Nerf: Difference between revisions

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*{{SSBU|Marth}} has been moderately nerfed overall. While the faster engine provides Marth some benefits, it makes spacing tippers more difficult. This significantly impacts his kill potential. Jab connects significantly less reliably, nerfing one of his strongest tools from ''Smash 4''. Many professionals agree that his [[clone]]s ({{SSBU|Lucina}}, {{SSBU|Roy}}, and {{SSBU|Chrom}}) are all better characters. While Marth is not considered a low-tier, he is usually overlooked in favor of his clones.
*{{SSBU|Marth}} has been moderately nerfed overall. While the faster engine provides Marth some benefits, it makes spacing tippers more difficult. This significantly impacts his kill potential. Jab connects significantly less reliably, nerfing one of his strongest tools from ''Smash 4''. Many professionals agree that his [[clone]]s ({{SSBU|Lucina}}, {{SSBU|Roy}}, and {{SSBU|Chrom}}) are all better characters. While Marth is not considered a low-tier, he is usually overlooked in favor of his clones.
*{{SSBU|Sheik}} was one of the most potent characters in ''Smash 4'' due to her neutral game. In ''Ultimate'', her already low damage output was nerfed substantially. As a result, her long combos deal less damage than the rest of the cast's. Up throw is no longer a 50/50 setup. Overall, Sheik is considered less viable in ''Ultimate'' than in ''Smash 4''.
*{{SSBU|Sheik}} was one of the most potent characters in ''Smash 4'' due to her neutral game. In ''Ultimate'', her already low damage output was nerfed substantially. As a result, her long combos deal less damage than the rest of the cast's. Up throw is no longer a 50/50 setup. Overall, Sheik is considered less viable in ''Ultimate'' than in ''Smash 4''.
*{{SSBU|Mewtwo}} had its tail hitbox increased, leaving it more prone to combos and KOs despite its increased weight. Down tilt and forward aerial are slower, having less combo potential and guaranteed KOs, respectively. Lastly, its most noticeable nerf was in its air dodge, as it’s a less effective defensive option due to its increased ending lag and the removal of unlimited air dodging. Overall, Mewtwo isn’t considered a top tier like in ''Smash 4''.  
*{{SSBU|Mewtwo}} had its tail hitbox increased, leaving it more prone to combos and KOs despite its increased weight, which remains rather low. Down tilt and forward aerial are slower, having less combo potential and guaranteed KOs, respectively. Lastly, its most noticeable nerf was in its air dodge, as it’s a less effective defensive option due to its increased ending lag and the removal of unlimited air dodging. Overall, Mewtwo isn’t considered a top tier like in ''Smash 4''.  
*{{SSBU|Meta Knight}}'s combo game and KO ability were noticeably toned down even further. With his dash attack having more end lag and more knockback, it’s harder for him to use it to perform his up aerial combos, leading to a KO with neutral aerial or [[Shuttle Loop]]. Furthermore, [[Shuttle Loop]] is less reliable on getting KOs as its first hit now has a set knockback. While it’s still possible for Meta Knight to combo and get KOs with the same setups, it is nevertheless much harder to perform than his previous incarnation.
*{{SSBU|Meta Knight}}'s combo game and KO ability were noticeably toned down even further. With his dash attack having more end lag and more knockback, it’s harder for him to use it to perform his up aerial combos, leading to a KO with neutral aerial or [[Shuttle Loop]]. Furthermore, [[Shuttle Loop]] is less reliable on getting KOs as its first hit now has a set knockback. While it’s still possible for Meta Knight to combo and get KOs with the same setups, it is nevertheless much harder to perform than his previous incarnation.
*In previous games, {{SSBU|Diddy Kong}} was a top-tier character due to his combo game. However, Diddy Kong’s nerfs are apparent in ''Ultimate''. He has lost many useful utilities: his down tilt has less range, making follow-ups into up smash more inconsistent; his up aerial has less range; and his grab was made shorter. Diddy Kong's recovery was nerfed, with [[Monkey Flip]] and [[Rocketbarrel Boost]] traveling shorter distances, though the latter was patched in [[List_of_updates_(SSBU)/3.1.0_changelog|3.1.0]].
*In previous games, {{SSBU|Diddy Kong}} was a top-tier character due to his combo game. However, Diddy Kong’s nerfs are apparent in ''Ultimate''. He has lost many useful utilities: his down tilt has less range, making follow-ups into up smash more inconsistent; his up aerial has less range; and his grab was made shorter. Diddy Kong's recovery was nerfed, with [[Monkey Flip]] and [[Rocketbarrel Boost]] traveling shorter distances, though the latter was patched in [[List_of_updates_(SSBU)/3.1.0_changelog|3.1.0]].
*{{SSBU|Sonic}}'s changes in ''Ultimate'' generally nerfed his defensive options. His weight has been decreased and [[Spin Dash]] can no longer be canceled by shielding. This and the changes made to the [[jostle]] mechanic make him easier to punish. Offensively, his up aerial was nerfed so that it became more situational. Overall, Sonic has a harder time racking up damage and killing than his previous iterations. Though he hasn't performed as well as in ''Smash 4'', he has been performing generally well in ''Ultimate'' and his reception has improved compared to his initial reception.
*{{SSBU|Sonic}}'s changes in ''Ultimate'' generally nerfed his defensive options. His weight has been decreased and [[Spin Dash]] can no longer be canceled by shielding. This and the changes made to the [[jostle]] mechanic make him easier to punish. Offensively, his up aerial was nerfed so that it became more situational. Overall, Sonic has a harder time racking up damage and killing than his previous iterations. Though he hasn't performed as well as in ''Smash 4'', he has been performing generally well in ''Ultimate'' and his reception has improved compared to his initial reception.
*{{SSBU|Lucario}}'s one of its biggest nerfs was the changes to [[Rage]] because the rage multiplier was changed to 1.1× and it no longer affecting set knockback and [[Aura]] because its multiplier changed to x1.125 which both greatly reduces Lucario's extreme comeback factor. Another nerf was its weight was changed to 92 making it more difficult to survive at higher percents to take advantage of Aura and many of its special moves were nerfed for example [[Aura Sphere]] has less hitlag during charge, allowing characters to escape it much easier, and [[Extreme Speed]] had less distance and its controls have been modified where its initial flight direction is locked in a short period of time before flight begins, which can lead to unintentional self-destructs. Lucario's nerfs outweigh the buffs it received and is considered to be much worse than both of it’s iterations in ''Brawl'' and ''Smash 4''.  
*{{SSBU|Lucario}}'s one of its biggest nerfs was the changes to [[Rage]] because the rage multiplier was changed to 1.1× and it no longer affecting set knockback and [[Aura]] because its multiplier changed to x1.125 which both greatly reduces Lucario's extreme comeback factor. Another nerf was its weight was changed to 92, making it more difficult to survive at higher percents to take advantage of Aura and many of its special moves were nerfed for example [[Aura Sphere]] has less hitlag during charge, allowing characters to escape it much easier, and [[Extreme Speed]] had less distance and its controls have been modified where its initial flight direction is locked in a short period of time before flight begins, which can lead to unintentional self-destructs. Lucario's nerfs outweigh the buffs it received and is considered to be much worse than both of it’s iterations in ''Brawl'' and ''Smash 4''.  
*{{SSBU|Little Mac}}'s ground game was nerfed both by universal changes and outright nerfs to his ground moves. He is no longer capable of dashing through opponents, significantly affecting his mixup ability. Additionally, his combo potential was weakened: his down tilt and down throw have been made worse for combos, while up tilt was made unsafe at low percents. Little Mac is often considered a bottom-tier in ''Ultimate'' as opposed to his low-mid tier placement in ''Smash 4'', although patches have improved him somewhat over time.
*{{SSBU|Little Mac}}'s ground game was nerfed both by universal changes and outright nerfs to his ground moves. He is no longer capable of dashing through opponents, significantly affecting his mixup ability. Additionally, his combo potential was weakened: his down tilt and down throw have been made worse for combos, while up tilt was made unsafe at low percents. Little Mac is often considered a bottom-tier in ''Ultimate'' as opposed to his low-mid tier placement in ''Smash 4'', although patches have improved him somewhat over time.
*{{SSBU|Cloud}}’s [[Limit Charge|down special]] can no longer instant charge cancel, and his Limit status will disappear after 15 seconds if it is left unused while fully charged. His neutral aerial now has less range due to an altered animation. This makes it difficult to combo as it requires him to be closer to his opponent. His down air is now less of a combo option, as it now has more ending lag. Finally, his up aerial, previously known as one of the best moves in ''Smash 4'', has a much smaller hitbox and deals less damage. While he performs worse in ''Ultimate'' than in ''Smash 4'', Cloud is considered to be high tier despite his nerfs.
*{{SSBU|Cloud}}’s [[Limit Charge|down special]] can no longer instant charge cancel, and his Limit status will disappear after 15 seconds if it is left unused while fully charged, meaning he can no longer potentially have access to permanent or prolonged status effects and now has to use Limit Breaks within a short amount of time, which also renders them more predictable. His neutral aerial now has much less range due to an altered animation. This makes it difficult to combo as it requires him to be closer to his opponent. His down air is now less of a combo option, as it now has more ending lag. Finally, his up aerial, previously known as one of the best moves in ''Smash 4'', has a much smaller hitbox and deals less damage and knockback. While he performs worse in ''Ultimate'' than in ''Smash 4'', Cloud is considered to be high tier despite his nerfs.
*All of {{SSBU|Corrin}}’s special moves were markedly nerfed from ''Smash 4''. [[Dragon Fang Shot]] connects and combos less reliably, lessening its follow up potential. [[Dragon Lunge]], previously considered Corrin’s most versatile move, was significantly nerfed. The move has increased ending lag on all kicks and Corrin is now much easier to punish. Additionally, [[Draconic Ascent]] no longer grants Corrin extended distance, making recovery less safe. The [[Counter Surge]], previously the strongest counterattack in the game, has been dramatically nerfed, along with ending lag being increased. Corrin was considered a far less potent than in ''Smash 4'' but patches have improved him over time especially in the 8.0.0 update.
*All of {{SSBU|Corrin}}’s special moves were markedly nerfed from ''Smash 4''. [[Dragon Fang Shot]] connects and combos less reliably, lessening its follow up potential. [[Dragon Lunge]], previously considered Corrin’s most versatile move, was significantly nerfed. The move has increased ending lag on all kicks and Corrin is now much easier to punish. Additionally, [[Draconic Ascent]] no longer grants Corrin extended distance, making recovery less safe. The [[Counter Surge]], previously the strongest counterattack in the game, has been dramatically nerfed, along with ending lag being increased. Corrin was considered a far less potent than in ''Smash 4'' but patches have improved him over time especially in the 8.0.0 update.
*{{SSBU|Bayonetta}} was widely considered the best character in ''Smash 4'', with many competitors considering her [[broken]] because of her [[ladder combo]]s along with an incredibly versatile moveset with devastating punishment options. As such, she has been significantly nerfed in ''Ultimate''. While she is still capable of racking up damage, her KO prowess and frame-data have been heavily reduced to the point of being relatively lacking compared to most of the cast and her combo moves are much less reliable for leading into KOs, especially vertically due to her up aerial now launching at a weak horizontal angle. Heel Slide and After Burner Kick are both much more punishable on shield due to the former not activating the second hit on a shielded opponent whereas the latter cannot perform the move a second time on shield, making her side special much riskier to use as a combo starter overall. Witch Time’s duration has been reduced substantially to the point where she may not have time to even land an uncharged smash attack. In ''Ultimate'', she is often considered to be mediocre because of her inconsistency and difficulty scoring KOs.
*{{SSBU|Bayonetta}} was widely considered the best character in ''Smash 4'', with many competitors considering her [[broken]] because of her [[ladder combo]]s along with an incredibly versatile moveset with devastating punishment options. As such, she has been significantly nerfed in ''Ultimate''. While she is still capable of racking up damage, her KO prowess and frame-data have been heavily reduced to the point of being relatively lacking compared to most of the cast and her combo moves are much less reliable for leading into KOs, especially vertically due to her up aerial now launching at a weak horizontal angle. Heel Slide and After Burner Kick are both much more punishable on shield due to the former not activating the second hit on a shielded opponent whereas the latter cannot perform the move a second time on shield, making her side special much riskier to use as a combo starter overall. Witch Time’s duration has been reduced substantially to the point where she may not have time to even land an uncharged smash attack. In ''Ultimate'', she is often considered to be mediocre because of her inconsistency and difficulty scoring KOs.
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