Super Smash Bros. 4: Difference between revisions

m
→‎Gameplay changes: Minor change, since this was found to be the right number by Beefy Smash Doods.
m (→‎Gameplay changes: Minor change, since this was found to be the right number by Beefy Smash Doods.)
Line 97: Line 97:
An additional overhaul is the elimination of most planking [[stall]] strategies, as the length of [[intangibility]] given by grabbing the ledge is now affected by air time and current damage, and does not carry over if the character drops from the ledge. No intangibility at all will be granted if a character grabs the ledge twice without touching the ground or being hit (making them more open to edgeguarding). Finally, the difference between fast and slow edge options based on current damage has been removed. The general [[recovery|recoveries]] of the cast have also been improved, with many of them traveling farther and having better protection while benefiting from the faster air speeds and new ledge mechanics; these changes weren't entirely consistent across the cast however, and recoveries are overall more polarized than in previous games. On the other hand, meteor cancelling has been removed, making [[meteor smash]]es functionally equivalent to spikes and thus much deadlier edge-guarding moves; to compensate, several meteor smashes are now weaker, with a few requiring more specific hitboxes (such as {{SSB4|Ike}}'s down aerial).   
An additional overhaul is the elimination of most planking [[stall]] strategies, as the length of [[intangibility]] given by grabbing the ledge is now affected by air time and current damage, and does not carry over if the character drops from the ledge. No intangibility at all will be granted if a character grabs the ledge twice without touching the ground or being hit (making them more open to edgeguarding). Finally, the difference between fast and slow edge options based on current damage has been removed. The general [[recovery|recoveries]] of the cast have also been improved, with many of them traveling farther and having better protection while benefiting from the faster air speeds and new ledge mechanics; these changes weren't entirely consistent across the cast however, and recoveries are overall more polarized than in previous games. On the other hand, meteor cancelling has been removed, making [[meteor smash]]es functionally equivalent to spikes and thus much deadlier edge-guarding moves; to compensate, several meteor smashes are now weaker, with a few requiring more specific hitboxes (such as {{SSB4|Ike}}'s down aerial).   


In ''Smash 4'', characters are granted 60 frames of invulnerability to all [[grab]]s after being released from a grab or [[throw]]n (not counting special moves). This change makes it impossible to perform [[chain-grab]]s, which were not only possible but rather common in previous games. Possibly in relation to this, [[stale-move negation]] has been weakened, making it harder for characters to abuse the mechanic by staling moves to allow them to combo for longer; at the same time, characters do not have to worry about preserving their KO moves as much as they did in ''Brawl'', though still more than in ''Melee.'' Characters can also not grab the ledge after going through hitstun for 50 frames.
In ''Smash 4'', characters are granted 60 frames of invulnerability to all [[grab]]s after being released from a grab or [[throw]]n (not counting special moves). This change makes it impossible to perform [[chain-grab]]s, which were not only possible but rather common in previous games. Possibly in relation to this, [[stale-move negation]] has been weakened, making it harder for characters to abuse the mechanic by staling moves to allow them to combo for longer; at the same time, characters do not have to worry about preserving their KO moves as much as they did in ''Brawl'', though still more than in ''Melee.'' Characters can also not grab the ledge after going through hitstun for 55 frames.


[[Hitstun]] cancelling, a controversial mechanic introduced in ''Brawl'' that allowed characters to escape combos with ease, has been toned down. Characters can now air dodge or use an aerial attack to cancel hitstun after frame 40 or 45 respectively, compared to ''Brawl''’s 13/25 frames, with the window being pushed back when a character sustains 69 or more frames of hitstun. As a result, true [[combos]] at low- and mid-percents are much more prevalent. However, with the increased knockback growth on many throws, moderate falling speeds, [[gravity]] increasing vertical knockback, the continued lack of advanced techniques such as [[wavedashing]] and [[L-cancelling]], and the retained ability to cancel hitstun, true combos in ''Smash 4'' are generally shorter and less varied compared to the ones in ''Melee'' and ''Smash 64'', especially at high percents. Additionally, many of the faster, more combo-oriented fighters, such as {{SSB4|Sheik}}, {{SSB4|Fox}}, Meta Knight, and Diddy Kong have had their damage outputs reduced, likely to compensate for their improved combo abilities or to balance them out with the slow, heavy characters. The changes to hitstun also prevent characters from immediately performing moves to slow their [[momentum cancelling|momentum]], reducing their ability to survive powerful attacks.  
[[Hitstun]] cancelling, a controversial mechanic introduced in ''Brawl'' that allowed characters to escape combos with ease, has been toned down. Characters can now air dodge or use an aerial attack to cancel hitstun after frame 40 or 45 respectively, compared to ''Brawl''’s 13/25 frames, with the window being pushed back when a character sustains 69 or more frames of hitstun. As a result, true [[combos]] at low- and mid-percents are much more prevalent. However, with the increased knockback growth on many throws, moderate falling speeds, [[gravity]] increasing vertical knockback, the continued lack of advanced techniques such as [[wavedashing]] and [[L-cancelling]], and the retained ability to cancel hitstun, true combos in ''Smash 4'' are generally shorter and less varied compared to the ones in ''Melee'' and ''Smash 64'', especially at high percents. Additionally, many of the faster, more combo-oriented fighters, such as {{SSB4|Sheik}}, {{SSB4|Fox}}, Meta Knight, and Diddy Kong have had their damage outputs reduced, likely to compensate for their improved combo abilities or to balance them out with the slow, heavy characters. The changes to hitstun also prevent characters from immediately performing moves to slow their [[momentum cancelling|momentum]], reducing their ability to survive powerful attacks.  
1,916

edits