User:Iron Warrior/Potential list of character changes for SSB6: Difference between revisions
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*{{buff|Neutral attack's finisher has reduced ending lag.}} | *{{buff|Neutral attack's finisher has reduced ending lag.}} | ||
*{{nerf|Neutral attack has reduced knockback scaling on the final hit.}} | *{{nerf|Neutral attack has reduced knockback scaling on the final hit.}} | ||
*{{buff|Forward and up tilts have | *{{buff|Forward and up tilts have less startup and ending lag.}} | ||
*{{buff|Down tilt has more range and now sends the opponent at a semi-spike angle.}} | |||
*{{buff|Down tilt has more range and now sends the opponent | |||
*{{nerf|Down tilt deals less damage and has more startup and endlag.}} | *{{nerf|Down tilt deals less damage and has more startup and endlag.}} | ||
*{{buff|Dash attack has a larger hitbox.}} | *{{buff|Dash attack has a significantly larger hitbox and longer deceleration time.}} | ||
*{{buff|Forward smash has | *{{buff|Forward smash has less startup and ending lag and deals significantly more shield damage.}} | ||
*{{nerf|Forward smash | *{{nerf|Forward smash has smaller hitboxes and has less knockback scaling.}} | ||
*{{buff|Up smash has much | *{{buff|Up smash has much larger hitboxes, less ending lag, and now has a windbox that pulls opponents in.}} | ||
*{{buff|Down smash has | *{{buff|Down smash has less startup and ending lag.}} | ||
*{{nerf|Down smash deals less knockback.}} | *{{nerf|Down smash deals significantly less knockback.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Neutral aerial has more range, deals more damage, and has increased knockback.}} | |||
*{{buff|Neutral aerial has more range | |||
*{{change|Forward and back aerials deal significantly more knockback, greatly hindering their combo potentials, but granting Bowser Jr. two reliable aerial finishers under 130%.}} | *{{change|Forward and back aerials deal significantly more knockback, greatly hindering their combo potentials, but granting Bowser Jr. two reliable aerial finishers under 130%.}} | ||
*{{nerf|Forward and back aerials have shorter durations.}} | *{{nerf|Forward and back aerials have shorter durations.}} | ||
*{{buff|Back aerial now involves Bowser Jr. spinning around quickly during the animation, decreasing its startup and ending lag.}} | |||
*{{buff|Up aerial has a much larger hitbox and can now autocancel in a short hop.}} | *{{buff|Up aerial has a much larger hitbox and can now autocancel in a short hop.}} | ||
*{{change|Up aerial has significantly stronger damage and knockback, hindering its juggling potential, but improving its KO potential.}} | *{{change|Up aerial has significantly stronger damage and knockback, hindering its juggling potential, but improving its KO potential.}} |
Revision as of 18:33, November 14, 2019
Please note that I have not actually put much about my opinions for character changes yet. I will try and get the first couple of characters done soon, so kindly be patient.
I might get to some characters sooner than others. I will not be putting specific details on any of the changes yet, as I don't feel like it. But you can, I strongly encourage you to give me ideas on the talk page and ignore SW:OWN if necessary.
Apologies for any inconvenience.
- Buff (Good)
- Nerf (Bad)
- Change (Neutral)
- Bugfix (Depends)
General
- Landing lag is always the same regardless of what action is taken to provoke it
- Decreased ending lag on perfect shield, but increased ending lag on normal shield drop
- Increased intangibility on perfect shield
- Decreased shield health
- Increased shieldstun
- Actions always have their normal startup lag out of shield
- Characters will now always ledge sweetspot while performing select actions
- Ledge sweetspot improved when sweetspotting from behind
- 2 frames of ledge vulnerability removed
- Hitboxes overall extend farther below ledges
- Traction is now irrelevant
- Reduced ending lag on grabs
- Pummels deal more damage
- Throw animations are much faster
- Throw hitboxes now deal very weak set knockback and normal shield damage across the cast
- Spot and air dodges have reduced ending lag
- Directional air dodge travels the same distance across the cast
- Infinites no longer affects the position of all players involved
- Disjoints overall reduced across the cast
Bowser
Attributes
- Walk is significantly faster.
- Dash is slower, being much more in line with Mario's dash speed.
- Air speed is much higher, improving his recovery and air game.
- Jump is much higher, being much more in-line with his own series.
- Bowser has a smaller hurtbox.
- Tough Guy has a much more noticeable effect and now lasts until 300%.
- All of Bowser's shell-based attacks now grant mild invincibility akin to his up smash and Whirling Fortress.
Ground attacks
- Neutral attack has reduced knockback scaling on the second hit.
- Forward tilt has less startup and ending lag.
- Forward tilt deals less knockback scaling and has significantly reduced range.
- Up tilt has increased range and less startup lag. Its knockback was also adjusted, improving its combo and KO potential.
- Down tilt's second hit is now a semi-spike with a higher trip chance.
- Down tilt's second hit deals less knockback scaling.
- Dash attack has been changed to resemble Bowser's charging animation from Super Mario 64, dealing much more damage and knockback, having larger and longer-lasting hitboxes with reduced startup and ending lag and super armor throughout the move.
- Forward smash has reduced startup and ending lag and its late hitboxes now function identically to the clean ones.
- Forward smash has much smaller hitboxes.
- Up smash's landing hitbox now weakly meteor smashes aerial opponents.
- Down smash transitions faster to the second hit and as reduced startup lag.
- Down smash deals less knockback scaling and has reduced range.
Aerial attacks
- Neutral aerial's looping hits now utilize the autolink angle and have altered knockback values that allow the hits to connect properly.
- Forward aerial has less ending lag and better range.
- Forward aerial has significantly reduced knockback scaling.
- Back aerial has less ending lag.
- Back aerial has smaller hitboxes and reduced knockback scaling.
- Up aerial has less startup lag and much more horizontal range.
- Down aerial can now sweetspot the ledge, improving its safety while offstage. Additionally, the late hit launches at a higher, less DI-susceptible angle.
- Down aerial's late hit has less knockback scaling, hindering its KO potential. Furthermore, the landing hitbox is much smaller and has a shorter duration.
- Down aerial does not descend as far or as fast, hindering its utility as a safe landing option and shortening its duration but increasing its offstage safety.
Throws/other attacks
- Forward throw is now a semi-spike.
- Up throw has altered knockback values, restoring some of its combo potential and granting it KO ability.
- Down throw now buries opponents.
Special moves
- Fire Breath does not run out as fast or deal less damage from a distance. Its furthest hitboxes now also inflict hitstun and the move has less startup and ending lag.
- Fire Breath has less range and more charge time. Additionally, the move has more knockback with less hitstun and will eventually lose its hitbox after a time akin to Melee.
- Flying Slam has reduced knockback scaling and the opponent can now mash out of the move with some difficulty.
- Bowser can now grab ledges with Flying Slam, which will inflict the standard grab release animation on the opponent.
- Whirling Fortress covers much more vertical distance, also no longer requiring button mashing to be effective.
- Whirling Fortress travels significantly less horizontal distance and now deals set knockback. Furthermore, the move has increased vulnerability frames.
- Bowser Bomb's meteor hitbox has been removed, restoring its knockback. Additionally, the move transitions faster between hits and the landing hitbox is larger.
- Bowser Bomb's desecnding hit deals less knockback scaling.
Bowser Jr.
Attributes
- Walk is faster.
- Dash is much faster.
- Dash, jump, and double jump's animations has been altered.
- Air speed is significantly greater, improving his recovery and air game.
- Jump is higher and Bowser Jr. can now hover a moderate distance by holding the jump button.
- Bowser Jr. weighs less.
- The Clown Car has a smaller hurtbox and no longer takes less damage than normal. However, the opposite is true for Bowser Jr. himself.
Ground attacks
- Neutral attack's finisher has reduced ending lag.
- Neutral attack has reduced knockback scaling on the final hit.
- Forward and up tilts have less startup and ending lag.
- Down tilt has more range and now sends the opponent at a semi-spike angle.
- Down tilt deals less damage and has more startup and endlag.
- Dash attack has a significantly larger hitbox and longer deceleration time.
- Forward smash has less startup and ending lag and deals significantly more shield damage.
- Forward smash has smaller hitboxes and has less knockback scaling.
- Up smash has much larger hitboxes, less ending lag, and now has a windbox that pulls opponents in.
- Down smash has less startup and ending lag.
- Down smash deals significantly less knockback.
Aerial attacks
- Neutral aerial has more range, deals more damage, and has increased knockback.
- Forward and back aerials deal significantly more knockback, greatly hindering their combo potentials, but granting Bowser Jr. two reliable aerial finishers under 130%.
- Forward and back aerials have shorter durations.
- Back aerial now involves Bowser Jr. spinning around quickly during the animation, decreasing its startup and ending lag.
- Up aerial has a much larger hitbox and can now autocancel in a short hop.
- Up aerial has significantly stronger damage and knockback, hindering its juggling potential, but improving its KO potential.
- Down aerial has a much higher damage output.
- Down aerial's last hit is now a meteor smash with weak set knockback.
- Bowser Jr. can now utilize a grab aerial.
Throws/other attacks
- Grab can now be used as a wall grapple.
- Pummel is stronger.
- Pummel is slower.
- Forward throw deals significantly higher knockback, now being capable of KOing under 170%.
- Back throw deals less knockback, hindering its KO potential.
- Back and up throws are slower.
- Down throw deals more damage and is faster.
- Down throw is now a spike.
- Up taunt now has a hitbox that deals 1% damage and weak set knockback.
- Side taunt now has a windbox.
Special moves
- Charged Clown Cannon deals much more knockback.
- Charged Clown Cannon has much less range.
- Clown Kart Dash's donut is now a multi-hitting attack. Because of this, it deals more damage.
- Aerial Clown Kart Dash no longer allows Bowser Jr. to regain his midair jump if he has already used it, hindering its recovery potential.
- Abandon Ship! can be angled farther horizontally, and can now always be used if Bowser Jr. gets hit out of it, improving its recovery potential. The hammer swing is also automatically performed at the apex of the jump, has much more knockback, and increased range. Furthermore, the move now has armor throughout most of the jump, increasing its safety.
- Abandon Ship now renders Bowser Jr. helpless after the initial jump. The exploding Clown Car also has reduced knockback, a shorter duration, and much smaller hitboxes.
- Mechakoopa has much more combo ability and a larger hitbox.
Captain Falcon
Attributes
- Walking, dashing, and air speeds are significantly slower.
- Falling speed is slower.
- Jump is lower.
- Traction is much lower.
- Captain Falcon weighs less.
- Captain Falcon has a smaller hurtbox.
Ground attacks
- Neutral attack's first two hits have much larger hitboxes and more range. Additionally, Gentleman now deals much more knockback, making it the second strongest neutral attack in the game.
- All tilts have less range.
- Forward tilt deals more knockback, improving its spacing potential.
- Up tilt has less startup and ending lag.
- Up tilt's meteor hitbox has much less base knockback.
- Down tilt's closer hitboxes now launch the opponent vertically.
- Forward smash deals much more damage and knockback and has less startup and ending lag.
- Up smash is a better juggling move overall.
- Up smash deals less damage and has less vertical range.
- Down smash is now a semi-spike.
- Down smash has less range.
Aerial attacks
- Neutral aerial's respective hits no longer function like sex kicks, and the first hit now deals set knockback, improving their reliability.
- Clean Knee Smash is now a semi-spike, improving its edgeguarding potential, and it also deals more damage and knockback, making it the strongest forward aerial in the game. It also has less ending and landing lag and can now autocancel in a short hop. Its clean hit also has a much larger hitbox and a longer duration, overall significantly improving its reliably.
- Back aerial has a larger hitbox.
- Back aerial has more startup and ending lag.
- Up aerial has better vertical range and the late hitbox semi-spikes more effectively.
- Up aerial has less horizontal range and more startup lag.
- Down aerial has much less startup lag and all hitboxes deal more damage and knockback.
- Down aerial's leg hitboxes are now all meteor smashes, while the topmost hitboxes are now spikes.
Throws/other attacks
- Grab has more range and less endlag.
- Pummel is faster.
- Forward, back, and up throws are slower.
- Forward throw is now a semi-spike.
- Forward throw has reduced knockback.
- Back throw has significantly increased knockback, granting it KO potential.
- Down throw now launches opponents vertically instead of horizontally.
- Up taunt now has a hitbox that deals moderate damage and powerful vertical knockback.
Special moves
- Falcon Punch has much less startup lag, no longer has more if reversed, and now grants a momentum boost if used in the air.
- Falcon Punch has smaller hitboxes, deals less knockback, and now has consistent power throughout all of its hitboxes.
- Raptor Boost no longer renders Captain Falcon helpless.
- Raptor Boost deals much less knockback.
- Raptor Boost now consistently meteor smashes in the air.
- Falcon Dive has much less landing lag, travels more distance, and deals much more damage and knockback, granting it KO potential.
- Falcon Kick has less startup and landing lag and now restores Captain Falcon's midair jump if used while airborne. It also sweetspots the ledge, deals much more knockback, granting it KO potential, and it also lacks late hitboxes.
- Falcon Kick has a shorter duration and a slower animation. This improves its offstage safety, but hinders its approach potential.
Charizard
Attributes
- Walking speed is faster.
- Dashing and air speeds are significantly faster, now respectively being among the fastest in the game.
- Falling speed is slower.
- Jump is higher and Charizard now has three midair jumps instead of two. Additionally, Charizard can now glide.
- Traction is lower.
- Charizard weighs less.
- Charizard has a smaller hurtbox.
Ground attacks
- Neutral attack has increased range.
- Forward tilt's sweetspot is much easier to connect with and has better knockback, now KOing reliably around 150%. Additionally, the move has less endlag.
- Forward tilt has reduced range and more startup lag.
- Up tilt has less endlag.
- Up tilt has less vertical range and a shorter duration.
- Down tilt is now a semi-spike.
- Forward smash has increased knockback, improving its KO potential, and it also has much less lag.
- Forward smash now only hits once, reducing its damage output, and has less vertical range.
- Up smash has less startup and ending lag.
- Up smash has much smaller hitboxes.
- Down smash has much more range and less startup lag, now being Charizard's best finisher.
Aerial attacks
- Neutral and back aerial's sweetspots are significantly easier to connect with.
- Neutral aerial has a significantly shorter duration and smaller hitboxes.
- Forward aerial has more range and less endlag.
- Forward aerial has more startup lag.
- Sweetspotted back aerial has less power.
- Up aerial has significantly more range and less ending lag.
- Up aerial has a shorter duration.
- Down aerial has larger hitboxes and much less startup lag.
- Down aerial deals less knockback.
- Down aerial no longer has sourspot hitboxes.
Throws/other attacks
- All throws are much faster.
- Grab has less endlag.
- Grab has reduced range.
- Pummel is stronger.
- Pummel is slower.
- Forward and back throws deal more knockback, now KOing reliably around 180%.
- Up throw can now be steered during descent and can be used as a self-destruct.
- Down throw deals more damage.
- Down throw is now a spike.