User:Chliu: Difference between revisions
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Hi! My mains are ZSS, Lucina | 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. :) | ||
Competency Chart | |||
My personal tier list<br /> | My personal tier list<br /> | ||
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'''Buffs for Palutena''': | '''Buffs for Palutena''': | ||
Up Smash ending lag reduced | Up Smash ending lag reduced by 10 frames<br /> | ||
Forward Smash ending lag reduced | Forward Smash ending lag reduced by 12 frames<br /> | ||
Down Smash ending lag reduced | 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 | 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 | 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 /> | ||
Palutena also has increased aerial movement speed and is | Palutena also has increased aerial movement speed and is heavier (91-97)<br /> | ||
'''Buffs for Lucina/Marth''': | '''Buffs for Lucina/Marth''': | ||
Down throw has | 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 | 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 /> | ||
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 | 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 | Down Air does 2% more damage (16% - 18%)<br /> | ||
Down Throw has | 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 | 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) | Forward Tilt now does 2% more (10/12 - 12/14)<br /> | ||
Up Aerial has less landing and | Up Aerial has less landing and start-up lag<br /> | ||
Neutral Aerial has less landing | Neutral Aerial has 5 frames less landing lagd<br /> | ||
Din's Fire is quicker, does more damage (+ | 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 | 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 | 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 /> | ||
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 | Down Tilt deals 2% more (12%-14%) has higher knockback scaling<br /> | ||
Up Tilt has slightly less start-up | 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 /> | ||
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 | 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 | 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 - 18 frames) and 3 frames ending lag<br /> | |||
Back Air has bigger sweetspot<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 | Grab has 6 frames less ending lag for each variation, and the hitbox stays out 7 frames longer<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 | 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)