User:Chliu: Difference between revisions
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Up Smash ending lag reduced by 10 frames<br /> | Up Smash ending lag reduced by 10 frames<br /> | ||
Forward Smash ending lag reduced by | Forward Smash ending lag reduced by 11 frames<br /> | ||
Down Smash ending lag reduced by 12 frames<br /> | Down Smash ending lag reduced by 12 frames<br /> | ||
Side Tilt, and Dash Attack both have 7 frames less ending lag<br /> | |||
Side Tilt, and Dash Attack both have | |||
Up Tilt has 5 frames less ending lag<br /> | Up Tilt has 5 frames less ending lag<br /> | ||
Line 47: | Line 45: | ||
Jab comes out 3 frames (8 - 5) earlier<br /> | Jab comes out 3 frames (8 - 5) earlier<br /> | ||
Up tilt does 3% more damage (9% - 12%)<br /> | Up tilt does 3% more damage (9% - 12%)<br /> | ||
Line 54: | Line 50: | ||
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 | Dash Attack deals 1% more damage (9-10)<br /> | ||
Back Throw does 1% more (10% - 11%), has changed angle (Sakurai to 45 degrees) and | Back Throw does 1% more (10% - 11%), has changed angle (Sakurai to 45 degrees) and increased knockback scaling (70-80)<br /> | ||
All aerials have less ending and landing lag<br /> | All aerials have less ending and landing lag<br /> | ||
Up air does 1% more<br /> | Up air does 1% more on the final hit<br /> | ||
Back Air has higher base knockback and knockback scaling<br /> | Back Air has higher base knockback and knockback scaling (30-38, 92-96)<br /> | ||
Autoreticle's reticles home (similar to Samus's missiles), do 0.5% more damage each, and have less start-up and end lag<br /> | Autoreticle's reticles home (similar to Samus's missiles), do 0.5% more damage each, and have less start-up and end lag<br /> | ||
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Down throw has lower base knockback and knockback scaling<br /> | Down throw has lower base knockback and knockback scaling<br /> | ||
Up throw does | Up throw does 7% damage<br /> | ||
All aerials have reduced end and landing lag<br /> | All aerials have reduced end and landing lag<br /> | ||
Down air meteor smashes more consistently, and has decreased start-up<br /> | Down air meteor smashes more consistently, and has decreased start-up and endlag<br /> | ||
Dancing Blade's up variation reliably connects and KOs much earlier<br /> | Dancing Blade's up variation reliably connects and KOs much earlier<br /> | ||
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Smash Attacks all have 4 frames less ending lag<br /> | Smash Attacks all have 4 frames less ending lag<br /> | ||
Shield Breaker shield damage increased (25 - | Shield Breaker shield damage increased (25 - 28), and has 2 frames less start-up<br /> | ||
'''Just for Lucina''': All attacks now do 13.5% more damage and knockback than Marth's, rather than 12.5%<br /> | '''Just for Lucina''': All attacks now do 13.5% more damage and knockback than Marth's, rather than 12.5%<br /> | ||
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'''Buffs for Zelda''': | '''Buffs for Zelda''': | ||
Lightning Kicks have a | Lightning Kicks have a bigger sweetspot hitbox, are autocancelable, and have a different angle (sakurai-37) <br /> | ||
Down Air does 2% more damage (16% - 18%)<br /> | Down Air does 2% more damage (16% - 18%)<br /> | ||
Down Throw has lower base knockback to combo more reliably | Down Throw has lower base knockback to combo more reliably (55-45)<br /> | ||
Down Smash comes out 1 frame quicker and has higher knockback scaling on both sides (85,96-90,100)<br /> | |||
Up Smash has a bigger hitbox<br /> | Up Smash has a bigger hitbox<br /> | ||
Jab comes out 4 frames quicker (11-7)<br /> | |||
Up Aerial has less landing and start-up lag<br /> | Up Aerial has less landing and start-up lag (14-12,19-17)<br /> | ||
Neutral Aerial has 5 frames less landing | Neutral Aerial has 5 frames less landing lag (19-14)<br /> | ||
Din's Fire is quicker, does more damage (+2%), has a bigger hitbox, for all variations<br /> | Din's Fire is quicker, does more damage (+2%), has a bigger hitbox, for all variations, with kb compensated<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 (13-11) and has slightly less ending lag <br /> | ||
Phantom Slash now can be charged for later, and takes less time to respawn (9 seconds - 7 seconds)<br /> | Phantom Slash now can be charged for later, and takes less time to respawn (9 seconds - 7 seconds)<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 ( | Zelda also has a faster dashing speed (1.3 - 1.48) and higher weight (85-89)<br /> | ||
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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<br /> | Forward Smash does 2% more damage for all variations, with kb compensated<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, | Down Smash does 2% more damage (10/12 - 12/14) and has much higher knockback scaling (46,48- 70,72)<br /> | ||
Jab connects much better<br /> | Jab connects much better<br /> | ||
Down Tilt deals 2% more (12%-14%) has higher knockback scaling<br /> | Down Tilt deals 2% more (12%-14%) has higher knockback scaling (48-56)<br /> | ||
Up Tilt has slightly less start-up lag<br /> | Up Tilt has slightly less start-up lag (15-13)<br /> | ||
Up Tilt also has higher knockback scaling<br /> | Up Tilt also has higher knockback scaling (100-110)<br /> | ||
Charge shot has more priority<br /> | Charge shot has more priority<br /> | ||
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Missiles/Super Missiles have significantly less 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 (26-40)<br /> | ||
Super Missiles have higher knockback scaling | Super Missiles have higher knockback scaling (65-75)<br /> | ||
Screw Attack | Last hit of Screw Attack on ground and in air deals 1.5% more damage (1-2.5)<br /> | ||
Bombs do 1% more damage for each variation, and executing the move gives Samus invincibility for 4 frames<br /> | Bombs do 1% more damage for each variation, with kb compensated, and executing the move gives Samus invincibility for 4 frames<br /> | ||
Forward Aerial has less landing (24 frames - 18 frames) and 3 frames | Forward Aerial has less landing (24 frames - 18 frames) and 3 frames lesslag <br /> | ||
Back Air has bigger sweetspot<br /> | Back Air has bigger sweetspot<br /> | ||
Z-air has 3 frames less | Z-air has 3 frames less landing lag (8-5) and does 1% more damage when it fully connects (4.5 -5.5)<br /> | ||
Grab has 6 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 /> | ||
Forward Throw increased knockback scaling (55-80)<br /> | |||
Samus also has a faster dashing speed, and is heavier (108-110)<br /> | Samus also has a faster dashing speed (1.504-1.542), and is heavier (108-110)<br /> |
Revision as of 22:04, June 4, 2016
Chliu | |
---|---|
Character info | |
Smash 4 mains | Zelda, Zero Suit Samus |
Other Smash 4 characters | Palutena, Samus, Lucina, Wii Fit Trainer, Peach, Robin, Villager, Link, Marth |
Miscellaneous info | |
NNID | mario1855 |
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 11 frames
Down Smash ending lag reduced by 12 frames
Side Tilt, and Dash Attack both have 7 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
Up tilt does 3% more damage (9% - 12%)
Forward Tilt can KO at very high percents due to increased knockback scaling
Dash Attack deals 1% more damage (9-10)
Back Throw does 1% more (10% - 11%), has changed angle (Sakurai to 45 degrees) and increased knockback scaling (70-80)
All aerials have less ending and landing lag
Up air does 1% more on the final hit
Back Air has higher base knockback and knockback scaling (30-38, 92-96)
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 7% damage
All aerials have reduced end and landing lag
Down air meteor smashes more consistently, and has decreased start-up and endlag
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 - 28), and has 2 frames less start-up
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 bigger sweetspot hitbox, are autocancelable, and have a different angle (sakurai-37)
Down Air does 2% more damage (16% - 18%)
Down Throw has lower base knockback to combo more reliably (55-45)
Down Smash comes out 1 frame quicker and has higher knockback scaling on both sides (85,96-90,100)
Up Smash has a bigger hitbox
Jab comes out 4 frames quicker (11-7)
Up Aerial has less landing and start-up lag (14-12,19-17)
Neutral Aerial has 5 frames less landing lag (19-14)
Din's Fire is quicker, does more damage (+2%), has a bigger hitbox, for all variations, with kb compensated
Nayru's Love does 2% more damage (12% - 14%), comes out quicker (13-11) 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 (1.3 - 1.48) and higher weight (85-89)
Buffs for Samus:
Hitboxes for Up Smash are bigger and connect better
Moves that had artificially increased her hurtboxes still do, but to a much lesser extent
Forward Smash does 2% more damage for all variations, with kb compensated
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 (46,48- 70,72)
Jab connects much better
Down Tilt deals 2% more (12%-14%) has higher knockback scaling (48-56)
Up Tilt has slightly less start-up lag (15-13)
Up Tilt also has higher knockback scaling (100-110)
Charge shot has more priority
Missiles/Super Missiles have significantly less end lag
Missiles home better, are noticeably faster, and have increased base knockback (26-40)
Super Missiles have higher knockback scaling (65-75)
Last hit of Screw Attack on ground and in air deals 1.5% more damage (1-2.5)
Bombs do 1% more damage for each variation, with kb compensated, and executing the move gives Samus invincibility for 4 frames
Forward Aerial has less landing (24 frames - 18 frames) and 3 frames lesslag
Back Air has bigger sweetspot
Z-air has 3 frames less landing lag (8-5) and does 1% more damage when it fully connects (4.5 -5.5)
Grab has 6 frames less ending lag for each variation, and the hitbox stays out 7 frames longer
Forward Throw increased knockback scaling (55-80)
Samus also has a faster dashing speed (1.504-1.542), and is heavier (108-110)