Template:SSB4 to SSBU changelist/Olimar: Difference between revisions
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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the aesthetic used in ''Ultimate'', Olimar's model features a more vibrant color scheme. His proportions have been adjusted; he has a slightly smaller nose and eyes, and his skin tone is paler. His | *{{change|Due to the aesthetic used in ''Ultimate'', Olimar's model features a more vibrant color scheme. His proportions have been adjusted; he has a slightly smaller nose and eyes, and his skin tone is paler. His spacesuit and life-support systems have more subtle detailing, and his helmet has a more glossy sheen. The new detailing is also expressed by [[Alph]].}} | ||
*{{change|Olimar's antenna has less independent physics, allowing it to move more naturally.}} | *{{change|Olimar's antenna has less independent physics, allowing it to move more naturally.}} | ||
*{{change|Olimar's helmet cracks after taking a certain amount of damage, but will quickly be repaired. It also appears cracked when he is [[Screen KO]]'d.}} | *{{change|Olimar's helmet cracks after taking a certain amount of damage, but will quickly be repaired. It also appears cracked when he is [[Screen KO]]'d.}} | ||
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*{{change|Pikmin now have trails that match their colors when attacking, like in the ''Pikmin'' games.}} | *{{change|Pikmin now have trails that match their colors when attacking, like in the ''Pikmin'' games.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Like all characters, Olimar's [[jumpsquat]] animation takes three frames to complete (down from 5).}} | *Olimar: | ||
*{{buff|Olimar [[walk|walks]] slightly faster (0.9 → 0.945).}} | **{{buff|Like all characters, Olimar's [[jumpsquat]] animation takes three frames to complete (down from 5).}} | ||
*{{buff|Olimar [[dash]]es faster (1.47 → 1.617).}} | **{{buff|Olimar [[walk|walks]] slightly faster (0.9 → 0.945).}} | ||
*{{buff|Olimar's initial dash | **{{buff|Olimar [[dash]]es faster (1.47 → 1.617).}} | ||
*{{buff|Olimar's [[air speed]] is slightly | ***{{buff|Olimar's [[initial dash]] is also marginally faster (1.6 → 1.606), although it is much slower relative to the roster.}} | ||
*{{nerf|All Pikmin | **{{buff|Olimar's [[air speed]] is slightly faster (0.82 → 0.861).}} | ||
**{{nerf|Red, Yellow: 8 → 6.}} | **{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15).}} | ||
**{{nerf|Blue: 11 → 8.}} | **{{nerf|Back roll has more startup with less intangibility (frames 4-16 → 5-16) and more ending lag (FAF 29 → 34).}} | ||
**{{nerf|White: 7 → 5.}} | **{{buff|[[Spot dodge]] has less ending lag (FAF 26 → 25).}} | ||
**{{nerf|Purple: 13 → 11.}} | **{{buff|[[Air dodge]] grants more intangibility (frames 3-27 → 3-29).}} | ||
*{{nerf|Pikmin can be [[Item swallowing|swallowed]].}} | **{{nerf|Air dodge has drastically more ending lag (FAF 32 → 57).}} | ||
*{{nerf|Pikmin can get stuck on platforms if they were plucked beneath them, making it impossible to use them for attacks for a while.}} | **{{buff|Olimar's hurtbox is modeled around his body instead of being a giant orb around him. This effectively gives him a smaller hurtbox around some parts of his body, making him harder to hit.}} | ||
*{{nerf|Pikmin in Olimar's squad are no longer intangible directly after Olimar gets hit with a high knockback move, making it possible to kill the Pikmin and send Olimar offstage without any Pikmin.}} | ***{{nerf|However, Olimar has a larger hurtbox vertically.}} | ||
*{{nerf|Pikmin can die from hitboxes that Olimar already shielded or perfect shielded, making it very hard to punish the attack.}} | *Pikmin: | ||
**{{nerf|All Pikmin have less HP.}} | |||
***{{nerf|Red, Yellow: 8 → 6.}} | |||
***{{nerf|Blue: 11 → 8.}} | |||
***{{nerf|White: 7 → 5.}} | |||
***{{nerf|Purple: 13 → 11.}} | |||
**{{nerf|Pikmin can be [[Item swallowing|swallowed]].}} | |||
**{{nerf|Pikmin can get stuck on platforms if they were plucked beneath them, making it impossible to use them for attacks for a while.}} | |||
**{{nerf|Pikmin in Olimar's squad are no longer intangible directly after Olimar gets hit with a high knockback move, making it possible to kill the Pikmin and send Olimar offstage without any Pikmin.}} | |||
**{{nerf|Pikmin can die from hitboxes that Olimar already shielded or perfect shielded, making it very hard to punish the attack.}} | |||
*{{nerf|When a Pikmin dies, it becomes the active Pikmin in Olimar's squad, making it impossible to use Pikmin for attacks for a short while.}} | *{{nerf|When a Pikmin dies, it becomes the active Pikmin in Olimar's squad, making it impossible to use Pikmin for attacks for a short while.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: |
Revision as of 10:29, February 5, 2024
Aesthetics
- Due to the aesthetic used in Ultimate, Olimar's model features a more vibrant color scheme. His proportions have been adjusted; he has a slightly smaller nose and eyes, and his skin tone is paler. His spacesuit and life-support systems have more subtle detailing, and his helmet has a more glossy sheen. The new detailing is also expressed by Alph.
- Olimar's antenna has less independent physics, allowing it to move more naturally.
- Olimar's helmet cracks after taking a certain amount of damage, but will quickly be repaired. It also appears cracked when he is Screen KO'd.
- Olimar now only jumps twice during his up taunt, shortening its duration.
- Sidestep and ledge-hanging's animations have changed.
- Pikmin now always face the screen regardless of which direction they turn.
- Pikmin now have trails that match their colors when attacking, like in the Pikmin games.
Attributes
- Olimar:
- Like all characters, Olimar's jumpsquat animation takes three frames to complete (down from 5).
- Olimar walks slightly faster (0.9 → 0.945).
- Olimar dashes faster (1.47 → 1.617).
- Olimar's initial dash is also marginally faster (1.6 → 1.606), although it is much slower relative to the roster.
- Olimar's air speed is slightly faster (0.82 → 0.861).
- Forward roll grants less intangibility (frames 4-16 → 4-15).
- Back roll has more startup with less intangibility (frames 4-16 → 5-16) and more ending lag (FAF 29 → 34).
- Spot dodge has less ending lag (FAF 26 → 25).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has drastically more ending lag (FAF 32 → 57).
- Olimar's hurtbox is modeled around his body instead of being a giant orb around him. This effectively gives him a smaller hurtbox around some parts of his body, making him harder to hit.
- However, Olimar has a larger hurtbox vertically.
- Pikmin:
- All Pikmin have less HP.
- Red, Yellow: 8 → 6.
- Blue: 11 → 8.
- White: 7 → 5.
- Purple: 13 → 11.
- Pikmin can be swallowed.
- Pikmin can get stuck on platforms if they were plucked beneath them, making it impossible to use them for attacks for a while.
- Pikmin in Olimar's squad are no longer intangible directly after Olimar gets hit with a high knockback move, making it possible to kill the Pikmin and send Olimar offstage without any Pikmin.
- Pikmin can die from hitboxes that Olimar already shielded or perfect shielded, making it very hard to punish the attack.
- All Pikmin have less HP.
- When a Pikmin dies, it becomes the active Pikmin in Olimar's squad, making it impossible to use Pikmin for attacks for a short while.
Ground attacks
- Neutral attack:
- Neutral attack 1 has less ending lag (FAF 30 → 20).
- Its angles have been altered (361°/80° → 361°/180°) making it a more consistent jab locking tool but hindering its jab canceling potential.
- Jab 2's hitboxes have been moved inwards (Z offset: 7/13 → 6/10) reducing its range. Oddly, the animation has not been properly altered, and so suggests the move has more range than it actually does.
- Jab 2's sweetspot is closer to the sourspot now, and the sourspot is bigger (2.5u → 2.8u). Due to it taking priority over the sweetspot this makes the sweetspot much harder to land.
- Neutral attack 1 has less ending lag (FAF 30 → 20).
- Dash attack:
- Dash attack has a bigger hitbox (3.5u (clean)/3.5u (late) → 5u/4.5u).
- Up tilt:
- Up tilt has less ending lag (FAF 45 → 39).
- All smash attacks:
- The damage multipliers when using smash attacks with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).
- Forward smash:
- Forward smash deals more damage when using red or purple Pikmin.
- Red: 17.4% (clean)/12% (mid)/7.2% (late) → 20.3%/14%/8.4%
- Purple: 20.3% (clean)/14% (mid)/8.4% (late) → 23.2%/16%/9.6%
- Forward smash has more ending lag (FAF 40 → 43).
- Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).
- Forward smash deals more damage when using red or purple Pikmin.
- Up smash:
- Up smash deals more damage when using red or purple Pikmin with knockback scaling compensated.
- Red: 15.6% (clean)/12% (weak)/13.2% (late) → 18.2%/14%/15.4%, knockback scaling: 83/74/78 → 72/64/68
- Purple: 18.2% (clean)/14% (weak)/15.4% (late) → 20.8%/16%/17.6%, knockback scaling: 81/72/78 → 72/64/68
- Up smash has significantly less ending lag (FAF 56 → 40), increasing its safety and giving it combo potential.
- Up smash deals more damage when using red or purple Pikmin with knockback scaling compensated.
- Down smash:
- Down smash deals more damage when using red or purple Pikmin.
- Red: 13.2% (clean)/10.8% (late) → 15.4%/12.6%
- Purple: 15.4% (clean)/12.6% (late) → 17.6%/14.4%
- Down smash deals more damage when using red or purple Pikmin.
Aerial attacks
- All aerials have less landing lag (15 frames → 13 (neutral), 15 → 9 (forward/back), 30 → 18 (up/down)).
- All aerials involving Pikmin have Transcendent priority.
- All aerials that use Pikmin have more range.
- The damage multipliers when using aerials with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).
- Neutral aerial:
- Neutral aerial's hitboxes are smaller (loop: 3.5u/2.5u/2.5u/3.5u → 3u/2u/2u/3u, last: 5u/4u/4u/5u → 4u/3u/3u/4u).
- Forward aerial:
- Forward aerial deals more damage when using red or purple Pikmin.
- Red: 10.2% → 11.9%
- Purple: 11.9% → 13.6%
- Forward aerial deals more damage when using red or purple Pikmin.
- Back aerial:
- Back aerial deals more damage when using red or purple Pikmin.
- Red: 12.9% → 15.1%
- Purple: 15.1% → 17.2%
- Back aerial deals more damage when using red or purple Pikmin.
- Up aerial and down aerial:
- They deal more damage when using red or purple Pikmin.
- Red: 10.8% → 12.6%
- Purple: 12.6% → 14.4%
- They auto-cancel one frame later (frame 30 → 31).
- They deal more damage when using red or purple Pikmin.
Throws and other attacks
- Grabs:
- All Pikmin in Olimar's squad will be used at once for his grab, significantly improving its potential range. The more Pikmin he has, the greater the range.
- All grabs have slightly more startup lag (frame 10 → 12).
- Attempting to grab near a ledge using Pikmin that were plucked just before that will cause the grab to have no hitbox.
- All grabs' ending lag is changed and depends on the amount of Pikmin in Olimar's squad.
- Standing: FAF 50 → 42/48/57 (1/2/3 Pikmin).
- Dash: FAF 53 → 50/58/69 (1/2/3 Pikmin).
- Pivot: FAF 36 → 45/52/61 (1/2/3 Pikmin).
- Pummel:
- Pummel is a quick upward punch from Olimar himself. It is much faster than his previous pummel, but deals less damage.
- Olimar can no longer benefit from the high-damaging pummel of White Pikmin.
- Forward throw:
- Forward throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Red: 5.6% → 5.6%/6.1%/6.7% (1/2/3 Pikmin).
- Yellow, White, Purple: 7% → 7%/7.7%/8.4% (1/2/3 Pikmin).
- Blue: 11.2% → 11.8%/13%/14.2% (1/2/3 Pikmin).
- Forward throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Back throw:
- Back throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Red: 7.2% → 7.2%/7.9%/8.6% (1/2/3 Pikmin).
- Yellow, White, Purple: 9% → 9%/9.9%/10.8% (1/2/3 Pikmin).
- Blue: 14.4% → 15.3%/16.8%/18.3% (1/2/3 Pikmin).
- Back throw deals significantly more knockback when using blue Pikmin.
- Back throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Up throw:
- Up throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Red: 6.4% → 6.4%/7%/7.6% (1/2/3 Pikmin).
- Yellow, White, Purple: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
- Blue: 12.8% → 13.5%/14.8%/16.2% (1/2/3 Pikmin).
- Up throw deals significantly more knockback when using blue Pikmin, being the strongest up throw in the game.
- Up throw has a more exaggerated animation.
- Up throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Down throw:
- Down throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Red: 6.6% → 6.6%/7.2%/7.9% (1/2/3 Pikmin).
- Yellow: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
- White: 7.8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
- Purple: 8.4% → 8%/8.8%/9.6% (1/2/3 Pikmin).
- Blue: 12.2% → 12.8%/14.1%/15.4% (1/2/3 Pikmin).
- Down throw sends opponents at a more horizontal angle, reducing its combo potential.
- Down throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
Special moves
- Pikmin Throw:
- Pikmin that latch onto opponents deal more damage (1.1% → 2% (Red, Yellow, Blue), 3.7% → 4.7% (White)).
- Pikmin take fall damage when thrown and landing on the ground.
- The removal of multiple player slot glitch and changes to jostle mechanics no longer crashes the game with Pikmin Throw.
- Opponents make a discomforted facial expression (the same expression used by poisoned fighters) when a Pikmin is latched onto them.
- Winged Pikmin:
- Winged Pikmin travels a significantly shorter distance with consecutive uses.
- If Pikmin are in certain animations while using Winged Pikmin, attempting to use them for aerials will cause the attack to have no hitbox.
- Pikmin Order:
- Olimar orders his Pikmin much sooner (frame 12 → 2).
- Pikmin Order has less ending lag (FAF 21 → 18).
- Olimar gains super armor sooner (frame 6 → 2), much like in Brawl. This improves its use as a defensive tool and as a combo breaker.
- However, it also has a shorter duration (frames 6-12 → 2-7). This effectively increases the move's ending lag despite its reduced total duration.
- Pikmin Order's whistling animation is less exaggerated. This new animation is shorter (39 frames → 33), decreasing the amount of time Olimar cannot grab the ledge after performing the move in the air.
- End of Day
- End of Day has been significantly sped up, with the Hocotate Ship crashing onto the stage almost immediately after the move's cutscene.
- The explosion has less knockback scaling (140 (sweetspot)/125 (sourspot) → 120/105).