Template:SSB4 to SSBU changelist/Mii Gunner: Difference between revisions

 
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*{{change|Players can customize the Mii Gunner's voice clips from 12 different voices, with 3 different pitches.}}
*{{change|Players can customize the Mii Gunner's voice clips from 12 different voices, with 3 different pitches.}}
*{{change|Mii Gunners have had their body proportions adjusted.}}
*{{change|Mii Gunners have had their body proportions adjusted.}}
*{{change|While still based off the "Guest F" Mii, the default Mii Gunner has an altered appearance. She now has a smile on her face instead of a neutral expression, her eyebrows are angled downwards to give a confident appearance, her hair has been changed from a middle-parting style to one with a side-swept fringe, and her eyes are now brown instead of black.}}
*{{change|While still based on the "Guest F" Mii, the default Mii Gunner has an altered appearance. She now has a smile on her face instead of a neutral expression, her eyebrows are angled downwards to give a confident appearance, her hair has been changed from a middle-parting style to one with a side-swept fringe, and her eyes are now brown instead of black.}}
*{{change|The default Mii Gunner's color is now yellow instead of orange.}}
*{{change|The default Mii Gunner's color is now yellow instead of orange.}}
*{{change|The default outfits for the Mii Gunner has significantly more detail, now being a bodysuit with a character-colored high collar jacket, grey inner shirt, gloves with white accents, and boots that appear less futuristic. The Gunner no longer wears an ammo backpack, and their arm cannon has a different appearance.}}
*{{change|The default outfits for the Mii Gunner have significantly more detail, now being a bodysuit with a character-colored high collar jacket, grey inner shirt, gloves with white accents, and boots that appear less futuristic. The Gunner no longer wears an ammo backpack, and their arm cannon has a different appearance.}}
*{{change|The Mii Gunner has a new [[idle animation]] involving them standing with their arms spread, with their cannonless arm clenched in a fist.}}
*{{change|The Mii Gunner has a new [[idle animation]] involving them standing with their arms spread, with their cannon-less arm clenched in a fist.}}


===Attributes===
===Attributes===
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**{{change|The first hit of its down smash no longer drags opponents in behind the Mii Gunner, and both hits now act independently. This hinders the move's usability in situations it previously excelled in (such as by the ledge).}}
**{{change|The first hit of its down smash no longer drags opponents in behind the Mii Gunner, and both hits now act independently. This hinders the move's usability in situations it previously excelled in (such as by the ledge).}}
***{{buff|However, due to the increased damage and knockback from each hit, the move is significantly more useful in general. Opponents can no longer DI out of the second hit as well.}}
***{{buff|However, due to the increased damage and knockback from each hit, the move is significantly more useful in general. Opponents can no longer DI out of the second hit as well.}}
**{{buff|Both hit's damage have been increased, with the back hit dealing the same damage as the previous down smash's total (front hit: 4% → 11.5%, back hit: 10% → 14%).}}
**{{buff|Both hits' damage have been increased, with the back hit dealing the same damage as the previous down smash's total (front hit: 4% → 11.5%, back hit: 10% → 14%).}}
**{{buff|Down smash's second hit KOs significantly earlier due to its damage being the sum of the previous down smash's hits (KOs Mario from the edge of Final Destination at 94% → 66%).}}
**{{buff|Down smash's second hit KOs significantly earlier due to its damage being the sum of the previous down smash's hits (KOs Mario from the edge of Final Destination at 94% → 66%).}}
**{{nerf|Down smash has had its range slightly reduced on the first hit, though it still has high range.}}
**{{nerf|Down smash has had its range slightly reduced on the first hit, though it still has high range.}}
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**{{buff|Forward aerial does more damage (6/4% (close/far) → 8/6%).}}
**{{buff|Forward aerial does more damage (6/4% (close/far) → 8/6%).}}
**{{nerf|Forward aerial starts later (frame 10 → 12).}}
**{{nerf|Forward aerial starts later (frame 10 → 12).}}
**{{nerf|Forward aerial has significantly decreased range, now only traveling a fourth of Final Destination. This makes it worse for spacing.}}
**{{nerf|Forward aerial has significantly decreased range, now only traveling a fourth of Final Destination. This is done through less active frames (10-21 → 12-20). This makes it worse for spacing.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{change|Back aerial's early and late hitboxes now deal different damage. The main hit deals more damage (12% 13%) while the late hit that comes out a frame later deals less damage (12% → 11%).}}
**{{buff|Back aerial now has a late hit that deals 11%, extending the move's duration slightly (9-10 9-10/11).}}
**{{buff|Back aerial's main hitbox deals more knockback (30 base/88 scaling → 29/96), which combined with its increased damage improves its KO potential.}}
**{{buff|Back aerial's clean hit deals more damage (12% → 13%).}}
**{{buff|Back aerial's clean hit deals more knockback (30 base/88 scaling → 29/96), which, combined with its increased damage, improves its KO potential.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{change|Up aerial has a new animation. The Gunner now "stands" upright while performing the move, rather than laying on their back.}}
**{{change|Up aerial has a new animation. The Gunner now "stands" upright while performing the move, rather than laying on their back.}}
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**{{buff|Back throw's first hit deals much more damage (2% → 7%, total: 5% → 10%).}}
**{{buff|Back throw's first hit deals much more damage (2% → 7%, total: 5% → 10%).}}
**{{buff|The first hit now deals set knockback, allowing it to reliably connect into the second hit.}}
**{{buff|The first hit now deals set knockback, allowing it to reliably connect into the second hit.}}
**{{change|The laser is fired at a slightly lower angle (35° → 34°).}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw's first hit deals much more damage (2% → 7%). The Gunner now fires two lasers instead of one, and the total damage is significantly higher (total: 5% → 13%), now being the second most damaging up throw in the game, behind {{SSBU|King K. Rool}}. The second shot deals no knockback however, and so does not improve the throw's KO potential and only increases the target's damage.}}
**{{buff|Up throw's first hit deals much more damage (2% → 7%). The Gunner now fires two lasers instead of one, and the total damage is significantly higher (total: 5% → 13%), making up throw among the most damaging throws in the game. The second shot deals no knockback however, and so does not improve the throw's KO potential and only increases the target's damage.}}
**{{change|Up throw's first hit now deals set knockback, improving the throw's consistency but hindering its KO potential.}}
**{{change|Up throw's first hit now deals set knockback, improving the throw's consistency but hindering its KO potential.}}
**{{buff|Up throw has lower ending lag (frame 59 → 51). However, it is still too slow to follow up with.}}
**{{buff|Up throw has lower ending lag (frame 59 → 51). However, it is still too slow to follow up with.}}
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**{{buff|It deals more damage (3.15%-22% → 4%-26%) with knockback compensated.}}
**{{buff|It deals more damage (3.15%-22% → 4%-26%) with knockback compensated.}}
**{{buff|It charges faster (144 frames → 132).}}
**{{buff|It charges faster (144 frames → 132).}}
**{{buff|The minimum speed of the projectile is faster (1.6 → 1.8).}}
*[[Laser Blaze]]:
*[[Laser Blaze]]:
**{{buff|Like {{SSBU|Falco}}'s lasers, Laser Blaze makes opponents flinch and can [[lock]].}}
**{{buff|Like {{SSBU|Falco}}'s lasers, Laser Blaze makes opponents flinch and can [[lock]].}}
**{{buff|It deals more and consistent damage (3%-4% → 5%).}}
**{{buff|It deals more and consistent damage (3%-4% → 5%).}}
**{{buff|It has less startup (frame 12 → 10) and ending lag (FAF 48 → 42).}}
**{{buff|It has less startup (frame 12 → 10) and ending lag (FAF 48 → 42).}}
**{{buff|Lasers last longer (22 frames → 24).}}
***{{nerf|However, they are slower (7 → 6), reducing their range overall.}}
**{{nerf|Consecutive shots take longer (frame 17 → 22).}}
**{{nerf|Consecutive shots take longer (frame 17 → 22).}}
*[[Grenade Launch]]:
*[[Grenade Launch]]:
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**{{buff|It no longer cancels if the Mii Gunner lands before the projectile can fire.}}
**{{buff|It no longer cancels if the Mii Gunner lands before the projectile can fire.}}
**{{nerf|It has slightly more ending lag (FAF 59 → 63).}}
**{{nerf|It has slightly more ending lag (FAF 59 → 63).}}
*[[Gunner Missile]]:
**{{change|Both types of missiles have been redesigned: homing missiles are now metallic grey with short neon blue lines along the top of its body (instead of silver with a green top), and super missiles are now fatter with a futuristic rocket design and a neon blue head (instead of silver with neon blue markings going down the missile).}}
**{{buff|Both missiles deal more damage (homing: 4.5% → 7.5%, super: 10% → 14.5%).}}
**{{buff|It has less startup (frame 29 → 27) and ending lag (FAF 62 → 46).}}
**{{buff|Super Missiles deal significantly more knockback, being able to KO at realistic percentages.}}
**{{nerf|The regular missiles from Gunner Missile travel faster, but their homing ability have been reduced. This significantly hinders their effectiveness.}}
*[[Stealth Burst]]:
*[[Stealth Burst]]:
**{{change|The Mii Gunner no longer spins around before firing a Stealth Burst.}}
**{{change|The Mii Gunner no longer spins around before firing a Stealth Burst.}}
**{{buff|It travels faster and further.}}
**{{buff|It travels faster and further (Initial speed: 0.7 → 1.3, acceleration: 0.04 → 0.09).}}
**{{buff|It no longer leaves Mii Gunner [[helpless]].}}
**{{buff|It no longer leaves Mii Gunner [[helpless]].}}
**{{buff|It deals much more damage (10.8%-15.4% → 12.1%-18%) without compensation on knockback.}}
**{{buff|It deals much more damage (10.8%-15.4% → 12.1%-18%) without compensation on knockback.}}
**{{buff|Its earliest explosion has less startup lag (frames 42-75 → 36-66).}}
**{{buff|Its earliest explosion has less startup lag (frames 42-75 → 36-66).}}
**{{buff|It explodes faster after release (8 frames → 3 frames).}}
**{{nerf|It no longer turns invisible after some travel distance.}}
**{{nerf|It no longer turns invisible after some travel distance.}}
*[[Gunner Missile]]:
**{{change|Both types of missiles have been redesigned: homing missiles are now metallic grey with short neon blue lines along the top of its body (instead of silver with a green top), and super missiles are now fatter with a futuristic rocket design and a neon blue head (instead of silver with neon blue markings going down the missile).}}
**{{buff|Both missiles deal more damage (homing: 4.5% → 7.5%, super: 10% → 14.5%).}}
**{{buff|It has less startup (frame 29 → 27) and ending lag (FAF 62 → 46).}}
**{{buff|Super Missiles deal significantly more knockback, being able to KO at realistic percentages.}}
**{{nerf|The regular missiles from Gunner Missile travel faster (1.0 → 1.2), but their homing ability have been reduced. This significantly hinders their effectiveness.}}
**{{nerf|Homing missiles have a shorter duration (104 frames → 96).}}


====[[Up special]]s====
====[[Up special]]s====
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**{{change|[[Cannon Uppercut]] has been reworked into Cannon Jump Kick, which still features a launch with the Mii Gunner's arm cannon, but uses a kick instead of a punch to deal damage while firing upwards.}}
**{{change|[[Cannon Uppercut]] has been reworked into Cannon Jump Kick, which still features a launch with the Mii Gunner's arm cannon, but uses a kick instead of a punch to deal damage while firing upwards.}}
**{{buff|It has significantly less startup lag (hits 1/2: frame 11/15 → 6/10), making it much more effective as an [[out of shield]] option.}}
**{{buff|It has significantly less startup lag (hits 1/2: frame 11/15 → 6/10), making it much more effective as an [[out of shield]] option.}}
**{{buff|It grants [[intangibility]] on frame 6.}}
**{{buff|It grants [[intangibility]] on frames 5-7 when grounded.}}
**{{buff|Its late second hitbox has been significantly shortened in duration, allowing the stronger clean hit to out-prioritize it more often.}}
**{{buff|Its late second hitbox has been significantly shortened in duration, allowing the stronger clean hit to out-prioritize it more often.}}
**{{buff|It travels slightly more vertical distance.}}
**{{buff|It travels slightly more vertical distance.}}
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**{{nerf|Its bombs can be knocked away by attacks, making it harm Mii Gunner instead.}}
**{{nerf|Its bombs can be knocked away by attacks, making it harm Mii Gunner instead.}}
*[[Absorbing Vortex]]:
*[[Absorbing Vortex]]:
**{{change|The vortex appears less realistic, looking less like a bubble and more like a cartoon swirl of energy. The Gunner no longer sways their cannon around to generate the vortex, and simply points it up as the cannon glistens.}}
**{{change|The vortex appears less realistic, looking less like an electric swirl of plasma and more like a cartoony bubble. The Gunner no longer sways their cannon around to generate the vortex, and simply points it up as the cannon glistens.}}
**{{buff|Much like Ness' PSI Magnet, Absorbing Vortex has a weak hitbox upon startup, allowing for safer use of the move in general.}}
**{{buff|Much like Ness' PSI Magnet, Absorbing Vortex has a weak hitbox upon startup, allowing for safer use of the move in general.}}
***{{buff|The hitbox is also produced upon absorbing projectiles.}}
***{{buff|The hitbox is also produced upon absorbing projectiles.}}
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