Super Smash Bros. Ultimate: Difference between revisions

(→‎Gameplay changes: Rage is there but weaker.)
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*[[Rolling]] and [[sidestep]]ping often will slowly cause grounded dodges to lag and lose [[intangibility]] frames, leaving fighters more vulnerable.
*[[Rolling]] and [[sidestep]]ping often will slowly cause grounded dodges to lag and lose [[intangibility]] frames, leaving fighters more vulnerable.
*[[Air dodge]]s now act as a combination of ''Melee'' and ''Smash 4'': airdodging to the left and right grant fighters a quick momentum boost in said direction, but without making them [[helpless]]. Fighters still suffer from landing lag should they attempt this too close to the ground. Unlike in ''Melee'', [[wavedashing]] is impossible due to the new mechanics added to directional air dodging as well as increased landing lag. Wavelanding can still be performed, but it is less practical by comparison.
*[[Air dodge]]s now act as a combination of ''Melee'' and ''Smash 4'': airdodging to the left and right grant fighters a quick momentum boost in said direction, but without making them [[helpless]]. Fighters still suffer from landing lag should they attempt this too close to the ground. Unlike in ''Melee'', [[wavedashing]] is impossible due to the new mechanics added to directional air dodging as well as increased landing lag. Wavelanding can still be performed, but it is less practical by comparison.
*[[Rage]] made an appearance once again in Smash Ultimate. However, comparing to Smash 4, rage knockback has been toned down and only become noticeable when the opponent is around 120%.
*[[Rage]] made an appearance once again in ''Smash Ultimate''. However, comparing to ''Smash 4'', rage knockback has been toned down and only become noticeable when the opponent is around 120%.
*[[Perfect shield]]s are performed in reverse: instead of pressing the shield button several frames before an attack connects, players have to ''release'' the shield button when an attack connects on their shield instead. This also causes the screen to pause briefly, with the fighter's eyes flashing to signify a perfect shield.
*[[Perfect shield]]s are performed in reverse: instead of pressing the shield button several frames before an attack connects, players have to ''release'' the shield button when an attack connects on their shield instead. This also causes the screen to pause briefly, with the fighter's eyes flashing to signify a perfect shield.
*[[Final Smash]]es are quicker, with versions granting a controllable transformation being removed, so players can return to fighting quickly. As a result, many fighters receive new Final Smashes or have returning Final Smashes with altered functionalities, such as [[Landmaster]] being replaced by an Arwing cutscene, and [[Octopus]] dragging opponents offstage immediately after transforming.
*[[Final Smash]]es are quicker, with versions granting a controllable transformation being removed, so players can return to fighting quickly. As a result, many fighters receive new Final Smashes or have returning Final Smashes with altered functionalities, such as [[Landmaster]] being replaced by an Arwing cutscene, and [[Octopus]] dragging opponents offstage immediately after transforming.
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