Editing Nerf

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====Character-specific====
====Character-specific====
*{{SSB4|Falco}}'s [[Blaster]] fires slower and no longer auto-cancels on landing, crippling his neutral game that had relied on the [[short hop laser]]. As previously mentioned, his down throw can no longer chain grab for significant damage at early percentages and it has noticeably increased knockback; making it a worse combo tool while still not being powerful enough to KO. His down aerial is much slower and weaker, removing his fastest and most reliable KO option offstage. His neutral attack is also laggier and has less range. Due to these changes, despite the buffs some of his other moves received, Falco experienced the largest tier drop in the transition to ''Smash 4'', going from being a borderline top tier character to a low tier character.
*{{SSB4|Falco}}'s [[Blaster]] fires slower and no longer auto-cancels on landing, crippling his neutral game that had relied on the [[short hop laser]]. As previously mentioned, his down throw can no longer chain grab for significant damage at early percentages and it has noticeably increased knockback; making it a worse combo tool while still not being powerful enough to KO. His down aerial is much slower and weaker, removing his fastest and most reliable KO option offstage. His neutral attack is also laggier and has less range. Due to these changes, despite the buffs some of his other moves received, Falco experienced the largest tier drop in the transition to ''Smash 4'', going from being a borderline top tier character to a low tier (arguably mid tier) character.
*{{SSB4|King Dedede}}'s new back aerial, though stronger, is much slower, and the hitbox has shorter duration, hurting his approach game. As previously mentioned, his down throw can no longer infinitely chain grab and it no longer has set knockback. The changes to hitstun canceling have also hindered Dedede more than almost any other character as he is much easier to combo while still possessing a rather poor combo game of his own.
*{{SSB4|King Dedede}}'s new back aerial, though stronger, is much slower, and the hitbox has shorter duration, hurting his approach game. As previously mentioned, his down throw can no longer infinitely chain grab and it no longer has set knockback. The changes to hitstun canceling have also hindered Dedede more than almost any other character as he is much easier to combo while still possessing a rather poor combo game of his own.
*{{SSB4|Marth}}'s range (despite his tippers on most of his moves reaching slightly further) is reduced overall, due to most of his hitboxes being reduced in size; coupled with moves that have decreased hitbox durations. Some of his more effective approach options in ''Brawl'' such as in his down tilt and forward aerial have been nerfed in various ways, noticeably hindering his approach in ''Smash 4''. His throws also have much higher base knockback, removing many of his previous set-ups and ability to [[tech-chase]]. Considered among the best ''Brawl'' characters, Marth was initially considered to be a low-tier in ''Smash 4'', though changes in [[update]]s, however, have since improved his viability in the competitive scene, which have allowed him to become a top tier character once again despite still being nerfed overall.
*{{SSB4|Marth}}'s range (despite his tippers on most of his moves reaching slightly further) is reduced overall, due to most of his hitboxes being reduced in size; coupled with moves that have decreased hitbox durations. Some of his more effective approach options in ''Brawl'' such as in his down tilt and forward aerial have been nerfed in various ways, noticeably hindering his approach in ''Smash 4''. His throws also have much higher base knockback, removing many of his previous set-ups and ability to [[tech-chase]]. Considered among the best ''Brawl'' characters, Marth was initially considered to be a low-tier in ''Smash 4'', though changes in [[update]]s, however, have since improved his viability in the competitive scene, which have allowed him to become a top tier character once again despite still being nerfed overall.
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*{{SSBU|Lucario}} was negatively affected by the changes to [[Rage]], because the rage multiplier was changed to 1.1× and it no longer affects set knockback. This, along with [[Aura]]'s multiplier being changed to to x1.125, 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: [[Aura Sphere]] has less hitlag during charge, allowing characters to escape it much easier, and [[Extreme Speed]] had less distance and had its controls 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 outweigh the buffs it received and is considered to be much worse than both of its iterations in ''Brawl'' and ''Smash 4''.  
*{{SSBU|Lucario}} was negatively affected by the changes to [[Rage]], because the rage multiplier was changed to 1.1× and it no longer affects set knockback. This, along with [[Aura]]'s multiplier being changed to to x1.125, 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: [[Aura Sphere]] has less hitlag during charge, allowing characters to escape it much easier, and [[Extreme Speed]] had less distance and had its controls 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 outweigh the buffs it received and is considered to be much worse than both of its iterations in ''Brawl'' and ''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 low-mid 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 low-mid 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, meaning he can no longer potentially have access to permanent or prolonged status effects and now has to use Limit Breaks within a short amount of time, which also renders them more predictable. His neutral aerial now has much less range due to an altered animation. This makes it harder 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 and knockback. While he performs worse in ''Ultimate'' than in ''Smash 4'', Cloud is often considered to be top tier despite his nerfs.
*{{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, meaning he can no longer potentially have access to permanent or prolonged status effects and now has to use Limit Breaks within a short amount of time, which also renders them more predictable. His neutral aerial now has much 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 and knockback. While he performs worse in ''Ultimate'' than in ''Smash 4'', Cloud is often considered to be top tier despite his nerfs.
*All of {{SSBU|Corrin}}’s special moves were markedly nerfed from ''Smash 4''. [[Dragon Fang Shot]] connects and combos less reliably, lessening its follow up potential. [[Dragon Lunge]], previously considered Corrin’s most versatile move, was significantly nerfed. The move has increased ending lag on all kicks and Corrin is now much easier to punish. Additionally, [[Draconic Ascent]] no longer grants Corrin extended distance, making recovery less safe. The [[Counter Surge]], previously the strongest counterattack in the game, has been significantly nerfed, along with ending lag being increased. Corrin was considered a far less potent than in ''Smash 4'' but patches have improved him over time especially in the 8.0.0 update.
*All of {{SSBU|Corrin}}’s special moves were markedly nerfed from ''Smash 4''. [[Dragon Fang Shot]] connects and combos less reliably, lessening its follow up potential. [[Dragon Lunge]], previously considered Corrin’s most versatile move, was significantly nerfed. The move has increased ending lag on all kicks and Corrin is now much easier to punish. Additionally, [[Draconic Ascent]] no longer grants Corrin extended distance, making recovery less safe. The [[Counter Surge]], previously the strongest counterattack in the game, has been significantly nerfed, along with ending lag being increased. Corrin was considered a far less potent than in ''Smash 4'' but patches have improved him over time especially in the 8.0.0 update.
*{{SSBU|Bayonetta}} was widely considered the best character in ''Smash 4'', with many competitors considering her [[broken]] because of her [[ladder combo]]s along with an incredibly versatile moveset with devastating punishment options. As such, she has been significantly nerfed in ''Ultimate''. While she is still capable of racking up damage, her KO prowess and frame-data have been heavily reduced to the point of being relatively lacking compared to most of the cast and her combo moves are much less reliable for leading into KOs, especially vertically due to her up aerial now launching at a weak horizontal angle and her forward aerial has a harder time combining into itself. Heel Slide and After Burner Kick are both much more punishable on shield due to the former not activating the second hit on a shielded opponent whereas the latter cannot perform the move a second time on shield, making her side special much riskier to use as a combo starter overall. Witch Time’s duration has been reduced substantially to the point where she may not have time to even land an uncharged smash attack. In ''Ultimate'', she is often considered to be mediocre because of her inconsistency and difficulty scoring KOs, though results from some of her dedicated players have somewhat improved her perception compared to ''Ultimate’s'' early lifespan.
*{{SSBU|Bayonetta}} was widely considered the best character in ''Smash 4'', with many competitors considering her [[broken]] because of her [[ladder combo]]s along with an incredibly versatile moveset with devastating punishment options. As such, she has been significantly nerfed in ''Ultimate''. While she is still capable of racking up damage, her KO prowess and frame-data have been heavily reduced to the point of being relatively lacking compared to most of the cast and her combo moves are much less reliable for leading into KOs, especially vertically due to her up aerial now launching at a weak horizontal angle and her forward aerial has a harder time combining into itself. Heel Slide and After Burner Kick are both much more punishable on shield due to the former not activating the second hit on a shielded opponent whereas the latter cannot perform the move a second time on shield, making her side special much riskier to use as a combo starter overall. Witch Time’s duration has been reduced substantially to the point where she may not have time to even land an uncharged smash attack. In ''Ultimate'', she is often considered to be mediocre because of her inconsistency and difficulty scoring KOs, though results from some of her dedicated players have somewhat improved her perception compared to ''Ultimate’s'' early lifespan.
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*{{SSBU|Pichu}} was previously considered one of the best characters in the game. Update 3.1.0 brought several changes: all recoil electrical attacks now do increased self damage, its forward tilt has its knockback reduced, and its hurtbox has been increased, lowering its survivability. Pichu is now a riskier and weaker glass cannon character, and as of update 3.1.0, it’s usually considered mid-tier. Pichu continues to remain viable but is weaker post-patch with worse results in tournaments after the update.
*{{SSBU|Pichu}} was previously considered one of the best characters in the game. Update 3.1.0 brought several changes: all recoil electrical attacks now do increased self damage, its forward tilt has its knockback reduced, and its hurtbox has been increased, lowering its survivability. Pichu is now a riskier and weaker glass cannon character, and as of update 3.1.0, it’s usually considered mid-tier. Pichu continues to remain viable but is weaker post-patch with worse results in tournaments after the update.


*{{SSBU|Olimar}}'s forward smash clean hit became much harder to land in update 3.1.0 due to altered duration of the hitbox. Both it and his up smash have increased ending lag. His hurtbox has been increased and his [[Winged Pikmin]] travels shorter with every consecutive usage, weakening his survivability. Olimar was initially considered a top tier character like in ''Brawl'', but since update 3.1.0, he is usually considered high tier. Olimar continues to remain viable, but is weaker post-patch.
*{{SSBU|Olimar}}'s forward smash clean hit became much harder to land in update 3.1.0 due to altered duration of the hitbox. Both it and his up smash have increased ending lag. His hurtbox has been increased and his [[Winged Pikmin]] travels shorter with every consecutive usage, weakening his survivability. Olimar was initially considered a top-tier character comparable to his counterpart in ''Brawl'', but as of update 3.1.0, he is considered high tier. Olimar continues to remain viable, but is weaker post-patch.


====4.0.0====
====4.0.0====

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