Template:SSB4 to SSBU changelist/Villager

From SmashWiki, the Super Smash Bros. wiki
< Template:SSB4 to SSBU changelist
Revision as of 17:09, July 16, 2020 by Black Vulpine (talk | contribs) (→‎Ground attacks: Last rollback was a misfire, but it turns out I would have ended up reverting it normally anyway due to the unnecessary capitalisation change.)
Jump to navigationJump to search

Aesthetics

  • Change Due to the aesthetic used in Ultimate, Villager's model features a more subdued color scheme. His facial features appear less realistic and "faded"; the shadow of his hair has been adjusted, and his skin tone is slightly darker. Additionally, his clothing features subtle detailing. These changes are also expressed in all of Villager's costumes.
  • Change Villager's seventh and eight alternate costumes now have a dark skin tone.
  • Change Villager always faces the screen regardless of which direction he turns, causing all of his animations to be mirrored while altering some.
  • Change Villager's dash animation has been altered.
  • Change Clothing such as Villager's shorts have more movement while fighting.
  • Change Villager now blinks during the clapping animation on the results screen.

Attributes

  • Buff Like all characters, Villager's jumpsquat animation now only takes three frames to complete (down from 5).
  • Nerf Villager is lighter (97 → 92), weighing the same as Ice Climbers. This worsens his survivability.
  • Buff Villager dashes faster (1.27 → 1.397).
  • Buff Villager's initial dash is faster (1.5 → 1.815).
  • Buff Villager's traction has been increased (0.06 → 0.131).
  • Buff Villager's spot dodge has slightly less ending lag (FAF 28 → 26).
    • Nerf Spot dodge has a slightly shorter duration (frames 3-18 → 3-17).
  • Buff Forward roll has slightly reduced ending lag (FAF 31 → 30).
    • Nerf Forward roll has a shorter duration (frames 4-17 → 4-15).
  • Nerf Backward roll has slightly more startup (frame 4 → 5) and ending lag (FAF 31 → 35).
    • Nerf Backward roll has a shorter duration (frames 4-17 → 5-16).
  • Buff Neutral air dodge's intangibility lasts for two more frames (frames 3-28 → 3-30).
    • Nerf Neutral air dodge has significantly increased ending lag (FAF 34 → 58).
    • Buff Neutral air dodge has less landing lag (22 frames → 10).

Ground attacks

  • Neutral attack:
    • Buff Villager's jab now is a neutral infinite and has a finisher, a straight jab. This significantly improves it damage racking ability and makes it safer.
    • Nerf However, the jab to axe kill confirm Villager had in Smash 4 is no longer possible due to the new finisher, removing their jab cancel mixups.
  • Dash attack:
    • Buff Dash attack has noticeably less startup (frame 13 → 9) and much less ending lag (FAF 55 → 45).
  • Forward tilt:
    • Change Forward tilt deals much less knockback scaling, but much more base knockback (30 (base)/90 (scaling) → 80 (base)/50 (scaling)). This makes it safer on hit at low percents, but significantly hinders its KO potential at higher percents.
    • Nerf Forward tilt launches at a higher angle (361° → 45°), further reducing its KO potential.
  • Up tilt:
    • Change Up tilt's animation has been altered; Villager swings the stick back and forth rather than in a circular motion.
    • Buff Up tilt has less ending lag (FAF 50 → 48).
    • Buff The first hit has a reduced hit lag multiplier (1x → 0.8x), making it harder to escape from.
    • Nerf It has significantly smaller hitboxes (4u/6u/6u → 3.8u/4u/4u (hit 1), 6u/4u → 5u/4u (hit 2)).
    • Change It has its damage values reversed (6% → 5% (hit 1), 5% → 6% (hit 2)).
      • Nerf However, its damage wasn't compensated enough for its lower knockback scaling (160 → 140), dealing less knockback overall.
  • Down tilt:
    • Buff Down tilt's sourspot deals more damage (8% → 10%) and more knockback (40 (base)/90 (scaling) → 50/95), improving its KO potential.
    • Buff Down tilt has a slightly longer duration (frames 9-10 → 9-11).
    • Change Down tilt now has a small patch of dirt underneath the weed before Villager pulls it from the ground.
    • Nerf Down tilt has more ending lag (FAF 35 → 38).
    • Nerf Down tilt's sweetspot deals less damage (13% → 12%), albeit with knockback compensated (40 (base)/90 (scaling) → 50/95).
    • Nerf Down tilt's sweetspot launches at a lower angle (80° → 75°), slightly hindering its KO potential.
  • Forward smash:
    • Change Forward smash's bowling ball now lingers for a moment after landing on the ground.
    • Nerf Forward smash has less knockback scaling (100 → 95).
    • Nerf Forward smash's damage multiplier for fully charging is lower (1.4x → 1.2x).
  • Up smash:
    • Buff Up smash's final hit has more knockback scaling (205 → 220).
    • Buff The multihits have had their large hitbox replaced with four smaller ones (7u → 2.8/2.8u/2.8u/2.8u), increasing its range.
    • Nerf The first hit and final hit have smaller hitboxes (6.0u/6.0u → 4.0u/6.0u (hit 1), 10.0u → 9.0u (final)).
  • Down smash:
    • Buff Down smash has more range (Z offset: 10.0u/9.0u → 13.0u/12.0u (hit 1), -10.0u/-9.0u → -13.0u/-12.0u (hit 2)).
    • Buff Down smash has more base knockback (0 → 30), increasing the duration of its bury effect.
    • Nerf Down smash is now unable to jab lock, removing Villager’s infinite combo.
    • Nerf Down smash has slightly more ending lag (FAF 48 → 50), although this is compensated by the higher knockback.

Aerial attacks

  • Buff All aerials have less landing lag: (14 frames → 8 (neutral), 23 → 14 (forward), 23 → 14 (back), 15 → 12 (up), 15 → 12 (down)).
  • Forward aerial/Back aerial
    • Change Forward and back aerial's pellets now arc downwards.
    • Nerf Forward and back aerial have smaller initial auto-cancel windows (1-7/1-9 frames → 1-2), and back aerial auto-cancels later (frame 25 → 30).
    • Nerf All hitboxes of forward and back aerial's pellets have negative shield damage, dealing half the usual damage to shields.
  • Down aerial:
    • Buff Down aerial has a hitbox on the clean hit that will now always meteor smash, regardless of how many turnips are used, greatly increasing its reliability and edgeguarding potential.
    • Buff It has a larger initial auto-cancel window (frames 1-7 → 1-13).
    • Nerf Down aerial has noticeably increased startup lag (frame 8 → 14), no longer being one of the fastest meteor smashes in the game.

Throws and other attacks

  • Grab:
    • Change Villager has a shocked expression when missing a grab.
    • Change Grab now has a unique SFX rather than sharing it with up tilt.
    • Buff Standing grab has slightly less startup lag (frame 15 → 14).
    • Buff All grabs have slightly longer durations (frames 15-16 → 14-16 (standing), 16-17 → 16-18 (dash), 17-18 → 17-19 (pivot)).
    • Buff All grabs has significantly reduced ending lag (FAF 56 → 44 (standing), 70 → 48 (dash), 66 → 45 (pivot))..
    • Buff Grab can now pocket items.
    • Nerf Dash grab and especially pivot grab have significantly less range (Z2 offset: 16.9u → 13u (dash), -23.5u → -14.0u (pivot)).
  • Forward throw:
    • Change Forward throw releases the opponent later (frame 10 → 15), reducing its end lag by five frames, but giving the opponent more time to DI.
    • Buff Forward throw has more base knockback (102 → 108), improving its ability to get opponents offstage.
  • Back throw:
    • Buff Back throw releases the opponent slightly later (frame 10 → 11) with its total duration unchanged, reducing its ending lag.
    • Buff Back throw has much more base knockback but much less knockback scaling (18 (base)/110 (growth) → 46/88), making it safer at lower percents while still keeping its KO potential at higher percents.
  • Up throw:
    • Change Up throw has increased base knockback, but reduced knockback scaling (105 (base)/40 (scaling) → 114/34).
  • Down throw:
    • Buff Down throw has more base knockback, but lower knockback scaling (60 (base)/80 (scaling) → 78/60), allowing it to combo for longer.
    • Buff Down throw releases the opponent later (frame 16 → 18) with its duration unchanged, reducing its ending lag by two frames, further improving its combo potential.

Special moves

  • Pocket:
    • Buff Pocketed projectiles no longer vanish after 30 seconds and can be kept indefinitely.
    • Nerf Pocket throw has more startup lag (frame 5 → 9).
      • Buff This gives the move one less frame ending lag since its duration was not fully compensated (FAF 27 → 30).
    • Change Similarly to Monado Arts, while Villager has a pocketed item or projectile, the item/projectile will appear in a display above the damage meter, making Pocket easier to use but also allowing opponents to know what item is pocketed.
  • Lloid Rocket:
    • Buff Lloid Rocket has slightly less ending lag (FAF 38 → 36).
    • Change Lloid now has a shocked expression when hit.
    • Change Lloid has increased base knockback, but reduced knockback scaling (30 (base)/100 (scaling) → 65/75), making it safer on hit and increasing its KO potential at center stage, but reducing it near the ledge.
    • Nerf Lloid launches at a slightly higher angle (55° → 60°), hindering its edgeguarding potential.
  • Balloon Trip:
    • Nerf Balloon Trip recharges helium slower, and if the helium is low enough it will only spawn one balloon instead of two, slowing Villager's ascent and making them more susceptible to edgeguarding.
  • Timber:
    • Nerf The sprinkler water's windbox deals less set knockback (FKB 60 → 25), significantly weakening its utility
    • Buff Timber now bounces once on the ground before disappearing.
    • Change Just like down tilt, Timber now has a patch of dirt underneath the sapling in the move's first stage.
  • Dream Home:
    • Change Dream Home now has the house rotate while Tom Nook, Timmy and Tommy build it. Tom Nook also throws furniture into the building more rapidly.
    • Change Dream Home has a longer pause before the final explosion.