Template:SSB4 to SSBU changelist/Mii Gunner: Difference between revisions
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**{{buff|The first hit now deals set knockback, allowing it to reliably connect into the second hit.}} | **{{buff|The first hit now deals set knockback, allowing it to reliably connect into the second hit.}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{buff|Up throw's first hit deals much more damage (2% → 7%). The Gunner now fires two lasers instead of one, and the total damage is significantly higher (total: 5% → 13%), now being the | **{{buff|Up throw's first hit deals much more damage (2% → 7%). The Gunner now fires two lasers instead of one, and the total damage is significantly higher (total: 5% → 13%), now being among the most damaging throws in the game. The second shot deals no knockback however, and so does not improve the throw's KO potential and only increases the target's damage.}} | ||
**{{change|Up throw's first hit now deals set knockback, improving the throw's consistency but hindering its KO potential.}} | **{{change|Up throw's first hit now deals set knockback, improving the throw's consistency but hindering its KO potential.}} | ||
**{{buff|Up throw has lower ending lag (frame 59 → 51). However, it is still too slow to follow up with.}} | **{{buff|Up throw has lower ending lag (frame 59 → 51). However, it is still too slow to follow up with.}} |
Revision as of 04:55, November 8, 2020
Aesthetics
- Players can customize the Mii Gunner's voice clips from 12 different voices, with 3 different pitches.
- Mii Gunners have had their body proportions adjusted.
- While still based off the "Guest F" Mii, the default Mii Gunner has an altered appearance. She now has a smile on her face instead of a neutral expression, her eyebrows are angled downwards to give a confident appearance, her hair has been changed from a middle-parting style to one with a side-swept fringe, and her eyes are now brown instead of black.
- The default Mii Gunner's color is now yellow instead of orange.
- The default outfits for the Mii Gunner has significantly more detail, now being a bodysuit with a character-colored high collar jacket, grey inner shirt, gloves with white accents, and boots that appear less futuristic. The Gunner no longer wears an ammo backpack, and their arm cannon has a different appearance.
- The Mii Gunner has a new idle animation involving them standing with their arms spread, with their cannonless arm clenched in a fist.
Attributes
- Like all characters, the Mii Gunner's jumpsquat animation takes three frames to complete (down from 6).
- As with all Mii Fighters, the Mii Gunner now has fixed attributes:
- The Mii Gunner now has a set weight of 104, on par with Captain Falcon, Link and Yoshi. This makes the Mii Gunner the heaviest Mii Fighter, and also heavier than the largest possible Mii Fighter in Smash 4. This improves their survivability.
- The Mii Gunner walks slightly slower (1.05 → 1), and is now the 53rd fastest walker (compared to 37-38th fastest in Smash 4).
- The Mii Gunner dashes slightly faster (1.3 → 1.37).
- The Mii Gunner has significantly lower air acceleration (0.07 → 0.043), now being the 60th fastest instead of 22-31rd fastest.
- The Mii Gunner has a lower air speed (1.05 → 0.93), giving them the 67th highest air speed in the game (compared to 25th in Smash 4).
Ground attacks
- Neutral attack:
- Neutral attack's hits are now a jab with the left hand, followed by a kick, then an explosion from their arm cannon for the final hit.
- The first hit can now be held for a consecutive jab, and is repeated much faster than the previous version.
- Neutral attack's explosive hits now have less of a pause, making it connect consistently even at high percents. The first two hits can now lock.
- Neutral attack's final hit deals slightly more damage (4% → 4.5%). However, the first two hits deal less damage (2% → 1.7%), making its total damage the same.
- Forward tilt:
- All hitboxes of forward tilt deal much more damage (9/7.5/6% (close/mid/far) → 13/10.5/8%).
- Forward tilt has less startup (frame 10/11 → 7) and ending lag (frame 39 → 33).
- It has altered knockback on all hitboxes (30 (base)/100 (scaling) → 56/56), making it safe on hit at low percents, but weakening its KO potential.
- Dash attack
- Dash attack deals more damage (10 → 11) with knockback scaling not fully compensated (70 → 65), dealing more knockback.
- Dash attack sends at a more horizontal angle (60 → 45) which combined with the above change enables it to KO at useful percentages.
- The inner hitboxes were moved closer towards Mii Gunner, which combined with the new Jostle mechanics removes its blindspot.
- It has an increased shieldstun multiplier (none → 1.5), making it safer on shield.
- Forward smash:
- Forward smash deals significantly more total damage (9.8% → 18.3%) and much more knockback. Previously, it was one of the weakest forward smashes in the game in terms of damage and knockback.
- Forward smash is much harder to escape from.
- Up smash:
- Up smash deals more total damage (16.5% → 17.5%).
- Down smash:
- The first hit of its down smash no longer drags opponents in behind the Mii Gunner, and both hits now act independently. This hinders the move's usability in situations it previously excelled in (such as by the ledge).
- However, due to the increased damage and knockback from each hit, the move is significantly more useful in general. Opponents can no longer DI out of the second hit as well.
- Both hit's damage have been increased, with the back hit dealing the same damage as the previous down smash's total (front hit: 4% → 11.5%, back hit: 10% → 14%).
- Down smash's second hit KOs significantly earlier due to its damage being the sum of the previous down smash's hits (KOs Mario from the edge of Final Destination at 94% → 66%).
- Down smash has had its range slightly reduced on the first hit, though it still has high range.
- The first hit of its down smash no longer drags opponents in behind the Mii Gunner, and both hits now act independently. This hinders the move's usability in situations it previously excelled in (such as by the ledge).
Aerial attacks
- All aerials except forward aerial have reduced landing lag (Neutral: 18 → 11, Back: 18 → 11, Up: 22 → 13, Down: 28 → 17).
- Neutral aerial:
- Due to Neutral aerial's reduced landing lag, it can now lead into followups upon landing.
- Neutral aerial does more damage (6% → 10%).
- Neutral aerial has altered knockback (45 base/80 scaling → 65/40).
- Forward aerial:
- Forward aerial does more damage (6/4% (close/far) → 8/6%).
- Forward aerial starts later (frame 10 → 12).
- Forward aerial has significantly decreased range, now only traveling a fourth of Final Destination. This is done through less active frames (10-21 → 12-20). This makes it worse for spacing.
- Back aerial:
- Back aerial's early and late hitboxes now deal different damage. The main hit deals more damage (12% → 13%) while the late hit that comes out a frame later deals less damage (12% → 11%).
- Back aerial's main hitbox deals more knockback (30 base/88 scaling → 29/96), which combined with its increased damage improves its KO potential.
- Up aerial:
- Up aerial has a new animation. The Gunner now "stands" upright while performing the move, rather than laying on their back.
- The move's duration has been shortened, and the final hitbox ends earlier (frame 39 → 34, total frames: 61 → 59). This now allows the move to complete in a short hop, but makes it less effective at trapping air dodges.
- Up aerial now hits 7 times instead of 9 due to its shorter length.
- Up aerial deals more damage total due to the multi-hits dealing more damage (multi-hits: 1% → 1.7%, total damage: 13% → 14.8%).
- Up aerial's looping hits can now combo into other moves when landing due to its reduced landing lag.
- Up aerial's final hit deals more knockback (40 base/170 scaling → 50/175) improving its KO potential.
- Down aerial:
- Down aerial has a longer duration with a late hit as well (20 → 20-21/22-25), no longer lasting a single frame.
Throws and other attacks
- The Mii Gunner's pummel is now a knee strike, rather than an arm cannon bash.
- Pummel is much faster, but weaker (2% → 1.2%).
- The Mii Gunner's grabs all have higher ending lag (standing: frame 28 → 34, dash: 39 → 42, pivot: 34 → 37).
- Dash grab and pivot grab start slower (dash: frame 8 → 9, pivot: 9 → 10).
- All of the Mii Gunner's throws have been buffed, each dealing much more damage, whereas previously each only did 5%.
- Forward throw:
- Forward throw's first hit deals more damage (2% → 4%, total: 5% → 7%).
- Back throw:
- Back throw's first hit deals much more damage (2% → 7%, total: 5% → 10%).
- The first hit now deals set knockback, allowing it to reliably connect into the second hit.
- Up throw:
- Up throw's first hit deals much more damage (2% → 7%). The Gunner now fires two lasers instead of one, and the total damage is significantly higher (total: 5% → 13%), now being among the most damaging throws in the game. The second shot deals no knockback however, and so does not improve the throw's KO potential and only increases the target's damage.
- Up throw's first hit now deals set knockback, improving the throw's consistency but hindering its KO potential.
- Up throw has lower ending lag (frame 59 → 51). However, it is still too slow to follow up with.
- Down throw:
- Down throw deals more damage (5% → 7%), with knockback scaling partly compensated (50 → 42).
- Down throw launches at a higher angle (100 → 95), improving its followup potential and making it less susceptible to DI.
- Down throw has less ending lag (frame 42 → 40).
- Down throw no longer inflicts hitlag on release, reducing its combo potential despite its slightly reduced ending lag.
- Edge attack deals more damage (7% → 9%).
Special moves
Neutral specials
- Charge Blast:
- The Mii Gunner no longer spins around before charging or firing a Charge Blast.
- Charge Blast can be charged and canceled with other actions while in mid-air.
- It deals more damage (3.15%-22% → 4%-26%) with knockback compensated.
- It charges faster (144 frames → 132).
- Laser Blaze:
- Grenade Launch:
- The Mii Gunner's arm cannon glows with a orange-tinted "fuse" while preparing a grenade.
- Grenade Launch deals much more damage (0.5% → 1.3% (hits 1-5), 6% → 6.5% (hit 6); total: 8.5% → 12.2%) with knockback not compensated.
- It has less ending lag (FAF 56 → 53).
- It can no longer be charged and launches a fixed distance. It travels further than an uncharged Smash 4 Grenade Launch, but less than a fully-charged one.
- It has significantly more startup lag (frame 18 → 35). Coupled with its fixed trajectory, this vastly reduces its flexibility for limiting approaches.
- Mii Gunner cannot turn around while charging it.
Side specials
- Flame Pillar:
- Flame Pillar hits multiple times with a stronger final hit, similar to Robin's Arcfire, making it better for pressuring shields and allowing it to set up for follow-ups, instead of only acting as a spacing tool.
- It deals more total damage (4% (hit 1), 6% (hit 2) → 2% (hit 1), 2.2% (hits 2-5), 2.7% (hit 6); total: 10% → 13.5%).
- It no longer cancels if the Mii Gunner lands before the projectile can fire.
- It has slightly more ending lag (FAF 59 → 63).
- Gunner Missile:
- Both types of missiles have been redesigned: homing missiles are now metallic grey with short neon blue lines along the top of its body (instead of silver with a green top), and super missiles are now fatter with a futuristic rocket design and a neon blue head (instead of silver with neon blue markings going down the missile).
- Both missiles deal more damage (homing: 4.5% → 7.5%, super: 10% → 14.5%).
- It has less startup (frame 29 → 27) and ending lag (FAF 62 → 46).
- Super Missiles deal significantly more knockback, being able to KO at realistic percentages.
- The regular missiles from Gunner Missile travel faster, but their homing ability have been reduced. This significantly hinders their effectiveness.
- Stealth Burst:
- The Mii Gunner no longer spins around before firing a Stealth Burst.
- It travels faster and further.
- It no longer leaves Mii Gunner helpless.
- It deals much more damage (10.8%-15.4% → 12.1%-18%) without compensation on knockback.
- Its earliest explosion has less startup lag (frames 42-75 → 36-66).
- It no longer turns invisible after some travel distance.
Up specials
- Lunar Launch:
- Lunar Launch launches opponents opposite to where the Mii Gunner is facing. This allows it to stage spike, but makes it more difficult to edgeguard conventionally.
- It deals much more knockback, causing it to KO around 45% earlier.
- It grants much more vertical distance, making it better for recovering.
- It has one more frame of landing lag (frame 18 → 19).
- Cannon Jump Kick:
- Cannon Uppercut has been reworked into Cannon Jump Kick, which still features a launch with the Mii Gunner's arm cannon, but uses a kick instead of a punch to deal damage while firing upwards.
- It has significantly less startup lag (hits 1/2: frame 11/15 → 6/10), making it much more effective as an out of shield option.
- It grants intangibility on frame 6.
- Its late second hitbox has been significantly shortened in duration, allowing the stronger clean hit to out-prioritize it more often.
- It travels slightly more vertical distance.
- It has less horizontal recovery range than Cannon Uppercut.
- Arm Rocket:
- Arm Rocket can be angled during the flight, similar to Diddy Kong's Rocketbarrel Boost.
- It has significantly less landing lag (34 frames → 14).
Down specials
- Echo Reflector:
- Echo Reflector has been redesigned. The Mii Gunner now plants their arm cannon downwards into the ground to generate a transparent green barrier with two yellow hexagons rotating around it. This does not change the effects of the move. The Mii Gunner can still turn around during the move, but this is aesthetic.
- It has less ending lag (FAF 40 → 38).
- It stalls Mii Gunner once before landing, with subsequent uses of the move forcing them to fall down.
- Bomb Drop:
- Bomb Drop's bombs are more detailed, having a slight octagonal exterior made of metal and a glowing blue interior, instead of being a simple circular shape with four metal outer reinforcements.
- It can be triggered manually by using the move again; this detonates the bomb currently in play and drops another. This allows a bomb to act as a deterrent while launching a second bomb.
- Its bombs have a much longer fuse (72 frames → 134) and are lighter, bouncing more when hitting the stage. These changes make them much better for stage control.
- It has significantly less ending lag (FAF 63 → 53).
- Its bombs can be knocked away by attacks, making it harm Mii Gunner instead.
- Absorbing Vortex:
- The vortex appears less realistic, looking less like a bubble and more like a cartoon swirl of energy. The Gunner no longer sways their cannon around to generate the vortex, and simply points it up as the cannon glistens.
- Much like Ness' PSI Magnet, Absorbing Vortex has a weak hitbox upon startup, allowing for safer use of the move in general.
- The hitbox is also produced upon absorbing projectiles.
- Its healing multiplier is higher (1.2x → 1.4x).
- It has less ending lag (FAF 29 → 27).
Final Smash
- Full Blast's main laser now is green in color and the background turns blue during the Final Smash.
- It deals more damage (1.5% (loop), 4% (last) → 1.8%/5%)
- The final hit deals less knockback (65 base/180 scaling → 55/155), dealing slightly less knockback overall despite the aforementioned damage increase.