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

< User:Iron Warrior
Revision as of 16:26, March 1, 2022 by Iron Warrior (talk | contribs) (Fixing this shit up, finally)

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

  • Decreased ending lag on perfect shield
  • Increased intangibility on perfect shield
  • 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
  • Pummels deal more damage
  • Throw animations are much faster
  • Air dodges have reduced ending lag
  • Spot dodge cancelling removed
  • Directional air dodge travels the same distance across the cast
  • Rapid jabs no longer affect the position of all players involved
  • Hitstun cancelling removed
  • Wall grapples reintroduced

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 ending lag on the second hit.
  •   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 and less ending lag.
  •   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.
  •   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

  •   All aerials have less landing lag.
  •   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 lag.
  •   Forward aerial has reduced knockback scaling.
  •   Up aerial has less startup lag and a larger hitbox.
  •   Down aerial can now sweetspot the ledge, improving its safety while offstage.
  •   Down aerial's landing hitbox is much smaller and has a shorter duration.

Throws/other attacks

  •   Up throw has reduced ending lag and deals more damage.
  •   Down throw now has less ending lag.

Special moves

  •   Fire Breath deals less damage per hit.
  •   Flying Slam has reduced knockback scaling.
  •   Bowser can now grab ledges with Flying Slam provided he doesn't hold down during the animation, which will inflict the standard grab release animation on the opponent.
  •   Whirling Fortress requires less button mashing to be effective.
  •   Bowser Bomb's meteor hitbox is no longer a sourspot. Additionally, the move transitions faster between hits, has much less startup lag, and the landing hitbox is larger.

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 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, connects better, has a larger hitbox below Bowser Jr., 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 deals significantly more shield damage.
  •   Forward smash has a smaller hitbox and less knockback scaling.
  •   Up smash has larger hitboxes and gained a small windbox that pulls opponents in.

Aerial attacks

  •   All aerials have less landing lag.
  •   Neutral aerial has more range, deals more damage, and has increased knockback.
  •   Forward and back aerials deal significantly more knockback, granting Bowser Jr. two reliable aerial finishers under 130%.
  •   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, less ending lag, and deals greater shield damage.
  •   Down aerial's last hit is now a meteor smash.
  •   Bowser Jr. can now utilize a grab aerial.

Throws/other attacks

  •   Grab can now be used as a wall grapple/tether recovery.
  •   Down throw deals more damage and is faster, as well as now being a semi-spike.
  •   Up and side taunts now have a hitbox that deal 1% damage and weak set knockback.
  •   Side taunt now has a small 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 now hits twice on shield, deals much more shield damage, and has more horizontal momentum when airborne.
  •   Abandon Ship! has more horizontal distance 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 immediately after the jump, increasing its safety.
  •   Abandon Ship now renders Bowser Jr. helpless after the initial jump.
  •   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.
  •   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

  •   Gentleman now deals much more knockback, making it the second strongest neutral attack in the game.
  •   Up tilt has less ending lag and a larger hitbox below Falcon.
  •   Forward smash has greatly increased range.
  •   Up smash's first hit connects more reliably into the second.
  •   Up smash has a smaller hitbox, more ending lag, and deals less knockback.

Aerial attacks

  •   Neutral aerial's respective hits no longer function like sex kicks, and the first hit has an altered launch angle, improving their reliability.
  •   Clean Knee Smash is now a semi-spike, improving its edgeguarding potential. It can additionally now autocancel in a short hop. Its clean hit also has a larger hitbox, overall significantly improving its reliably.
  •   Up aerial's late hitbox has more 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 and has reduced ending lag.
  •   Up taunt now has a hitbox that deals moderate damage and powerful vertical knockback.

Special moves

  •   Falcon Punch has less ending lag and now grants a moderate momentum boost if used in the air.
  •   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 has less ending lag if it connects.
  •   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 and has a higher launch angle if used while grounded

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's 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 and has a larger hitbox.
  •   Up smash has much smaller hitboxes.
  •   Down smash is now visually identical to Ridley's and deals much more knockback.

Aerial attacks

  •   All aerials have less landing lag.
  •   Neutral and back aerial's sweetspots are significantly easier to connect with.
  •   Neutral aerial has much less ending lag.
  •   Forward aerial has a larger hitbox and less ending lag.
  •   Sweetspotted back aerial deals less knockback.
  •   Up and down aerials have larger hitboxes and much less startup and ending lag.
  •   Down aerial no longer has sourspot hitboxes.

Throws/other attacks

  •   Forward, back, and up throws throws deal much more knockback, now KOing reliably around 150%.
  •   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 has less ending lag.

Special moves

  •   Flamethrower has a larger hitbox and deals more damage per hit.
  •   Flare Blitz has much less lag after colliding with opponents and obstacles and deals greater shield damage.
  •   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.