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*{{SSBU|Meta Knight}}'s combo game and KO ability were noticeably toned down even further. With his dash attack having more end lag and more knockback, it’s harder for him to use it to perform his up aerial combos, leading to a KO with neutral aerial or [[Shuttle Loop]]. Furthermore, [[Shuttle Loop]] is less reliable on getting KOs as its first hit now has a set knockback. While it’s still possible for Meta Knight to combo and get KOs with the same setups, it is nevertheless much harder to perform than his previous incarnation.
*{{SSBU|Meta Knight}}'s combo game and KO ability were noticeably toned down even further. With his dash attack having more end lag and more knockback, it’s harder for him to use it to perform his up aerial combos, leading to a KO with neutral aerial or [[Shuttle Loop]]. Furthermore, [[Shuttle Loop]] is less reliable on getting KOs as its first hit now has a set knockback. While it’s still possible for Meta Knight to combo and get KOs with the same setups, it is nevertheless much harder to perform than his previous incarnation.
*In previous games, {{SSBU|Diddy Kong}} was a top-tier character due to his combo game. However, Diddy Kong’s nerfs are apparent in ''Ultimate''. He has lost many useful utilities: his down tilt has less range, making follow-ups into up smash more inconsistent; his up aerial has less range; and his grab was made shorter. Diddy Kong's recovery was nerfed, with [[Monkey Flip]] and [[Rocketbarrel Boost]] traveling shorter distances, though the latter was patched in [[List_of_updates_(SSBU)/3.1.0_changelog|3.1.0]].
*In previous games, {{SSBU|Diddy Kong}} was a top-tier character due to his combo game. However, Diddy Kong’s nerfs are apparent in ''Ultimate''. He has lost many useful utilities: his down tilt has less range, making follow-ups into up smash more inconsistent; his up aerial has less range; and his grab was made shorter. Diddy Kong's recovery was nerfed, with [[Monkey Flip]] and [[Rocketbarrel Boost]] traveling shorter distances, though the latter was patched in [[List_of_updates_(SSBU)/3.1.0_changelog|3.1.0]].
*{{SSBU|Sonic}}'s changes in ''Ultimate'' generally nerfed his defensive options. His weight has been decreased and [[Spin Dash]] can no longer be canceled by shielding. This and the changes made to the [[jostle]] mechanic make him easier to punish. Offensively, his up aerial was nerfed so that it became more situational. Overall, Sonic has a harder time racking up damage and killing than his previous iterations. Though he hasn't performed as well as in ''Smash 4'', he has been performing generally well in ''Ultimate'' and his reception has improved compared to his initial reception.
*{{SSBU|Sonic}}'s changes in ''Ultimate'' generally nerfed his defensive options. His weight has been decreased and [[Spin Dash]] can no longer be canceled by shielding. This and the changes made to the [[jostle]] mechanic make him easier to punish. Offensively, his up aerial was nerfed so that it became more situational. Overall, Sonic has a harder time racking up damage and killing than his previous iterations. Despite these changes, Sonic has gotten better results compared to Smash 4 and he is still a top tier character.
*{{SSBU|Lucario}}'s one of its biggest nerfs was the changes to [[Rage]] because the rage multiplier was changed to 1.1× and it no longer affecting set knockback and [[Aura]] because its multiplier changed to x1.125 which both greatly reduces Lucario's extreme comeback factor. Another nerf was its weight was changed to 92, making it more difficult to survive at higher percents to take advantage of Aura and many of its special moves were nerfed for example [[Aura Sphere]] has less hitlag during charge, allowing characters to escape it much easier, and [[Extreme Speed]] had less distance and its controls have been modified where its initial flight direction is locked in a short period of time before flight begins, which can lead to unintentional self-destructs. Lucario's nerfs outweigh the buffs it received and is considered to be much worse than both of it’s iterations in ''Brawl'' and ''Smash 4''.  
*{{SSBU|Lucario}}'s one of its biggest nerfs was the changes to [[Rage]] because the rage multiplier was changed to 1.1× and it no longer affecting set knockback and [[Aura]] because its multiplier changed to x1.125 which both greatly reduces Lucario's extreme comeback factor. Another nerf was its weight was changed to 92, making it more difficult to survive at higher percents to take advantage of Aura and many of its special moves were nerfed for example [[Aura Sphere]] has less hitlag during charge, allowing characters to escape it much easier, and [[Extreme Speed]] had less distance and its controls have been modified where its initial flight direction is locked in a short period of time before flight begins, which can lead to unintentional self-destructs. Lucario's nerfs outweigh the buffs it received and is considered to be much worse than both of it’s iterations in ''Brawl'' and ''Smash 4''.  
*{{SSBU|Little Mac}}'s ground game was nerfed both by universal changes and outright nerfs to his ground moves. He is no longer capable of dashing through opponents, significantly affecting his mixup ability. Additionally, his combo potential was weakened: his down tilt and down throw have been made worse for combos, while up tilt was made unsafe at low percents. Little Mac is often considered a bottom-tier in ''Ultimate'' as opposed to his low-mid tier placement in ''Smash 4'', although patches have improved him somewhat over time.
*{{SSBU|Little Mac}}'s ground game was nerfed both by universal changes and outright nerfs to his ground moves. He is no longer capable of dashing through opponents, significantly affecting his mixup ability. Additionally, his combo potential was weakened: his down tilt and down throw have been made worse for combos, while up tilt was made unsafe at low percents. Little Mac is often considered a bottom-tier in ''Ultimate'' as opposed to his low-mid tier placement in ''Smash 4'', although patches have improved him somewhat over time.
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