Template:SSB4 to SSBU changelist/Bowser: Difference between revisions

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Tag: Mobile edit
Tag: Mobile edit
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*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|The first hit transitions faster into the second (frame 12 → 10).}}
**{{buff|The first hit transitions faster into the second (frame 12 → 10).}}
**{{buff|The second hit deals more damage (6.5% → 7%), slightly increasing its knockback as a result.}}
**{{buff|The second hit deals slightly more damage (6.5% → 7%).}}
**{{nerf|Both hits have a higher [[hitlag]] multiplier (1× → 1.4× (hit 1), 1.8× (hit 2)), giving opponents more time to [[SDI]] the first hit and [[DI]] the second hit.}}
**{{nerf|Both hits have a higher [[hitlag]] multiplier (1× → 1.4× (hit 1), 1.8× (hit 2)), giving opponents more time to [[SDI]] the first hit and [[DI]] the second hit.}}
**{{nerf|The first hit has more ending lag (FAF 21 → 26), greatly reducing its [[jab cancel]] ability.}}
**{{nerf|The first hit has more ending lag (FAF 21 → 26), greatly reducing its [[jab cancel]] ability.}}
**{{nerf|The first hit deals less damage (5% → 4%), reducing the move's total damage output (11.5% → 11%).}}
**{{nerf|The first hit deals less damage (5% → 4%), slightly reducing the move's total damage output despite the second hit dealing more damage (11.5% → 11%).}}
**{{nerf|The first hit has a shorter hitbox duration, with its arm intangibility reduced as well (frames 7-9 → 7-8).}}
**{{nerf|The first hit has a shorter hitbox duration, with its arm intangibility reduced as well (frames 7-9 → 7-8).}}
**{{change|The first hit has altered angles (30°/50°/85° → 361°/180°) to keep opponents closer to Bowser, and no longer deals [[set knockback]] (45/30/18 set/100 scaling → 40/35/30 base/18 scaling). This allows it to [[jab lock]] and connect more reliably into the second hit up to high percents, but less reliably afterward, without increasing its jab cancel ability due to its increased ending lag.}}
**{{change|The first hit has altered angles (30°/50°/85° → 361°/180°) to keep opponents closer to Bowser, and no longer deals [[set knockback]] (45/30/18 set/100 scaling → 40/35/30 base/18 scaling). This allows it to [[jab lock]] and connect more reliably into the second hit up to high percents, but less reliably afterward, without increasing its jab cancel ability due to its increased ending lag.}}
**{{change|Neutral attack has a slightly different animation, consisting of a sumo-style palm strike followed by a punch.}}
**{{change|The first hit has an altered animation, being a sumo-style palm strike instead of a punch.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|The move deals more damage (12% → 13%) with no compensation on knockback, increasing its KO power.}}
**{{buff|The move deals more damage (12% → 13%) with no compensation on knockback. This turns it into one of the strongest forward tilts in the game.}}
**{{nerf|The move has a slightly different animation, consisting of a swung backhand punch with the arm slightly bent. This slightly reduces its range.}}
**{{nerf|The move has a slightly altered animation where Bowser bends his arm during the punch. This slightly reduces its range.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|The move deals more damage (9% → 11%) with no compensation on knockback, allowing it to KO at around 130%, much like in ''Brawl''.}}
**{{buff|It deals more damage (9% → 11%) with no compensation on knockback, allowing it to KO at around 130%, much like in ''Brawl''.}}
**{{buff|Bowser's arm is intangible during the move (frames 11-16).}}
**{{buff|Bowser's arm is intangible during the move (frames 11-16).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|The first hit has received set knockback (20 base/100 scaling → 50/30 set/100 scaling), and its outermost hitbox launches opponents towards Bowser (361° → 130°), while the second hit comes out faster (frame 20 → 15). This allows both hits to link much more reliably.}}
**{{buff|The first hit has received set knockback (20 base/100 scaling → 50/30 set/100 scaling), and its outermost hitbox launches opponents towards Bowser (361° → 130°), while the second hit comes out faster (frame 20 → 15). This allows both hits to link much more reliably.}}
***{{nerf|However, the move's total duration remains the same, increasing its ending lag.}}
***{{nerf|However, the move's total duration remains the same, increasing its ending lag.}}
**{{nerf|Both hits deal drastically less damage (14% → 7% (hit 1), 11% → 8% (hit 2)), still resulting in slightly higher total damage than the first hit alone in ''Smash 4'' (14% → 15%), but significantly reducing it at low percents where the unchanged hits could link, in addition to weakening its shield safety and [[shield break]]ing ability.}}
**{{nerf|Both hits deal drastically less damage (14% → 7% (hit 1), 11% → 8% (hit 2)), still resulting in slightly higher total damage than the first hit alone in ''Smash 4'' (14% → 15%), but significantly reducing it at low percents where the unchanged hits could link, in addition to weakening its shield safety and [[shield break]]ing ability. The second hit's knockback was also not fully compensated (12 base/100 scaling → 20/111), drastically weakening its KO potential, especially compared to the first hit in ''Smash 4''.}}
**{{nerf|The second hit's knockback was also not fully compensated (12 base/100 scaling → 20/111), drastically weakening its KO potential, especially compared to the first hit in ''Smash 4''.}}
**{{buff|The second hit has larger hitboxes (5u/4.5u/4u → 5.6u/5u/4.5u), improving its range.}}
**{{buff|The second hit has larger hitboxes (5u/4.5u/4u → 5.6u/5u/4.5u), improving its range.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|The move deals slightly more damage (20%/15%/15% → 22%/16%/16%) with no compensation on knockback, and its sourspots launch opponents at a higher angle (70°/120° → 85°), further improving its KO ability, to the point the sweetspot is stronger than {{SSBU|Ganondorf}}'s up smash.}}
**{{buff|It deals slightly more damage (20%/15%/15% → 22%/16%/16%) with no compensation on knockback, and its sourspots launch at a consistent and higher angle (70°/120° → 85°), further improving the move's already impressive KO potential, to the point where the sweetspot is stronger than {{SSBU|Ganondorf}}'s up smash and the strongest up smash in the game.}}
**{{buff|The landing hit deals twice as much damage (6% → 12%).}}
**{{buff|The landing hit deals twice as much damage (6% → 12%).}}
**{{buff|The landing hit has more range behind Bowser (Z offset: 4–-5.5 → 4–-7.5).}}
**{{buff|The landing hit has more range behind Bowser (Z offset: 4–-5.5 → 4–-7.5).}}
**{{nerf|The landing hit deals much less knockback (80 base/100 scaling → 30/70), hindering its KO potential despite its increased damage.}}
**{{nerf|The landing hit has significantly less knockback (80 base/100 scaling → 30/70), hindering its KO potential despite its increased damage.}}
***{{buff|However, this improves its combo potential, having a KO setup into his back air.}}
***{{buff|However, this improves its combo potential, even granting it a KO setup into his back air.}}
*[[Down smash]]:
*[[Down smash]]:
**{{change|Bowser has a new down smash: a low claw swipe forward with one hand, then another swipe backward with his other hand, similar to {{SSBB|Wolf}} in ''[[Brawl]]''. It hits only twice instead of seven times, with one hit at each side.}}
**{{change|Bowser has a new down smash: a low claw swipe forward with one hand, then another swipe backward with his other hand, similar to {{SSBB|Wolf}} in ''[[Brawl]]''. It hits only twice instead of seven times, with one hit at each side.}}