User:Chliu: Difference between revisions

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{{Infobox Smasher
{{Infobox Smasher
| name = Chliu
| name = Chliu
| mainssb4 = Zero Suit Samus
| mainssb4 = Zelda
| 2ndmainssb4 = Palutena
| 2ndmainssb4 = Zero Suit Samus
| otherssb4 = Zelda
| otherssb4 = Palutena
| 2ndotherssb4 = Samus
| 2ndotherssb4 = Samus
| moreotherssb4 = {{SSB4|Lucina}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Marth}}, {{SSB4|Robin}}, {{SSB4|Villager}}, {{SSB4|Link}}, {{SSB4|Peach}}
| moreotherssb4 = {{SSB4|Lucina}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Peach}}, {{SSB4|Robin}}, {{SSB4|Villager}}, {{SSB4|Link}}, {{SSB4|Marth}}
| skillssb4 =  
| skillssb4 =  
| location =  
| location =  

Revision as of 19:36, May 18, 2016


Chliu
Character info
Smash 4 mains Zelda, Zero Suit Samus
Other Smash 4 characters Palutena, Samus, Lucina, Wii Fit Trainer, Peach, Robin, Villager, Link, Marth
Miscellaneous info
NNID mario1855

My favorite nintendo franchises are Metroid, Kirby, Mario, Pokemon, and I like LOZ. I also play many games outside of Nintendo.

I also love music, Disney, and Studio Ghibli. :)


Competency Chart



My personal tier list



Buffs for Palutena:

Up Smash ending lag reduced by 10 frames

Forward Smash ending lag reduced by 12 frames

Down Smash ending lag reduced by 12 frames

Down Smash lacks a sourspot

Side Tilt, and Dash Attack both have 8 frames less ending lag

Up Tilt has 5 frames less ending lag

Up Tilt connects better and has a bigger hitbox

Jab comes out 3 frames (8 - 5) earlier

Smash Attacks do 1% more each and have higher base knockback

Up tilt does 3% more damage (9% - 12%)

Forward Tilt can KO at very high percents due to increased knockback scaling

Dash Attack has higher knockback scaling

Back Throw does 1% more (10% - 11%), has changed angle (Sakurai to 45 degrees) and higher base knockback and knockback scaling

All aerials have less ending and landing lag

Up air does 1% more

Back Air has higher base knockback and knockback scaling

Autoreticle's reticles home (similar to Samus's missiles), do 0.5% more damage each, and have less start-up and end lag

Reflect has higher reflect damage (1.17x - 1.25x), follows Palutena, and has less endlag

Reflect also prevents opponents from crossing it as long as it's out

Counter has less start-up and end lag, and now lacks a sourspot

Palutena also has increased aerial movement speed and is heavier (91-97)


Buffs for Lucina/Marth:


Down throw has lower base knockback and knockback scaling

Up throw does 8% damage now and kills 20% eariler

All aerials have reduced end and landing lag

Down air meteor smashes more consistently, and has decreased start-up

Dancing Blade's up variation reliably connects and KOs much earlier

Dancing Blade has reduced end lag

Forward Tilt has higher knockback scaling, where it now can KO reliably at higher percents

Forward Aerial's reduced ending/landing lag allows it to preform true combos

Dash Attack has higher base knockback, but slightly less knockback scaling

Smash Attacks all have 4 frames less ending lag

Shield Breaker shield damage increased (25 - 30), and has less start-up and ending lag

Just for Lucina: All attacks now do 13.5% more damage and knockback than Marth's, rather than 12.5%

Just for Marth: Sourspots now do slightly more damage and knockback


Buffs for Zelda:

Lightning Kicks have a much bigger sweetspot hitbox, are less laggy, and have increased base knockback

Down Air does 2% more damage (16% - 18%)

Down Throw has lower base knockback to combo more reliably

Down Smash comes out 1 frame quicker, has higher knockback scaling on both sides, and has 6 frames less ending lag

Forward Smash has slightly knockback scaling

Up Smash has a bigger hitbox

Forward Tilt now does 2% more (10/12 - 12/14)

Up Aerial has less landing and start-up lag

Neutral Aerial has 5 frames less landing lagd

Din's Fire is quicker, does more damage (+2%), has a bigger hitbox, for all variations

Nayru's Love does 2% more damage (12% - 14%), comes out quicker and has slightly less ending lag

Phantom Slash now can be charged for later, and takes less time to respawn (9 seconds - 7 seconds)

Farore's Wind has 6 less frames of landing lag and 6 frames less ending lag

Zelda also has a faster dashing speed (around that of Link) and air movement speed


Buffs for Samus:

Hitboxes for Up Smash are bigger and connect better

Moves that had artificially increased her hurtboxes still do, but to a much lesser extent

Forward Smash does 2% more damage for all variations

Up smash does 1% more damage (18% - 19%) when all hits connect and has 5 frames less ending lag

Down Smash does 2% more damage (10/12 - 12/14) and has much higher knockback scaling, killing midweights at the center of the stage at around 160%

Jab connects much better

Down Tilt deals 2% more (12%-14%) has higher knockback scaling

Up Tilt has slightly less start-up lag

Up Tilt also has higher knockback scaling

Charge shot has more priority

Missiles/Super Missiles have significantly less end lag

Missiles home better, are noticeably faster, and have increased base knockback

Super Missiles have higher knockback scaling, and can KO at very high percents

Screw Attack has higher knockback scaling

Bombs do 1% more damage for each variation, and executing the move gives Samus invincibility for 4 frames

Forward Aerial has less landing (24 frames - 18 frames) and 3 frames ending lag

Back Air has bigger sweetspot

Z-air has 3 frames less ending lag and does 1% more damage when it fully connects

Grab has 6 frames less ending lag for each variation, and the hitbox stays out 7 frames longer

Back Throw increased knockback scaling, now can kill at around 150% off the side of the stage

Samus also has a faster dashing speed, and is heavier (108-110)