Samus (SSB4): Difference between revisions

1,024 bytes added ,  3 years ago
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===Special moves===
===Special moves===
*[[Charge Shot]]:
*[[Charge Shot]]:
**{{buff|Fully charged Charge Shot has increased knockback scaling (56 → 62), improving its KO potential. Charge Shot also charges slightly faster and travels significantly faster.}}
**{{buff|Charge Shot now uses a charge formula to increase its power and size rather than a stage system consisting of separate hitbox data for each charge. This means that the move is constantly becoming larger and more powerful every frame rather than only after every 16 frames.}}
**{{nerf|Charge Shot has more ending lag (FAF 45 → 54 (uncharged), FAF 44 → 61 (charged)).}}
**{{buff|Charge Shot has larger hitboxes (1.44u (uncharged)/6u (fully charged) → 1.9u/8u).}}
**{{buff|Charge Shot's projectile travels faster (1.5 (uncharged)/2.65 (fully charged) → 1.8/3.2).}}
**{{buff|Fully charged Charge Shot has increased knockback scaling (56 → 62), improving its KO potential.}}
**{{change|Fully charged Charge Shot has a lower hitlag multiplier (1x → 0.7x).}}
***{{buff|This gives the opponent less time to DI or SDI the move.}}
***{{nerf|However as the move is a projectile, this gives Samus less time to followup after the opponent is no longer in hitlag, both on hit and on shield.}}
**{{nerf|Charge Shot has more ending lag, especially when fully charged (FAF 44 → 54 (uncharged)/61 (fully charged)).}}
***{{nerf|This particularly hurts the fully charged version as when combined with its lower hitlag, this prevents Samus from being to followup out of it and lower percents as well as making the move much more punishable on shield (with the move no longer being completely safe on shield).}}
*[[Missile]]:
*[[Missile]]:
**{{buff|Missiles have decreased startup lag (frame 23 (Homing/Super ground)/25 (Super aerial) → 18/21), longer durations (frames 23-121 (Homing)/23-84 (Super) → 18-118/21-84), and decreased ending lag on the ground (FAF 60 (both) → 57 (Homing)/59 (Super)).}}  
**{{buff|Missiles have less startup lag (frame 23 (Homing/Super ground)/25 (Super aerial) → 18/21), longer durations (frames 23-121 (Homing)/23-84 (Super) → 18-118/21-84), and decreased ending lag on the ground (FAF 60 (both) → 57 (Homing)/59 (Super)).}}  
**{{buff|Super Missile also has increased base knockback (40 → 50), slightly improving its KO potential.}}
**{{buff|Super Missile also has increased base knockback (40 → 50), slightly improving its KO potential.}}
**{{nerf|Samus can only have two Homing Missiles and one Super Missile onscreen at the same time. If she attempts to shoot another one while one is already on-screen, she will perform the firing animation, but no Missile will be fired.}}  
**{{nerf|Samus can only have two Homing Missiles and one Super Missile onscreen at the same time. If she attempts to shoot another one while one is already on-screen, she will perform the firing animation, but no Missile will be fired.}}  
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**{{buff|Screw Attack travels more vertical distance, improving its recovery potential, and its last hit has drastically increased knockback scaling (175 (grounded), 160 (aerial) → 240 (both)), granting it KO potential. All of the ground version's multi hits also now have extremely high set knockback which when combined with the inclusion of rage can allow Screw Attack to kill at obscenely low percents if Samus has a high amount of rage.}}
**{{buff|Screw Attack travels more vertical distance, improving its recovery potential, and its last hit has drastically increased knockback scaling (175 (grounded), 160 (aerial) → 240 (both)), granting it KO potential. All of the ground version's multi hits also now have extremely high set knockback which when combined with the inclusion of rage can allow Screw Attack to kill at obscenely low percents if Samus has a high amount of rage.}}
*{{b|Bomb|Samus}}:
*{{b|Bomb|Samus}}:
**{{buff|Bomb has decreased ending lag (FAF 47 → 45). Additionally, aerial Bomb can be used faster. When coupled with her faster air speed, these changes improve its horizontal recovery potential.}}
**{{buff|Bomb has less ending lag (FAF 47 → 45). Additionally, aerial Bomb can be used faster. When coupled with her faster air speed, these changes improve its horizontal recovery potential.}}
**{{nerf|Aerial Bomb delays Samus' descent for a slightly shorter amount of time and Bomb grants slightly less height, hindering its vertical recovery potential. Additionally, Bombs have more startup lag (frame 53 → 63) and the explosion is now [[Absorption|absorbable]].}}
**{{nerf|Aerial Bomb delays Samus' descent for a slightly shorter amount of time and Bomb grants slightly less height, hindering its vertical recovery potential. Additionally, Bombs have more startup lag (frame 53 → 63) and the explosion is now [[Absorption|absorbable]].}}
*{{b|Zero Laser|Samus}}:
*{{b|Zero Laser|Samus}}:
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