User:Iron Warrior/Potential list of character changes for SSB6
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The title is self-explanatory, this is a comprehensive list of character changes I believe could or even should be added to the next Smash game. It's a passion project of sorts, I love doing things like this and this is something of a way to release all my pent-up "nerd" energy.
All characters will be done in alphabetical order, with specifics added in at my discretion. I'm editing this page as often as I can, and I intend to complete it before the year is over. I strongly encourage everyone interested to convey suggestions and ideas on the corresponding talk page and ignore SW:OWN if necessary.
Apologies for any inconvenience.
Buff (Good)
Nerf (Bad)
Change (Neutral)
Bugfix (Depends)
General[edit]
- Decreased ending lag on perfect shield
- Increased intangibility on perfect shield
- Actions always have their normal startup lag out of shield
- Characters will now always ledge sweetspot while performing select actions
- Ledge sweetspot improved when sweetspotting from behind
- Pummels deal more damage
- Throw animations are universally faster
- Air dodges have reduced ending lag
- Spot dodge cancelling removed
- Directional air dodge travels the same distance across the cast
- Air dodges have universal startup across the cast
- Rapid jabs no longer affect the position of all players involved
- Hitstun cancelling removed
- Wall grapples reintroduced
- Counters universally reflect projectiles but cannot work against moves that don't deal damage
- Any aerial performed from a high enough height will automatically autocancel once the ground is touched
- Physical hitboxes now universally pass through the stage
- 0° angle no longer launches at a higher angle once enough knockback is attained
Banjo & Kazooie[edit]
Attributes[edit]
Air speed is higher.
Jump is higher.
Ground attacks[edit]
Neutral attack has increased knockback on the third hit.
Forward tilt has increased range.
Up tilt has a larger hitbox and increased knockback.
Dash attack has larger hitboxes, reduced ending lag, and increased knockback on the initial hitbox.
Aerial attacks[edit]
All aerials have reduced ending and landing lag with larger hitboxes throughout.
Neutral aerial's loop hits have increased hitstun.
Forward aerial has reduced knockback scaling.
Up aerial deals more damage.
Down aerial deals significantly more knockback.
Down aerial descends faster.
Throws/other attacks[edit]
Forward and up throws deal increased knockback.
Down throw has reduced bury duration.
Special moves[edit]
Breegull Blaster has reduced ending lag, allowing for increased aerial followups.
Shock Spring Jump has reduced startup and ending lag, travels faster and higher especially if charged, and the projectile deals increased knockback.
Bayonetta[edit]
Attributes[edit]
Bullet Arts deal increased damage.
Ground attacks[edit]
All ground moves have reduced ending lag.
Neutral attack has reduced startup lag, now being on par with most others of its kind.
Forward tilt has reduced startup and ending lag, deals significantly increased damage, has larger hitboxes, there's reduced downtime between hits, and the first two hits have altered angles and increased hitsun to help them connect more consistently.
Up tilt's first hit has a new launch angle to help it connect more consistently.
Dash attack has significantly reduced startup lag and deals increased knockback.
All smashes have increased knockback, reduced startup lag, larger hitboxes, and no longer have sourspots.
Aerial attacks[edit]
All aerials have reduced landing lag.
Neutral aerial has reduced startup and ending lag.
Back aerial's sweetspot deals increased knockback.
Up aerial has a larger hitbox.
Down aerial has increased priority, larger hitboxes, and the landing hit deals more knockback.
Throws/other attacks[edit]
Forward and back throws deal increased knockback.
Up and down throws have reduced ending lag.
Down throw has significantly increased damage.
Special moves[edit]
Bullet Climax deals more damage and its trajectory can be influenced more via angling.
Witch Time influences projectile users from a significantly farther range and has a longer freeze duration.
Bowser[edit]
Attributes[edit]
Walk has a new animation, now resembling the one from his home series.
Air speed is higher.
Air acceleration is higher.
Jump is higher, being much more in-line with his own series.
Ground attacks[edit]
Neutral attack has reduced ending lag on the second hit.
Forward tilt deals less knockback scaling and has a smaller hitbox.
Up tilt has increased range and less startup and ending lag. It also deals more knockback.
Down tilt's second hit is now a semi-spike with a higher trip chance and less ending lag.
Dash attack has been changed to resemble Bowser's charging animation from Super Mario 64, dealing much more damage and knockback, having larger and longer-lasting hitboxes with reduced startup and ending lag and super armor throughout the move.
Up smash's landing hitbox now weakly meteor smashes aerial opponents.
Down smash transitions faster to the second hit and has reduced startup and ending lag.
Down smash deals less knockback scaling and has reduced range.
Aerial attacks[edit]
All aerials have less landing lag.
Neutral aerial's looping hits now utilize the autolink angle and have altered knockback values that allow the hits to connect properly. Additionally, its hitboxes have been altered so it only has two that both send at consistent angles.
Forward aerial has less startup lag.
Forward aerial has reduced knockback scaling.
Up aerial has less startup lag and a larger hitbox.
Down aerial can now sweetspot the ledge, improving its safety while offstage.
Down aerial's landing hitbox is much smaller and has a shorter duration.
Throws/other attacks[edit]
Up throw has reduced ending lag and deals more damage.
Down throw now has less ending lag.
Special moves[edit]
Fire Breath deals less damage per hit.
Flying Slam has reduced knockback scaling.
Bowser can now grab ledges with Flying Slam provided he doesn't hold down during the animation, which will inflict the standard grab release animation on the opponent.
Whirling Fortress requires less button mashing to be effective.
Bowser Bomb's meteor hitbox is no longer a sourspot. Additionally, the move transitions faster between hits, has much less startup lag, and the landing hitbox is larger.
Bowser Jr.[edit]
Attributes[edit]
Walk is faster.
Dash is faster.
Dash, jump, and double jump's animations has been altered.
Air speed is higher.
Jump is higher and Bowser Jr. can now hover a moderate distance by holding the jump button.
Bowser Jr. weighs less without his Clown Car.
Ground attacks[edit]
Neutral attack has reduced knockback scaling on the final hit.
Forward and up tilts have less startup and ending lag.
Down tilt has more range and damage, connects better, has a larger hitbox below Bowser Jr., and now sends the opponent at a semi-spike angle.
Dash attack has a significantly larger hitbox and longer deceleration time. It also deals more shield damage
Forward smash deals significantly more shield damage.
Forward smash has a smaller hitbox and less knockback scaling.
Up smash has larger hitboxes and gained a small windbox that pulls opponents in.
Aerial attacks[edit]
All aerials have less landing lag.
Neutral aerial has more range, deals more damage, and has increased knockback.
Forward and back aerials deal significantly more knockback, granting Bowser Jr. two reliable aerial finishers under 130%.
Up aerial has a much larger hitbox and can now autocancel in a short hop.
Up aerial has significantly stronger damage and knockback, hindering its juggling and combo potential, but improving its KO potential.
Down aerial has a much higher damage output, less ending lag, and deals greater shield damage.
Down aerial's last hit is now a meteor smash.
Bowser Jr. can now utilize a grab aerial.
Throws/other attacks[edit]
Grab can now be used as a wall grapple/tether recovery.
Down throw deals more damage and is faster, as well as now being a semi-spike.
Up and side taunts now have a hitbox that deal 1% damage and weak set knockback.
Side taunt now has a small windbox and is capable of tripping opponents.
Special moves[edit]
Clown Cannon deals significantly more damage and knockback, charges faster, travels faster and farther, has a larger hitbox, has a hitbox when decelerating, and regardless of whether it contacts the opponent or not it produces an explosion that is capable of breaking shields.
Clown Kart Dash's donut now hits twice on shield, deals significantly more shield damage, and has more horizontal momentum when airborne.
Abandon Ship! has more horizontal distance and can now always be used if Bowser Jr. gets hit out of it, improving its recovery potential. The hammer swing is also automatically performed at the apex of the jump, has much more knockback, and increased range. Furthermore, the move now has armor immediately after the jump, increasing its safety.
Abandon Ship now renders Bowser Jr. helpless after the initial jump.
Mechakoopa has a larger hitbox, deals more shield damage, and launches Bowser Jr. at a consistent angle when he holds onto it, improving its recovery potential.
Mechakoopa has less base knockback when Bowser Jr. holds onto it. Additionally, the Mechakoopa walks for a longer time before exploding. Furthermore, the Mechakoopa can now be footstooled, making it lie down in a prone position before exploding like normal.
The Mechakoopa walks slower.
Shadow Mario Paint is now impossible to escape due to angle changes on the hitbox.
Byleth[edit]
Attributes[edit]
Ground attacks[edit]
Up tilt has reduced startup and ending lag.
Aerial attacks[edit]
Up and down aerials have reduced landing lag.
Throws/other attacks[edit]
Up and down throws have reduced ending lag.
Special moves[edit]
Failnaught has significantly reduced startup and ending lag with less charge time, being repurposed to function more like a typical projectile.
Failnaught has significantly reduced damage, knockback, and shield damage and its power is boosted less by charging.
Areadbhar has reduced startup lag.
Sword of the Creator has a larger initial hitbox.
Amyr can now be shield-cancelled on startup in a similar manner to Straight Lunge, making it useful as a landing and mixup option due to the super armor.
Progenitor God Ruptured Heaven deals increased damage.
Captain Falcon[edit]
Attributes[edit]
Ground attacks[edit]
Gentleman now deals much more knockback, making it the second strongest neutral attack in the game.
Up tilt has less ending lag and a larger hitbox below Falcon.
Forward smash has greatly increased range.
Up smash's first hit connects more reliably into the second.
Up smash has a smaller hitbox, more ending lag, and deals less knockback.
Aerial attacks[edit]
Neutral aerial's respective hits no longer function like sex kicks, and the first hit has an altered launch angle, improving their reliability.
Clean Knee Smash is now a semi-spike, improving its edgeguarding potential. It can additionally now autocancel in a short hop. Its clean hit also has a larger hitbox, overall significantly improving its reliably.
Up aerial's late hitbox has more knockback.
Down aerial's leg hitboxes are now all meteor smashes, while the topmost hitboxes are now spikes.
Throws/other attacks[edit]
Grab has more range.
Pummel is faster.
Forward, back, and up throws have significantly increased knockback, improving their KO potential.
Down throw launches opponents at a higher angle and has reduced ending lag.
Up taunt now has a hitbox that deals moderate damage and powerful vertical knockback.
Special moves[edit]
Falcon Punch has less ending lag and now grants a moderate momentum boost if used in the air.
Raptor Boost no longer renders Captain Falcon helpless and has less lag on hit.