Brawl-: Difference between revisions

531 bytes added ,  10 years ago
Updated snake, sheik, samus, and rob.
(Edited pikachu, peach, olimar, and ness, and poketrainer and pit.)
(Updated snake, sheik, samus, and rob.)
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==={{SSBB|R.O.B.}}===
==={{SSBB|R.O.B.}}===
*Has two additional midair jumps.
*Has two additional midair jumps.
*When [[Robo Beam]] is fully charged, the beam will paralyze opponents for a brief moment before knockback occurs. The attack can be angled with the control stick to aim, and the beams also ricochet. In addition, a fully charged beam is much more powerful.
*When [[Robo Beam]] is fully charged, the beam will paralyze opponents for a brief moment before knockback occurs. The attack can be angled with the control stick to aim, and the beams also ricochet. In addition, a fully charged beam is much more powerful.  No longer paralyzes.
*[[Arm Rotor]] propels R.O.B. much further when used on the ground and in the air. It is also now interruptible.
*[[Arm Rotor]] propels R.O.B. much further when used on the ground and in the air. It is also now interruptible.  Only sends him a great distance in the air once per airtime.  Is cancelable into aerials.
**If [[Arm Rotor]] is immediately interrupted with a back aerial, R.O.B. will move a ridiculous distance forward at breakneck speeds. This can lead to OHKOs on himself.
**If [[Arm Rotor]] is immediately interrupted with a back aerial, R.O.B. will move a ridiculous distance forward at breakneck speeds. This can lead to OHKOs on himself.
*Can have two [[Gyro]]s on the field at once.
*Can have two [[Gyro]]s on the field at once.
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*Pummel has an electrical effect and deals more damage.
*Pummel has an electrical effect and deals more damage.
*Back aerial hits opponent towards R.O.B.
*Back aerial hits opponent towards R.O.B.
*Down aerial propels R.O.B. forward and downwards quickly when used, effectively giving him a "ROBdash"
*Down aerial propels R.O.B. forward and downwards quickly when used, effectively giving him a "ROBdash". Rob gains a hitbox on his body during this attack.
*Neutral aerial has two variants. Tapping A is the regular version, while holding A executes a slower version with a longer lasting hitbox.
*Neutral aerial has two variants. Tapping A is the regular version, while holding A executes a slower version with a longer lasting hitbox.
*Up aerial's speed greatly increased.
*Up aerial's speed greatly increased.
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*Forward aerial is now a horizontal moving Screw Attack that can repeated for horizontal recovery, akin to the implementation of the Screw Attack in ''Metroid Prime 2: Echoes''.
*Forward aerial is now a horizontal moving Screw Attack that can repeated for horizontal recovery, akin to the implementation of the Screw Attack in ''Metroid Prime 2: Echoes''.
*Dash attack is drastically stronger with an electric effect upon impact, emulating the Shinespark.
*Dash attack is drastically stronger with an electric effect upon impact, emulating the Shinespark.
*Up tilt no longer meteor smashes and will always produce horizontal knockback.
*Up tilt no longer meteor smashes and will always produce horizontal knockback.  Her heel will still meteor.
*Down tilt is an extremely fast close-range explosion with IASA frames as early as frame 8, with vertical knockback. It causes 1% of self-damage every time it is used.
*Down tilt is an extremely fast close-range explosion with IASA frames as early as frame 8, with vertical knockback. It causes 1% of self-damage every time it is used.
*First four hits of Up Smash are Aura instead of fire, simulating Phazon. The final hit is ice instead of fire, and freezes opponents. The whole move links properly.
*First four hits of Up Smash are Aura instead of fire, simulating Phazon. The final hit is ice instead of fire, and freezes opponents. The whole move links properly.
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==={{SSBB|Sheik}}===
==={{SSBB|Sheik}}===
*Has an additional midair jump.
*Has an additional midair jump.
*Shiek becomes invisible and has a smokeball effect when she dodges
*Shiek becomes invisible and has a smokeball effect when she dodges and rolls.
*[[Needle Storm]] must be charged by holding the special button instead of just pressing it. Needles will explode moments after being on the ground.
*[[Needle Storm]] must be charged by holding the special button instead of just pressing it. Needles will explode moments after being on the ground.  Now charge faster.
*[[Vanish]] now produces a explosion upon reappearance that is stronger than the initial explosion.
*[[Vanish]] now produces a explosion upon reappearance that is stronger than the initial explosion.  Vanish is faster now.
*Forward smash covers more distance, about twice as far as before.
*Forward smash covers more distance, about twice as far as before.
*Back aerial now sends opponents on a semi-spike trajectory.
*Back aerial now sends opponents on a semi-spike trajectory.
*[[Chain]] now grants Sheik horizontal trajectory in the air.
*[[Chain]] now grants Sheik horizontal trajectory in the air.
*Down throw now fuctions like Snake's down throw.
*Down throw now fuctions like Snake's down throw.
*Uptilt, dtilt, and dash attack are now all jump cancelable on hit.  Not JC if sheik hits sheild.  Up throw is jump cancelable.
*Dair functions like zamus' dair.


==={{SSBB|Snake}}===
==={{SSBB|Snake}}===
*The hitboxes of the third hit of his jab combo, his dash attack, tilts, and aerials have significantly increased hitlag.
*The hitboxes of the third hit of his jab combo, his dash attack, tilts, and aerials have significantly increased hitlag.
*All aerials have less landing lag.
*All aerials have less landing lag.
*[[Hand Grenade]]s produce stronger knockback that is horizontal. If Snake attempts to pull out a grenade when two are already active, he'll pull out a [[Motion-Sensor Bomb]].
*[[Hand Grenade]]s produce stronger knockback that is horizontal. If Snake attempts to pull out a grenade when two are already active, he'll pull out a [[Motion-Sensor Bomb]].  Air dodging will make snake drop and pick up any item he is holding.
*If Snake air dodges after pulling out a grenade in the air, he'll hold the grenade like a regular item.
*If Snake air dodges after pulling out a grenade in the air, he'll hold the grenade like a regular item.
*The [[Remote Missile]] travels dramatically faster, though it can only be controlled during the first second.
*The [[Remote Missile]] travels dramatically faster, though it can only be controlled during the first second.
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*Forward smash has two variations, depending on if it's angled or not. When not angled, Snake will shoot one blast, then it will be followed by a second, and then a third blast, each one being a larger and stronger explosion than the last. If angled, Snake will shoot a chain of five blasts that travel forward in rapid succession, with each being weaker than the last.
*Forward smash has two variations, depending on if it's angled or not. When not angled, Snake will shoot one blast, then it will be followed by a second, and then a third blast, each one being a larger and stronger explosion than the last. If angled, Snake will shoot a chain of five blasts that travel forward in rapid succession, with each being weaker than the last.
*Up smash produces three mortar projectiles instead of one. Mortar and projectiles are colored red.
*Up smash produces three mortar projectiles instead of one. Mortar and projectiles are colored red.
*Down smash is faster, stronger, has a larger blast radius, activates sooner, lasts for one minute before expiring or exploding (whichever comes first). Snake's "There!" SFX is played upon successful implantation.
*Down smash is faster, stronger, has a larger blast radius, activates sooner, lasts for one minute before expiring or exploding (whichever comes first). Snake's "There!" SFX is played upon successful implantation.  Now hits people who will try to roll over a mine.
*Each stomp of the down aerial comes out much faster.
*Each stomp of the down aerial comes out much faster.
*Can drop his currently held item by pressing A during any dodge.
*Can drop his currently held item by pressing A during any dodge.
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