User:Iron Warrior/Potential list of character changes for SSB6

< User:Iron Warrior
Revision as of 13:17, September 3, 2020 by Iron Warrior (talk | contribs) (It's highly unlikely I'll ever finish this page)

Please note that I have not actually put much about my opinions for character changes yet. I will try and get the first couple of characters done soon, so kindly be patient.

I might get to some characters sooner than others. I will not be putting specific details on any of the changes yet, as I don't feel like it. But you can, I strongly encourage you to give me ideas on the talk page and ignore SW:OWN if necessary.

Apologies for any inconvenience.

  • Buff Buff (Good)
  • Nerf Nerf (Bad)
  • Change Change (Neutral)
  • Bug fix Bugfix (Depends)

General

  • Landing lag is always the same regardless of what action is taken to provoke it
  • Decreased ending lag on perfect shield, but increased ending lag on normal shield drop
  • Increased intangibility on perfect shield
  • Decreased shield health
  • Increased shieldstun
  • Actions always have their normal startup lag out of shield
  • Characters will now always ledge sweetspot while performing select actions
  • Ledge sweetspot improved when sweetspotting from behind
  • 2 frames of ledge vulnerability removed
  • Hitboxes overall extend farther below ledges
  • Traction is now irrelevant
  • Universally reduced ending lag on grabs
  • Pummels deal more damage
  • Throw animations are much faster
  • Throw hitboxes now deal weak set knockback and normal shield damage across the cast
  • Air dodges have reduced ending lag
  • Spot dodge cancelling removed
  • Directional air dodge travels the same distance across the cast
  • Infinites no longer affect the position of all players involved
  • Hitstun cancelling window reduced
  • Wall grapples reintroduced
  • Tripping is now techable

Bowser

Attributes

  •   Walk has a new animation, now resembling the one from his home series.
  •   Dash is slower, being much more in line with Donkey Kong's dash speed.
  •   Air speed is much higher, improving his recovery and air game.
  •   Jump is much higher, being much more in-line with his own series.
  •   Bowser has a smaller hurtbox.

Ground attacks

  •   Neutral attack has reduced knockback scaling on the second hit.
  •   Forward tilt has less startup and ending lag.
  •   Forward tilt deals less knockback scaling and has a smaller hitbox.
  •   Up tilt has increased range and less startup and ending lag. It also deals more knockback.
  •   Down tilt's second hit is now a semi-spike with a higher trip chance.
  •   Down tilt's second hit deals less knockback scaling.
  •   Dash attack has been changed to resemble Bowser's charging animation from Super Mario 64, dealing much more damage and knockback, having larger and longer-lasting hitboxes with reduced startup and ending lag and super armor throughout the move.
  •   Forward smash has reduced startup and ending lag and its late hitboxes now function identically to the clean ones.
  •   Forward smash has a smaller hitbox.
  •   Up smash's landing hitbox now weakly meteor smashes aerial opponents.
  •   Down smash transitions faster to the second hit and has reduced startup and ending lag.
  •   Down smash deals less knockback scaling and has reduced range.

Aerial attacks

  •   Neutral aerial's looping hits now utilize the autolink angle and have altered knockback values that allow the hits to connect properly. Additionally, its hitboxes have been altered so it only has two that both send at consistent angles
  •   Forward aerial has less startup and ending lag and better range.
  •   Forward aerial has reduced knockback scaling.
  •   Back aerial has much less ending lag.
  •   Back aerial has a smaller hitbox and reduced knockback scaling.
  •   Up aerial has less startup lag.
  •   Down aerial can now sweetspot the ledge, improving its safety while offstage. Additionally, the late hit launches at a higher, less DI-susceptible angle and the move now has invulnera.
  •   Down aerial's late hit has less knockback scaling, hindering its KO potential. Furthermore, the landing hitbox is much smaller and has a shorter duration.
  •   Down aerial does not descend as far or as fast, hindering its utility as a safe landing option and shortening its duration but increasing its offstage safety.

Throws/other attacks

  •   Forward throw is now a semi-spike.
  •   Up throw has altered knockback values, granting it KO ability while retaining its combo potential.
  •   Down throw now buries opponents.

Special moves

  •   Fire Breath has less recharge time. Its furthest hitboxes now also inflict hitstun and the move has less startup and ending lag.
  •   Fire Breath has less range and more charge time. Additionally, the move has more knockback with less hitstun and damage on the close hitboxes.
  •   Flying Slam has reduced knockback scaling and the opponent can now mash out of the move with some difficulty.
  •   Bowser can now grab ledges with Flying Slam, which will inflict the standard grab release animation on the opponent.
  •   Whirling Fortress covers much more vertical distance, also no longer requiring button mashing to be effective.
  •   Whirling Fortress travels much less horizontal distance and now deals set knockback. Furthermore, the move has increased vulnerability frames.
  •   Bowser Bomb's meteor hitbox is no longer a sourspot. Additionally, the move transitions faster between hits and the landing hitbox is larger.
  •   Bowser Bomb's desecnding hit deals less knockback scaling.

Bowser Jr.

Attributes

  •   Walk is faster.
  •   Dash is much faster.
  •   Dash, jump, and double jump's animations has been altered.
  •   Air speed is significantly greater, improving his recovery and air game.
  •   Jump is higher and Bowser Jr. can now hover a moderate distance by holding the jump button.
  •   Bowser Jr. weighs less without his Clown Car.

Ground attacks

  •   Neutral attack's finisher has reduced ending lag.
  •   Neutral attack has reduced knockback scaling on the final hit.
  •   Forward and up tilts have less startup and ending lag.
  •   Down tilt has more range and damage and now sends the opponent at a semi-spike angle.
  •   Dash attack has a significantly larger hitbox and longer deceleration time. It also deals more shield damage
  •   Forward smash has less startup and ending lag and deals significantly more shield damage.
  •   Forward smash has a smaller hitbox and less knockback scaling.
  •   Up smash has much larger hitboxes, less ending lag, and now has a windbox that pulls opponents in.
  •   Down smash has less startup and ending lag.
  •   Down smash deals less knockback scaling.

Aerial attacks

  •   Neutral aerial has more range, deals more damage, and has increased knockback.
  •   Forward and back aerials deal significantly more knockback, greatly hindering their combo potentials, but granting Bowser Jr. two reliable aerial finishers under 130%.
  •   Forward and back aerials have shorter durations.
  •   Back aerial now involves Bowser Jr. spinning around quickly during the animation, decreasing its startup and ending lag.
  •   Up aerial has a much larger hitbox and can now autocancel in a short hop.
  •   Up aerial has significantly stronger damage and knockback, hindering its juggling and combo potential, but improving its KO potential.
  •   Down aerial has a much higher damage output and deals greater shield damage.
  •   Down aerial's last hit is now a meteor smash with.
  •   Bowser Jr. can now utilize a grab aerial.

Throws/other attacks

  •   Grab can now be used as a wall grapple/tether recovery.
  •   Forward throw deals significantly higher knockback, now being capable of KOing under 170%. Additionally, it can now be used as a semi-spike.
  •   Down throw deals more damage and is faster, as well as now being a seni-spike
  •   Up and side taunts now have a hitbox that deal 1% damage and weak set knockback.
  •   Side taunt now has a windbox and is capable of tripping opponents.

Special moves

  •   Clown Cannon deals much more damage and knockback, charges faster, travels faster and farther, has a larger hitbox, has a hitbox when decelerating, and regardless of whether it contacts the opponent or not it produces an explosion that is capable of breaking shields.
  •   Clown Kart Dash's donut is now a multi-hitting attack, increasing its damage output. It also deals much more shield damage, and has more horizontal momentum when airborne.
  •   Aerial Clown Kart Dash no longer allows Bowser Jr. to regain his midair jump if he has already used it, hindering its recovery potential.
  •   Abandon Ship! can be angled farther horizontally, and can now always be used if Bowser Jr. gets hit out of it, improving its recovery potential. The hammer swing is also automatically performed at the apex of the jump, has much more knockback, and increased range. Furthermore, the move now has armor throughout most of the jump, increasing its safety.
  •   Abandon Ship now renders Bowser Jr. helpless after the initial jump. The exploding Clown Car also has reduced knockback, a shorter duration, and much smaller hitboxes.
  •   Mechakoopa has a larger hitbox, deals more shield damage, and launches Bowser Jr. at a consistent angle when he holds onto it, improving its recovery potential.
  •   Mechakoopa has less base knockback when Bowser Jr. holds onto it. Additionally, the Mechakoopa walks for a longer time before exploding. Furthermore, the Mechakoopa can now be footstooled, making it lie down in a prone position before exploding like normal.
  •   The Mechakoopa walks slower, making it significantly easier to react to.
  •   Shadow Mario Paint is now impossible to escape due to angle changes on the hitbox.

Captain Falcon

Attributes

  •   Walking, dashing, and air speeds are slower.
  •   Falling speed is slower.
  •   Jump is lower.
  •   Captain Falcon weighs less.
  •   Captain Falcon has a smaller hurtbox.

Ground attacks

  •   Neutral attack's first two hits have much larger hitboxes and more range. Additionally, Gentleman now deals much more knockback, making it the second strongest neutral attack in the game.
  •   All tilts have less range.
  •   Forward tilt deals more knockback, improving its KO potential.
  •   Up tilt has less startup and ending lag.
  •   Forward smash has much less startup and ending lag with greatly increased range.
  •   Up smash's first hit connects more reliably into the second.
  •   Up smash deals has a smaller hitbox.
  •   Down smash is now a semi-spike with less startup and ending lag.
  •   Down smash has less range.

Aerial attacks

  •   Neutral aerial's respective hits no longer function like sex kicks, and the first hit now deals set knockback, improving their reliability.
  •   Clean Knee Smash is now a semi-spike, improving its edgeguarding potential. It also has less startup and ending lag and can now autocancel in a short hop. Its clean hit also has a larger hitbox, overall significantly improving its reliably.
  •   Back aerial has a larger hitbox.
  •   Back aerial has less knockback scaling.
  •   Up aerial has better vertical range and the late hitbox has more knockback.
  •   Down aerial has much less startup lag and all hitboxes deal more damage and knockback.
  •   Down aerial's leg hitboxes are now all meteor smashes, while the topmost hitboxes are now spikes.

Throws/other attacks

  •   Grab has more range.
  •   Pummel is faster.
  •   Forward, back, and up throws have significantly increased knockback, improving their KO potential.
  •   Down throw launches opponents at a higher angle.
  •   Up taunt now has a hitbox that deals moderate damage and powerful vertical knockback.

Special moves

  •   Falcon Punch has much less startup lag, no longer has more if reversed, and now grants a moderate momentum boost if used in the air.
  •   Falcon Punch has smaller hitboxes, deals less knockback, and now has consistent power throughout all of its hitboxes.
  •   Raptor Boost no longer renders Captain Falcon helpless and has less lag on hit.
  •   Raptor Boost now consistently meteor smashes in the air.
  •   Falcon Dive has much less landing lag, travels more distance, and deals much more damage and knockback, granting it KO potential.
  •   Falcon Kick has less startup and landing lag and now restores Captain Falcon's midair jump if used while airborne. It also sweetspots the ledge, deals much more knockback, improving its KO potential, has a higher launch angle, and lacks late hitboxes.
  •   Falcon Kick has a shorter duration. This improves its offstage safety, but hinders its approach potential.

Charizard

Attributes

  •   Walking speed is faster.
  •   Dashing speed is slower.
  •   Air speed is significantly faster, being among the fastest in the game.
  •   Falling speed is slower.
  •   Jump is higher and Charizard can now glide.
  •   Charizard weighs less.
  •   Charizard has a smaller hurtbox.

Ground attacks

  •   Neutral attack has increased range and the third hit has an altered animation with a much lower launch angle.
  •   Forward tilt's sweetspot is larger. Additionally, the move has less ending lag.
  •   Forward tilt has reduced range and the sweetspot has less knockback scaling.
  •   Up tilt has less ending lag and now boasts intangibility on the wings.
  •   Down tilt has much less startup and ending lag.
  •   Forward smash has much less startup and ending lag.
  •   Up smash has much smaller hitboxes.
  •   Down smash is now visually identical to Ridley's and deals much more knockback.

Aerial attacks

  •   Neutral and back aerial's sweetspots are significantly easier to connect with.
  •   Neutral aerial has smaller hitboxes.
  •   Forward aerial has more range and less ending lag.
  •   Sweetspotted back aerial has less knockback.
  •   Up aerial has less ending lag.
  •   Down aerial has larger hitboxes and much less startup lag.
  •   Down aerial no longer has sourspot hitboxes.

Throws/other attacks

  •   Forward and back throws deal much more knockback, now KOing reliably around 180%.
  •   Up throw can now be steered during descent and can be used as a self-destruct.
  •   Up throw now functions like Flying Slam does on platforms.
  •   Down throw deals more damage and hitstun.
  •   Down throw is now a spike.

Special moves

  •   Flamethrower has a larger hitbox with more damage and less recharge time.
  •   Flamethrower has less range.
  •   Flare Blitz has much less ending lag and has much less lag after colliding with something.
  •   Fly travels farther and maintains momentum better at the end of the move.
  •   Pokemon Change no longer has downtime and a menu can be used by holding the special button briefly.