Template:SSB4 to SSBU changelist/Villager
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Aesthetics
- 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.
- Villager's seventh and eight alternate costumes now have a dark skin tone.
- Villager always faces the screen regardless of which direction he turns, causing all of his animations to be mirrored while altering some.
- Villager's dash animation has been altered.
- Clothing such as Villager's shorts have more movement while fighting.
- Villager now blinks during the clapping animation on the results screen.
Attributes
- Like all characters, Villager's jumpsquat animation now only takes three frames to complete (down from 5).
- Villager is lighter (97 → 92), weighing the same as Ice Climbers. This worsens his survivability.
- Villager dashes faster (1.27 → 1.397).
- Villager's initial dash is faster (1.5 → 1.815).
- Villager's traction has been increased (0.06 → 0.131).
- Villager's spot dodge has slightly less ending lag (FAF 28 → 26).
- Spot dodge has a slightly shorter duration (frames 3-18 → 3-17).
- Forward roll has slightly reduced ending lag (FAF 31 → 30).
- Forward roll has a shorter duration (frames 4-17 → 4-15).
- Backward roll has slightly more startup (frame 4 → 5) and ending lag (FAF 31 → 35).
- Backward roll has a shorter duration (frames 4-17 → 5-16).
- Neutral air dodge's intangibility lasts for two more frames (frames 3-28 → 3-30).
- Neutral air dodge has significantly increased ending lag (FAF 34 → 58).
- Neutral air dodge has less landing lag (22 frames → 10).
Ground attacks
- Neutral attack:
- 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.
- 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:
- Dash attack has noticeably less startup (frame 13 → 9) and much less ending lag (FAF 55 → 45).
- Forward tilt:
- 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.
- Forward tilt launches at a higher angle (361° → 45°), further reducing its KO potential.
- Up tilt:
- Up tilt's animation has been altered; Villager swings the stick back and forth rather than in a circular motion.
- Up tilt has less ending lag (FAF 50 → 48).
- The first hit has a reduced hit lag multiplier (1x → 0.8x), making it harder to escape from.
- It has significantly smaller hitboxes (4u/6u/6u → 3.8u/4u/4u (hit 1), 6u/4u → 5u/4u (hit 2)).
- It has its damage values reversed (6% → 5% (hit 1), 5% → 6% (hit 2)).
- However, its damage wasn't compensated enough for its lower knockback scaling (160 → 140), dealing less knockback overall.
- Down tilt:
- Down tilt's sourspot deals more damage (8% → 10%) and more knockback (40 (base)/90 (scaling) → 50/95), improving its KO potential.
- It has a slightly longer duration (frames 9-10 → 9-11).
- Down tilt now has a small patch of dirt underneath the weed before Villager pulls it from the ground.
- Down tilt has more ending lag (FAF 35 → 38).
- Down tilt's sweetspot deals less damage (13% → 12%), albeit with knockback compensated (40 (base)/90 (scaling) → 50/95).
- Down tilt's sweetspot launches at a lower angle (80° → 75°), slightly hindering its KO potential.
- Forward smash:
- Forward smash's bowling ball now lingers for a moment after landing on the ground.
- Forward smash has less knockback scaling (100 → 95).
- Forward smash's damage multiplier for fully charging is lower (1.4x → 1.2x).
- Up smash:
- Up smash's final hit has more knockback scaling (205 → 220).
- The multihits have had their large hitbox replaced with four smaller ones (7u → 2.8/2.8u/2.8u/2.8u), increasing its range.
- 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:
- 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)).
- Down smash has more base knockback (0 → 30), increasing the duration of its bury effect.
- Down smash is now unable to jab lock, removing Villager’s infinite combo.
- Down smash has slightly more ending lag (FAF 48 → 50), although this is compensated by the higher knockback.
Aerial attacks
- 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
- Forward and back aerial's pellets now arc downwards.
- 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).
- All hitboxes of forward and back aerial's pellets have negative shield damage, dealing half the usual damage to shields.
- Down aerial:
- 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.
- It has a larger initial auto-cancel window (frames 1-7 → 1-13).
- 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:
- Villager has a shocked expression when missing a grab.
- Grab now has a unique SFX rather than sharing it with up tilt.
- Standing grab has slightly less startup lag (frame 15 → 14).
- All grabs have slightly longer durations (frames 15-16 → 14-16 (standing), 16-17 → 16-18 (dash), 17-18 → 17-19 (pivot)).
- All grabs has significantly reduced ending lag (FAF 56 → 44 (standing), 70 → 48 (dash), 66 → 45 (pivot))..
- Grab can now pocket items.
- Dash grab and especially pivot grab have significantly less range (Z2 offset: 16.9u → 13u (dash), -23.5u → -14.0u (pivot)).
- Forward throw:
- Forward throw releases the opponent later (frame 10 → 15), reducing its end lag by five frames, but giving the opponent more time to DI.
- Forward throw has more base knockback (102 → 108), improving its ability to get opponents offstage.
- Back throw:
- Back throw releases the opponent slightly later (frame 10 → 11) with its total duration unchanged, reducing its ending lag.
- 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:
- Up throw has increased base knockback, but reduced knockback scaling (105 (base)/40 (scaling) → 114/34).
- Down throw:
- Down throw has more base knockback, but lower knockback scaling (60 (base)/80 (scaling) → 78/60), allowing it to combo for longer.
- 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:
- Pocketed projectiles no longer vanish after 30 seconds and can be kept indefinitely.
- Pocket throw has more startup lag (frame 5 → 9).
- This gives the move one less frame ending lag since its duration was not fully compensated (FAF 27 → 30).
- 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:
- Lloid Rocket has slightly less ending lag (FAF 38 → 36).
- Lloid now has a shocked expression when hit.
- 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.
- Lloid launches at a slightly higher angle (55° → 60°), hindering its edgeguarding potential.
- Balloon Trip:
- 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:
- The sprinkler water's windbox deals less set knockback (FKB 60 → 25), significantly weakening its utility
- Timber now bounces once on the ground before disappearing.
- Just like down tilt, Timber now has a patch of dirt underneath the sapling in the move's first stage.
- Dream Home:
- 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.
- Dream Home has a longer pause before the final explosion.