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''Super Smash Bros. 4'' reintroduces true clones, with two new clones, [[Lucina]] and [[Dark Pit]], and one returning clone from ''Melee'', [[Dr. Mario]], being added to the roster. These clones, unlike the ''Melee'' clones, were originally developed as alternate costumes of the characters they were cloned from, similar to [[Alph]] and the [[Koopalings]]. Later in development, they were given moveset alterations from their originals - according to Sakurai, Dr. Mario had to have the differences from Mario he previously possessed in order to avoid disappointing fans of his ''Melee'' appearance, Lucina was given no tippers to act as an easier-to-play version of Marth, and Dark Pit was given a different Final Smash, as Sakurai did not like the idea of him using the [[Three Sacred Treasures]]. Once these changes were made, however, it was decided that they each would be promoted to full characters due to how "even a small difference in abilities" requires a unique roster slot.<ref>https://miiverse.nintendo.net/replies/AYMHAAACAABnUYn9HXMxEA</ref> ''SSB4'' groups these clones in their own area together on the character select screen, rather than placing them with their respective franchises.
''Super Smash Bros. 4'' reintroduces true clones, with two new clones, [[Lucina]] and [[Dark Pit]], and one returning clone from ''Melee'', [[Dr. Mario]], being added to the roster. These clones, unlike the ''Melee'' clones, were originally developed as alternate costumes of the characters they were cloned from, similar to [[Alph]] and the [[Koopalings]]. Later in development, they were given moveset alterations from their originals - according to Sakurai, Dr. Mario had to have the differences from Mario he previously possessed in order to avoid disappointing fans of his ''Melee'' appearance, Lucina was given no tippers to act as an easier-to-play version of Marth, and Dark Pit was given a different Final Smash, as Sakurai did not like the idea of him using the [[Three Sacred Treasures]]. Once these changes were made, however, it was decided that they each would be promoted to full characters due to how "even a small difference in abilities" requires a unique roster slot.<ref>https://miiverse.nintendo.net/replies/AYMHAAACAABnUYn9HXMxEA</ref> ''SSB4'' groups these clones in their own area together on the character select screen, rather than placing them with their respective franchises.


[[Roy]] returns as a DLC character, having his moveset updated to further distinct him from Marth.


No semi-clones were added, with all newcomers other than the aforementioned Lucina and Dark Pit being unique. Luigi, Falco, Toon Link, and Ganondorf return as semi-clones, though they were only slightly decloned unlike the significant decloning that happened in ''Brawl'', thus remaining largely the same. Wolf (who was derived from Fox) was cut from the roster, while Lucas returns as DLC.
No semi-clones were added, with all newcomers other than the aforementioned Lucina and Dark Pit being unique. Luigi, Falco, Toon Link, and Ganondorf return as semi-clones, though they were only slightly decloned unlike the significant decloning that happened in ''Brawl'', thus remaining largely the same. Wolf (who was derived from Fox) was cut from the roster, while Lucas and Roy return as DLC. Roy had his moveset updated to further distinguish him from Marth, converting him into a semi-clone status.


Most clones and semi-clones also share at least one custom move, with true clones having more custom moves in common.  
Most clones and semi-clones also share at least one custom move, with true clones having more custom moves in common.  
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|{{SSB4|Ness}}||{{SSB4|Lucas}}||Lucas overall retains his semi-cloned moveset from ''Brawl'', with the only noticeable change being that his down throw now aesthetically temporarily buries the opponent. Ness has several custom moves that act similarly to Lucas's default ones while Lucas, being a DLC character, has none.
|{{SSB4|Ness}}||{{SSB4|Lucas}}||Lucas overall retains his semi-cloned moveset from ''Brawl'', with the only noticeable change being that his down throw now aesthetically temporarily buries the opponent. Ness has several custom moves that act similarly to Lucas's default ones while Lucas, being a DLC character, has none.
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|{{SSB4|Marth}}||{{SSB4|Roy}}||Roy retains most of his similarities to Marth from ''[[Melee]]''. However, many of Roy's previous moves including his jab, dash attack, forward tilt, up tilt, forward air, down air, and forward smash now have different swinging animations, which causes them to function differently from Marth's. Roy's up special, [[Blazer]] now are performed while holding his sword with a reverse grip and can be angled, unlike Marth's. Additionally, Roy's neutral special, [[Flare Blade]], retains its overhead slash from ''Melee'', whereas Marth's neutral special, [[Shield Breaker]], continues to be a forward stab as it was starting in ''Brawl''. Roy's physics are also slightly different from Marth's; with faster air & dashing speed, though with heavier falling speed in comparison to Marth.
|{{SSB4|Marth}}||{{SSB4|Roy}}||Roy retains most of his similarities to Marth from ''[[Melee]]''. However, many of Roy's previous moves including his jab, dash attack, forward tilt, up tilt, forward air, down air, and forward smash now have different swinging animations, which causes them to function differently from Marth's. Roy's up special, [[Blazer]] is now performed while holding his sword with a reverse grip and can be angled, unlike Marth's. Additionally, Roy's neutral special, [[Flare Blade]], retains its overhead slash from ''Melee'', whereas Marth's neutral special, [[Shield Breaker]], continues to be a forward stab as it was starting in ''Brawl''.  It also differs completely in usage, with Shield Breaker being used for shield breaking, and Flare Blade being a more offensive move used for killing and sometimes edge guarding because of its low end lag. Roy´s Counter is also different from Marth´s, activating more slowly and lasting a shorter duration, but reflecting back more damage than Marth´s. His side special, Double Edge Dance has the same animations as Marth´s, but the hits are executed slower, in addition to the fourth hit having more kill potential than Marth´s. His forward and down throws have differing uses from Marth as well, as they are both reliable combo starters. Roy's physics are also slightly different from Marth's; with faster air and dashing speed, though with much faster falling speed in comparison to Marth.
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