[dismiss]
Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first! |
Notices |
---|
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. |
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted. |
Check out our project page for ongoing projects that SmashWiki needs help with. |
User:Alex the weeb/Mii Fighter cloned moves changelog
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Hero's Spin (changes from Spin Attack)[edit]
- Grounded
Grounded Hero's Spin has more startup (frame 7 → 8) and ending lag (FAF 77 → 79).
It's mid and outer hitboxes deal less damage (14/11.2 → 13/10).
It has different knockback values (60 (base)/88 (scaling) → 90/60), being weaker overall.
The second and third stages (after the clean hit) of the attack launch at a lower angle (43˚ → 361˚).
Charging the move doesn't increase the move's power as much (1.6x → 1.4x).
- Aerial
Aerial Hero's Spin's first 4 hits use different launch angles, and connect less consistently if Mii Swordfighter is not moving forward.
It gives less height (54.54u → 47.36u), and Mii Swordfighter cannot pull back as much, making it worse for recovering, and riskier to use offstage.
The first hit deals 1% less damage, with the final hit dealing 1% more damage instead. This noticeably increases its knockback, making it better for KOing.
Reversal Slash (changes from Cape)[edit]
Reversal Slash has a completely different animation from Cape, where Swordfighter spins around and produces a spinning rainbow with its sword, that spins opponents and reflects projectiles.
Reversal Slash has more startup (frame 12 → 16), with a shorter hitbox duration (3 frames → 2). Its total duration was also increased (FAF 36 → 37).
It starts reflecting sooner and reflects for longer (frame 9-20 → frame 8-24).
It deals less damage (7 → 6) and shield damage (4 → 0).
The hitboxes are bigger (7.5u/5u → 9u/6u), and the outer hitbox is placed further out (z offset: 9.7 → 13), increasing the move's range.
The move stalls less in the air (gravity: 0.031 → 0.04), and doesn't stall at all on successive uses.
The reflection box is bigger (6.5u → 7u).
It is positioned lower (y offset: 6.5 → 6), and further out (z offset: 8 → 11).
Reflected projectiles are stronger (damage multiplier: 1.5 → 1.8), faster (speed multiplier: 1 → 1.5) and last longer (lifespan multiplier: 0.75 → 1).
Charge Blast (changes from Charge Shot)[edit]
Charge Blast has slightly less startup (frame 16 → 15), and less ending lag (FAF 61 → 52).
It takes longer to charge (112 frames → 120).
It deals less damage (5 (uncharged)/28 (fully charged) → 4/26), and has altered knockback (fully charged: 46 (base)/50 (scaling) → 28/66). It also launches at a higher angle when fully charged (40˚ → 50˚). Overall, it is worse at KOing.
The projectile is smaller at all charge levels.
The projectile travels faster when uncharged (1.6 → 1.8), and slower when fully charged (3.3 → 3).
Gunner Missile (changes from Missile)[edit]
Gunner Missile has more startup (frame 18 → 27 (regular), 21 → 23 (super).
It has less ending lag (FAF 55 → 47 (regular), 58 → 50 (super).
Missile deals less damage (8 → 7.5).
Super Missile deals more damage (12 → 14.5), with knockback not fully compensated (50 (base)/65 (scaling) → 55/60). It also launches at a lower angle (65˚ → 40˚). Combined, these changes grant this version improved KO potential.
Missiles travel slightly faster (1.15 → 1.2).
Missiles have a shorter duration (118 frames → 94). They also change angle slower (0.65˚/frame → 0.6˚/frame), and cannot angle as much (max angle change: 70˚ → 50).
While Super Missiles start off faster (initial speed: 0.18 → 0.4), they accelerate much more slowly (acceleration: 0.16 → 0.08), and have a much lower top speed (4.2 → 1.75), and have a shorter duration (76 frames → 70). Overall they travel slower and cover a shorter distance.
Echo Reflector (changes from Reflector)[edit]
Echo Reflector does not have intangibility on startup.
It has more ending lag (FAF 14 → 16).
The hitbox is slightly bigger (7.5u → 8u).
It deals less knockback (66 (base)/32 (scaling) → 60/30).
Reflected projectiles are stronger (damage multiplier: 1.4x → 1.5x), and faster (speed multiplier: 1.4x → 1.9x).
Absorbing Vortex (changes from PSI Magnet)[edit]
The hitbox doesn't repeat when the move is held.
The hitbox is bigger (8.5u → 12.5u).
The aerial version has less set knockback (70 → 40).
Gunner must hold the vortex for longer before releasing it (minimum frames: 9 → 12).
It has less ending lag (FAF 10 → 7).
The windbox at the end lasts for a shorter time (9 frames → 2). This also prevents it from rehiting, reducing its ability to push opponents.
The windbox has higher set knockback (11 → 30), making it more effective at pushing opponents away than a single hit from PSI Magnet's windbox.
It doesn't reduce vertical momentum as much upon activation (multiplier: 0.5 → 0.8), allowing it to stall jumps better.
However, unlike PSI Magnet, it also reduces horizontal momentum slightly. It also doesn't make Gunner as floaty (gravity while in use: 0.027 → 0.03) which combined with the above change makes it less effective at stalling if Mii Gunner is already falling.