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

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===Aesthetics===
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''Super Smash Bros. 4'', Palutena's model has a more subdued color scheme. Her chiton and armor feature simple detailing, and her face appears more realistic and expressive. Altogether, this makes her overall appearance more closely resemble how it was in ''[[Brawl]]'' and ''{{s|icaruspedia|Kid Icarus: Uprising}}''.}}
*{{change|As with all [[veteran]]s returning from ''Super Smash Bros. 4'', Palutena's model has a more subdued color scheme, now more closely resembling her appearance in ''{{s|icaruspedia|Kid Icarus: Uprising}}''. Her chiton and armor feature simple detailing, and her face appears more realistic and expressive.}}
*{{change|Palutena's [[sidestep]] now causes a visible warping effect when she disappears.}}
*{{change|Palutena's [[sidestep]] now causes a visible warping effect when she disappears.}}
*{{change|Palutena is more emotive as she now smiles consistently rather than frowning.}}
*{{change|Palutena is more emotive as she now smiles consistently rather than frowning.}}
*{{change|Palutena's skirt now has independent physics.}}
*{{change|Palutena's skirt now has independent physics.}}
*{{change|Palutena's shielding animation is slightly altered.}}
*{{change|Palutena's shielding animation is slightly altered.}}
*{{change|The golden door in Palutena's [[on-screen appearance]] now disappears without the transparency effects.}}
*{{change|The golden doors in Palutena's [[on-screen appearance]] now disappear without the transparency effects.}}


===Attributes===
===Attributes===
*{{buff|Like all characters, Palutena's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Palutena's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Palutena [[walk|walks]] slightly faster (1.21 → 1.271).}}
*{{buff|Palutena [[walk]]s slightly faster (1.21 → 1.271).}}
*{{buff|Palutena [[run|runs]] faster (1.888 → 2.077).}}
*{{buff|Palutena [[run]]s faster (1.888 → 2.077).}}
**{{buff|Her initial [[dash]] speed is much faster (1.5 → 2.035).}}
**{{buff|Her initial [[dash]] speed is much faster (1.5 → 2.035).}}
*{{buff|Palutena's [[air speed]] is slightly faster (0.91 → 1).}}
*{{buff|Palutena's [[air speed]] is slightly faster (0.91 → 1).}}
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*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 50).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 50).}}
*{{buff|Palutena's [[traction]] is higher (0.068 → 0.106).}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{change|the first hit has an altered animation. Palutena swings her staff downwards instead of jabbing it forward.}}
**{{change|The first hit has an altered animation. Palutena swings her staff downwards instead of jabbing it forward.}}
**{{buff|The first hit and neutral infinite's finisher have less ending lag (FAF 26 → 25 (hit 1), 43 → 40 (finisher)).}}
**{{buff|The first hit and neutral infinite's finisher have less ending lag (FAF 26 → 25 (hit 1), 43 → 40 (finisher)).}}
**{{buff|The first hit transitions into the neutral infinite faster (frame 15 → 11).}}
**{{buff|The first hit transitions into the neutral infinite faster (frame 15 → 11).}}
**{{buff|The first hit has altered angles to keep opponents closer to Palutena (76°/70° → [[361]]°/180°), and has gained a [[hitstun modifier]] of 4, allowing it to [[lock]] opponents and connect better into the infinite.}}
**{{buff|The first hit has altered angles to keep opponents closer to Palutena (80° → [[361]]°/180°), and has gained a [[hitstun modifier]] of 4, allowing it to [[lock]] opponents and connect better into the infinite.}}
**{{buff|The infinite has a lower [[hitlag]] multiplier (1.2× → 0.5×) and [[SDI]] multiplier (1× → 0.4×), a different launch angle to keep grounded opponents closer to Palutena (60°/110° → 361°), and a much larger hitbox (3.5 → 6u). This allows it to connect much more effectively, and rack up more damage overall despite each hit dealing slightly less damage (0.8% → 0.6%).}}
**{{buff|The infinite has a lower [[hitlag]] multiplier (1.2× → 0.5×) and [[SDI]] multiplier (1× → 0.4×), a different launch angle to keep grounded opponents closer to Palutena (60°/110° → 361°), and a much larger hitbox (3.5 → 6u). This allows it to connect much more effectively, and rack up more damage overall despite each hit dealing slightly less damage (0.8% → 0.6%).}}
**{{nerf|The first hit has a shorter hitbox duration (frames 8-10 → 8-9).}}
**{{nerf|The first hit has a shorter hitbox duration (frames 8-10 → 8-9).}}
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**{{change|The second hit launches at a slightly different angle (361° → 40°).}}
**{{change|The second hit launches at a slightly different angle (361° → 40°).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has less startup (frame 10 → 8) and Palutena can act faster (FAF 68 → 56).}}
**{{buff|Up tilt has less startup lag (frame 10 → 8) and a shorter total duration (FAF 68 → 56).}}
**{{buff|It has lower hitlag multipliers (1× → 0.5× (looping hits), 2× → 1.5× (last hit)), and the looping hits have a faster rehit rate (5 → 3), causing the move to execute noticeably faster.}}
**{{buff|It has lower hitlag multipliers (1× → 0.5× (looping hits), 2× → 1.5× (last hit)), and the looping hits have a faster rehit rate (5 → 3), causing the move to execute noticeably faster.}}
**{{buff|The last hit deals higher, consistent damage (2.5%/1.5% → 4.5%), with knockback not fully compensated (60 base/195 scaling → 75/136), slightly improving its KO potential.}}
**{{buff|The last hit deals higher, consistent damage (2.5%/1.5% → 4.5%), with knockback not fully compensated (60 base/195 scaling → 75/136), slightly improving its KO potential.}}
**{{nerf|The looping portion has a shorter duration (frames 10-38 (looping hits)/40-41 (last hit) → 8-22/24-25), and thus hits five times instead of six before the last hit, despite its faster rehit rate. This increases the move's ending lag by five frames, as its FAF was not fully compensated.}}
**{{nerf|The looping portion has a shorter duration (frames 10-38 (looping hits)/40-41 (last hit) → 8-22/24-25), and thus hits five times instead of six before the last hit, despite its faster rehit rate. This increases the move's ending lag by four frames, as its total duration was not fully compensated.}}
***{{buff|However, the looping hits deal more damage (1.2% → 1.4%), and alongside the last hit's increased damage, the move's total output is still higher (9.7% → 11.5%).}}
***{{buff|However, the looping hits deal more damage (1.2% → 1.4%), and alongside the last hit's increased damage, the move's total output is still higher (9.7% → 11.5%).}}
**{{change|The last hit's hitbox was moved more upwards (Y offset: 19u/13u → 23u/17u). This improves its vertical range, but causes it to have a blindspot and makes it harder to hit opponents on the ground.}}
**{{change|The last hit's hitbox was moved more upwards (Y offset: 19u/13u → 23u/17u). This improves its vertical range, but causes it to have a blindspot and makes it harder to hit opponents on the ground.}}
**{{change|The last hit has a lower hitlag multiplier (2× → 1.5×).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has a longer hitbox duration (frames 14-24 → 14-27), making it even more effective for [[2 frame punish]]es.}}
**{{buff|Down tilt has a longer hitbox duration (frames 14-24 → 14-27), making it even more effective for [[2 frame punish]]es.}}
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**{{buff|Some of its hitboxes are larger and extend farther, giving it more range.}}
**{{buff|Some of its hitboxes are larger and extend farther, giving it more range.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack has significantly less ending lag (FAF 52 → 38).}}
**{{buff|Dash attack has significantly less ending lag (FAF 52 → 41).}}
**{{buff|It deals more damage (9% → 11% (clean), 5% → 7% (late)), although with its knockback compensated (70 base/90 scaling → 71/76 (clean), 60/70 → 61/56 (late)).}}
**{{buff|It deals more damage (9% → 11% (clean), 5% → 7% (late)), although with its knockback compensated (70 base/90 scaling → 71/76 (clean), 60/70 → 61/56 (late)).}}
**{{change|Its [[invincibility]] starts one frame later with its duration compensated (frames 4-15 → 5-16).}}
**{{change|Its [[invincibility]] starts one frame later with its duration compensated (frames 4-15 → 5-16).}}
**{{nerf|Adding to this, its invincibility has been noticeably worsened as Palutena's body is no longer invincible for the entire duration of the move. It now only grants her upper body invincibility between frames 5-6 with only her arm having invincibility for the remainder duration.}}
**{{change|It causes Palutena's shield to glow, indicating its hitbox.}}
**{{change|It causes Palutena's shield to glow, indicating its hitbox.}}
*[[Forward smash]]:
*[[Forward smash]]:
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**{{buff|It has a longer hitbox duration (frames 18-26 → 18-35), now lasting twice as long as before, although with a weaker late hit during frames 31-35. This allows it to punish dodges and landings a lot more efficiently.}}
**{{buff|It has a longer hitbox duration (frames 18-26 → 18-35), now lasting twice as long as before, although with a weaker late hit during frames 31-35. This allows it to punish dodges and landings a lot more efficiently.}}
**{{buff|The mid and high hitboxes deal more knockback (55 base/85 scaling → 58/89 (mid), 55/87 → 62/92 (high)) and are larger (2.5u → 2.8u).}}
**{{buff|The mid and high hitboxes deal more knockback (55 base/85 scaling → 58/89 (mid), 55/87 → 62/92 (high)) and are larger (2.5u → 2.8u).}}
**{{change|It uses a {{b|magic|effect}} effect instead of a [[normal]] one.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has less ending lag (FAF 72 → 69).}}
**{{buff|Down smash has less ending lag (FAF 72 → 69).}}
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===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag (20 frames → 12 (neutral), 12 → 7 (forward), 16 → 10 (back), 24 → 14 (up), 18 → 11 (down).}}
*{{buff|All aerials have less landing lag (20 frames → 12 (neutral), 12 → 9 (forward), 16 → 10 (back), 24 → 14 (up), 18 → 11 (down).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial has lower hitlag multipliers (1× → 0.5× (looping hits), 2× → 1.5× (last hit)), and the looping hits have a faster rehit rate (5 → 4), causing the move to execute noticeably faster.}}
**{{buff|Neutral aerial has lower hitlag multipliers (1× → 0.5× (looping hits), 2× → 1.5× (last hit)), and the looping hits have a faster rehit rate (5 → 4), causing the move to execute noticeably faster.}}
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*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial no longer has a sourspot (12%/9% → 12%), and has slightly more knockback scaling (92 → 95), improving its KO potential.}}
**{{buff|Back aerial no longer has a sourspot (12%/9% → 12%), and has slightly more knockback scaling (92 → 95), improving its KO potential.}}
**{{nerf|Its invincibility starts later and thus has a shorter duration (frames 3-10 → 7-10).}}
**{{nerf|It gains invincibility later and for a shorter duration (frames 3-10 → 7-10).}}
***{{nerf|Adding to this, the move no longer grants Palutena's upper body invincibility for the entire duration (along with no longer granting any invincibility to her right arm). Instead, Palutena's upper body is only granted invincibility on frame 7 with only her arm and shield gaining invincibility for the remainder of the invincibility duration.}}
**{{change|It causes Palutena's shield to glow, indicating its hitbox.}}
**{{change|It causes Palutena's shield to glow, indicating its hitbox.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial [[auto-cancel|auto-cancels]] significantly earlier (frame 64 → 42), doing so in a full hop.}}
**{{buff|Up aerial [[auto-cancel]]s significantly earlier (frame 64 → 42), doing so in a full hop.}}
**{{buff|The looping hits have a lower hitlag multiplier (0.8× → 0.6×) and a faster rehit rate (5 → 3). As a result, the move executes noticeably faster, and hits six times instead of five, increasing its total damage (9% → 10%).}}
**{{buff|The looping hits have a lower hitlag multiplier (0.8× → 0.6×) and a faster rehit rate (5 → 3). As a result, the move executes noticeably faster, and hits six times instead of five, increasing its total damage (9% → 10%).}}
**{{change|The last hit comes out faster (frame 25 → 24). However, this is compensated by the multi-hits of up aerial having a shorter duration meaning the amount of startup remains the same.}}
**{{change|The last hit comes out faster (frame 25 → 24). However, this is compensated by the multi-hits of up aerial having a shorter duration meaning the amount of startup remains the same.}}
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===Throws and other attacks===
===Throws and other attacks===
*{{change|Palutena'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:
**{{buff|Pivot grab has more range (Z2 offset: -17.4u → -18.9u).}}
**{{buff|Pivot grab has more range (Z2 offset: -17.4u → -18.9u).}}
**{{nerf|All grabs have more ending lag (FAF 32 → 40 (standing), 40 → 48 (dash), 40 → 43 (pivot)).}}
**{{nerf|All grabs have more ending lag (FAF 32 → 40 (standing), 40 → 48 (dash), 40 → 43 (pivot)).}}
**{{nerf|Standing and dash grab have less range, especially the former (Z2 offset: 11.4u → 9.4u (standing), 13.7u → 13.1u (dash)).}}
**{{nerf|Dash and pivot grabs have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).}}
**{{nerf|Dash and pivot grabs have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).}}
**{{nerf|Dash grab has less range (Z2 offset: 13.7u → 13.1u).}}
*[[Pummel]]:
*[[Pummel]]:
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 8 → 1) and ending lag (FAF 23 → 7), shortening its duration.}}
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 8 → 1) and ending lag (FAF 23 → 7), shortening its duration.}}
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**{{buff|The shots deals more damage (2.9% → 3.5%) and knockback (20 base/42 scaling → 40/41), making them more effective for disrupting approaches.}} The changes now give the move a chance of tripping opponents.
**{{buff|The shots deals more damage (2.9% → 3.5%) and knockback (20 base/42 scaling → 40/41), making them more effective for disrupting approaches.}} The changes now give the move a chance of tripping opponents.
**{{nerf|The shots have received negative [[shield damage]] (0 → -1.7), effectively dealing around half their usual damage to shields.}}
**{{nerf|The shots have received negative [[shield damage]] (0 → -1.7), effectively dealing around half their usual damage to shields.}}
**{{nerf|The changes to locking make the projectile almost useless to start combos.}}
**{{nerf|The changes to locking remove the projectile's situational utility for starting combos.}}
**{{change|Autoreticle's reticle is red instead of green. Additionally, Palutena illuminates her staff's orb with a blue light instead of a yellow one.}}
**{{change|Autoreticle's reticle is red instead of green. Additionally, Palutena illuminates her staff's orb with a blue light instead of a yellow one.}}
*[[Explosive Flame]]:
*[[Explosive Flame]]:
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**{{change|The last hit has a higher hitlag multiplier (1× → 1.5×).}}
**{{change|The last hit has a higher hitlag multiplier (1× → 1.5×).}}
*[[Warp]]:
*[[Warp]]:
**{{buff|Warp has one extra frame of intangibility (frames 16-31 → 16-32).}}
**{{buff|Warp has one more frame of intangibility (frames 16-31 → 16-32).}}
**{{change|It has a more stylish appearance.}}
**{{change|It has a more stylish appearance.}}
*{{b|Counter|Palutena}} and [[Reflect Barrier]]:
*{{b|Counter|Palutena}} and [[Reflect Barrier]]:
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