Super Smash Bros. 4: Difference between revisions

m
→‎Gameplay: 64 and Melee also share this trait.
Tag: Mobile edit
m (→‎Gameplay: 64 and Melee also share this trait.)
Line 128: Line 128:
*A new mechanic, unofficially known as "[[rage]]", has been implemented. Characters receive a steady increase to the knockback (and therefore hitstun) of their attacks as their damage rises starting at 35%, with the effect capping out at 150%. Rage becomes more visible when a character reaches 100%, as they begin to flash red and emit steam.
*A new mechanic, unofficially known as "[[rage]]", has been implemented. Characters receive a steady increase to the knockback (and therefore hitstun) of their attacks as their damage rises starting at 35%, with the effect capping out at 150%. Rage becomes more visible when a character reaches 100%, as they begin to flash red and emit steam.
*[[Shield]]s now take 19% more damage from attacks, rather than 30% less. As of update [[1.1.1]], [[shield stun]] has been significantly increased, making [[out of shield]] options less reliable; thus, shields are much more fragile than in ''Brawl''.
*[[Shield]]s now take 19% more damage from attacks, rather than 30% less. As of update [[1.1.1]], [[shield stun]] has been significantly increased, making [[out of shield]] options less reliable; thus, shields are much more fragile than in ''Brawl''.
*When having their shields broken, fighters are now intangible until they hit the ground and enter their [[stun]]ned animation. This slightly narrows the window in which a fighter can be attacked when their shield is broken, as well as making it impossible to use windboxes to push opponents offstage while falling to the ground to be stunned. However, it also prevents players from saving teammates who are tumbling to their death due to being forced over the ledge when their shield broke.
*Much like in ''SSB'' and ''Melee'', when having their shields broken, fighters are now intangible until they hit the ground and enter their [[stun]]ned animation. This slightly narrows the window in which a fighter can be attacked when their shield is broken, as well as making it impossible to use windboxes to push opponents offstage while falling to the ground to be stunned. However, it also prevents players from saving teammates who are tumbling to their death due to being forced over the ledge when their shield broke.
*When a fighter's shield is hit when they are right on the ledge, they are no longer guaranteed to be [[Edge slipping|pushed off the ledge]] and put into [[tumble]], and instead the attack must be sufficiently strong enough to push the shielding player with enough force to trigger a ledge slip.
*When a fighter's shield is hit when they are right on the ledge, they are no longer guaranteed to be [[Edge slipping|pushed off the ledge]] and put into [[tumble]], and instead the attack must be sufficiently strong enough to push the shielding player with enough force to trigger a ledge slip.
*Attempting to land with an [[air dodge]] now results in high landing lag (21 frames), but air dodges in general are faster, having decreased intangibility durations, but also lower ending lag (roughly 5 frames, down from 10 to 30 in ''Brawl''), making air dodges safer for aerial combat but riskier when done close to the ground.  
*Attempting to land with an [[air dodge]] now results in high landing lag (21 frames), but air dodges in general are faster, having decreased intangibility durations, but also lower ending lag (roughly 5 frames, down from 10 to 30 in ''Brawl''), making air dodges safer for aerial combat but riskier when done close to the ground.  
3,678

edits