Ness (SSBU): Difference between revisions

188 bytes added ,  4 years ago
Tag: Mobile edit
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*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has drastically increased base knockback (12 → 35), turning it into a viable KO option starting at around 155% from the center of {{SSBU|Final Destination}}.}}
**{{buff|Forward tilt has drastically increased base knockback (12 → 35), turning it into a viable KO option starting at around 155% from the center of {{SSBU|Final Destination}}.}}
**{{buff|It deals more damage when not angled (9% → 10%).}}
**{{buff|It deals more damage when not angled (9% → 10%), no longer dealing less damage than the angled versions.}}
**{{nerf|Forward tilt's hitboxes have been moved inwards (X offset: 0.7/2.9 → 0.6/2.7), slightly reducing its range.}}
**{{nerf|Forward tilt's hitboxes have been moved slightly inwards (X offset: 0.7/2.9 → 0.6/2.7), marginally reducing its range.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has less startup with a longer hitbox duration (frames 7-8 → 5-8), and less ending lag (FAF 32 → 29). This improves its combo potential and allows it to function more effectively as an anti-air.}}
**{{buff|Up tilt has less startup with a longer hitbox duration aking to '' Brawl''(frames 7-8 → 5-8), and less ending lag (FAF 32 → 29). This improves its combo potential and allows it to function more effectively as an anti-air.}}
**{{buff|It has more knockback scaling (126 → 140), improving its KO potential, without worsening its combo ability due to its decreased startup and ending lag.}}
**{{buff|It has more knockback scaling (126 → 140), improving the sweetspot's KO potential, while still improving the move's combo ability due to its decreased startup and ending lag combined with Ness's faster jumpsquat.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt deals more damage (4%/2% → 4.5%/3%).}}
**{{buff|Down tilt deals more damage (4%/2% → 4.5%/3%).}}
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**{{buff|Up smash has less ending lag (FAF 56 → 53).}}
**{{buff|Up smash has less ending lag (FAF 56 → 53).}}
**{{buff|It no longer possesses an early hit that deals 9%, allowing it to KO more consistently.}}
**{{buff|It no longer possesses an early hit that deals 9%, allowing it to KO more consistently.}}
**{{buff|It has considerably more knockback scaling (60 → 79), significantly improving its KO potential. }}
**{{buff|It has considerably more knockback scaling (60 → 79), significantly improving its KO potential.}}
**{{nerf|It has more startup (frame 6 → 10), no longer hitting behind Ness during its first active frames.}}
**{{nerf|It has more startup (frame 6 → 10), no longer hitting behind Ness during its first active frames.}}
*[[Down smash]]:
*[[Down smash]]:
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**{{buff|It deals more total damage (13% → 2.5% (hits 1-4), 5% (hit 5); 15% total), with knockback compensated on the last hit if the damage from the previous hits is added (13 base/109 scaling → 40/180). Combined with its increased combo potential, this overall drastically strengthens its damage racking ability.}}
**{{buff|It deals more total damage (13% → 2.5% (hits 1-4), 5% (hit 5); 15% total), with knockback compensated on the last hit if the damage from the previous hits is added (13 base/109 scaling → 40/180). Combined with its increased combo potential, this overall drastically strengthens its damage racking ability.}}
**{{nerf|Up aerial has drastically decreased horizontal range, hindering its use for landing and approaching directly.}}
**{{nerf|Up aerial has drastically decreased horizontal range, hindering its use for landing and approaching directly.}}
**{{nerf|It [[auto-cancel]]s later (frame 27 → 34), no longer doing so before it is interruptible.}}
**{{nerf|It [[auto-cancel]]s later (frame 27 → 34), now matching its interruptibility.}}
**{{change|The last hit launches at a more horizontal angle (85° → 73°). This slightly hinders its KO potential, but allows it to combo better into other moves.}}
**{{change|The last hit launches at a more horizontal angle (85° → 73°). This slightly hinders its KO potential, but allows it to combo better into other moves.}}
*[[Down aerial]]:
*[[Down aerial]]:
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**{{buff|It has a longer duration (frames 20-21 (clean)/22-25 (late) → 20-22/23-26).}}
**{{buff|It has a longer duration (frames 20-21 (clean)/22-25 (late) → 20-22/23-26).}}
**{{buff|It auto-cancels earlier (frame 50 → 41), allowing Ness to auto-cancel it in a [[short hop]] much like it could in earlier ''Smash'' titles.}}
**{{buff|It auto-cancels earlier (frame 50 → 41), allowing Ness to auto-cancel it in a [[short hop]] much like it could in earlier ''Smash'' titles.}}
**{{buff|The clean hit has a much larger hitbox (3.9u → 6u).}}
**{{buff|The clean hit has a much larger hitbox (3.9u → 6u), making it easier to land.}}
**{{buff|The removal of [[tech]]ing for grounded meteor smashes, coupled with down aerial's immensely decreased landing lag, significantly improve its combo potential onstage.}}
**{{buff|The removal of [[tech]]ing for grounded meteor smashes, coupled with down aerial's immensely decreased landing lag and better autocancel window significantly improve its combo potential onstage.}}
**{{change|Down aerial uses a kick SFX instead of a magic SFX on hit.}}
**{{change|Down aerial uses a kick SFX instead of a magic SFX on hit.}}


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