Template:SSB4 to SSBU changelist: Difference between revisions

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(the final hit does NOT last for 4 frames. it lasts a single frame, like in Melee and Brawl)
(Added/edited some changes to better reflect the current patch.)
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**{{change|The first two hits no longer use [[set knockback]] (30 set/100 scaling → 25/20/10 base/30/20 scaling (hit 1), 30/20/15 base/35/25/15 scaling (hit 2)), and have altered angles (60°/70°/80° → [[361]]°/180° (hit 1), 70°/78°/88° → 361° (hit 2)). This allows them to [[lock]], and gives them [[jab cancel]] setups at high percents, but causes them to connect less reliably.}}
**{{change|The first two hits no longer use [[set knockback]] (30 set/100 scaling → 25/20/10 base/30/20 scaling (hit 1), 30/20/15 base/35/25/15 scaling (hit 2)), and have altered angles (60°/70°/80° → [[361]]°/180° (hit 1), 70°/78°/88° → 361° (hit 2)). This allows them to [[lock]], and gives them [[jab cancel]] setups at high percents, but causes them to connect less reliably.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt deals slightly more base damage (7% → 9%).}}
**{{buff|Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased [[shieldstun]] for ground attacks, this makes it much safer on shield.}}
**{{buff|Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased [[shieldstun]] for ground attacks, this makes it much safer on shield.}}
**{{change|It has much more base knockback (8 → 55), but less knockback scaling (100 → 70). This makes it significantly safer on hit at low percents, but removes its ability to lock, and reduces its KO potential from across the stage.}}
**{{change|It has much more base knockback (8 → 55), but less knockback scaling (100 → 65). This makes it significantly safer on hit at low percents, but removes its ability to lock, and reduces its KO potential from across the stage.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{nerf|Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, reducing its grounded and horizontal range.}}
**{{nerf|Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, reducing its grounded and horizontal range.}}
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*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt's sweetspot takes priority over the sourspot.}}
**{{buff|Down tilt's sweetspot takes priority over the sourspot.}}
**{{buff|Down tilt has less knockback scaling (80 → 55) and inflicts 3 more frames of hitstun, significantly improving the move's combo ability and allows for new KO setups.}}
**{{change|Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.}}
**{{change|Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.}}
*[[Dash attack]]:
*[[Dash attack]]:
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*{{buff|All aerials have less landing lag (12 frames → 7 (neutral), 28 → 17 (forward), 16 → 10 (back), 14 → 8 (up), 21 → 13 (down)).}}
*{{buff|All aerials have less landing lag (12 frames → 7 (neutral), 28 → 17 (forward), 16 → 10 (back), 14 → 8 (up), 21 → 13 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial's late hit has more knockback scaling (90 → 102), improving its KO potential.}}
**{{buff|Neutral aerial's late hit deals more base damage (8% → 10%) and has more knockback scaling (90 → 94), improving its KO potential.}}
**{{buff|The late hit has larger hitboxes (3u → 3.6u).}}
**{{buff|The late hit has larger hitboxes (3u → 3.6u).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
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**{{buff|It auto-cancels much earlier (frame 45 → 35), allowing it to auto-cancel in a short hop.}}
**{{buff|It auto-cancels much earlier (frame 45 → 35), allowing it to auto-cancel in a short hop.}}
**{{buff|It has larger hitboxes overall (4.5u/3.2u (hits 1-4), 5.5u/3.7u (hit 5) → 5.2u/4.5u).}}
**{{buff|It has larger hitboxes overall (4.5u/3.2u (hits 1-4), 5.5u/3.7u (hit 5) → 5.2u/4.5u).}}
**{{nerf|Down aerial has more startup with a shorter hitbox duration (frames 11-27 → 16-17), which also increases its ending lag despite its total duration being reduced.}}
**{{nerf|Down aerial has more startup with a shorter hitbox duration (frames 11-27 → 16-19), which also increases its ending lag despite its total duration being reduced.}}
**{{nerf|It no longer possesses a landing hit.}}
**{{nerf|It no longer possesses a landing hit.}}


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**{{change|Like Mario's Cape, it forces opponents to show their backside while they are using their moves, regardless of whether their stance is mirrored or not.}}
**{{change|Like Mario's Cape, it forces opponents to show their backside while they are using their moves, regardless of whether their stance is mirrored or not.}}
*[[Super Jump Punch]]:
*[[Super Jump Punch]]:
**{{buff|Super Jump Punch's clean hit has slightly more knockback scaling (100 → 105).}}
**{{change|The window to reverse Super Jump Punch is shorter, no longer being reversible during the clean hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.}}
**{{change|The window to reverse Super Jump Punch is shorter, no longer being reversible during the clean hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.}}
**{{change|The clean hit has a lower hitlag multiplier (1.5× → 1×).}}
**{{change|The clean hit has a lower hitlag multiplier (1.5× → 1×).}}

Revision as of 02:31, February 11, 2020

{{{char}}} did not receive changes in this game.