Template:SSB4 to SSBU changelist/Zelda: Difference between revisions

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===Aesthetics===
===Aesthetics===
*{{change|Zelda's appearance is based on her design from ''{{s|zeldawiki|The Legend of Zelda: A Link to the Past}}'' <ref name="SpecialSmash">{{cite web |url=https://sourcegaming.info/2018/06/20/smash-is-special-part-1-sakurais-famitsu-column-vol-557/  
*{{change|Zelda's appearance is based on her design from ''{{s|zeldawiki|The Legend of Zelda: A Link to the Past}}'',<ref name="SpecialSmash">{{cite web |url=https://sourcegaming.info/2018/06/20/smash-is-special-part-1-sakurais-famitsu-column-vol-557/  
|title="Smash is Special – Part 1" Sakurai's Famitsu Column Vol. 557 |accessdate=2018-06-20 |author=Masahiro Sakurai (translated by Brando) |date=2018-06-20 |publisher=SourceGaming.info (original Japanese publication in ''Famitsu'') |quote= Zelda's new design is based on ''"The Legend of Zelda: A Link to the Past"''}}</ref><ref name="DirectJP">{{cite web |url=https://www.youtube.com/watch?v=VjAsmfiIK3E&t=8m33s |title=Dairantou Smash Bros. SPECIAL (E3 2018) |accessdate=2018-07-08 |date=2018-06-12 |publisher=Nintendo |quote= ''Breath of the Wild'' Zelda isn't interested in combat, so her design is from ''A Link to the Past''.}}</ref><ref name="PaluGuidance">[[Super Smash Bros. Ultimate]] (North America) - [[Palutena's Guidance#Zelda_2|Palutena's Guidance]]: "Yes, that's Zelda from A Link to the Past. She's a descendant of the Seven Sages. When she was captured, she used telepathy to ask Link for help."</ref> and ''{{s|zeldawiki|A Link Between Worlds}}'',<ref name="DirectEN">{{cite web |url=https://www.youtube.com/watch?v=L93H7YC-83o&t=8m33s |title=Super Smash Bros. Ultimate - E3 2018 |accessdate=2018-07-08 |date=2018-06-12 |publisher=Nintendo |quote= In ''The Legend of Zelda: Breath of the Wild'', Zelda's more into research than fighting, so her design is from ''The Legend of Zelda: A Link Between Worlds''}}</ref> with her overall design being a combination of the two.<ref name="zeldatwitter">[https://twitter.com/PushDustIn/status/1087124591984562176 PushDustIn on Twitter: Zelda is confirmed to be based on Link to the Past AND Link Between Worlds.]</ref>}}
|title="Smash is Special – Part 1" Sakurai's Famitsu Column Vol. 557 |accessdate=2018-06-20 |author=Masahiro Sakurai (translated by Brando) |date=2018-06-20 |publisher=SourceGaming.info (original Japanese publication in ''Famitsu'') |quote= Zelda's new design is based on ''"The Legend of Zelda: A Link to the Past"''}}</ref><ref name="DirectJP">{{cite web |url=https://www.youtube.com/watch?v=VjAsmfiIK3E&t=8m33s |title=Dairantou Smash Bros. SPECIAL (E3 2018) |accessdate=2018-07-08 |date=2018-06-12 |publisher=Nintendo |quote= ''Breath of the Wild'' Zelda isn't interested in combat, so her design is from ''A Link to the Past''.}}</ref><ref name="PaluGuidance">[[Super Smash Bros. Ultimate]] (North America) - [[Palutena's Guidance#Zelda_2|Palutena's Guidance]]: "Yes, that's Zelda from A Link to the Past. She's a descendant of the Seven Sages. When she was captured, she used telepathy to ask Link for help."</ref> and ''{{s|zeldawiki|A Link Between Worlds}}'',<ref name="DirectEN">{{cite web |url=https://www.youtube.com/watch?v=L93H7YC-83o&t=8m33s |title=Super Smash Bros. Ultimate - E3 2018 |accessdate=2018-07-08 |date=2018-06-12 |publisher=Nintendo |quote= In ''The Legend of Zelda: Breath of the Wild'', Zelda's more into research than fighting, so her design is from ''The Legend of Zelda: A Link Between Worlds''}}.</ref> with her overall design being a combination of the two.<ref name="zeldatwitter">[https://twitter.com/PushDustIn/status/1087124591984562176 PushDustIn on Twitter: Zelda is confirmed to be based on Link to the Past AND Link Between Worlds.]</ref> Her slightly smaller eyes, red necklace, more detailed epaulets, belt and {{s|wikipedia|bracer}}s, and the white dress is from ''A Link to the Past'', while her crown, bangs, and the pink dress are from ''A Link Between Worlds''. Her Twilight Princess design (which was her default in ''Brawl'' and ''Smash 4'') is now the basis for an alternate costume.}}
**{{change|As a result of her design change, many of Zelda's basic animations have been altered, including her standing pose, [[idle poses]], and [[walking]] animation. All of these animations depict her as more expressive and cheerful than her ''SSB4'' incarnation, which rarely showed emotion.}}
**{{change|Consequently, Zelda's hair and the jewel of her crown are once again blonde and red respectively, as opposed to brown and blue respectively, with the former being no longer tied at the bottom, similar to her predecessor in ''[[Melee]]''; her eyes are larger; her epaulets are smaller; she wears a crimson, gem-like necklace; a sleeved, white dress with a cape and a sleeveless, pink dress with a yellow, {{s|zeldawiki|Triforce}} embroidery, as opposed to a purple bodice and a white silk skirt; a more traditional, crimson belt with golden ornaments instead of a gold metallic belt with a tapestry; pants under her dress; bracers with being bare-handed instead of gloves; and high heels instead of boots.}}
**{{change|As a result of her design change, many of Zelda's basic animations have been altered, including her standing pose, [[idle poses]], and [[walking]] animations. All of these animations depict her as very cheerful and somewhat mischievous, making her far more expressive than her ''SSB4'' incarnation, which rarely showed any emotion.}}
**{{change|Zelda has an updated [[Palutena's Guidance]] conversation to coincide with the design change.}}
**{{change|Zelda has an updated [[Palutena's Guidance]] conversation to coincide with the design change.}}
*{{change|Most of Zelda's [[alternate costume]]s have been tweaked: the color of her tapestry now matches the upper half of her dress, with the bottom half of her red and blue costumes are now white instead of dark red and indigo respectively; her black costume now feature a purple gradation at bottom of her dress; and her ''Ocarina of Time''-based costume has been modified to better match the coloration of the original. Finally, Zelda now has a new purple costume based on her appearance in ''The Legend of Zelda: Twilight Princess''. It replaces her pink costume in ''SSB4'', which was based on her ''A Link Between Worlds'' appearance, effectively swapping its place with her default costume.}}
*{{change|Many of Zelda's [[alternate costume]]s have been altered:}}
**{{change|The skirt of her red and blue costumes are now white, instead of maroon and navy respectively.}}
**{{change|Her black costume now features a purple gradation at the edges of the sleeve and the skirt.}}
**{{change|The skirt of her ''Ocarina of Time''-inspired costume is now lavender and violet, instead of white and dark purple, better matching the coloration of the original.}}
*{{change|Zelda always faces the screen regardless of which direction she turns, causing all of her animations to be mirrored.}}
*{{change|Zelda always faces the screen regardless of which direction she turns, causing all of her animations to be mirrored.}}
*{{change|All of Zelda's [[taunt]]s have been altered:}}
*{{change|All of Zelda's [[taunt]]s have been altered:}}
**{{change|Her up taunt is entirely new; she draws a cross pattern with magic from her fingertips, uttering a short grunt similar to {{SSBU|Daisy}}'s down taunt.}}
**{{change|Her up taunt is entirely new; she draws a cross pattern with magic akin to her [[grab]] from her fingertips, uttering a short grunt similar to {{SSBU|Daisy}}'s down taunt.}}
**{{change|Her side taunt has a faster and flashier animation.}}
**{{change|Her side taunt has a faster and flashier animation.}}
**{{change|Her down taunt is a more casual and joyful wave.}}
**{{change|Her down taunt is a more casual and joyful wave.}}
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**{{change|For the right-inputted pose, she summons the [[Phantom]] armor and proudly poses in front of it.}}
**{{change|For the right-inputted pose, she summons the [[Phantom]] armor and proudly poses in front of it.}}
**{{change|For the up-inputted pose, she emits magic out of two fingers and points at the screen.}}
**{{change|For the up-inputted pose, she emits magic out of two fingers and points at the screen.}}
*{{change|Zelda is more vocal, and is significantly more expressive:}}
*{{change|Zelda is significantly more vocal.}}
**{{change|She vocalizes in all of her taunts and victory poses; she giggles during during her down taunt and new up-inputted victory pose; makes a kiai noise during her side taunt; makes a breathe during her new right-inputted pose.}}
**{{change|She vocalizes in all of her taunts and victory poses; she giggles during her down taunt and new up-inputted victory pose; makes a Kiai noise during her side taunt; makes a breath during her new right-inputted pose.}}
**{{change|Zelda vocalizes upon waking up from a [[asleep|sleep]] when not experiencing any knockback, similar to few other characters such as {{SSBU|Palutena}} and {{SSBU|Cloud}}. She shares this addition with {{SSBU|Link}}, {{SSBU|Young Link}}, {{SSBU|Ganondorf}} and {{SSBU|Wolf}}.}}
**{{change|Zelda vocalizes upon waking up from [[asleep|sleep]] status when not suffering from any knockback, similar to a few other characters such as {{SSBU|Palutena}} and {{SSBU|Cloud}}. She shares this addition with {{SSBU|Link}}, {{SSBU|Ganondorf}} and {{SSBU|Wolf}}.}}
**{{change|Some of her pre-existing voice clips are also tweaked, making them more in line with other characters' such voice clips; she makes more alarmed and loud, painful screams while taking knockback; makes a dazed noise upon being [[stun]]ned; and her [[asleep|sleeping]] voice clip is more quiet.}}
**{{change|Zelda's voice clips, in general, sounding significantly more dynamic and exaggerated than her predecessors, in a similar vein to {{SSBU|Pit}} and {{SSBU|Ike}} in their transition from ''Brawl''. For instance, her attack and knockback voice clips are louder compared to their ''Brawl''/''Smash 4'' counterparts, while [[stun]] and sleeping voice clips are quieter and longer.}}


===Attributes===
===Attributes===
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*{{buff|Zelda [[walk|walks]] slightly faster (0.87 → 0.914).}}
*{{buff|Zelda [[walk|walks]] slightly faster (0.87 → 0.914).}}
*{{buff|Zelda's [[air speed]] is slightly faster (1.04 → 1.092).}}
*{{buff|Zelda's [[air speed]] is slightly faster (1.04 → 1.092).}}
*{{buff|Zelda's [[traction]] is much higher (0.054 → 0.116).}}
*{{change|Zelda's full hop has less air time (62 frames → 57). This allows her to land faster, but reduces her window to use aerials.}}
*{{change|Zelda's full hop has less air time (62 frames → 57). This allows her to land faster, but reduces her window to use aerials.}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-17 → 4-15).}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-17 → 4-15).}}
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**{{buff|The first portion's third hit has been removed, with its first two hits having a lower [[hitlag]] multiplier (1× → 0.6×) and launching opponents closer to Zelda with their outermost hitboxes (140° → 180°), allowing it to [[jab lock]] and connect more reliably into the rapid jab.}}
**{{buff|The first portion's third hit has been removed, with its first two hits having a lower [[hitlag]] multiplier (1× → 0.6×) and launching opponents closer to Zelda with their outermost hitboxes (140° → 180°), allowing it to [[jab lock]] and connect more reliably into the rapid jab.}}
**{{buff|The rapid jab's finisher deals more knockback than the previous third hit (40 base/95 scaling → 55/140), improving its KO potential.}}
**{{buff|The rapid jab's finisher deals more knockback than the previous third hit (40 base/95 scaling → 55/140), improving its KO potential.}}
**{{buff|The first portion has gained a hitbox on Zelda's lower body, while the rapid jab and finisher have been placed lower and have bigger hitboxes (3.6u/3.6u/6.0u → 6.0u/6.0u). This lets jab hit smaller characters more reliably.}}
**{{nerf|Both the first portion and the rapid jab's finisher have more ending lag, most significantly the latter (FAF 24 → 25, 43). Combined with the removal of the first portion's third hit and its faster startup, this makes the move much less safe on shield, and eliminates its combo potential at low percents.}}
**{{nerf|Both the first portion and the rapid jab's finisher have more ending lag, most significantly the latter (FAF 24 → 25, 43). Combined with the removal of the first portion's third hit and its faster startup, this makes the move much less safe on shield, and eliminates its combo potential at low percents.}}
**{{change|The first portion deals less damage, though this is compensated by the rapid jab (3% (hits 1-2), 5% (hit 3) → 2.5% (hits 1-2), 0.2% (rapid jab), 3% (finisher)).}}
**{{change|The first portion deals less damage, though this is compensated by the rapid jab (3% (hits 1-2), 5% (hit 3) → 2.5% (hits 1-2), 0.2% (rapid jab), 3% (finisher)).}}
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**{{buff|It has a shorter total duration (FAF 38 → 37), effectively reducing the ending lag by 3 frames due to the increased startup.}}
**{{buff|It has a shorter total duration (FAF 38 → 37), effectively reducing the ending lag by 3 frames due to the increased startup.}}
**{{buff|It deals more damage (12% → 15% (sweetspot), 10% → 11.5% (sourspot)) with knockback not fully compensated on the sweetspot (50 base/88 scaling → 72/69), increasing its KO potential.}}
**{{buff|It deals more damage (12% → 15% (sweetspot), 10% → 11.5% (sourspot)) with knockback not fully compensated on the sweetspot (50 base/88 scaling → 72/69), increasing its KO potential.}}
**{{nerf|The sourspot has more base knockback (50 → 72), but noticeably less knockback scaling (88 → 68), hindering its KO potential.}}
***{{buff|The sourspot has more base knockback (50 → 72), but noticeably less knockback scaling (88 → 68). Combined with the increased damage, it deals more knockback overall, improving its KO potential.}}
**{{nerf|The three sourspot hitboxes take priority over the two sweetspot hitboxes, making them  harder to land.}}
**{{nerf|The three sourspot hitboxes take priority over the two sweetspot hitboxes, making them  harder to land.}}
*[[Up tilt]]:
*[[Up tilt]]:
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**{{nerf|It has 3 small unextended hitboxes instead of 1 medium-sized extended one, reducing its range.}}
**{{nerf|It has 3 small unextended hitboxes instead of 1 medium-sized extended one, reducing its range.}}
**{{change|It sends opponents at a lower angle (80° → 62°), and has less base knockback (20 → 15), but more knockback scaling (120 → 125).}}
**{{change|It sends opponents at a lower angle (80° → 62°), and has less base knockback (20 → 15), but more knockback scaling (120 → 125).}}
**{{buff|This allows it to combo more reliably into a dash attack and neutral aerial at mid percents and gives it a new KO set-up into forward aerial in combination with its lower ending lag.}}
***{{buff|This allows it to combo more reliably into a dash attack and neutral aerial at mid percents and gives it a new KO set-up into forward aerial in combination with its lower ending lag.}}
**{{nerf|However, this greatly worsens its combo potential into other attacks at low and high percents, and no longer has a guaranteed set-up into up aerial.}}
***{{nerf|However, this greatly worsens its combo potential into other attacks at low and high percents, and no longer has a guaranteed set-up into up aerial.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack's hitboxes are larger (2.2u (sweetspot)/5u (sourspot)/4.8u (late hit) → 2.8u/5.2u/5u) and the sweetspot is extended (Z offset: 12.8 → 12.6-13.2), improving the move's range and making it easier to land the sweetspot.}}
**{{buff|Dash attack's hitboxes are larger (2.2u (sweetspot)/5u (sourspot)/4.8u (late hit) → 2.8u/5.2u/5u) and the sweetspot is extended (Z offset: 12.8 → 12.6-13.2), improving the move's range and making it easier to land the sweetspot.}}
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**{{buff|The last hit has less base knockback (40 → 35), allowing it to combo for longer, while preserving its edgeguarding potential due to the changes to the Sakurai angle (40° (grounded)/45.2637° (aerial) → 38°).}}
**{{buff|The last hit has less base knockback (40 → 35), allowing it to combo for longer, while preserving its edgeguarding potential due to the changes to the Sakurai angle (40° (grounded)/45.2637° (aerial) → 38°).}}
**{{change|The last hit has a higher hitlag multiplier (1× → 2×).}}
**{{change|The last hit has a higher hitlag multiplier (1× → 2×).}}
*[[Lightning Kick]]:
**{{change|Zelda now uses a specific voice clip when performing either her forward or back aerial; it somewhat resembles {{SSBU|Fox}}, {{SSBU|Falco}}, {{SSBU|Pit}} and {{SSBU|Dark Pit}}'s voice clips when they perform [[Fox Illusion]], [[Falco Phantasm]], [[Palutena Bow]] and [[Silver Bow]] respectively.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).}}
**{{buff|Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).}}
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**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}}
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}}
**{{nerf|Its initial auto-cancel window is shorter (frames 1-3 → 1-2).}}
**{{nerf|Its initial auto-cancel window is shorter (frames 1-3 → 1-2).}}
**{{change|Zelda gained a specific voice clip for performing forward aerial; it somewhat resembles {{SSBU|Fox}} and {{SSBU|Falco}}'s voice clips when they perform [[Fox Illusion]] and [[Falco Phantasm]].}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial has less ending lag (FAF 53 → 50).}}
**{{buff|Back aerial has less ending lag (FAF 53 → 50).}}
**{{buff|It auto-cancels earlier (frame 52 → 45).}}
**{{buff|It auto-cancels earlier (frame 52 → 45).}}
**{{buff|It has a longer duration (6/7-9 → 6/7-10.)}}
**{{buff|The sweetspot has more base knockback (28 → 30).}}
**{{buff|The sweetspot has more base knockback (28 → 30).}}
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}}
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}}
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**{{buff|The hitbox is larger (8u → 9u).}}
**{{buff|The hitbox is larger (8u → 9u).}}
**{{change|Its hitbox is higher up (Y offset: 23 → 26.5). Combined with its larger size, this noticeably improves its range above Zelda, but introduces a blindspot and makes it very hard (or even impossible) to hit grounded opponents onstage.}}
**{{change|Its hitbox is higher up (Y offset: 23 → 26.5). Combined with its larger size, this noticeably improves its range above Zelda, but introduces a blindspot and makes it very hard (or even impossible) to hit grounded opponents onstage.}}
**{{change|It has more base knockback (30 → 55), but less knockback scaling (84 → 73 (clean)/70 (late)). This improves the new clean hit's  KO potential after a full hop and near the upper [[blast line]], but slightly reduces it near ground level.}}
**{{buff|It has more base knockback (30 → 55), but less knockback scaling (84 → 73 (clean)/70 (late)). Overall, it KOs earlier.}}
**{{nerf|It has a new animation which is longer than the previous one (54 frames → 63). This increases the amount of time Zelda cannot grab the ledge after using the move although the move has [[interruptibility]] frames to compensate for its total duration.}}
**{{nerf|It has a new animation which is longer than the previous one (54 frames → 63). This increases the amount of time Zelda cannot grab the ledge after using the move although the move has [[interruptibility]] frames to compensate for its total duration.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's clean hit has an additional hitbox that covers Zelda's lower leg, removing its blindspot and giving it more range despite the hitboxes are smaller (4u → 3.2u/3.2u). This makes it easier to land.}}
**{{buff|Down aerial's clean hit has an additional hitbox that covers Zelda's lower leg, removing its blindspot and giving it more range despite the hitboxes are smaller (4u → 3.2u/3.2u). This makes it easier to land.}}
**{{nerf|The late hit has smaller hitboxes (6u/6u → 5u/4u), reducing its range and worsening its gimping potential.}}
**{{nerf|The late hit has smaller hitboxes (6u/6u → 5u/4u), reducing its range and worsening its gimping potential.}}
**{{buff|The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, combined with its reduced landing lag.}}


===Throws and other attacks===
===Throws and other attacks===
*{{change|Zelda's animation when holding a [[Super Scope]] or [[Gust Bellows]] has been altered, as she now holds the item in a manner similar to a rifle.}}
*[[Grab]]s:
*[[Grab]]s:
**{{nerf|Standing grab has more ending lag (FAF 38 → 40).}}
**{{nerf|Standing grab has more ending lag (FAF 38 → 40).}}
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**{{buff|Compared to [[Light Arrow]], Triforce of Wisdom has a significantly longer duration and more range covering the entire stage, making it almost impossible to avoid. It also deals more total damage (40% → 67%).}}
**{{buff|Compared to [[Light Arrow]], Triforce of Wisdom has a significantly longer duration and more range covering the entire stage, making it almost impossible to avoid. It also deals more total damage (40% → 67%).}}
**{{nerf|Triforce of Wisdom can only trap one opponent, making it less effective in battles with more than two players.}}
**{{nerf|Triforce of Wisdom can only trap one opponent, making it less effective in battles with more than two players.}}
**{{change|Triforce of Wisdom does not produce the [[Home-Run Bat]] [[Ping|sound effect]], unlike Light Arrow.}}
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