Kirby (SSB4): Difference between revisions

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===Ground attacks===
===Ground attacks===
*{{change|Neutral attack's first hit's angle has been altered ([[Sakurai angle|361°]] → 55°).}}
*{{change|Neutral attack's first hit's angle has been altered ([[Sakurai angle|361°]] → 55°).}}
*{{nerf|Neutral attack's second hit has increased base knockback (8 → 15) and its first and second hits have smaller hitboxes (3.3u → 3u). These changes slightly hinder its ability to connect with neutral infinite at high percents.}}
*{{nerf|Neutral attack's second hit has increased base knockback (8 → 15) and its first and second hits have smaller hitboxes (3.3u → 3u). These changes slightly hinder its ability to connect with neutral infinite at high percents. Additionally, neutral infinite now deals consistent damage (2% (near)/1% (far) → 1%) and the changes to [[lock]]s remove its first hit's ability to [[lock]].}}
*{{nerf|Neutral infinite now deals consistent damage (2% (near)/1% (far) → 1%).}}
*{{nerf|The changes to [[lock]]s remove neutral attack's first hit's ability to [[lock]].}}
*{{buff|Neutral infinite has received a finisher,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA Pic of the Day: February 26, 2014]</ref> the Smash Punch from the {{s|wikirby|Fighter}} ability.}}
*{{buff|Neutral infinite has received a finisher,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA Pic of the Day: February 26, 2014]</ref> the Smash Punch from the {{s|wikirby|Fighter}} ability.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite and dash attack significantly more difficult to escape from.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite and dash attack significantly more difficult to escape from.}}
*{{nerf|Dash attack's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 5% (14% → 9%). Its last hit also has a smaller hitbox (8u → 3u).}}
*{{nerf|Dash attack's loop hits deal 1% less damage (2% → 1%), reducing its damage output (14% → 9%). Its last hit also has smaller hitboxes (8u → 3u).}}
*{{buff|Dash attack's last hit has increased knockback (90/70 (base)/40 (set)/70/100 (growth) → 100 (base)/70 (growth)).}}
*{{buff|Dash attack's last hit has increased knockback (90/70 (base)/40 (set)/70/100 (growth) → 100 (base)/70 (growth)).}}
*{{change|Dash attack's last hit has increased [[hitlag]] (1× → 2×). This makes it safer on shield, but easier to DI.}}
*{{change|Dash attack's last hit has increased [[hitlag]] (1× → 2×). This makes it safer on shield, but easier to DI.}}
*{{nerf|Forward tilt has a smaller hitbox (5.4u → 3.3u).}}
*{{nerf|Forward tilt has a smaller hitbox (5.4u → 3.3u).}}
*{{buff|Up tilt deals less damage (7%/5% → 5%/4%), although its knockback growth was compensated (102 → 116 (clean)/110 (late)). These changes improve its combo potential.}}
*{{buff|Up tilt deals less damage (7%/5% → 5%/4%) and has more knockback (102 → 116 (clean)/110 (late)), improving its comboing and KOing potential.}}
*{{nerf|Up tilt has a smaller hitbox (5.5u (clean)/4.5u (late) → 4u).}}
*{{nerf|Up tilt has smaller hitboxes (5.5u (clean)/4.5u (late) → 4u).}}
*{{buff|Up tilt now grants [[intangibility]] to Kirby's foot.}}
*{{buff|Up tilt now grants [[intangibility]] to Kirby's foot.}}
*{{change|Clean up tilt's angle has been altered (92° → 100°).}}
*{{change|Clean up tilt's angle has been altered (92° → 100°).}}
*{{buff|Down tilt now deals consistent damage (5%/6% → 6%).}}
*{{buff|Down tilt now deals consistent damage (5%/6% → 6%).}}
*{{nerf|Down tilt has a smaller hitbox (4.5u → 3.7u).}}
*{{nerf|Down tilt has smaller hitboxes (4.5u → 3.7u).}}
*{{buff|Forward smash has decreased ending lag.}}
*{{buff|Forward smash has decreased ending lag.}}
*{{nerf|Late forward smash deals less damage (13% → 12%/11%/10%). Forward smash also has increased start-up lag (frame 12 → 13) and smaller hitboxes (6u → 4.2u (clean)/3.5u (late)).}}
*{{nerf|Late forward smash deals less damage (13% → 12%/11%/10%), increased startup lag (frame 12 → 13), and smaller hitboxes (6u → 4.2u (clean)/3.5u (late)).}}
*{{change|Clean and late forward smash have altered angles (45° (up)/38° (non-angled)/31° (down) → 361° (clean), 82° (up)/73° (non-angled)/60° (down) → 60° (late)) They also have altered knockback on all angles (38 (base)/100/98/96 (growth) → 30 (base)/102 (growth) (clean), 25 (base)/96/94 (growth) → 90 (base)/69 (growth) (late)).}}
*{{change|Clean and late forward smash have altered angles (45° (up)/38° (non-angled)/31° (down) → 361° (clean), 82° (up)/73° (non-angled)/60° (down) → 60° (late)) They also have altered knockback on all angles (38 (base)/100/98/96 (growth) → 30 (base)/102 (growth) (clean), 25 (base)/96/94 (growth) → 90 (base)/69 (growth) (late)).}}
*{{buff|Up smash has increased knockback (34/30 (base)/100 (growth) → 32/30 (base)/104/99 (growth) (early), 50 (growth) → 52 (late)), improving its KO potential. It also has decreased ending lag and now grants intangibility to Kirby's feet.}}
*{{buff|Up smash has increased knockback (34/30 (base)/100 (growth) → 32/30 (base)/104/99 (growth) (early), 50 (growth) → 52 (late)), improving its KO potential. It also has decreased ending lag and now grants intangibility to Kirby's feet.}}
*{{nerf|Up smash's mid hit has decreased knockback growth (100 → 98).}}
*{{nerf|Up smash's middle hitbox has decreased knockback growth (100 → 98).}}
*{{change|Late down smash now deals consistent damage (11%/9% → 10%).}}
*{{change|Late down smash now deals consistent damage (11%/9% → 10%).}}
*{{nerf|Due to its angle being altered, [[down smash]] is no longer a [[semi-spike]]. This significantly hinders its edge-guarding potential.}}
*{{nerf|Due to its angle being altered, [[down smash]] is no longer a [[semi-spike]]. This significantly hinders its edge-guarding potential.}}
*{{buff|Down smash has altered knockback (30 (base)/100 (growth) → 25/110), slightly improving its KO potential.}}
*{{buff|Down smash has altered knockback (30 (base)/100 (growth) → 25/110), slightly improving its KO potential when coupled with its new launch angle. Down smash also has decreased ending lag and late down smash also has a longer duration (frames 15-21 → 15-22). Furthermore, clean down smash now grants intangibility to Kirby's feet.}}
*{{buff|Down smash has decreased ending lag. Late down smash also has a longer duration (frames 15-21 → 15-22).}}
*{{buff|Clean down smash now grants intangibility to Kirby's feet.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral aerial deals less damage (12%/10%/8%/6% → 10%/8%/6%/4%), although its knockback was compensated (10 (base)/80 (growth) → 30/90).}}
*{{change|Neutral aerial deals less damage (12%/10%/8%/6% → 10%/8%/6%/4%), although its knockback was compensated (10 (base)/80 (growth) → 30/90).}}
*{{nerf|Neutral, back, up, and down aerials have increased landing lag (9 frames → 10 (neutral), 9 frames → 17 (back), 9 frames → 12 (up), 15 frames → 17 (down)).}}
*{{nerf|Neutral, back, up, and down aerials have increased landing lag (9 frames → 10 (neutral), 9 frames → 17 (back), 9 frames → 12 (up), 15 frames → 17 (down)).}}
*{{nerf|Neutral aerial's beginning [[auto-cancel]] frames end earlier (frames 1-8 → 1-4).}}
*{{nerf|Neutral aerial's beginning [[auto-cancel]] frames end earlier (frames 1-8 → 1-4).}}
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*{{buff|Forward aerial has decreased ending (frame 50 → 48) and landing lag (15 frames → 13).}}
*{{buff|Forward aerial has decreased ending (frame 50 → 48) and landing lag (15 frames → 13).}}
*{{change|Forward aerial's last hit has increased hitlag (1× → 1.2×). This makes it safer on shield, but easier to DI.}}  
*{{change|Forward aerial's last hit has increased hitlag (1× → 1.2×). This makes it safer on shield, but easier to DI.}}  
*{{buff|Clean back aerial deals 1% more damage (12% → 13%), although its knockback growth was compensated (105 → 104).}}
*{{change|Clean back aerial deals 1% more damage (12% → 13%), but less knockback growth (105 → 104). Conversely, late back aerial functions oppositely, dealing less damage (9% → 8%), but more knockback growth (110 → 112).}}
*{{nerf|Late back aerial deals 1% less damage (9% → 8%), although its knockback growth was compensated (110 → 112).}}
*{{nerf|Back aerial has smaller hitboxes (7u → 4u (clean), 6u → 3.4u (late)) and auto-cancels later (frames 1-4, 28> → 1-2, 32>).}}
*{{nerf|Back aerial has smaller hitboxes (7u → 4u (clean), 6u → 3.4u (late)) and it auto-cancels later (frames 1-4, 28> → 1-2, 32>).}}
*{{change|Up aerial deals 1% less damage (10% → 9%), although its knockback growth was compensated (98 → 100).}}
*{{nerf|Up aerial deals 1% less damage (10% → 9%), although its knockback growth was compensated (98 → 100).}}
*{{nerf|Up aerial has smaller hitboxes (5.5u → 4.5u).}}
*{{nerf|Up aerial has a smaller hitbox (5.5u → 4.5u).}}
*{{buff|Down aerial's looping hits now utilize the [[autolink angle]] and have set knockback. When coupled with the weakening of SDI, this significantly improves its reliability. Down aerial's landing hitbox also has decreased set knockback (60 → 40) and its angle has been altered (30° → 60°), improving its combo potential. To further improve the move, its final hit has increased knockback growth (107 → 110) and larger hitboxes (6u → 6.2u). When coupled with the removal of [[Meteor smash#Meteor canceling|meteor canceling]], these changes significantly improve its reliability.}}
*{{nerf|Down aerial's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 5% (12% → 7%).}}
*{{nerf|Down aerial's looping hits deal less slightly damage (2% → 1%), reducing its damage output (12% → 7%).}}
*{{buff|Down aerial's hits connect together better. When coupled with the weakening of SDI, this makes it significantly more difficult to escape from.}}
*{{buff|Down aerial's landing hitbox has decreased set knockback (60 → 40) and its angle has been altered (30° → 60°), improving its combo potential.}}
*{{buff|Down aerial's meteor smash hitbox has increased knockback growth (107 → 110) and a larger hitbox (6u → 6.2u). When coupled with the removal of [[Meteor smash#Meteor canceling|meteor canceling]], these changes significantly improve its reliability.}}


===Throws/other attacks===
===Throws/other attacks===
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*{{buff|Pummel deals 0.55% more damage (1% → 1.55%) and is faster, now being the third fastest pummel in the game. These changes significantly improve its damage racking potential.}}
*{{buff|Pummel deals 0.55% more damage (1% → 1.55%) and is faster, now being the third fastest pummel in the game. These changes significantly improve its damage racking potential.}}
*{{buff|Forward throw deals 3% less damage (8% → 5%), although its knockback growth was compensated (100 → 125). Its angle has also been altered (65° → 75°). When coupled with the changes to [[hitstun]] canceling, these changes grant it combo potential past low percents.}}
*{{buff|Forward throw deals 3% less damage (8% → 5%), although its knockback growth was compensated (100 → 125). Its angle has also been altered (65° → 75°). When coupled with the changes to [[hitstun]] canceling, these changes grant it combo potential past low percents.}}
*{{buff|Back throw has altered knockback (80 (base)/50 (growth) → 30/120), improving its KO potential. It also has decreased ending lag, improving its mix-up and combo potential at low percents.}}
*{{buff|Back throw has altered knockback (80 (base)/50 (growth) → 30/120), improving its combo and KO potential. It also has decreased ending lag, improving its mix-up and combo potential at low percents.}}
*{{change|Back throw's angle has been altered (120° → 130°).}}
*{{change|Back throw's angle has been altered (120° → 130°).}}
*{{buff|Up throw has increased knockback (70 (base)/70 (growth) → 75/74), improving its KO potential.}}
*{{buff|Up throw has slightly increased knockback (70 (base)/70 (growth) → 75/74), improving its KO potential.}}
*{{change|Up throw's angle has been altered (85° → 78°).}}
*{{change|Up throw's angle has been altered (85° → 78°).}}
*{{nerf|[[Down throw]] deals 1.8% less damage (12% → 10.2%), although its knockback was compensated (40 (base)/140 (growth) → 60/180). Its angle has also been altered (90° → 63°). When coupled with the removal of [[chain grab]]bing, these changes hinder its damage racking potential and remove its combo potential.}}
*{{nerf|[[Down throw]] deals 1.8% less damage (12% → 10.2%) and deals higher knockback (40 (base)/140 (growth) → 60/180). Its angle has also been altered (90° → 63°). When coupled with the removal of [[chain grab]]bing, these changes hinder its damage racking potential and remove its combo potential.}}


===Special moves===
===Special moves===
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*{{nerf|The removal of grab armor hinders Inhale's safety, as it now results in Kirby getting hit instead of Inhaling the opponent.}}
*{{nerf|The removal of grab armor hinders Inhale's safety, as it now results in Kirby getting hit instead of Inhaling the opponent.}}
*{{nerf|[[Kirbycide]] now KOs Kirby first and the opponent is released from Inhale when this occurs, significantly hindering its utility. However, there are certain characters that, when Kirbycided from a certain angle, will be KO'd as well and thus lead to a [[Sudden Death]].}}
*{{nerf|[[Kirbycide]] now KOs Kirby first and the opponent is released from Inhale when this occurs, significantly hindering its utility. However, there are certain characters that, when Kirbycided from a certain angle, will be KO'd as well and thus lead to a [[Sudden Death]].}}
*{{buff|[[Hammer (move)|Hammer Flip]] is now chargeable and Kirby can move around while charging it. Fully charged Hammer Flip also grants [[armor]] during part of the swing and deals significantly more shield damage, to the point that it can nearly break a full shield.}}
*{{buff|Kirby can now move around during [[Hammer (move)|Hammer Flip]]. Fully charged Hammer Flip also grants [[armor]] during part of the swing and deals significantly more shield damage, to the point that it can nearly break a full shield. The charged version also deals much more damage and knockback than before, improving its KO potential, and the move has much larger hitboxes and lacks a sourspot..}}
*{{nerf|Uncharged grounded Hammer Flip deals 4% less damage (23% → 19%) and has decreased knockback, hindering its KO potential.}}
*{{nerf|Uncharged grounded Hammer Flip deals 4% less damage (23% → 19%) and has significantly decreased knockback, hindering its KO potential. Uncharged aerial Hammer Flip now also deals consistent damage (17%/13%/15%/10% → 15%) and has less knockback as well. Fully charged Hammer Flip now also deals [[recoil damage]] when held, similarly to [[Jet Hammer]]. Due to its angle being altered, aerial Hammer Flip's second hit is no longer a semi-spike, significantly hindering its edgeguarding potential, and it no longer can be used for recovery. Aerial Hammer Flip has increased start-up lag regardless of its charge.}}
*{{change|Uncharged aerial Hammer Flip now deals consistent damage (17%/13%/15%/10% → 15%), although its knockback was compensated.}}
*{{change|Hammer Flip no longer has trandescendent priority.}}
*{{nerf|Fully charged Hammer Flip now deals [[recoil damage]] when held, similarly to [[Jet Hammer]]. It has also lost its [[Priority#Transcendent priority|transcendent priority]].}}
*{{nerf|Due to its angle being altered, aerial Hammer Flip's second hit is no longer a semi-spike. This significantly hinders its edge-guarding potential.}}
*{{nerf|Aerial Hammer Flip has increased start-up lag regardless of its charge. It also no longer stalls Kirby's momentum, removing its recovery potential.}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve Hammer Flip and [[Stone]]'s shield pressuring potentials.}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve Hammer Flip and [[Stone]]'s shield pressuring potentials.}}
*{{nerf|[[Final Cutter]]'s shockwave's range has decreased by half.}}
*{{nerf|[[Final Cutter]]'s shockwave's range has decreased by half.}}
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