Template:SSB4 to SSBU changelist: Difference between revisions

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**{{buff|The first and second hits deal less knockback (10 base/60 scaling → 25/20 base/25/15 scaling), and launch opponents towards Young Link with the farthest hitboxes ([[361]]° → 180°), akin to other neutral attacks. This allows them to connect more reliably.}}
**{{buff|The first and second hits deal less knockback (10 base/60 scaling → 25/20 base/25/15 scaling), and launch opponents towards Young Link with the farthest hitboxes ([[361]]° → 180°), akin to other neutral attacks. This allows them to connect more reliably.}}
**{{buff|The first hit transitions faster into the second hit (frame 10 → 9), which transitions faster into the third hit (frame 11 → 9).}}
**{{buff|The first hit transitions faster into the second hit (frame 10 → 9), which transitions faster into the third hit (frame 11 → 9).}}
**{{buff|The second and third hits have less startup (frame 7 → 6), with the former's total duration decreased as well (FAF 18 → 17).}}
**{{buff|All hits have less startup (frame 6 (first hit)/frame 7 (second & third) 4/6), with the first and second's total duration decreased as well (FAF 20/18 → 18/17).}}
**{{buff|The third hit has greatly increased base knockback (10 → 75/70), and launches at a lower angle much like {{SSBU|Link}}'s (361° → 30°), increasing its safety on hit at low percents and allowing it to set up [[tech-chase]]s.}}
**{{buff|The third hit has greatly increased base knockback (10 → 75/70), and launches at a lower angle much like {{SSBU|Link}}'s (361° → 30°), increasing its safety on hit at low percents and allowing it to set up [[tech-chase]]s.}}
**{{change|Neutral infinite has a different animation: rather than repeatedly stabbing at different angles, Young Link performs a flurry of slashes.}}
**{{change|Neutral infinite has a different animation: rather than repeatedly stabbing at different angles, Young Link performs a flurry of slashes.}}
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**{{buff|The first two hits have less startup lag and longer durations (frames 11-14/26-28 → 10-14/25-29).}}
**{{buff|The first two hits have less startup lag and longer durations (frames 11-14/26-28 → 10-14/25-29).}}
**{{buff|The second hit deals more damage (2% → 3%), which alongside the changes to [[stale-move negation]] increases the move's total damage (12.1%/11.19% → 14%/13%).}}
**{{buff|The second hit deals more damage (2% → 3%), which alongside the changes to [[stale-move negation]] increases the move's total damage (12.1%/11.19% → 14%/13%).}}
**{{buff|The third hit deals much more knockback (70 base/70 scaling → 75/100), allowing it to KO at realistic percents.}}
**{{buff|The third hit deals much more knockback (70 base/70 scaling → 75/108), allowing it to KO at realistic percents.}}
**{{nerf|Up smash has significantly more ending lag (FAF 52 → 70), removing its combo potential.}}
**{{nerf|Up smash has significantly more ending lag (FAF 52 → 70), removing its combo potential.}}
**{{nerf|The third hit has more startup lag (frame 40 → 41).}}
**{{nerf|The third hit has more startup lag (frame 40 → 41).}}
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*[[Grab aerial]]:
*[[Grab aerial]]:
**{{buff|Grab aerial has significantly less landing lag (30 frames → 8) and no longer causes [[helplessness]], making it much more useful offensively.}}
**{{buff|Grab aerial has significantly less landing lag (30 frames → 8) and no longer causes [[helplessness]], making it much more useful offensively.}}
**{{buff|It has a longer hitbox duration (frames 11-15 → 11-18).}}
**{{buff|It has less startup and a longer hitbox duration (frames 11-15 → 9-18).}}
**{{nerf|It deals less damage (5% → 4%).}}
**{{nerf|It deals less damage (5% → 4%).}}
***{{buff|However, it deals additional [[shield damage]] to compensate (0 → 1).}}
***{{buff|However, it deals additional [[shield damage]] to compensate (0 → 1).}}
**{{nerf|It causes the [[Hookshot]] to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.}}
**{{nerf|It causes the [[Hookshot]] to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.}}
**{{change|It has more base knockback (40 → 70), but even less knockback scaling (40 → 20), no longer KOing opponents even at 999%.}}
**{{change|It has more base knockback (40 → 70), but even less knockback scaling (40 → 20), no longer KOing opponents even at 999%.}}
**{{change|It launches at a slightly lower angle (361° → 38°), and has a lower hitlag multiplier (0.8×).}}
**{{buff|It launches at a slightly lower angle (361° → 60°), and has a lower hitlag multiplier (0.8×). It also deals 4 more frames hitstun, increasing its combo potential at high percents.}}
**{{change|It is now affected by [[stale-move negation]], reducing its damage output with consecutive uses, but allowing it to refresh other moves.}}
**{{change|It is now affected by [[stale-move negation]], reducing its damage output with consecutive uses, but allowing it to refresh other moves.}}
**{{change|Due to universal changes, grab aerial functions like a [[tether recovery]] rather than a [[wall grapple]].}}
**{{change|Due to universal changes, grab aerial functions like a [[tether recovery]] rather than a [[wall grapple]].}}
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*{{change|Forward and back throw release the opponent faster (frame 16 → 13), although with their total duration unchanged, and the former's first hit is faster (frame 12 → 11). This reduces the time for the opponent to [[DI]] them properly, but increases their ending lag.}}
*{{change|Forward and back throw release the opponent faster (frame 16 → 13), although with their total duration unchanged, and the former's first hit is faster (frame 12 → 11). This reduces the time for the opponent to [[DI]] them properly, but increases their ending lag.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{buff|Forward throw launches at a slightly lower angle (55° → 52°), and deals much more knockback (25 base/110 scaling → 45/165), allowing it to KO under 170% at the edge.}}
**{{buff|Forward throw launches at a slightly lower angle (55° → 52°), and deals much more knockback (25 base/110 scaling → 48/184), allowing it to KO under 170% at the edge.}}
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Back throw deals much more knockback (24 base/110 scaling → 45/140), allowing it to KO under 200% at the edge.}}
**{{buff|Back throw deals much more knockback (24 base/110 scaling → 45/140), allowing it to KO under 200% at the edge.}}

Revision as of 00:51, February 12, 2020

{{{char}}} did not receive changes in this game.