Nerf: Difference between revisions

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*All character's [[grab]]s (except for [[tether grab]]s) have increased ending lag which makes them more punishable if missed. These changes were likely made to discourage players from spamming grabs. In addition to this, there is now a 4 frame delay when a [[shield grab]] is performed out of shieldstun; which significantly hinders using a shield grab as an out of shield option.
*All character's [[grab]]s (except for [[tether grab]]s) have increased ending lag which makes them more punishable if missed. These changes were likely made to discourage players from spamming grabs. In addition to this, there is now a 4 frame delay when a [[shield grab]] is performed out of shieldstun; which significantly hinders using a shield grab as an out of shield option.
*The [[rage]] mechanic has been nerfed, which previously allowed many characters (especially heavyweights) to KO very early, and in more notorious cases could turn certain moves with looping hits and [[set knockback]] (such as [[Super Jump Punch]] and [[Screw Attack]]) into potent KO moves at extremely low percents. In ''Ultimate'', the multiplier has been reduced and grows at a slower rate, hindering its comeback potential; additionally, attacks with set knockback are no longer affected by rage.
*The [[rage]] mechanic has been nerfed, which previously allowed many characters (especially heavyweights) to KO very early, and in more notorious cases could turn certain moves with looping hits and [[set knockback]] (such as [[Super Jump Punch]] and [[Screw Attack]]) into potent KO moves at extremely low percents. In ''Ultimate'', the multiplier has been reduced and grows at a slower rate, hindering its comeback potential; additionally, attacks with set knockback are no longer affected by rage.
*Several [[Counterattack|multiplier-based counterattacks]] have been indirectly nerfed; previously, many counterattacks could easily deliver extremely powerful blows if they countered a powerful move, which had the potential to KO low-percentage opponents and makes it almost impossible to DI. In the transition to Ultimate, the effectiveness of DI combined with fast knockback physics resulted counterattacks KOing noticeably later.
*Several [[Counterattack|multiplier-based counterattacks]] have been indirectly nerfed; previously, many counterattacks could easily deliver extremely powerful blows if they countered a powerful move, which had the potential to KO low-percentage opponents and makes it almost impossible to DI. In the transition to ''Ultimate'', the effectiveness of DI combined with fast knockback physics resulted counterattacks KOing noticeably later.


====Character-specific====
====Character-specific====
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*In previous games, [[Diddy Kong (SSBU)|Diddy Kong]] was a top-tier character due to his combo game. However, Diddy Kong’s nerfs are apparent in ''Ultimate''. He has lost many useful utilities: his down tilt has less range, making follow-ups into up smash more inconsistent; his up aerial has less range; and his grab was made shorter. Diddy Kong's recovery was nerfed, with [[Monkey Flip]] and [[Rocketbarrel Boost]] traveling shorter distances, though the latter was patched in [[List_of_updates_(SSBU)/3.1.0_changelog|3.1.0]].
*In previous games, [[Diddy Kong (SSBU)|Diddy Kong]] was a top-tier character due to his combo game. However, Diddy Kong’s nerfs are apparent in ''Ultimate''. He has lost many useful utilities: his down tilt has less range, making follow-ups into up smash more inconsistent; his up aerial has less range; and his grab was made shorter. Diddy Kong's recovery was nerfed, with [[Monkey Flip]] and [[Rocketbarrel Boost]] traveling shorter distances, though the latter was patched in [[List_of_updates_(SSBU)/3.1.0_changelog|3.1.0]].
*{{SSBU|Sonic}}'s changes in ''Ultimate'' generally nerfed his defensive options. His weight has been decreased and [[Spin Dash]] can no longer be canceled by shielding. This and the changes made to the [[jostle]] mechanic make him easier to punish. Offensively, his up aerial was nerfed so that it became more situational. Overall, Sonic has a harder time racking up damage and killing than his previous iterations. Though he hasn't performed as well as in ''Smash 4'', he has been performing generally well in ''Ultimate'' and his reception has improved compared to his initial reception.
*{{SSBU|Sonic}}'s changes in ''Ultimate'' generally nerfed his defensive options. His weight has been decreased and [[Spin Dash]] can no longer be canceled by shielding. This and the changes made to the [[jostle]] mechanic make him easier to punish. Offensively, his up aerial was nerfed so that it became more situational. Overall, Sonic has a harder time racking up damage and killing than his previous iterations. Though he hasn't performed as well as in ''Smash 4'', he has been performing generally well in ''Ultimate'' and his reception has improved compared to his initial reception.
*{{SSBU|Lucario}}'s one of its biggest nerfs was the changes to [[Rage]] because the rage multiplier was changed to 1.1× and it no longer affecting set knockback and [[Aura]] because its multiplier changed to x1.125 which both greatly reduces Lucario's extreme comeback factor. Another nerf was its weight was changed to 92  making it more difficult to survive at higher percents to take advantage of Aura and many of its special moves were nerfed for example [[Aura Sphere]] has less hitlag during charge, allowing characters to escape it much easier, and [[Extreme Speed]] had less distance and its controls have been modified where its initial flight direction is locked in a short period of time before flight begins, which can lead to unintentional self-destructs. Lucario's nerfs generally outweigh the buffs it received and is considered to be worse than its iteration in Smash 4.  
*{{SSBU|Lucario}}'s one of its biggest nerfs was the changes to [[Rage]] because the rage multiplier was changed to 1.1× and it no longer affecting set knockback and [[Aura]] because its multiplier changed to x1.125 which both greatly reduces Lucario's extreme comeback factor. Another nerf was its weight was changed to 92  making it more difficult to survive at higher percents to take advantage of Aura and many of its special moves were nerfed for example [[Aura Sphere]] has less hitlag during charge, allowing characters to escape it much easier, and [[Extreme Speed]] had less distance and its controls have been modified where its initial flight direction is locked in a short period of time before flight begins, which can lead to unintentional self-destructs. Lucario's nerfs generally outweigh the buffs it received and is considered to be worse than its iteration in ''Smash 4''.  
*{{SSBU|Little Mac}}'s ground game was nerfed both by universal changes and outright nerfs to his ground moves. He is no longer capable of dashing through opponents, significantly affecting his mixup ability. Additionally, his combo potential was weakened: his down tilt and down throw have been made worse for combos, while up tilt was made unsafe at low percents. Little Mac is often considered a bottom-tier in ''Ultimate'' as opposed to his mid-lower tier placement in ''Smash 4'', although patches have improved him somewhat over time.
*{{SSBU|Little Mac}}'s ground game was nerfed both by universal changes and outright nerfs to his ground moves. He is no longer capable of dashing through opponents, significantly affecting his mixup ability. Additionally, his combo potential was weakened: his down tilt and down throw have been made worse for combos, while up tilt was made unsafe at low percents. Little Mac is often considered a bottom-tier in ''Ultimate'' as opposed to his mid-lower tier placement in ''Smash 4'', although patches have improved him somewhat over time.
*{{SSBU|Cloud}}’s [[Limit Charge|down special]] can no longer instant charge cancel, and his Limit status will disappear after 15 seconds if it is left unused while fully charged. His neutral aerial now has less range due to an altered animation. This makes it difficult to combo as it requires him to be closer to his opponent. His down air is now less of a combo option, as it now has more ending lag. Finally, his up aerial, previously known as one of the best moves in ''Smash 4'', has a much smaller hitbox and deals less damage. While he performs worse in ''Ultimate'' than in ''Smash 4'', he is still considered viable in competitive play.
*{{SSBU|Cloud}}’s [[Limit Charge|down special]] can no longer instant charge cancel, and his Limit status will disappear after 15 seconds if it is left unused while fully charged. His neutral aerial now has less range due to an altered animation. This makes it difficult to combo as it requires him to be closer to his opponent. His down air is now less of a combo option, as it now has more ending lag. Finally, his up aerial, previously known as one of the best moves in ''Smash 4'', has a much smaller hitbox and deals less damage. While he performs worse in ''Ultimate'' than in ''Smash 4'', he is still considered viable in competitive play.
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