User:Iron Warrior/Potential list of character changes for SSB6: Difference between revisions

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(2 characters down, seventy-something to go)
(It's highly unlikely I'll ever finish this page)
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*Hitboxes overall extend farther below ledges
*Hitboxes overall extend farther below ledges
*Traction is now irrelevant
*Traction is now irrelevant
*Reduced ending lag on grabs
*Universally reduced ending lag on grabs
*Pummels deal more damage
*Pummels deal more damage
*Throw animations are much faster
*Throw animations are much faster
*Throw hitboxes now deal very weak set knockback and normal shield damage across the cast
*Throw hitboxes now deal weak set knockback and normal shield damage across the cast
*Spot and air dodges have reduced ending lag
*Air dodges have reduced ending lag
*Spot dodge cancelling removed
*Directional air dodge travels the same distance across the cast  
*Directional air dodge travels the same distance across the cast  
*Infinites no longer affects the position of all players involved
*Infinites no longer affect the position of all players involved
*Disjoints overall reduced across the cast
*Hitstun cancelling window reduced
*Hitstun cancelling window reduced
*Wall grapples reintroduced
*Wall grapples reintroduced
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==Bowser==
==Bowser==
===Attributes===
===Attributes===
*{{buff|Walk is significantly faster.}}
*{{change|Walk has a new animation, now resembling the one from his home series.}}
*{{nerf|Dash is slower, being much more in line with Mario's dash speed.}}
*{{nerf|Dash is slower, being much more in line with Donkey Kong's dash speed.}}
*{{buff|Air speed is much higher, improving his recovery and air game.}}
*{{buff|Air speed is much higher, improving his recovery and air game.}}
*{{buff|Jump is much higher, being much more in-line with his own series.}}
*{{buff|Jump is much higher, being much more in-line with his own series.}}
*{{buff|Bowser has a smaller hurtbox.}}
*{{buff|Bowser has a smaller hurtbox.}}
*{{buff|Tough Guy has a much more noticeable effect and now lasts until 300%.}}
*{{buff|All of Bowser's shell-based attacks now grant mild invincibility akin to his up smash and Whirling Fortress.}}


===Ground attacks===
===Ground attacks===
*{{nerf|Neutral attack has reduced knockback scaling on the second hit.}}
*{{nerf|Neutral attack has reduced knockback scaling on the second hit.}}
*{{buff|Forward tilt has less startup and ending lag.}}
*{{buff|Forward tilt has less startup and ending lag.}}
*{{nerf|Forward tilt deals less knockback scaling and has significantly reduced range.}}
*{{nerf|Forward tilt deals less knockback scaling and has a smaller hitbox.}}
*{{buff|Up tilt has increased range and less startup lag. Its knockback was also adjusted, improving its combo and KO potential.}}
*{{buff|Up tilt has increased range and less startup and ending lag. It also deals more knockback.}}
*{{buff|Down tilt's second hit is now a semi-spike with a higher trip chance.}}
*{{buff|Down tilt's second hit is now a semi-spike with a higher trip chance.}}
*{{nerf|Down tilt's second hit deals less knockback scaling.}}
*{{nerf|Down tilt's second hit deals less knockback scaling.}}
*{{buff|Dash attack has been changed to resemble Bowser's charging animation from Super Mario 64, dealing much more damage and knockback, having larger and longer-lasting hitboxes with reduced startup and ending lag and super armor throughout the move.}}
*{{buff|Dash attack has been changed to resemble Bowser's charging animation from Super Mario 64, dealing much more damage and knockback, having larger and longer-lasting hitboxes with reduced startup and ending lag and super armor throughout the move.}}
*{{buff|Forward smash has reduced startup and ending lag and its late hitboxes now function identically to the clean ones.}}
*{{buff|Forward smash has reduced startup and ending lag and its late hitboxes now function identically to the clean ones.}}
*{{nerf|Forward smash has much smaller hitboxes.}}
*{{nerf|Forward smash has a smaller hitbox.}}
*{{change|Up smash's landing hitbox now weakly meteor smashes aerial opponents.}}
*{{change|Up smash's landing hitbox now weakly meteor smashes aerial opponents.}}
*{{buff|Down smash transitions faster to the second hit and as reduced startup lag.}}
*{{buff|Down smash transitions faster to the second hit and has reduced startup and ending lag.}}
*{{nerf|Down smash deals less knockback scaling and has reduced range.}}
*{{nerf|Down smash deals less knockback scaling and has reduced range.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral aerial's looping hits now utilize the autolink angle and have altered knockback values that allow the hits to connect properly.}}
*{{buff|Neutral aerial's looping hits now utilize the autolink angle and have altered knockback values that allow the hits to connect properly. Additionally, its hitboxes have been altered so it only has two that both send at consistent angles}}
*{{buff|Forward aerial has less ending lag and better range.}}
*{{buff|Forward aerial has less startup and ending lag and better range.}}
*{{nerf|Forward aerial has significantly reduced knockback scaling.}}
*{{nerf|Forward aerial has reduced knockback scaling.}}
*{{buff|Back aerial has less ending lag.}}
*{{buff|Back aerial has much less ending lag.}}
*{{nerf|Back aerial has smaller hitboxes and reduced knockback scaling.}}
*{{nerf|Back aerial has a smaller hitbox and reduced knockback scaling.}}
*{{buff|Up aerial has less startup lag and much more horizontal range.}}
*{{buff|Up aerial has less startup lag.}}
*{{buff|Down aerial can now sweetspot the ledge, improving its safety while offstage. Additionally, the late hit launches at a higher, less DI-susceptible angle.}}
*{{buff|Down aerial can now sweetspot the ledge, improving its safety while offstage. Additionally, the late hit launches at a higher, less DI-susceptible angle and the move now has invulnera.}}
*{{nerf|Down aerial's late hit has less knockback scaling, hindering its KO potential. Furthermore, the landing hitbox is much smaller and has a shorter duration.}}
*{{nerf|Down aerial's late hit has less knockback scaling, hindering its KO potential. Furthermore, the landing hitbox is much smaller and has a shorter duration.}}
*{{change|Down aerial does not descend as far or as fast, hindering its utility as a safe landing option and shortening its duration but increasing its offstage safety.}}
*{{change|Down aerial does not descend as far or as fast, hindering its utility as a safe landing option and shortening its duration but increasing its offstage safety.}}
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===Throws/other attacks===
===Throws/other attacks===
*{{buff|Forward throw is now a semi-spike.}}
*{{buff|Forward throw is now a semi-spike.}}
*{{buff|Up throw has altered knockback values, restoring some of its combo potential and granting it KO ability.}}
*{{buff|Up throw has altered knockback values, granting it KO ability while retaining its combo potential.}}
*{{change|Down throw now buries opponents.}}
*{{change|Down throw now buries opponents.}}


===Special moves===
===Special moves===
*{{buff|Fire Breath does not run out as fast or deal less damage from a distance. Its furthest hitboxes now also inflict hitstun and the move has less startup and ending lag.}}
*{{buff|Fire Breath has less recharge time. Its furthest hitboxes now also inflict hitstun and the move has less startup and ending lag.}}
*{{nerf|Fire Breath has less range and more charge time. Additionally, the move has more knockback with less hitstun and will eventually lose its hitbox after a time akin to Melee.}}
*{{nerf|Fire Breath has less range and more charge time. Additionally, the move has more knockback with less hitstun and damage on the close hitboxes.}}
*{{nerf|Flying Slam has reduced knockback scaling and the opponent can now mash out of the move with some difficulty.}}
*{{nerf|Flying Slam has reduced knockback scaling and the opponent can now mash out of the move with some difficulty.}}
*{{change|Bowser can now grab ledges with Flying Slam, which will inflict the standard grab release animation on the opponent.}}
*{{change|Bowser can now grab ledges with Flying Slam, which will inflict the standard grab release animation on the opponent.}}
*{{buff|Whirling Fortress covers much more vertical distance, also no longer requiring button mashing to be effective.}}
*{{buff|Whirling Fortress covers much more vertical distance, also no longer requiring button mashing to be effective.}}
*{{nerf|Whirling Fortress travels significantly less horizontal distance and now deals set knockback. Furthermore, the move has increased vulnerability frames.}}
*{{nerf|Whirling Fortress travels much less horizontal distance and now deals set knockback. Furthermore, the move has increased vulnerability frames.}}
*{{buff|Bowser Bomb's meteor hitbox has been removed, restoring its knockback. Additionally, the move transitions faster between hits and the landing hitbox is larger.}}
*{{buff|Bowser Bomb's meteor hitbox is no longer a sourspot. Additionally, the move transitions faster between hits and the landing hitbox is larger.}}
*{{nerf|Bowser Bomb's desecnding hit deals less knockback scaling.}}
*{{nerf|Bowser Bomb's desecnding hit deals less knockback scaling.}}


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*{{buff|Air speed is significantly greater, improving his recovery and air game.}}
*{{buff|Air speed is significantly greater, improving his recovery and air game.}}
*{{buff|Jump is higher and Bowser Jr. can now hover a moderate distance by holding the jump button.}}
*{{buff|Jump is higher and Bowser Jr. can now hover a moderate distance by holding the jump button.}}
*{{change|Bowser Jr. weighs less.}}
*{{change|Bowser Jr. weighs less without his Clown Car.}}
*{{change|The Clown Car has a smaller hurtbox and no longer takes less damage than normal. However, the opposite is true for Bowser Jr. himself.}}


===Ground attacks===
===Ground attacks===
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*{{nerf|Neutral attack has reduced knockback scaling on the final hit.}}
*{{nerf|Neutral attack has reduced knockback scaling on the final hit.}}
*{{buff|Forward and up tilts have less startup and ending lag.}}
*{{buff|Forward and up tilts have less startup and ending lag.}}
*{{buff|Down tilt has more range and now sends the opponent at a semi-spike angle.}}
*{{buff|Down tilt has more range and damage and now sends the opponent at a semi-spike angle.}}
*{{nerf|Down tilt deals less damage and has more startup and endlag.}}
*{{buff|Dash attack has a significantly larger hitbox and longer deceleration time. It also deals more shield damage}}
*{{buff|Dash attack has a significantly larger hitbox and longer deceleration time.}}
*{{buff|Forward smash has less startup and ending lag and deals significantly more shield damage.}}
*{{buff|Forward smash has less startup and ending lag and deals significantly more shield damage.}}
*{{nerf|Forward smash has smaller hitboxes and has less knockback scaling.}}
*{{nerf|Forward smash has a smaller hitbox and less knockback scaling.}}
*{{buff|Up smash has much larger hitboxes, less ending lag, and now has a windbox that pulls opponents in.}}
*{{buff|Up smash has much larger hitboxes, less ending lag, and now has a windbox that pulls opponents in.}}
*{{buff|Down smash has less startup and ending lag.}}
*{{buff|Down smash has less startup and ending lag.}}
*{{nerf|Down smash deals significantly less knockback.}}
*{{nerf|Down smash deals less knockback scaling.}}


===Aerial attacks===
===Aerial attacks===
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*{{buff|Back aerial now involves Bowser Jr. spinning around quickly during the animation, decreasing its startup and ending lag.}}
*{{buff|Back aerial now involves Bowser Jr. spinning around quickly during the animation, decreasing its startup and ending lag.}}
*{{buff|Up aerial has a much larger hitbox and can now autocancel in a short hop.}}
*{{buff|Up aerial has a much larger hitbox and can now autocancel in a short hop.}}
*{{change|Up aerial has significantly stronger damage and knockback, hindering its juggling potential, but improving its KO potential.}}
*{{change|Up aerial has significantly stronger damage and knockback, hindering its juggling and combo potential, but improving its KO potential.}}
*{{buff|Down aerial has a much higher damage output.}}
*{{buff|Down aerial has a much higher damage output and deals greater shield damage.}}
*{{change|Down aerial's last hit is now a meteor smash with weak set knockback.}}
*{{change|Down aerial's last hit is now a meteor smash with.}}
*{{buff|Bowser Jr. can now utilize a grab aerial.}}
*{{buff|Bowser Jr. can now utilize a grab aerial.}}


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*{{buff|Grab can now be used as a wall grapple/tether recovery.}}
*{{buff|Grab can now be used as a wall grapple/tether recovery.}}
*{{buff|Forward throw deals significantly higher knockback, now being capable of KOing under 170%. Additionally, it can now be used as a semi-spike.}}
*{{buff|Forward throw deals significantly higher knockback, now being capable of KOing under 170%. Additionally, it can now be used as a semi-spike.}}
*{{nerf|Back throw deals less knockback, hindering its KO potential.}}
*{{buff|Down throw deals more damage and is faster, as well as now being a seni-spike}}
*{{nerf|Back and up throws are slower.}}
*{{buff|Down throw deals more damage and is faster.}}
*{{change|Down throw is now a spike.}}
*{{buff|Up and side taunts now have a hitbox that deal 1% damage and weak set knockback.}}
*{{buff|Up and side taunts now have a hitbox that deal 1% damage and weak set knockback.}}
*{{buff|Side taunt now has a windbox and is capable of tripping opponents.}}
*{{buff|Side taunt now has a windbox and is capable of tripping opponents.}}
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*{{buff|Abandon Ship! can be angled farther horizontally, and can now always be used if Bowser Jr. gets hit out of it, improving its recovery potential. The hammer swing is also automatically performed at the apex of the jump, has much more knockback, and increased range. Furthermore, the move now has armor throughout most of the jump, increasing its safety.}}
*{{buff|Abandon Ship! can be angled farther horizontally, and can now always be used if Bowser Jr. gets hit out of it, improving its recovery potential. The hammer swing is also automatically performed at the apex of the jump, has much more knockback, and increased range. Furthermore, the move now has armor throughout most of the jump, increasing its safety.}}
*{{nerf|Abandon Ship now renders Bowser Jr. helpless after the initial jump. The exploding Clown Car also has reduced knockback, a shorter duration, and much smaller hitboxes.}}
*{{nerf|Abandon Ship now renders Bowser Jr. helpless after the initial jump. The exploding Clown Car also has reduced knockback, a shorter duration, and much smaller hitboxes.}}
*{{buff|Mechakoopa has a larger hitbox, deals more shield damage, and launches Bowser Jr. at a consistent angle when he hold onto it, improving its recovery potential.}}
*{{buff|Mechakoopa has a larger hitbox, deals more shield damage, and launches Bowser Jr. at a consistent angle when he holds onto it, improving its recovery potential.}}
*{{change|Mechakoopa has less base knockback when Bowser Jr. holds onto it. Additionally, the Mechakoopa walks for a longer time before exploding.}}
*{{change|Mechakoopa has less base knockback when Bowser Jr. holds onto it. Additionally, the Mechakoopa walks for a longer time before exploding. Furthermore, the Mechakoopa can now be footstooled, making it lie down in a prone position before exploding like normal.}}
*{{nerf|If an opponent foostools the Mechakoopa, then it will then lay down in a prone position before exploding like normal. Additionally, the Mechakoopa walks slower, making it easier to react to.}}
*{{nerf|The Mechakoopa walks slower, making it significantly easier to react to.}}
*{{buff|Shadow Mario Paint is now impossible to escape due to angle changes on the hitbox.}}


==Captain Falcon==
==Captain Falcon==
===Attributes===
===Attributes===
*{{nerf|Walking, dashing, and air speeds are significantly slower.}}
*{{nerf|Walking, dashing, and air speeds are slower.}}
*{{change|Falling speed is slower.}}
*{{change|Falling speed is slower.}}
*{{nerf|Jump is lower.}}
*{{nerf|Jump is lower.}}
*{{nerf|Traction is much lower.}}
*{{change|Captain Falcon weighs less.}}
*{{change|Captain Falcon weighs less.}}
*{{change|Captain Falcon has a smaller hurtbox.}}
*{{change|Captain Falcon has a smaller hurtbox.}}
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*{{buff|Neutral attack's first two hits have much larger hitboxes and more range. Additionally, [[Gentleman]] now deals much more knockback, making it the second strongest neutral attack in the game.}}
*{{buff|Neutral attack's first two hits have much larger hitboxes and more range. Additionally, [[Gentleman]] now deals much more knockback, making it the second strongest neutral attack in the game.}}
*{{nerf|All tilts have less range.}}
*{{nerf|All tilts have less range.}}
*{{buff|Forward tilt deals more knockback, improving its spacing potential.}}
*{{buff|Forward tilt deals more knockback, improving its KO potential.}}
*{{buff|Up tilt has less startup and ending lag.}}
*{{buff|Up tilt has less startup and ending lag.}}
*{{nerf|Up tilt's meteor hitbox has much less base knockback.}}
*{{buff|Forward smash has much less startup and ending lag with greatly increased range.}}
*{{change|Down tilt's closer hitboxes now launch the opponent vertically.}}
*{{buff|Up smash's first hit connects more reliably into the second.}}
*{{buff|Forward smash deals much more damage and knockback and has less startup and ending lag.}}
*{{nerf|Up smash deals has a smaller hitbox.}}
*{{buff|Up smash is a better juggling move overall.}}
*{{buff|Down smash is now a semi-spike with less startup and ending lag.}}
*{{nerf|Up smash deals less damage and has less vertical range.}}
*{{buff|Down smash is now a semi-spike.}}
*{{nerf|Down smash has less range.}}
*{{nerf|Down smash has less range.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral aerial's respective hits no longer function like sex kicks, and the first hit now deals set knockback, improving their reliability.}}
*{{buff|Neutral aerial's respective hits no longer function like sex kicks, and the first hit now deals set knockback, improving their reliability.}}
*{{buff|Clean [[Knee Smash]] is now a semi-spike, improving its edgeguarding potential, and it also deals more damage and knockback, making it the strongest forward aerial in the game. It also has less ending and landing lag and can now autocancel in a short hop. Its clean hit also has a much larger hitbox and a longer duration, overall significantly improving its reliably.}}
*{{buff|Clean [[Knee Smash]] is now a semi-spike, improving its edgeguarding potential. It also has less startup and ending lag and can now autocancel in a short hop. Its clean hit also has a larger hitbox, overall significantly improving its reliably.}}
*{{buff|Back aerial has a larger hitbox.}}
*{{buff|Back aerial has a larger hitbox.}}
*{{nerf|Back aerial has more startup and ending lag.}}
*{{nerf|Back aerial has less knockback scaling.}}
*{{buff|Up aerial has better vertical range and the late hitbox semi-spikes more effectively.}}
*{{buff|Up aerial has better vertical range and the late hitbox has more knockback.}}
*{{nerf|Up aerial has less horizontal range and more startup lag.}}
*{{buff|Down aerial has much less startup lag and all hitboxes deal more damage and knockback.}}
*{{buff|Down aerial has much less startup lag and all hitboxes deal more damage and knockback.}}
*{{change|Down aerial's leg hitboxes are now all meteor smashes, while the topmost hitboxes are now spikes.}}
*{{change|Down aerial's leg hitboxes are now all meteor smashes, while the topmost hitboxes are now spikes.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Grab has more range and less endlag.}}
*{{buff|Grab has more range.}}
*{{buff|Pummel is faster.}}
*{{buff|Pummel is faster.}}
*{{nerf|Forward, back, and up throws are slower.}}
*{{buff|Forward, back, and up throws have significantly increased knockback, improving their KO potential.}}
*{{buff|Forward throw is now a semi-spike.}}
*{{buff|Down throw launches opponents at a higher angle.}}
*{{nerf|Forward throw has reduced knockback.}}
*{{buff|Back throw has significantly increased knockback, granting it KO potential.}}
*{{change|Down throw now launches opponents vertically instead of horizontally.}}
*{{buff|Up taunt now has a hitbox that deals moderate damage and powerful vertical knockback.}}
*{{buff|Up taunt now has a hitbox that deals moderate damage and powerful vertical knockback.}}


===Special moves===
===Special moves===
*{{buff|Falcon Punch has much less startup lag, no longer has more if reversed, and now grants a momentum boost if used in the air.}}
*{{buff|Falcon Punch has much less startup lag, no longer has more if reversed, and now grants a moderate momentum boost if used in the air.}}
*{{nerf|Falcon Punch has smaller hitboxes, deals less knockback, and now has consistent power throughout all of its hitboxes.}}
*{{nerf|Falcon Punch has smaller hitboxes, deals less knockback, and now has consistent power throughout all of its hitboxes.}}
*{{buff|Raptor Boost no longer renders Captain Falcon helpless.}}
*{{buff|Raptor Boost no longer renders Captain Falcon helpless and has less lag on hit.}}
*{{nerf|Raptor Boost deals much less knockback.}}
*{{change|Raptor Boost now consistently meteor smashes in the air.}}
*{{change|Raptor Boost now consistently meteor smashes in the air.}}
*{{buff|Falcon Dive has much less landing lag, travels more distance, and deals much more damage and knockback, granting it KO potential.}}
*{{buff|Falcon Dive has much less landing lag, travels more distance, and deals much more damage and knockback, granting it KO potential.}}
*{{buff|Falcon Kick has less startup and landing lag and now restores Captain Falcon's midair jump if used while airborne. It also sweetspots the ledge, deals much more knockback, granting it KO potential, and it also lacks late hitboxes.}}
*{{buff|Falcon Kick has less startup and landing lag and now restores Captain Falcon's midair jump if used while airborne. It also sweetspots the ledge, deals much more knockback, improving its KO potential, has a higher launch angle, and lacks late hitboxes.}}
*{{change|Falcon Kick has a shorter duration and a slower animation. This improves its offstage safety, but hinders its approach potential.}}
*{{change|Falcon Kick has a shorter duration. This improves its offstage safety, but hinders its approach potential.}}


==Charizard==
==Charizard==
===Attributes===
===Attributes===
*{{buff|Walking speed is faster.}}
*{{buff|Walking speed is faster.}}
*{{buff|Dashing and air speeds are significantly faster, now respectively being among the fastest in the game.}}
*{{nerf|Dashing speed is slower.}}
*{{buff|Air speed is significantly faster, being among the fastest in the game.}}
*{{change|Falling speed is slower.}}
*{{change|Falling speed is slower.}}
*{{buff|Jump is higher and Charizard now has three midair jumps instead of two. Additionally, Charizard can now glide.}}
*{{buff|Jump is higher and Charizard can now glide.}}
*{{nerf|Traction is lower.}}
*{{change|Charizard weighs less.}}
*{{change|Charizard weighs less.}}
*{{change|Charizard has a smaller hurtbox.}}
*{{change|Charizard has a smaller hurtbox.}}


===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack has increased range.}}
*{{buff|Neutral attack has increased range and the third hit has an altered animation with a much lower launch angle.}}
*{{buff|Forward tilt's sweetspot is much easier to connect with and has better knockback, now KOing reliably around 150%. Additionally, the move has less endlag.}}
*{{buff|Forward tilt's sweetspot is larger. Additionally, the move has less ending lag.}}
*{{nerf|Forward tilt has reduced range and more startup lag.}}
*{{nerf|Forward tilt has reduced range and the sweetspot has less knockback scaling.}}
*{{buff|Up tilt has less endlag.}}
*{{buff|Up tilt has less ending lag and now boasts intangibility on the wings.}}
*{{nerf|Up tilt has less vertical range and a shorter duration.}}
*{{buff|Down tilt has much less startup and ending lag.}}
*{{buff|Down tilt is now a semi-spike.}}
*{{buff|Forward smash has much less startup and ending lag.}}
*{{buff|Forward smash has increased knockback, improving its KO potential, and it also has much less lag.}}
*{{nerf|Forward smash now only hits once, reducing its damage output, and has less vertical range.}}
*{{buff|Up smash has less startup and ending lag.}}
*{{nerf|Up smash has much smaller hitboxes.}}
*{{nerf|Up smash has much smaller hitboxes.}}
*{{buff|Down smash has much more range and less startup lag, now being Charizard's best finisher.}}
*{{buff|Down smash is now visually identical to Ridley's and deals much more knockback.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral and back aerial's sweetspots are significantly easier to connect with.}}
*{{buff|Neutral and back aerial's sweetspots are significantly easier to connect with.}}
*{{nerf|Neutral aerial has a significantly shorter duration and smaller hitboxes.}}
*{{nerf|Neutral aerial has smaller hitboxes.}}
*{{buff|Forward aerial has more range and less endlag.}}
*{{buff|Forward aerial has more range and less ending lag.}}
*{{nerf|Forward aerial has more startup lag.}}
*{{change|Sweetspotted back aerial has less knockback.}}
*{{change|Sweetspotted back aerial has less power.}}
*{{buff|Up aerial has less ending lag.}}
*{{buff|Up aerial has significantly more range and less ending lag.}}
*{{nerf|Up aerial has a shorter duration.}}
*{{buff|Down aerial has larger hitboxes and much less startup lag.}}
*{{buff|Down aerial has larger hitboxes and much less startup lag.}}
*{{nerf|Down aerial deals less knockback.}}
*{{change|Down aerial no longer has sourspot hitboxes.}}
*{{change|Down aerial no longer has sourspot hitboxes.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|All throws are much faster.}}
*{{buff|Forward and back throws deal much more knockback, now KOing reliably around 180%.}}
*{{buff|Grab has less endlag.}}
*{{nerf|Grab has reduced range.}}
*{{buff|Pummel is stronger.}}
*{{nerf|Pummel is slower.}}
*{{buff|Forward and back throws deal more knockback, now KOing reliably around 180%.}}
*{{buff|Up throw can now be steered during descent and can be used as a self-destruct.}}
*{{buff|Up throw can now be steered during descent and can be used as a self-destruct.}}
*{{buff|Down throw deals more damage.}}
*{{nerf|Up throw now functions like Flying Slam does on platforms.}}
*{{buff|Down throw deals more damage and hitstun.}}
*{{change|Down throw is now a spike.}}
*{{change|Down throw is now a spike.}}
===Special moves===
*{{buff|Flamethrower has a larger hitbox with more damage and less recharge time.}}
*{{nerf|Flamethrower has less range.}}
*{{buff|Flare Blitz has much less ending lag and has much less lag after colliding with something.}}
*{{buff|Fly travels farther and maintains momentum better at the end of the move.}}
*{{buff|Pokemon Change no longer has downtime and a menu can be used by holding the special button briefly.}}

Revision as of 13:17, September 3, 2020

Please note that I have not actually put much about my opinions for character changes yet. I will try and get the first couple of characters done soon, so kindly be patient.

I might get to some characters sooner than others. I will not be putting specific details on any of the changes yet, as I don't feel like it. But you can, I strongly encourage you to give me ideas on the talk page and ignore SW:OWN if necessary.

Apologies for any inconvenience.

  • Buff Buff (Good)
  • Nerf Nerf (Bad)
  • Change Change (Neutral)
  • Bug fix Bugfix (Depends)

General

  • Landing lag is always the same regardless of what action is taken to provoke it
  • Decreased ending lag on perfect shield, but increased ending lag on normal shield drop
  • Increased intangibility on perfect shield
  • Decreased shield health
  • Increased shieldstun
  • Actions always have their normal startup lag out of shield
  • Characters will now always ledge sweetspot while performing select actions
  • Ledge sweetspot improved when sweetspotting from behind
  • 2 frames of ledge vulnerability removed
  • Hitboxes overall extend farther below ledges
  • Traction is now irrelevant
  • Universally reduced ending lag on grabs
  • Pummels deal more damage
  • Throw animations are much faster
  • Throw hitboxes now deal weak set knockback and normal shield damage across the cast
  • Air dodges have reduced ending lag
  • Spot dodge cancelling removed
  • Directional air dodge travels the same distance across the cast
  • Infinites no longer affect the position of all players involved
  • Hitstun cancelling window reduced
  • Wall grapples reintroduced
  • Tripping is now techable

Bowser

Attributes

  • Change Walk has a new animation, now resembling the one from his home series.
  • Nerf Dash is slower, being much more in line with Donkey Kong's dash speed.
  • Buff Air speed is much higher, improving his recovery and air game.
  • Buff Jump is much higher, being much more in-line with his own series.
  • Buff Bowser has a smaller hurtbox.

Ground attacks

  • Nerf Neutral attack has reduced knockback scaling on the second hit.
  • Buff Forward tilt has less startup and ending lag.
  • Nerf Forward tilt deals less knockback scaling and has a smaller hitbox.
  • Buff Up tilt has increased range and less startup and ending lag. It also deals more knockback.
  • Buff Down tilt's second hit is now a semi-spike with a higher trip chance.
  • Nerf Down tilt's second hit deals less knockback scaling.
  • Buff Dash attack has been changed to resemble Bowser's charging animation from Super Mario 64, dealing much more damage and knockback, having larger and longer-lasting hitboxes with reduced startup and ending lag and super armor throughout the move.
  • Buff Forward smash has reduced startup and ending lag and its late hitboxes now function identically to the clean ones.
  • Nerf Forward smash has a smaller hitbox.
  • Change Up smash's landing hitbox now weakly meteor smashes aerial opponents.
  • Buff Down smash transitions faster to the second hit and has reduced startup and ending lag.
  • Nerf Down smash deals less knockback scaling and has reduced range.

Aerial attacks

  • Buff Neutral aerial's looping hits now utilize the autolink angle and have altered knockback values that allow the hits to connect properly. Additionally, its hitboxes have been altered so it only has two that both send at consistent angles
  • Buff Forward aerial has less startup and ending lag and better range.
  • Nerf Forward aerial has reduced knockback scaling.
  • Buff Back aerial has much less ending lag.
  • Nerf Back aerial has a smaller hitbox and reduced knockback scaling.
  • Buff Up aerial has less startup lag.
  • Buff Down aerial can now sweetspot the ledge, improving its safety while offstage. Additionally, the late hit launches at a higher, less DI-susceptible angle and the move now has invulnera.
  • Nerf Down aerial's late hit has less knockback scaling, hindering its KO potential. Furthermore, the landing hitbox is much smaller and has a shorter duration.
  • Change Down aerial does not descend as far or as fast, hindering its utility as a safe landing option and shortening its duration but increasing its offstage safety.

Throws/other attacks

  • Buff Forward throw is now a semi-spike.
  • Buff Up throw has altered knockback values, granting it KO ability while retaining its combo potential.
  • Change Down throw now buries opponents.

Special moves

  • Buff Fire Breath has less recharge time. Its furthest hitboxes now also inflict hitstun and the move has less startup and ending lag.
  • Nerf Fire Breath has less range and more charge time. Additionally, the move has more knockback with less hitstun and damage on the close hitboxes.
  • Nerf Flying Slam has reduced knockback scaling and the opponent can now mash out of the move with some difficulty.
  • Change Bowser can now grab ledges with Flying Slam, which will inflict the standard grab release animation on the opponent.
  • Buff Whirling Fortress covers much more vertical distance, also no longer requiring button mashing to be effective.
  • Nerf Whirling Fortress travels much less horizontal distance and now deals set knockback. Furthermore, the move has increased vulnerability frames.
  • Buff Bowser Bomb's meteor hitbox is no longer a sourspot. Additionally, the move transitions faster between hits and the landing hitbox is larger.
  • Nerf Bowser Bomb's desecnding hit deals less knockback scaling.

Bowser Jr.

Attributes

  • Buff Walk is faster.
  • Buff Dash is much faster.
  • Change Dash, jump, and double jump's animations has been altered.
  • Buff Air speed is significantly greater, improving his recovery and air game.
  • Buff Jump is higher and Bowser Jr. can now hover a moderate distance by holding the jump button.
  • Change Bowser Jr. weighs less without his Clown Car.

Ground attacks

  • Buff Neutral attack's finisher has reduced ending lag.
  • Nerf Neutral attack has reduced knockback scaling on the final hit.
  • Buff Forward and up tilts have less startup and ending lag.
  • Buff Down tilt has more range and damage and now sends the opponent at a semi-spike angle.
  • Buff Dash attack has a significantly larger hitbox and longer deceleration time. It also deals more shield damage
  • Buff Forward smash has less startup and ending lag and deals significantly more shield damage.
  • Nerf Forward smash has a smaller hitbox and less knockback scaling.
  • Buff Up smash has much larger hitboxes, less ending lag, and now has a windbox that pulls opponents in.
  • Buff Down smash has less startup and ending lag.
  • Nerf Down smash deals less knockback scaling.

Aerial attacks

  • Buff Neutral aerial has more range, deals more damage, and has increased knockback.
  • Change Forward and back aerials deal significantly more knockback, greatly hindering their combo potentials, but granting Bowser Jr. two reliable aerial finishers under 130%.
  • Nerf Forward and back aerials have shorter durations.
  • Buff Back aerial now involves Bowser Jr. spinning around quickly during the animation, decreasing its startup and ending lag.
  • Buff Up aerial has a much larger hitbox and can now autocancel in a short hop.
  • Change Up aerial has significantly stronger damage and knockback, hindering its juggling and combo potential, but improving its KO potential.
  • Buff Down aerial has a much higher damage output and deals greater shield damage.
  • Change Down aerial's last hit is now a meteor smash with.
  • Buff Bowser Jr. can now utilize a grab aerial.

Throws/other attacks

  • Buff Grab can now be used as a wall grapple/tether recovery.
  • Buff Forward throw deals significantly higher knockback, now being capable of KOing under 170%. Additionally, it can now be used as a semi-spike.
  • Buff Down throw deals more damage and is faster, as well as now being a seni-spike
  • Buff Up and side taunts now have a hitbox that deal 1% damage and weak set knockback.
  • Buff Side taunt now has a windbox and is capable of tripping opponents.

Special moves

  • Buff Clown Cannon deals much more damage and knockback, charges faster, travels faster and farther, has a larger hitbox, has a hitbox when decelerating, and regardless of whether it contacts the opponent or not it produces an explosion that is capable of breaking shields.
  • Buff Clown Kart Dash's donut is now a multi-hitting attack, increasing its damage output. It also deals much more shield damage, and has more horizontal momentum when airborne.
  • Nerf Aerial Clown Kart Dash no longer allows Bowser Jr. to regain his midair jump if he has already used it, hindering its recovery potential.
  • Buff Abandon Ship! can be angled farther horizontally, and can now always be used if Bowser Jr. gets hit out of it, improving its recovery potential. The hammer swing is also automatically performed at the apex of the jump, has much more knockback, and increased range. Furthermore, the move now has armor throughout most of the jump, increasing its safety.
  • Nerf Abandon Ship now renders Bowser Jr. helpless after the initial jump. The exploding Clown Car also has reduced knockback, a shorter duration, and much smaller hitboxes.
  • Buff Mechakoopa has a larger hitbox, deals more shield damage, and launches Bowser Jr. at a consistent angle when he holds onto it, improving its recovery potential.
  • Change Mechakoopa has less base knockback when Bowser Jr. holds onto it. Additionally, the Mechakoopa walks for a longer time before exploding. Furthermore, the Mechakoopa can now be footstooled, making it lie down in a prone position before exploding like normal.
  • Nerf The Mechakoopa walks slower, making it significantly easier to react to.
  • Buff Shadow Mario Paint is now impossible to escape due to angle changes on the hitbox.

Captain Falcon

Attributes

  • Nerf Walking, dashing, and air speeds are slower.
  • Change Falling speed is slower.
  • Nerf Jump is lower.
  • Change Captain Falcon weighs less.
  • Change Captain Falcon has a smaller hurtbox.

Ground attacks

  • Buff Neutral attack's first two hits have much larger hitboxes and more range. Additionally, Gentleman now deals much more knockback, making it the second strongest neutral attack in the game.
  • Nerf All tilts have less range.
  • Buff Forward tilt deals more knockback, improving its KO potential.
  • Buff Up tilt has less startup and ending lag.
  • Buff Forward smash has much less startup and ending lag with greatly increased range.
  • Buff Up smash's first hit connects more reliably into the second.
  • Nerf Up smash deals has a smaller hitbox.
  • Buff Down smash is now a semi-spike with less startup and ending lag.
  • Nerf Down smash has less range.

Aerial attacks

  • Buff Neutral aerial's respective hits no longer function like sex kicks, and the first hit now deals set knockback, improving their reliability.
  • Buff Clean Knee Smash is now a semi-spike, improving its edgeguarding potential. It also has less startup and ending lag and can now autocancel in a short hop. Its clean hit also has a larger hitbox, overall significantly improving its reliably.
  • Buff Back aerial has a larger hitbox.
  • Nerf Back aerial has less knockback scaling.
  • Buff Up aerial has better vertical range and the late hitbox has more knockback.
  • Buff Down aerial has much less startup lag and all hitboxes deal more damage and knockback.
  • Change Down aerial's leg hitboxes are now all meteor smashes, while the topmost hitboxes are now spikes.

Throws/other attacks

  • Buff Grab has more range.
  • Buff Pummel is faster.
  • Buff Forward, back, and up throws have significantly increased knockback, improving their KO potential.
  • Buff Down throw launches opponents at a higher angle.
  • Buff Up taunt now has a hitbox that deals moderate damage and powerful vertical knockback.

Special moves

  • Buff Falcon Punch has much less startup lag, no longer has more if reversed, and now grants a moderate momentum boost if used in the air.
  • Nerf Falcon Punch has smaller hitboxes, deals less knockback, and now has consistent power throughout all of its hitboxes.
  • Buff Raptor Boost no longer renders Captain Falcon helpless and has less lag on hit.
  • Change Raptor Boost now consistently meteor smashes in the air.
  • Buff Falcon Dive has much less landing lag, travels more distance, and deals much more damage and knockback, granting it KO potential.
  • Buff Falcon Kick has less startup and landing lag and now restores Captain Falcon's midair jump if used while airborne. It also sweetspots the ledge, deals much more knockback, improving its KO potential, has a higher launch angle, and lacks late hitboxes.
  • Change Falcon Kick has a shorter duration. This improves its offstage safety, but hinders its approach potential.

Charizard

Attributes

  • Buff Walking speed is faster.
  • Nerf Dashing speed is slower.
  • Buff Air speed is significantly faster, being among the fastest in the game.
  • Change Falling speed is slower.
  • Buff Jump is higher and Charizard can now glide.
  • Change Charizard weighs less.
  • Change Charizard has a smaller hurtbox.

Ground attacks

  • Buff Neutral attack has increased range and the third hit has an altered animation with a much lower launch angle.
  • Buff Forward tilt's sweetspot is larger. Additionally, the move has less ending lag.
  • Nerf Forward tilt has reduced range and the sweetspot has less knockback scaling.
  • Buff Up tilt has less ending lag and now boasts intangibility on the wings.
  • Buff Down tilt has much less startup and ending lag.
  • Buff Forward smash has much less startup and ending lag.
  • Nerf Up smash has much smaller hitboxes.
  • Buff Down smash is now visually identical to Ridley's and deals much more knockback.

Aerial attacks

  • Buff Neutral and back aerial's sweetspots are significantly easier to connect with.
  • Nerf Neutral aerial has smaller hitboxes.
  • Buff Forward aerial has more range and less ending lag.
  • Change Sweetspotted back aerial has less knockback.
  • Buff Up aerial has less ending lag.
  • Buff Down aerial has larger hitboxes and much less startup lag.
  • Change Down aerial no longer has sourspot hitboxes.

Throws/other attacks

  • Buff Forward and back throws deal much more knockback, now KOing reliably around 180%.
  • Buff Up throw can now be steered during descent and can be used as a self-destruct.
  • Nerf Up throw now functions like Flying Slam does on platforms.
  • Buff Down throw deals more damage and hitstun.
  • Change Down throw is now a spike.

Special moves

  • Buff Flamethrower has a larger hitbox with more damage and less recharge time.
  • Nerf Flamethrower has less range.
  • Buff Flare Blitz has much less ending lag and has much less lag after colliding with something.
  • Buff Fly travels farther and maintains momentum better at the end of the move.
  • Buff Pokemon Change no longer has downtime and a menu can be used by holding the special button briefly.