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

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===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.}}
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**{{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.}}
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**{{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.}}