User:PowerShield03/Ultimate Buffs or Nerfs I'd like to see

This is a simple page that's been on my mind recently. If you have some ideas, feel free to add onto this page (just don't vandalize it), or if you disagree with some of them and why, let me know on the talk page. I love Ultimate, but I think some characters need to get some changes.

CharactersEdit

KirbyEdit

AttributesEdit

  •   His running speed is much faster (1.727 → 1.814).
    •   His initial dash is slightly faster (1.9 → 1.936).
  •   He has faster air speed (0.84 → 0.88).

Captain FalconEdit

AttributesEdit

  •   His initial dash is significantly faster, now being from above-average to one of the best in the game (1.98 → 2.2).
  •   His turnaround animation is much faster (FAF 15 → 10).

Ground attacksEdit

  •   Jab 2 works. (Honestly, I don't even know why this move doesn't work.)
  •   His hands during up tilt and up smash are now intangible.
  •   Dash attack's sweetspot has a longer duration.
  •   Forward smash no longer pushes opponents away.
  •   Up smash's second hit connects more reliably, making it a more reliable anti-air.

Aerial attacksEdit

Special attacksEdit

  •   Raptor Boost's activation hitbox is faster (5 → 2).
  •   Raptor Boost now has a collision hitbox on Falcon.
  •   Falcon Dive has less startup lag (14 → 12).
  •   Aerial Falcon Kick has less landing lag (35 → 28).

GrabsEdit

  •   All his grabs are given less startup (6 → 5 (standing), 9 → 7 (dash), 10 → 9 (pivot)).

ZeldaEdit

AttributesEdit

  •   Her running speed is much faster (1.43 → 1.524).
    •   Her initial dash is much faster (1.958 → 1.97).
  •   Her weight is increased, giving her better survivability, but making her more prone to combos (85 → 88).

Ground attacksEdit

  •   Up tilt has less ending lag (FAF 29 → 27).
  •   Down tilt has less ending lag (FAF 22 → 20).
  •   Forward smash has less ending lag (FAF 49 → 47).

Aerial attacksEdit

  •   Neutral aerial has less landing lag (15 → 13).
  •   Neutral aerial has reverted back to Smash 4 where it now uses the autolink angle (70°/92°/270° → 366°), which allows it to connect more reliably.
  •   Up aerial has slightly less startup (14 → 13).

Special movesEdit

  •   Din's Fire has larger hitboxes (2.6u/4.8u → 2.7u/5.0u).
  •   Every charge level of Phantom Slash besides the last one come out faster: (15 → 14 (kick), 20 → 18 (Punch), 28 → 26 (Outward slash), 38 → 36 (Downward slash)).

Dr. MarioEdit

AttributesEdit

  • I'm not sure on how his negative multiplier works so I'm going to keep it regular. Apologies for that, I suck at math.
  •   His running speed is faster (1.39 → 1.51).
    •   His initial dash is much better, but is still the slowest in the game (1.53 → 1.66).
  •   His air speed is increased (0.92 → 0.95).

Special movesEdit

  •   Super Jump Punch grants slightly higher vertical distance.
  •   Both versions of Dr. Tornado have less ending lag (FAF 74 → 62).
  •   Dr. Tornado's vertical height via button mashing is slightly higher.

GanondorfEdit

AttributesEdit

  •   His running speed is faster (1.34 → 1.44).
  •   Air speed has been increased (0.83 → 0.88). This helps his slow recovery and improves his aerial game.
  •   Directional air dodges have less ending lag (FAF 79 → 75 (side), 103 → 95 (up), 66 → 64 (down)).

Ground attacksEdit

  •   The blindspots on forward and up smash have been removed, making both moves more reliable as punish tools.

Aerial attacksEdit

  •   Neutral aerial's second hit has a lowered hitbox, allowing it to connect more reliably.

Special movesEdit

  Dark Dive's grab hitbox at the beginning of the move is placed lower, allowing it to act as a better command grab and out-of-shield option.

Meta KnightEdit

AttributesEdit

  His weight is slightly increased, giving him better survivability, but making him more prone to combos (80 → 82).

Ground attacksEdit

  •   Rapid Jab finisher has less ending lag (FAF 30 → 27).
  •   Forward tilt has less startup (6 → 4).
  •   Up smash has less ending lag (FAF 49 → 46).

Aerial attacksEdit

  •   Forward aerial has slightly less startup (9/12/15 → 8/11/14).
  •   Back aerial's third hit has slightly higher knockback scaling (198 → 205).
  •   Up aerial deals 1% more damage (4% → 5%).

Special movesEdit

  •   Mach Tornado has less startup (12 → 10).
  •   Mach Tornado has a longer duration (12-48 → 12-52).
  •   Drill Rush slows down less on a shield, but still can be punishable.

Grabs and throwsEdit

  •   Down throw has less ending lag (FAF 86 → 78).
  •   Back throw deals more knockback.
  •   Down throw has lower knockback scaling.

King DededeEdit

AttributesEdit

  •   His air speed is slightly increased, but is still the worst in the game (0.735 -> 0.75).
  •   His falling speed is slightly decreased (1.95 → 1.92), which hinders his vertical endurance but can escape combos easier.
  •   All his tilt and aerial attacks that use his hammer now grant him intangibility on his arms.

Ground attacksEdit

  •   Jab 1 and 2 have less slightly startup (10 → 8 (Jab 1), 11 → 9 (Jab 2).
  •   Forward tilt has less startup (12/16/20/23 → 10/13/18/20).

Aerial attacksEdit

  •   Neutral aerial has less landing lag (9 → 7).
  •   Back aerial has less startup, allowing it to be performed in a short hop (17 → 15).

Special movesEdit

  •   Inhale has less ending lag (FAF 77 → 71).
  •   Inhale's windbox has a stronger vacuum hitbox.
  •   Cancelled Super Dedede Jump has less landing lag (30 → 20).
  •   Jet Hammer has been reworked into a chargeable move in a similar vein to Giant Punch and Shadow Ball. This gives the move more utility and safe to use.

RidleyEdit

Ground attacksEdit

  •   Forward tilt has less startup (10 → 8).
  •   Up tilt has a better hitbox to hit grounded opponents.

Aerial attacksEdit

  •   Back aerial has less landing lag (17 → 15).

Special moves=Edit

  •   Wing Blitz has drastically less startup (37 → 32).
  •   Skewer has a larger sweetspot.

GrabsEdit

  •   Back throw has slightly more knockback and launches at a lower angle.
  •   Down throw has less ending lag (FAF 38 → 35).

Simon & RichterEdit

AttributesEdit

  •   Their air speed is slightly increased (0.94 → 0.975).
  •   Their air acceleration is now slightly faster, but is still one of the worst in the game (0.03 → 0.4).

Ground attacksEdit

  •   All variations of jab have more range.
  •   Up tilt has less startup lag (10 → 8).
  •   Dash attack has a more reliable hitbox which doesn't cause opponents to pop out of it.
  •   Forward smash no longer has the occasional chance for aerial opponents to pop out of the attack.
  •   Up and down smash have less ending lag (FAF 55 → 51 (up), 55 → 53 (down)).

Aerial attacksEdit

  •   Down aerial has less ending lag when hitting a opponent (FAF 26 → 22).

Special movesEdit

  •   The Cross catching animation is faster (9 → 6).
  •   Uppercut keeps slightly more horizontal aerial momentum.
  •   Holy Water's multi-hits connect a lot more reliably.

GrabsEdit

  All their grabs are given less startup and ending lag (10/37 → 8/35 (standing), 13/45 → 10/43 (dash), 14/42 → 12/39 (pivot)).

King K. RoolEdit

Ground attacksEdit

  The boxing glove has a bigger hitbox.

Special movesEdit

  •   Crownerang always travels back to K. Rool upon being used. This stops opponents to getting his crown for a free projectile.
  •   Crownerang now turns into an item upon grabbing it again, acting similar to Peach and Daisy's Vegetable or Pac-Man's Bonus Fruit. This makes it useful for combo setups.

Banjo & KazooieEdit

AttributesEdit

  •   Both double jumps give slightly more vertical height.

Ground attacksEdit

  •   Down tilt has less startup (12 → 10).
  •   Up smash has less ending lag (FAF 65 → 62).

Aerial attacksEdit

  •   Neutral aerial has less ending lag (FAF 47 → 41).
  •   Neutral aerial has less landing lag (16 → 13).
  •   Back aerial has more range.
  •   Back aerial has less landing lag (18 → 16).

Special movesEdit

Grabs and throwsEdit

  •   All grabs are given more range.
  •   Dash grab has slightly less startup (10 → 9).
  •   Forward throw has higher knockback growth (?? → ??).
  •   Up throw has less ending lag (FAF 39 → 37).
  •   Down throw has a higher base burying time.

TerryEdit

Special movesEdit