Ness (SSBU): Difference between revisions
→Changes from Super Smash Bros. 4
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), | **{{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 | **{{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), | **{{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 | **{{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.}} | ||