User:Chliu: Difference between revisions

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Up Smash ending lag reduced by 10 frames<br />
Up Smash ending lag reduced by 10 frames<br />


Forward Smash ending lag reduced by 12 frames<br />
Forward Smash ending lag reduced by 11 frames<br />


Down Smash ending lag reduced by 12 frames<br />
Down Smash ending lag reduced by 12 frames<br />


Down Smash lacks a sourspot<br />
Side Tilt, and Dash Attack both have 7 frames less ending lag<br />
 
Side Tilt, and Dash Attack both have 8 frames less ending lag<br />


Up Tilt has 5 frames less ending lag<br />
Up Tilt has 5 frames less ending lag<br />
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Jab comes out 3 frames (8 - 5) earlier<br />
Jab comes out 3 frames (8 - 5) earlier<br />
Smash Attacks do 1% more each and have higher base knockback<br />


Up tilt does 3% more damage (9% - 12%)<br />
Up tilt does 3% more damage (9% - 12%)<br />
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Forward Tilt can KO at very high percents due to increased knockback scaling<br />
Forward Tilt can KO at very high percents due to increased knockback scaling<br />


Dash Attack has higher knockback scaling<br />
Dash Attack deals 1% more damage (9-10)<br />


Back Throw does 1% more (10% - 11%), has changed angle (Sakurai to 45 degrees) and higher base knockback and knockback scaling<br />
Back Throw does 1% more (10% - 11%), has changed angle (Sakurai to 45 degrees) and increased knockback scaling (70-80)<br />


All aerials have less ending and landing lag<br />
All aerials have less ending and landing lag<br />


Up air does 1% more<br />
Up air does 1% more on the final hit<br />


Back Air has higher base knockback and knockback scaling<br />
Back Air has higher base knockback and knockback scaling (30-38, 92-96)<br />


Autoreticle's reticles home (similar to Samus's missiles), do 0.5% more damage each, and have less start-up and end lag<br />
Autoreticle's reticles home (similar to Samus's missiles), do 0.5% more damage each, and have less start-up and end lag<br />
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Down throw has lower base knockback and knockback scaling<br />
Down throw has lower base knockback and knockback scaling<br />


Up throw does 8% damage now and kills 20% eariler<br />
Up throw does 7% damage<br />


All aerials have reduced end and landing lag<br />
All aerials have reduced end and landing lag<br />


Down air meteor smashes more consistently, and has decreased start-up<br />
Down air meteor smashes more consistently, and has decreased start-up and endlag<br />


Dancing Blade's up variation reliably connects and KOs much earlier<br />
Dancing Blade's up variation reliably connects and KOs much earlier<br />
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Smash Attacks all have 4 frames less ending lag<br />
Smash Attacks all have 4 frames less ending lag<br />


Shield Breaker shield damage increased (25 - 30), and has less start-up and ending lag<br />
Shield Breaker shield damage increased (25 - 28), and has 2 frames less start-up<br />


'''Just for Lucina''': All attacks now do 13.5% more damage and knockback than Marth's, rather than 12.5%<br />
'''Just for Lucina''': All attacks now do 13.5% more damage and knockback than Marth's, rather than 12.5%<br />
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'''Buffs for Zelda''':
'''Buffs for Zelda''':


Lightning Kicks have a much bigger sweetspot hitbox, are less laggy, and have increased base knockback<br />
Lightning Kicks have a bigger sweetspot hitbox, are autocancelable, and have a different angle (sakurai-37) <br />


Down Air does 2% more damage (16% - 18%)<br />
Down Air does 2% more damage (16% - 18%)<br />


Down Throw has lower base knockback to combo more reliably<br />
Down Throw has lower base knockback to combo more reliably (55-45)<br />
 
Down Smash comes out 1 frame quicker, has higher knockback scaling on both sides, and has 6 frames less ending lag<br />


Forward Smash has slightly knockback scaling<br />
Down Smash comes out 1 frame quicker and has higher knockback scaling on both sides (85,96-90,100)<br />


Up Smash has a bigger hitbox<br />
Up Smash has a bigger hitbox<br />


Forward Tilt now does 2% more (10/12 - 12/14)<br />
Jab comes out 4 frames quicker (11-7)<br />


Up Aerial has less landing and start-up lag<br />
Up Aerial has less landing and start-up lag (14-12,19-17)<br />


Neutral Aerial has 5 frames less landing lagd<br />
Neutral Aerial has 5 frames less landing lag (19-14)<br />


Din's Fire is quicker, does more damage (+2%), has a bigger hitbox, for all variations<br />
Din's Fire is quicker, does more damage (+2%), has a bigger hitbox, for all variations, with kb compensated<br />


Nayru's Love does 2% more damage (12% - 14%), comes out quicker and has slightly less ending lag<br />
Nayru's Love does 2% more damage (12% - 14%), comes out quicker (13-11) and has slightly less ending lag <br />


Phantom Slash now can be charged for later, and takes less time to respawn (9 seconds - 7 seconds)<br />
Phantom Slash now can be charged for later, and takes less time to respawn (9 seconds - 7 seconds)<br />
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Farore's Wind has 6 less frames of landing lag and 6 frames less ending lag<br />
Farore's Wind has 6 less frames of landing lag and 6 frames less ending lag<br />


Zelda also has a faster dashing speed (around that of Link) and air movement speed<br />
Zelda also has a faster dashing speed (1.3 - 1.48) and higher weight (85-89)<br />




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


Forward Smash does 2% more damage for all variations<br />
Forward Smash does 2% more damage for all variations, with kb compensated<br />


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


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%<br />
Down Smash does 2% more damage (10/12 - 12/14) and has much higher knockback scaling (46,48- 70,72)<br />


Jab connects much better<br />
Jab connects much better<br />


Down Tilt deals 2% more (12%-14%) has higher knockback scaling<br />
Down Tilt deals 2% more (12%-14%) has higher knockback scaling (48-56)<br />


Up Tilt has slightly less start-up lag<br />
Up Tilt has slightly less start-up lag (15-13)<br />


Up Tilt also has higher knockback scaling<br />
Up Tilt also has higher knockback scaling (100-110)<br />


Charge shot has more priority<br />
Charge shot has more priority<br />
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Missiles/Super Missiles have significantly less end lag<br />
Missiles/Super Missiles have significantly less end lag<br />


Missiles home better, are noticeably faster, and have increased base knockback<br />
Missiles home better, are noticeably faster, and have increased base knockback (26-40)<br />


Super Missiles have higher knockback scaling, and can KO at very high percents<br />
Super Missiles have higher knockback scaling (65-75)<br />


Screw Attack has higher knockback scaling<br />
Last hit of Screw Attack on ground and in air deals 1.5% more damage (1-2.5)<br />


Bombs do 1% more damage for each variation, and executing the move gives Samus invincibility for 4 frames<br />
Bombs do 1% more damage for each variation, with kb compensated, and executing the move gives Samus invincibility for 4 frames<br />


Forward Aerial has less landing (24 frames - 18 frames) and 3 frames ending lag<br />
Forward Aerial has less landing (24 frames - 18 frames) and 3 frames lesslag <br />


Back Air has bigger sweetspot<br />
Back Air has bigger sweetspot<br />


Z-air has 3 frames less ending lag and does 1% more damage when it fully connects<br />
Z-air has 3 frames less landing lag (8-5) and does 1% more damage when it fully connects (4.5 -5.5)<br />


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


Back Throw increased knockback scaling, now can kill at around 150% off the side of the stage<br />
Forward Throw increased knockback scaling (55-80)<br />


Samus also has a faster dashing speed, and is heavier (108-110)<br />
Samus also has a faster dashing speed (1.504-1.542), and is heavier (108-110)<br />

Revision as of 23:04, June 4, 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 11 frames

Down Smash ending lag reduced by 12 frames

Side Tilt, and Dash Attack both have 7 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

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

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

Dash Attack deals 1% more damage (9-10)

Back Throw does 1% more (10% - 11%), has changed angle (Sakurai to 45 degrees) and increased knockback scaling (70-80)

All aerials have less ending and landing lag

Up air does 1% more on the final hit

Back Air has higher base knockback and knockback scaling (30-38, 92-96)

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 7% damage

All aerials have reduced end and landing lag

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

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 - 28), and has 2 frames less start-up

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 bigger sweetspot hitbox, are autocancelable, and have a different angle (sakurai-37)

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

Down Throw has lower base knockback to combo more reliably (55-45)

Down Smash comes out 1 frame quicker and has higher knockback scaling on both sides (85,96-90,100)

Up Smash has a bigger hitbox

Jab comes out 4 frames quicker (11-7)

Up Aerial has less landing and start-up lag (14-12,19-17)

Neutral Aerial has 5 frames less landing lag (19-14)

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

Nayru's Love does 2% more damage (12% - 14%), comes out quicker (13-11) 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 (1.3 - 1.48) and higher weight (85-89)


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, with kb compensated

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 (46,48- 70,72)

Jab connects much better

Down Tilt deals 2% more (12%-14%) has higher knockback scaling (48-56)

Up Tilt has slightly less start-up lag (15-13)

Up Tilt also has higher knockback scaling (100-110)

Charge shot has more priority

Missiles/Super Missiles have significantly less end lag

Missiles home better, are noticeably faster, and have increased base knockback (26-40)

Super Missiles have higher knockback scaling (65-75)

Last hit of Screw Attack on ground and in air deals 1.5% more damage (1-2.5)

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

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

Back Air has bigger sweetspot

Z-air has 3 frames less landing lag (8-5) and does 1% more damage when it fully connects (4.5 -5.5)

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

Forward Throw increased knockback scaling (55-80)

Samus also has a faster dashing speed (1.504-1.542), and is heavier (108-110)