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

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**{{buff|It deals more damage (3%-25% → 5%-28%). The uncharged version's knockback was not compensated, while the fully charged version's knockback was mostly compensated (30 base/62 scaling → 46/50), making it stronger overall.}}
**{{buff|It deals more damage (3%-25% → 5%-28%). The uncharged version's knockback was not compensated, while the fully charged version's knockback was mostly compensated (30 base/62 scaling → 46/50), making it stronger overall.}}
**{{buff|The fully charged version travels faster (3.2 → 3.3).}}
**{{buff|The fully charged version travels faster (3.2 → 3.3).}}
**{{change|Charge Shot can be fired by pressing the attack button.}}
**{{change|Charge Shot can now be fired by pressing the attack button.}}
**{{change|The fully charged version has a higher hitlag multiplier (0.7x → 1x).}}
**{{change|The fully charged version has a higher hitlag multiplier (0.7x → 1x).}}
***{{buff|This gives it less ending lag on hit as well as making it safer on shield.}}
***{{buff|This gives it less ending lag on hit as well as making it safer on shield.}}

Revision as of 05:33, April 19, 2021

Aesthetics

  • Change Due to the aesthetic used in Ultimate, Samus has a sleeker design, and her overall color scheme is significantly more vibrant, now matching her color scheme from Metroid: Samus Returns. The Varia Suit's black vents are much more defined and detailed, and her visor is more opaque; 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 as a playable fighter.
  • 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 Samus emits sparks whenever she takes damage. This is shared with Dark Samus, R.O.B., and Mega Man, all of which are mechanical-based fighters.
  • Change Samus has two new victory poses and one slightly modified:
    • 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 Samus retains her up-inputted victory pose, however the shots resemble the shotgun blast from her Melee Charge Shot custom move from SSB4 rather than small explosions.

Attributes

  • Buff Like all characters, Samus's jumpsquat animation takes 3 frames to complete (down from 4).
  • Buff Samus runs faster (1.504 → 1.654).
    • 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 reaches the maximum height of her jumps more quickly.
  • Change Samus has a slightly faster falling speed (1.3 → 1.33).
  • Buff Samus's fast falling speed is faster (2.08 → 2.168). This improves her air mobility and makes her less susceptible to juggles.
  • Buff Samus's traction is higher (0.0585 → 0.082 ).
  • Buff Forward roll has less ending lag (FAF 40 → 35).
  • Nerf Forward roll grants less intangibility (frames 4-23 → 4-19).
  • Nerf Back roll has more startup and grants less intangibility (frames 4-23 → 5-20).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 57).
  • Change Samus's stunned animation no longer has her shake erratically, as if her suit was malfunctioning.

Ground attacks

  • Neutral attack:
    • Buff The first hit has a lower hitlag multiplier (1× → 0.8×).
    • Nerf The first hit has reduced knockback to keep opponents closer to Samus (8 base/80/100 scaling → 20/15), akin to other neutral attacks. However, unlike the case with other characters, this is a nerf for Samus as it further worsens the first hit's ability to true combo into the second hit at higher percents, while also hindering its jab cancel setups.
    • Nerf The first hit transitions slower into the second hit (frame 13 → 15).
    • Buff The first hit has gained a hitstun modifier of 4, increasing its safety on hit at low percents, although due to the aforementioned changes, it still fails to truly connect into the second hit.
  • Forward tilt:
    • Buff Forward tilt has three different hitboxes instead of four, no longer possessing a sourspot that deals 7% (8% if angled). This makes its damage output more consistent.
    • Buff The sourspot deals more knockback (20 base/70 scaling → 30/80), increasing its safety on hit and KO potential.
  • Up tilt:
  • Down tilt:
    • Buff Down tilt has increased knockback scaling (48 → 65), giving the move KO potential against middleweights under 160%, compared to being unable to KO under 200% in Smash 4. This change brings it closer to its Brawl strength.
    • Nerf It has more ending lag (FAF 40 → 45).
  • Dash attack:
    • Buff Dash attack has increased knockback scaling (60 → 90), allowing the clean hit KOing middleweights at around 150% from the center of Final Destination.
    • 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.
    • 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 produces a visual effect similar to the Shinespark ability from Super Metroid.
  • Forward smash:
    • Buff Forward smash's innermost hitbox is larger (2.2u → 3.3u), allowing Samus to hit short nearby opponents more easily.
  • Up smash:
    • Buff Up smash has a different kind of autolink angle (366° → 368°), and the second to fourth hits use weight-independent knockback (although not on all hitboxes), allowing it to connect more reliably when used out of a run, and making it more consistent across characters.
    • Buff The last hit has more knockback scaling (150 → 162), improving its KO potential.
    • Nerf The hitboxes aren't placed as far horizontally (X offset: 9u/9u/-1u → -3.5u/6.5u/6.5u (hit 1), 7.3u/9u/-1u → -3.5u/6.5u/6.5u (hits 2-4), 9u/-1u → -3.5u/7.8u (hit 5)), and all except the last hit's are smaller (5.5u/5.5u/4u → 4.5u/5u/5u (hit 1), 6u/5.5u/4u → 4.5u/5u/5u (hits 2-3), 6u/6u/4u → 4u/5u/5u (hit 4)), reducing the move's range.
    • Nerf 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:
    • 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.

Aerial attacks

  • Buff All aerials except up aerial have less landing lag (16 frames → 9 (neutral), 24 → 14 (forward), 18 → 14 (back), 20 → 12 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's second hit comes out faster (frame 16 → 14).
      • Nerf However, its total duration remains the same, increasing its ending lag.
  • Forward aerial:
    • Buff The first hit has altered angles (80°/280°/60° → 367°/18°), while the first to fourth hits deal more set knockback (15 → 25 (hit 1), 30 → 35/40 (hits 2-4)). These changes overall improve its linking capabilities.
    • Change The first four hits have a lower hitlag multiplier (1× → 0.8×), but a higher SDI multiplier (0.8× → 1×).
  • Back aerial:
    • Nerf Back aerial has more ending lag (FAF 39 → 42).
    • Change It has a slightly different animation. Samus faces further behind herself while kicking and curls in her leg afterwards.
  • Up aerial:
    • Change Up aerial deals five total hits, down from six.
    • Buff The first four hits' feet hitboxes use the autolink angle (361° → 367°) and set knockback (0 base/130 scaling → 25 set/100 scaling), allowing them to connect more reliably.
    • Buff The hits after the first are faster (frame 8, 11, 14, 17, 20 → 7, 10, 13, 16).
      • Nerf However, the move's total duration remains unchanged, giving it more ending lag and making it harder to combo multiple up aerials.
    • Nerf Up aerial has more landing lag (12 frames → 18).
    • Nerf The first four hits' leg hitbox deals much more set knockback (30 → 90) and launches at a higher angle (80° → 84°); however, it has gained a hitstun modifier of -10. As a result, and combined with its increased landing lag, it connects less reliably into the following hits without having increased combo potential.
    • Nerf Due to its lower amount of hits, it deals less total damage (11% → 10.9%), despite the second to fourth hits dealing more damage (1% → 1.3%).
    • Nerf Its initial auto-cancel window is shorter (frames 1-4 → 1-2).
    • Change The last hit has a higher hitlag multiplier (1x → 1.8×).
    • Change The last hit has an altered animation, with Samus thrusting her foot upward.
  • Down aerial:
    • Buff The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its reduced landing lag.
    • Nerf The late hit deals less damage (11% → 10%) with no compensation on knockback, hindering its KO potential.
  • Grab aerial:
    • Buff Grab aerial deals more damage (1.5% → 2.5% (hit 1), 3% → 4% (hit 2)).
    • Buff The second hit has a slightly longer duration (frames 16-17 → 16-19).
    • Nerf It causes the Grapple Beam to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.
    • Change The tip of the Grapple Beam stays in place instead of following Samus's vertical movement, similar to how it behaved in Melee.

Throws and other attacks

  • Grabs:
    • Buff Standing grab has less startup (frame 16 → 15).
    • Buff Standing and pivot grab have less ending lag, especially the latter (FAF 70 → 60 (standing), 84 → 63 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 16 → 17 (dash), 17 → 18 (pivot)).
  • Pummel:
    • Buff Pummel deals slightly more damage (1.2% → 1.3%).
    • Nerf It has less startup (frame 3 → 1) and ending lag (FAF 9 → 7), but deals much more hitlag (4 frames → 14), drastically increasing its effective duration. This hinders its damage racking ability, no longer being one of the fastest pummels in the game.
  • Buff All throws deal more damage (9% → 10% (forward), 8% → 10% (back), 9% → 12% (up), 6% → 8% (down)).
    • Buff Forward and back throw's knockback was not compensated, improving their KO potential.
  • Change Forward, back and down throws now use a unique hit effect when releasing opponents, causing them to flash blue with small electric sparks.
  • Change Samus's forward, back and up throws are no longer weight-dependent.
  • Up throw:
    • Change Samus has a new up throw: she blasts her opponent upward with her arm cannon. It uses the flame effect, and consists of two hits instead of six, with its damage being redistributed (1% (hits 1-5), 4% (throw) → 5% (hit 1), 7% (throw)).
    • Buff It has increased knockback scaling (70 → 80) on top of its higher damage, making it powerful enough to KO middleweights under 170%.
    • Buff It releases opponents faster (frame 28 → 16), making it harder to DI. Opponents are also released closer to Samus.
      • Nerf However, its total duration remains the same, increasing its ending lag.
  • Down throw:
    • Buff Down throw releases opponents one frame slower (frame 20 → 21), but has less ending lag (FAF 42 → 38). Combined with Samus's faster jumpsquat and jump speed, this noticeably improves its combo potential.
    • Buff It has lower base knockback (80 → 60), but higher knockback scaling (50 → 75). This gives it new followup options at low percents, such as a dash attack and dashing up smash, without hindering its combo potential at higher percents due to the aforementioned changes.
    • Change It launches at a slightly lower angle (80° → 74°).
  • Floor attacks:
    • Change Back floor attack no longer has Samus firing a blast from her Arm Cannon. Because of this, it now a normal effect than a flame effect.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Charge Shot:
    • Buff Charge Shot can now be charged in midair.
    • Buff As with other charge specials, it can now be charge-canceled by jumping or spot dodging.
    • Buff It can now be B-reversed.
    • Buff It has less ending lag when not fully charged (FAF 54 → 45), now only being one frame longer than its pre Smash 4 counterparts.
    • Buff It deals more damage (3%-25% → 5%-28%). The uncharged version's knockback was not compensated, while the fully charged version's knockback was mostly compensated (30 base/62 scaling → 46/50), making it stronger overall.
    • Buff The fully charged version travels faster (3.2 → 3.3).
    • Change Charge Shot can now be fired by pressing the attack button.
    • Change The fully charged version has a higher hitlag multiplier (0.7x → 1x).
      • Buff This gives it less ending lag on hit as well as making it safer on shield.
      • Nerf However, this also makes it considerably easier to DI.
    • Nerf Charge-canceling the move incurs 4 frames of lag, rather than being instantaneous.
    • Nerf The projectile has a shorter duration (69 frames → 60).
    • Nerf The uncharged version travels slower (1.8 → 1.6).
    • Nerf It has received negative shield damage (0 (uncharged)/3 (fully charged) → -2.5/-7), weakening fully charged shots' ability to break shields.
  • Missile:
    • Buff Both Homing Missiles and Super Missiles deal more damage (5% → 8% (Homing), 10% → 12% (Super)) without compensation on knockback, improving the KO ability of Super Missiles.
    • Buff Both types of Missiles have slightly less ending lag (FAF 57 → 55 (Homing), 59 → 58 (Super)).
    • Buff Super Missiles travel faster and stall initially before flying forward, similar to the Turbo Missile custom move from Smash 4. This allows them to effectively stay out for a longer time, improving their camping potential.
    • Buff Samus can drift horizontally after firing a Missile in midair, and Missiles don't halt her aerial momentum.
    • Change Missiles have updated designs. When firing a missile, Samus's visor and armor lights briefly change colors in reference to Samus's palette changing when Missiles are selected in the original Metroid.
  • Screw Attack:
    • Buff Screw Attack has less lag before Samus begins falling.
    • Buff Grounded Screw Attack has less startup (frame 5 → 4), making it more effective out of shield.
    • Buff The looping hits have a lower hitlag multiplier (1× → 0.5×), and a lower SDI multiplier for the aerial version (1× → 0.5×), allowing them to transition faster and making them harder to escape.
    • Buff The last hit has a slightly larger hitbox (9.6u → 10u), allowing it to connect better from the looping hits.
    • Nerf Due to rage being changed to not affect set knockback, the linking hits of Screw Attack can no longer KO off the top blast line at low percents, removing Samus's early KO setups.
    • Change Grounded Screw Attack deals up to nine hits instead of eleven, but has increased damage on its first hit (2% → 3%) and last hit (1% → 2%).
      • Buff The last hit's knockback was not fully compensated (50 base/240 scaling → 56/190), slightly improving its KO potential.
    • Change The grounded version's last hit has a higher hitlag multiplier (2× → 2.5×).
    • Change The move uses unique sound effects on hit, rather than standard "kick" sound effects.
  • Bomb:
    • Buff Bombs explode earlier on contact (frame 22).
  • Zero Laser:
    • Buff When Samus unleashes Zero Laser, the jets on the back of her suit vent flames as exhaust, which deal damage.