightly shorter duration (frames 3-28 → 3-27).}} | ||
**{{change|It has an altered animation: Pichu | **{{change|It has an altered animation: Pichu performs a frontflipping cartwheel instead of a somersault, and attacks with it's head instead of its tail.}} | ||
*{{buff|The hitbox is | *{{buff|The hitbox is extended and follows Pichu as it spins around, giving it more range and better coverage around it.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial causes considerably less recoil damage (4% (1% per hit) → 1.5%).}} | **{{buff|Forward aerial causes considerably less recoil damage (4% (1% per hit) → 1.5%).}} | ||
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**{{buff|Down aerial has a clean hit that deals more damage (12% → 13%) and meteor smashes opponents (361° → 270°), greatly improving it edgeguarding and onstage combo abilities.}} | **{{buff|Down aerial has a clean hit that deals more damage (12% → 13%) and meteor smashes opponents (361° → 270°), greatly improving it edgeguarding and onstage combo abilities.}} | ||
**{{buff|Pichu's ears are intangible during the clean hit.}} | **{{buff|Pichu's ears are intangible during the clean hit.}} | ||
**{{buff|It auto-cancels earlier (frame 38 → 32), | **{{buff|It auto-cancels earlier (frame 38 → 32), doing so at the peak of a short hop.}} | ||
**{{buff|The landing hit no longer deals set knockback (30 set/100 scaling → 50 base/100 scaling).}} | **{{buff|The landing hit no longer deals set knockback (30 set/100 scaling → 50 base/100 scaling).}} | ||
**{{nerf|The clean hit deals less knockback (20 base/100 scaling → 16/86), hindering its KO potential onstage.}} | **{{nerf|The clean hit deals less knockback (20 base/100 scaling → 16/86), hindering its KO potential onstage.}} |
Revision as of 18:42, February 29, 2020
This template contains the technical changelists for all veterans from Super Smash Bros. 4 in the transition to Super Smash Bros. Ultimate. If you're an autoconfirmed user, you can edit it and locate characters by using your browser's search function, but please be sure to verify all changes you add to the template via resources such as the games' scripts (which can be found here), and in-game testing if necessary.