Zero Suit Samus (SSB4): Difference between revisions

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**{{buff|Forward tilt has higher base knockback (8 (upward angled/non-angled)/12 (downward angled) → 30), improving its spacing potential.}}
**{{buff|Forward tilt has higher base knockback (8 (upward angled/non-angled)/12 (downward angled) → 30), improving its spacing potential.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt's second hit deals 1% more damage (6% → 7%) and has more knockback scaling (80 90), granting it KO potential at very high percentages. Its first hit also has decreased knockback (55/80 (base), 70 (scaling) → 55/85/30 (aerial)/50 (grounded)). This makes its hits connect together better. It also grants intangibility on Zero Suit Samus's lower legs, making it safer to use against aerial opponents.}}
**{{buff|Up tilt now grants intangibility to Zero Suit Samus's lower legs from when the first hit becomes active, until the second hit ends. This make up tilt a safer anti-air.}}
**{{nerf|Up tilt has a higher [[Freeze frame|hitlag]] multiplier (1.2×), making it easier to DI.}}
**{{buff|The first hit launches opponents at different angles (120°/130°/80° → 150°/130°) and has lower knockback (55/80 (base), 70 (scaling) → (55/85)/(30/50)), making it connect more reliably into the second hit.}}
**{{buff|The first hit has been positioned higher against aerial opponents (z offset: 11 → 14), giving it more range above Zero Suit Samus.}}
**{{nerf|The first hit now has consistently sized hitboxes (3u/3u/4u/4u/3u → 3u/3u). As the larger hitboxes were positioned the furthest away from Zero Suit Samus, this gives the move less range against grounded opponents.}}
***{{nerf|Additionally, the move does not extend as far horizontally against aerial opponents (z offset: 10/-10 → 8/z stretch: -8), giving it less horizontal range against them.}}
**{{nerf|The second hit has more startup lag (frame 7 → 9).}}
**{{nerf|The second hit has more startup lag (frame 7 → 9).}}
***{{buff|However, its duration has been unchanged, giving it less ending lag relative to the hitbox.}}
***{{buff|However, its total duration was unchanged, giving the move less ending lag.}}
**{{nerf|Up tilt has a higher [[Freeze frame|hitlag]] multiplier (1.2×), making it easier to DI.}}
**{{buff|The second hit more damage (6% → 7%) and has higher knockback scaling (80 → 90), significantly improving its KO potential.}}
**{{buff|The second hit has larger hitboxes (6u/5u 7u/6u).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has received an additional sweetspot that deals 8%. It also deals more knockback (65 (base), 70 (scaling) → 60/85).}}
**{{buff|Down tilt has received an additional sweetspot that deals 8%. It also deals more knockback (65 (base), 70 (scaling) → 60/85).}}