Template:SSB4 to SSBU changelist/Bowser Jr.: Difference between revisions

m
 
(7 intermediate revisions by 6 users not shown)
Line 1: Line 1:
===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''Ultimate'', Bowser Jr.'s model features a more subdued color scheme. His horns, hair, spikes; bands, and bandana feature greater detailing, but his scales remain undefined and his body is not as monotone. The new detailing is also expressed by the [[Koopaling]]s.}}
*{{change|Due to the aesthetic used in ''Ultimate'', Bowser Jr.'s model features a more subdued color scheme. His horns, hair, spikes, bands, and bandana feature greater detailing, but his scales remain undefined and his body is not as monotone. The new detailing is also expressed by the [[Koopaling]]s.}}
*{{change|The Junior Clown Car also features a more subdued color scheme. Its "facial" proportions have been adjusted, and it has a more polished finish. Additionally, the inside of the Junior Clown Car now contains a visible control panel.}}
*{{change|The Junior Clown Car also features a more subdued color scheme. Its "facial" proportions have been adjusted, and it has a more polished finish. Additionally, the inside of the Junior Clown Car now contains a visible control panel.}}
*{{change|Morton's star mark is now gray instead of dark brown, matching his appearance in ''{{s|supermariowiki|Mario Kart 8}}'' onwards.}}
*{{change|Morton's star mark is now gray instead of dark brown, matching his appearance in ''{{s|supermariowiki|Mario Kart 8}}'' onwards.}}
*{{change|Instead of a hammer, the Koopalings pull out their respective wands from ''Super Mario Bros. 3'' and the ''New Super Mario Bros.'' games.}}
*{{change|Instead of a hammer, the Koopalings pull out their respective wands from ''Super Mario Bros. 3'' and the ''New Super Mario Bros.'' games.}}
*{{change|Bowser Jr. is more expressive, he has a shocked expression when hit and scared expression when grabbed. The Junior Clown Car is also expressive, with new facial animations when Bowser Jr. gets hit and when he misses a grab.}}
*{{change|Bowser Jr. is more expressive, he has a shocked expression when hit and a scared expression when grabbed. The Junior Clown Car is also expressive, with new facial animations when Bowser Jr. gets hit and when he misses a grab.}}
**{{change|The Koopalings are more emotive than before, with their eyes and mouths animating somewhat differently from Bowser Jr.'s. Previously, only Lemmy had unique expressions.}}
**{{change|The Koopalings are more emotive than before, with their eyes and mouths animating somewhat differently from Bowser Jr.'s. Previously, only Lemmy had unique expressions.}}
*{{change|Larry, Morton, Lemmy, and Ludwig's hair respectively have less independent physics. On the contrary, Wendy's bow and rings have greater independent physics.}}
*{{change|Larry, Morton, Lemmy, and Ludwig's hair respectively have less independent physics. On the contrary, Wendy's bow and rings have greater independent physics.}}
*{{change|[[Air dodge]], falling, and ledge-hanging animations have changed.}}
*{{change|[[Air dodge]], falling, and ledge-hanging animations have changed.}}
*{{bugfix|The Junior Clown Car's propeller now properly rotates during Bowser Jr.'s No Contest screen.}}
*{{change|The PAL English version of [[Palutena's Guidance]] now uses the term "Koopalings" instead of "Bowser's minions", matching the British English localization in their home series as of ''{{s|mariowiki|Mario & Luigi: Paper Jam}}''.}}
*{{change|The PAL English version of [[Palutena's Guidance]] now uses the term "Koopalings" instead of "Bowser's minions", matching the British English localization in their home series as of ''{{s|mariowiki|Mario & Luigi: Paper Jam}}''.}}


Line 42: Line 43:
**{{buff|Forward tilt has less ending lag (FAF 34 → 32).}}
**{{buff|Forward tilt has less ending lag (FAF 34 → 32).}}
**{{nerf|It has a sourspot that deals less damage (8% → 6%).}}
**{{nerf|It has a sourspot that deals less damage (8% → 6%).}}
**{{nerf|It deals less knockback (30 base/110 scaling → 72/70). While this makes it even safer on hit at low percentages, it also worsens its previously respectable KO power.}}
**{{nerf|It deals altered knockback (30 base/110 scaling → 72/70). While this makes it even safer on hit at low percentages, it also worsens its previously respectable KO power.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt's hitboxes' positions have been adjusted (ID 0: 4-3 X-offset/4 Z-stretch → 8.5-10/0, ID 1: -1-0 X-offset → 0-3.5). This removes the blindspot between the fork's prongs and the Clown Car.}}
**{{buff|Up tilt's hitboxes' positions have been adjusted (ID 0: 4-3 X-offset/4 Z-stretch → 8.5-10/0, ID 1: -1-0 X-offset → 0-3.5). This removes the blindspot between the fork's prongs and the Clown Car.}}
Line 109: Line 110:
**{{change|Bowser Jr. preemptively pulls out his toy hammer in his grab animation and holds it while the opponent is grabbed.}}
**{{change|Bowser Jr. preemptively pulls out his toy hammer in his grab animation and holds it while the opponent is grabbed.}}
**{{change|The color of the claw matches each Koopaling's Clown Car.}}
**{{change|The color of the claw matches each Koopaling's Clown Car.}}
**{{buff|Standing and pivot grabs have faster startup (standing/pivot: frame 12/15 → 11/12).}}
**{{buff|Standing grab has faster startup (frame 12 → 11).}}
**{{nerf|Dash grab has slightly more startup lag (frame 13 → 14).}}
**{{nerf|Dash and pivot grabs have slightly more startup lag (dash/pivot: frame 13/12 → 14/15).}}
**{{nerf|All grabs have more ending lag (Standing/dash/pivot: FAF 36/45/42 → 41/49/44).}}
**{{nerf|All grabs have more ending lag (Standing/dash/pivot: FAF 36/45/42 → 41/49/44).}}
**{{buff|Standing grab's grabbox has been moved forwards (Z-offset: 4-13 → 6.5-14), improving its notoriously poor range despite being less extended.}}
**{{buff|Standing grab's grabbox has been moved forwards (Z-offset: 4-13 → 6.5-14), improving its notoriously poor range despite being less extended.}}
**{{nerf|Dash and pivot grab's grabboxes are less extended, especially pivot grab (dash: 4-15.5 Z-offset → 6.5-15, pivot: 4—-21.5 Z-offset → 6.5—-16.4), reducing their range.}}
**{{nerf|Dash and pivot grab's grabboxes are less extended, especially pivot grab (dash: 4-15.5 Z-offset → 6.5-15, pivot: 4—-21.5 Z-offset → 6.5—-16.4), reducing their range.}}
*[[Pummel]]:
*[[Pummel]]:
**{{change|Its animation is slightly different.}}
**{{change|Pummel's animation is slightly different.}}
**{{nerf|It deals less damage (2% → 1.3%).}}
**{{nerf|It deals less damage (2% → 1.3%).}}
**{{buff|It has faster startup (frame 6 → 1), deals more hitlag (4 → 14 frames) and has less ending lag (FAF 18 → 6), shortening its duration and increasing the number of times Bowser Jr. can pummel the opponent before throwing them or before they break out.}}
**{{buff|It has faster startup (frame 6 → 1), deals more hitlag (4 frames → 14) and has less ending lag (FAF 18 → 6), shortening its duration and increasing the number of times Bowser Jr. can pummel the opponent before throwing them or before they break out.}}
*{{change|Forward, back and up throws are no longer weight dependent.}}  
*[[Forward throw]]:
*[[Forward throw]]:
**{{buff|Forward throw's second hit deals more damage (6% → 7%, total: 9% → 10%) and has more knockback scaling (70 → 92), significantly improving its KO potential.}}
**{{buff|Forward throw has less ending lag (FAF 36 → 35).}}
**{{buff|The throw deals more damage (6% (throw)/9% (total) → 7%/10%) and has more knockback scaling (70 → 92), significantly improving its KO potential.}}
*[[Back throw]]:
*[[Back throw]]:
**{{nerf|Back throw deals less damage (12% → 11%) with knockback scaling not fully compensated (65 → 70), slightly hindering its KO power.}}
**{{nerf|Back throw deals less damage (12% → 11%) without full compensation on its knockback scaling (65 → 70), slightly hindering its KO potential.}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw has less ending lag (FAF 45 → 38) and deals less knockback (55 base/85 scaling → 65/60), granting it combo potential.}}
**{{buff|Up throw has less ending lag (FAF 45 → 38) and deals less knockback (55 base/85 scaling → 65/60), granting it combo potential.}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw has seven looping hits instead of five that deal significantly more damage (0.5% hits 1-5 → 1.2% hits 1-7, total: 6.5% → 12.4%).}}
**{{buff|Down throw has seven looping hits instead of five that deal significantly more damage (0.5% (hits 1-5)/6.5% (total) → 1.2%/12.4%).}}
**{{buff|It sends at a more horizontal angle (55° → 30°), allowing it to set up edgeguards.}}
**{{buff|It sends at a more horizontal angle (55° → 30°), allowing it to set up edgeguards.}}
**{{change|It deals less knockback overall (80 base/110 scaling → 90/55).}}
**{{change|It deals less knockback overall (80 base/110 scaling → 90/55).}}
**{{nerf|It has more ending lag (FAF 75 → 78).}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 10%).}}
**{{buff|Edge attack deals more damage (7% → 10%).}}
Line 140: Line 144:
**{{buff|An uncharged cannonball deals more damage (8.5% early/5.9% late → 10%/7%).}}
**{{buff|An uncharged cannonball deals more damage (8.5% early/5.9% late → 10%/7%).}}
**{{buff|A cannonball deals [[shield damage]] (0 → 8), capable of doing more than half a shield's health when fully charged.}}
**{{buff|A cannonball deals [[shield damage]] (0 → 8), capable of doing more than half a shield's health when fully charged.}}
**{{change|An uncharged cannonball travels slower, letting Bowser Jr. follow it. This makes cannonballs easier to dodge, but grants new setups based around them.}}
**{{change|The cannonball travels slower (Speed: 1.3 (min)/2.9 (max) → 1/2.4), letting Bowser Jr. follow it. This makes cannonballs easier to dodge, but grants new setups based around them.}}
***{{buff|Combined with the above change, an uncharged cannonball can hit shields twice before it drops at maximum distance, dealing extreme shield damage.}}
***{{buff|Combined with the above change, an uncharged cannonball can hit shields twice before it drops at maximum distance, dealing extreme shield damage.}}
**{{nerf|A cannonball deals significantly altered knockback (40 base/82 scaling → 90/52). This makes them safe on hit at any percentage, but significantly worsen their KO power, only having KO power if one is fully charged.}}
**{{nerf|A cannonball deals significantly altered knockback (40 base/82 scaling → 90/52). This makes them safe on hit at any percentage, but significantly worsen their KO power, only having KO power if one is fully charged.}}