User:Chliu: Difference between revisions

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Hi! My mains are ZSS, Lucina, Palutena, and WFT. I often use Zelda, Marth, Robin, Samus, and Villager. I occasionally use Ike, Shulk, Link, Peach and rarely Captain Falcon.<br />
Hi! My mains are ZSS and Palutena. I secondary Zelda, Samus, Lucina, and WFT. I often use Marth, Robin, Villager, Link, and Peach. <br />




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I also love music, Disney, and Studio Ghibli. :)
I also love music, Disney, and Studio Ghibli. :)


In addition I do not believe that any character is brain dead (though Mario comes close), no customs are broken (although some are very good), and no character is overpowered or cheap. ZSS has definitely been called brain dead and "Zero skill spamus" too many times to count when she actually has a higher learning curve than most characters. I don't believe that how a character is played in For Glory is a good representation of how everyone plays the character i.e. Link, Samus, ZSS, Mario, Captain Falcon, Little Mac, etc. Finally, because of how few Palutena mains there are, people fail to remember that she has probably the highest skill curve and think characters such as Shulk are more difficult to play than her, when they are not. Peach, Ryu, ROB and more characters are more difficult to play than Shulk.<br />




Why Certain Customs aren't Broken:<br />
Villager: Counter Tree/Exploding Balloons - The counter tree sacrifices power and Villager's ability to play aggressively, exploding balloons give Villager a much worse recovery and can be punished if it isn't used right.<br />
Donkey Kong: Kong Cyclone - Can be airdogded to avoid damage, has less vertical distance, grounded version isn't good, and can be avoided by shielding.<br />
Pikachu: Heavy Skull Bash - This is ONE move, it is not spammable, also it is easily punishable.<br />
Rosalina: Warp Luma - it teleports Luma to a set distance, meaning it can be predicted and shielded.<br />
Dr. Mario: Soaring Tornado - can be dealt with by shielding and grabbing.<br />
As for lower tiers, you really can't complain. Also, these customs are in fact better than their default moves, but they're not overpowered.<br />


Competency Chart


Competency Chart ''with'' customs<br />


http://i.imgur.com/95cOtNR.png<br />






My personal tier list<br />
My personal tier list<br />
http://i.imgur.com/4MTmTEz.png<br />
 




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'''Buffs for Palutena''':
'''Buffs for Palutena''':


Up Smash ending lag reduced (43 frames - 40 frames)<br />
Up Smash ending lag reduced by 10 frames<br />


Forward Smash ending lag reduced (48 frames - 39 frames)<br />
Forward Smash ending lag reduced by 12 frames<br />


Down Smash ending lag reduced (53 frames - 42 frames)<br />
Down Smash ending lag reduced by 12 frames<br />


Down Smash lacks a sourspot<br />
Down Smash lacks a sourspot<br />
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Jab comes out 3 frames (8 - 5) earlier<br />
Jab comes out 3 frames (8 - 5) earlier<br />


Smash Attacks do 2% more each and have higher base knockback<br />
Smash Attacks do 1% more each and have higher base knockback<br />


Up tilt does 3% more damage (9% - 12%)<br />
Up tilt does 3% more damage (9% - 12%)<br />
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Forward Tilt can KO at very high percents due to increased knockback scaling<br />
Forward Tilt can KO at very high percents due to increased knockback scaling<br />


Dash Attack has higher base knockback<br />
Dash Attack has higher knockback scaling<br />


Back Throw does 1% more (10% - 11%), has changed angle (Sakurai to 45 degrees) and higher base knockback and knockback scaling<br />
Back Throw does 1% more (10% - 11%), has changed angle (Sakurai to 45 degrees) and higher base knockback and knockback scaling<br />
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Counter has less start-up and end lag, and now lacks a sourspot<br />
Counter has less start-up and end lag, and now lacks a sourspot<br />


Warp now has a small windbox<br />


Palutena also has increased aerial movement speed and is slightly heavier<br />
Palutena also has increased aerial movement speed and is heavier (91-97)<br />




'''Buffs for Lucina/Marth''':
'''Buffs for Lucina/Marth''':
Marth and Lucina's Falchion has noticeably longer range<br />




Down throw has less end lag and can be comboed into consistently<br />
Down throw has lower base knockback and knockback scaling<br />


Up throw does 8% damage now and kills 20% eariler<br />
Up throw does 8% damage now and kills 20% eariler<br />
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Dancing Blade's up variation reliably connects and KOs much earlier<br />
Dancing Blade's up variation reliably connects and KOs much earlier<br />


Dancing Blade has reduced end and starting lag<br />
Dancing Blade has reduced end lag<br />


Forward Tilt has higher knockback scaling, where it now can KO reliably at higher percents<br />
Forward Tilt has higher knockback scaling, where it now can KO reliably at higher percents<br />


Up Tilt has less end lag (36 - 32) and has increased knockback scaling<br />


Forward Aerial's reduced ending/landing lag allows it to preform true combos<br />
Forward Aerial's reduced ending/landing lag allows it to preform true combos<br />


Dash Attack has high base knockback, but slightly less knockback scaling<br />
Dash Attack has higher base knockback, but slightly less knockback scaling<br />


Smash Attacks all have 4 frames less ending lag<br />
Smash Attacks all have 4 frames less ending lag<br />
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'''Buffs for Zelda''':
'''Buffs for Zelda''':


Lightning Kicks have a much bigger hitbox, are less laggy, and have increased base knockback<br />
Lightning Kicks have a much bigger sweetspot hitbox, are less laggy, and have increased base knockback<br />


Down Air has less end and landing lag and does 2% more damage (16% - 18%)<br />
Down Air does 2% more damage (16% - 18%)<br />


Down Throw has less end lag and lower base knockback to combo more reliably<br />
Down Throw has lower base knockback to combo more reliably<br />


Down Smash comes out 1 frame quicker, has higher knockback scaling on both sides, and has 6 frames less ending lag<br />
Down Smash comes out 1 frame quicker, has higher knockback scaling on both sides, and has 6 frames less ending lag<br />


Forward Smash has slightly higher base knockback and knockback scaling<br />
Forward Smash has slightly knockback scaling<br />


Up Smash has a bigger hitbox<br />
Up Smash has a bigger hitbox<br />


Forward Tilt now does 2% more (10/12 - 12/14) and has higher knockback scaling<br />
Forward Tilt now does 2% more (10/12 - 12/14)<br />


Up Aerial has less landing and end lag, and has higher knockback scaling<br />
Up Aerial has less landing and start-up lag<br />


Neutral Aerial has less landing lag and does 2% more when fully connected<br />
Neutral Aerial has 5 frames less landing lagd<br />


Din's Fire is quicker, does more damage (+3%), has a bigger hitbox, for all variations<br />
Din's Fire is quicker, does more damage (+2%), has a bigger hitbox, for all variations<br />


Nayru's Love does 2% more damage (12% - 14%), comes out quicker and has slightly less ending lag<br />
Nayru's Love does 2% more damage (12% - 14%), comes out quicker and has slightly less ending lag<br />
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Farore's Wind has 6 less frames of landing lag and 6 frames less ending lag<br />
Farore's Wind has 6 less frames of landing lag and 6 frames less ending lag<br />


Zelda also has a faster dashing speed and air movement speed<br />
Zelda also has a faster dashing speed (around that of Link) and air movement speed<br />




'''Buffs for Samus''':
'''Buffs for Samus''':


Hitboxes for Up Smash, Forward Smash, and Down Air are bigger<br />
Hitboxes for Up Smash<br />


Moves that had artificially increased her hurtboxes still do, but to a much lesser extent<br />
Moves that had artificially increased her hurtboxes still do, but to a much lesser extent<br />


Forward Smash does 2% more damage for all variations and has increased knockback scaling<br />
Forward Smash does 2% more damage for all variations<br />


Up smash does 1% more damage (18% - 19%) when all hits connect and has 5 frames less ending lag<br />
Up smash does 1% more damage (18% - 19%) when all hits connect and has 5 frames less ending lag<br />


Up smash connects much better<br />


Down Smash does 2% more damage (10/12 - 12/14) and has much higher knockback scaling, killing midweights at the center of the stage at around 160%<br />
Down Smash does 2% more damage (10/12 - 12/14) and has much higher knockback scaling, killing midweights at the center of the stage at around 160%<br />
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Jab connects much better<br />
Jab connects much better<br />


Down Tilt causes more hit stun, and has much higher knockback scaling<br />
Down Tilt deals 2% more (12%-14%) has higher knockback scaling<br />


Up Tilt has slightly less start-up lag and end lag<br />
Up Tilt has slightly less start-up lag<br />


Up Tilt also has higher knockback scaling<br />
Up Tilt also has higher knockback scaling<br />


Forward Tilt does 1% more damage in all variations and has significantly increased base knockback for sweet and sourspots<br />


Charge Shot is slightly faster and can be charged mid air<br />
 
Charge Shot has priority over most projectiles and attacks<br />
Charge Shot has priority over most projectiles and attacks<br />




Missiles/Super Missiles have significantly less start-up and end lag<br />
Missiles/Super Missiles have significantly less end lag<br />


Missiles home better, are noticeably faster, and have increased base knockback<br />
Missiles home better, are noticeably faster, and have increased base knockback<br />
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Screw Attack has higher knockback scaling<br />
Screw Attack has higher knockback scaling<br />


Bombs do 1% more damage for each variation, and executing the move gives Samus invincibility for 5 frames<br />
Bombs do 1% more damage for each variation, and executing the move gives Samus invincibility for 4 frames<br />
 
Forward Aerial has less landing (24 frames - 16 frames) and 3 frames ending lag, with increased knockback scaling<br />


Back Air has bigger sweetspot, and slightly increased knockback scaling<br />
Forward Aerial has less landing (24 frames - 18 frames) and 3 frames ending lag<br />


Neutral Aerial has increased base knockback and knockback scaling<br />
Back Air has bigger sweetspot<br />


Neutral Aeiral has a bigger hitbox, does 1% more for each kick, and has 2 frames less ending lag<br />


Z-air has 3 frames less ending lag and does 1% more damage when it fully connects<br />
Z-air has 3 frames less ending lag and does 1% more damage when it fully connects<br />


Grab has 28 frames less ending lag for each variation, and the hitbox stays out 7 frames longer<br />
Grab has 6 frames less ending lag for each variation, and the hitbox stays out 7 frames longer<br />


Pummel damage slightly increased (1.2% - 1.3%)<br />


Back Throw increased knockback scaling, now can kill at around 150% off the side of the stage<br />
Back Throw increased knockback scaling, now can kill at around 150% off the side of the stage<br />


Samus also has a slightly faster fall speed and dashing speed<br />
Samus also has a faster dashing speed, and is heavier (108-110)<br />

Revision as of 15:12, April 6, 2016

Hi! My mains are ZSS and Palutena. I secondary Zelda, Samus, Lucina, and WFT. I often use Marth, Robin, Villager, Link, and Peach.


My NNID is mario1855; I play Wii U only.


My favorite nintendo franchises are Metroid, Kirby, Mario, Pokemon, and I like LOZ. I also play many games outside of Nintendo.


I also love music, Disney, and Studio Ghibli. :)



Competency Chart



My personal tier list



Buffs for Palutena:

Up Smash ending lag reduced by 10 frames

Forward Smash ending lag reduced by 12 frames

Down Smash ending lag reduced by 12 frames

Down Smash lacks a sourspot

Side Tilt, and Dash Attack both have 8 frames less ending lag
Up Tilt has 5 frames less ending lag


Up Tilt connects better and has a bigger hitbox

Jab comes out 3 frames (8 - 5) earlier

Smash Attacks do 1% more each and have higher base knockback

Up tilt does 3% more damage (9% - 12%)

Forward Tilt can KO at very high percents due to increased knockback scaling

Dash Attack has higher knockback scaling

Back Throw does 1% more (10% - 11%), has changed angle (Sakurai to 45 degrees) and higher base knockback and knockback scaling

All aerials have less ending and landing lag

Up air does 1% more

Back Air has higher base knockback and knockback scaling

Autoreticle's reticles home (similar to Samus's missiles), do 0.5% more damage each, and have less start-up and end lag

Reflect has higher reflect damage (1.17x - 1.25x), follows Palutena, and has less endlag

Reflect also prevents opponents from crossing it as long as it's out

Counter has less start-up and end lag, and now lacks a sourspot


Palutena also has increased aerial movement speed and is heavier (91-97)


Buffs for Lucina/Marth:


Down throw has lower base knockback and knockback scaling

Up throw does 8% damage now and kills 20% eariler

All aerials have reduced end and landing lag

Down air meteor smashes more consistently, and has decreased start-up

Dancing Blade's up variation reliably connects and KOs much earlier

Dancing Blade has reduced end lag

Forward Tilt has higher knockback scaling, where it now can KO reliably at higher percents


Forward Aerial's reduced ending/landing lag allows it to preform true combos

Dash Attack has higher base knockback, but slightly less knockback scaling

Smash Attacks all have 4 frames less ending lag

Shield Breaker shield damage increased (25 - 30), and has less start-up and ending lag

Just for Lucina: All attacks now do 13.5% more damage and knockback than Marth's, rather than 12.5%

Just for Marth: Sourspots now do slightly more damage and knockback


Buffs for Zelda:

Lightning Kicks have a much bigger sweetspot hitbox, are less laggy, and have increased base knockback

Down Air does 2% more damage (16% - 18%)

Down Throw has lower base knockback to combo more reliably

Down Smash comes out 1 frame quicker, has higher knockback scaling on both sides, and has 6 frames less ending lag

Forward Smash has slightly knockback scaling

Up Smash has a bigger hitbox

Forward Tilt now does 2% more (10/12 - 12/14)

Up Aerial has less landing and start-up lag

Neutral Aerial has 5 frames less landing lagd

Din's Fire is quicker, does more damage (+2%), has a bigger hitbox, for all variations

Nayru's Love does 2% more damage (12% - 14%), comes out quicker and has slightly less ending lag

Phantom Slash now can be charged for later, and takes less time to respawn (9 seconds - 7 seconds)

Farore's Wind has 6 less frames of landing lag and 6 frames less ending lag

Zelda also has a faster dashing speed (around that of Link) and air movement speed


Buffs for Samus:

Hitboxes for Up Smash

Moves that had artificially increased her hurtboxes still do, but to a much lesser extent

Forward Smash does 2% more damage for all variations

Up smash does 1% more damage (18% - 19%) when all hits connect and has 5 frames less ending lag


Down Smash does 2% more damage (10/12 - 12/14) and has much higher knockback scaling, killing midweights at the center of the stage at around 160%

Jab connects much better

Down Tilt deals 2% more (12%-14%) has higher knockback scaling

Up Tilt has slightly less start-up lag

Up Tilt also has higher knockback scaling


Charge Shot has priority over most projectiles and attacks


Missiles/Super Missiles have significantly less end lag

Missiles home better, are noticeably faster, and have increased base knockback

Super Missiles have higher knockback scaling, and can KO at very high percents

Screw Attack has higher knockback scaling

Bombs do 1% more damage for each variation, and executing the move gives Samus invincibility for 4 frames

Forward Aerial has less landing (24 frames - 18 frames) and 3 frames ending lag

Back Air has bigger sweetspot


Z-air has 3 frames less ending lag and does 1% more damage when it fully connects

Grab has 6 frames less ending lag for each variation, and the hitbox stays out 7 frames longer


Back Throw increased knockback scaling, now can kill at around 150% off the side of the stage

Samus also has a faster dashing speed, and is heavier (108-110)