Super Smash Bros. 4: Difference between revisions

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An additional overhaul is the elimination of most [[planking]] strategies, as the length of [[intangibility]] given by grabbing the ledge is now affected by air time and current damage, and does not carry over if the character drops from the ledge. No intangibility at all will be granted if a character grabs the ledge twice without touching the ground or being hit (making them more open to edgeguarding). Finally, the difference between fast and slow edge options based on current damage has been removed. The general [[recovery|recoveries]] of the cast have also been improved, with many of them traveling farther and having better protection while benefiting from the faster air speeds and new ledge mechanics; these changes weren't entirely consistent across the cast, however, and recoveries are overall more polarized than in previous games. On the other hand, meteor canceling has been removed, making [[meteor smash]]es functionally equivalent to spikes and thus much deadlier edge-guarding moves; to compensate, several meteor smashes are now weaker, with a few requiring more specific hitboxes (such as {{SSB4|Ike}}'s down aerial).
An additional overhaul is the elimination of most [[planking]] strategies, as the length of [[intangibility]] given by grabbing the ledge is now affected by air time and current damage, and does not carry over if the character drops from the ledge. No intangibility at all will be granted if a character grabs the ledge twice without touching the ground or being hit (making them more open to edgeguarding). Finally, the difference between fast and slow edge options based on current damage has been removed. The general [[recovery|recoveries]] of the cast have also been improved, with many of them traveling farther and having better protection while benefiting from the faster air speeds and new ledge mechanics; these changes weren't entirely consistent across the cast, however, and recoveries are overall more polarized than in previous games. On the other hand, meteor canceling has been removed, making [[meteor smash]]es functionally equivalent to spikes and thus much deadlier edge-guarding moves; to compensate, several meteor smashes are now weaker, with a few requiring more specific hitboxes (such as {{SSB4|Ike}}'s down aerial).


In ''Smash 4'', characters are granted 60 frames of invulnerability to all [[grab]]s after being released from a grab or [[throw]]n (not counting special moves). This change makes it impossible to perform [[chain-grab]]s, which was not only possible but rather common in previous games. Possibly in relation to this, [[stale-move negation]] has been weakened, making it harder for characters to abuse the mechanic which allows for moves to combo for longer; at the same time, characters do not have to worry about preserving their KO moves as much as they did in ''Brawl'', though still more than in ''Melee.'' Characters can also not grab the ledge after going through hitstun for at least 55 frames.
In ''Smash 4'', characters are granted 60 frames of invulnerability to all [[grab]]s after being released from a grab or [[throw]]n (not counting special moves). This change makes it impossible to perform [[chain-grab]]s, which was not only possible but rather common in previous games. Possibly in relation to this, [[stale-move negation]] has been weakened, making it harder for characters to abuse the mechanic which allows for moves to combo for longer; at the same time, characters do not have to worry about preserving their KO moves as much as they did in ''Brawl'', though still more than in ''Melee.'' Characters can also not grab the ledge after going through [[hitstun]] for at least 55 frames.


[[Hitstun]] canceling, a controversial mechanic introduced in ''Brawl'' that allowed characters to escape combos with ease, has been toned down. Characters can now air dodge or use an aerial attack to cancel hitstun after 40 or 45 frames respectively, compared to ''Brawl''’s 13/25 frames, with the window being pushed back when a character sustains 69 or more frames of hitstun, due to a limit being set on how fast a fighter's current launch speed can be when attempting to cancel hitstun. As a result, true [[combos]] at low- and mid-percents are much more prevalent. However, with the increased knockback growth on many throws, moderate falling speeds, [[gravity]] increasing vertical knockback, the continued lack of advanced techniques such as [[wavedashing]] and [[L-cancelling]], and the retained ability to cancel hitstun, true combos in ''Smash 4'' are generally shorter and less varied compared to the ones in ''Melee'' and ''Smash 64'', especially at high percents. Additionally, many of the faster, more combo-oriented fighters, such as {{SSB4|Sheik}}, {{SSB4|Fox}}, Meta Knight, and Diddy Kong have had their damage outputs reduced, likely to compensate for their improved combo abilities or to balance them out with the slow, heavy characters. The changes to hitstun also prevent characters from immediately performing moves to slow their [[momentum cancelling|momentum]], reducing their ability to survive powerful attacks.  
[[Hitstun canceling]], a controversial mechanic introduced in ''Brawl'' that allowed characters to escape combos with ease, has been toned down. Characters can now air dodge or use an aerial attack to cancel hitstun after 40 or 45 frames respectively, compared to ''Brawl''’s 13/25 frames, with the window being pushed back when a character sustains 69 or more frames of hitstun, due to a limit being set on how fast a fighter's current launch speed can be when attempting to cancel hitstun. As a result, true [[combos]] at low- and mid-percents are much more prevalent. However, with the increased knockback growth on many throws, moderate falling speeds, [[gravity]] increasing vertical knockback, the continued lack of advanced techniques such as [[wavedashing]] and [[L-cancelling]], and the retained ability to cancel hitstun, true combos in ''Smash 4'' are generally shorter and less varied compared to the ones in ''Melee'' and ''Smash 64'', especially at high percents. Additionally, many of the faster, more combo-oriented fighters, such as {{SSB4|Sheik}}, {{SSB4|Fox}}, Meta Knight, and Diddy Kong have had their damage outputs reduced, likely to compensate for their improved combo abilities or to balance them out with the slow, heavy characters. The changes to hitstun also prevent characters from immediately performing moves to slow their [[momentum cancelling|momentum]], reducing their ability to survive powerful attacks.  


[[Directional influence]] works differently. Holding a vertical direction now directly increases or decreases knockback in that direction, while also altering the launch angle as in previous games. As of update [[1.0.4]], holding a horizontal direction only adjusts the launch angle, as it did in ''Melee'' and ''Brawl.'' These changes make it harder to carry out horizontal combos, especially at higher percents since opponents will often be sent too far for follow-ups. In turn, this indirectly benefits characters who possess vertical-launching moves, notably Mario, Meta Knight, Zero Suit Samus, and {{SSB4|Ryu}}, as it is now comparatively easier to combo and KO with attacks that deal vertical knockback. The effects of [[Smash DI|smash directional Influence]] have also been drastically weakened, which is most easily visible with multi-hit attacks, making it much harder to escape them than in earlier games.
[[Directional influence]] works differently. Holding a vertical direction now directly increases or decreases knockback in that direction, while also altering the launch angle as in previous games. As of update [[1.0.4]], holding a horizontal direction only adjusts the launch angle, as it did in ''Melee'' and ''Brawl.'' These changes make it harder to carry out horizontal combos, especially at higher percents since opponents will often be sent too far for follow-ups. In turn, this indirectly benefits characters who possess vertical-launching moves, notably Mario, Meta Knight, Zero Suit Samus, and {{SSB4|Ryu}}, as it is now comparatively easier to combo and KO with attacks that deal vertical knockback. The effects of [[Smash DI|smash directional Influence]] have also been drastically weakened, which is most easily visible with multi-hit attacks, making it much harder to escape them than in earlier games.