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A '''buff''' is a term used to describe the improvement of a character (or aspect of a character), either through updating a game or by releasing a sequel. The opposite term is "[[nerf]]" which means to weaken the character between sequel games.
[[File:FalconDownAirBuff.png|thumb|An example of a buff, involving slightly increased hitbox sizes in [[Captain Falcon]]'s down air.]]
A '''buff''' is a term used to describe the improvement of a character (or aspect of a character), either through updating a game or by releasing a sequel. Buffs are often done as an attempt to balance the roster, by strengthening characters that are too weak; however, buffs can also be inadvertently added if a character is indirectly strengthed by an external gameplay change. Buffs contrast with "[[nerf]]s", which involve the weakening of a character or aspects of a character between sequel games and game updates.


Characters that were poor in comparison to other characters are often buffed in sequels, for balance reasons and to make the character more popular to play. It is also common for individual attacks that were ineffective to be buffed to increase their viability in future games. A good example of a character being buffed in the Smash series is [[Kirby (SSBB)|Kirby]] in ''[[Super Smash Bros. Brawl]]'', where he has quicker, stronger attacks, along with increased reach, in strong contrast to [[Kirby (SSBM)|his attributes]] in ''[[Super Smash Bros. Melee]]'' where he was nerfed.
==Notable Examples of buffs in the ''Super Smash Bros.'' series==
===''Smash 64'' to ''Melee''===
====Universal Mechanics====
*Every character now has four throws and specials with every character gaining an [[up throw]], a [[down throw]] and a [[side special]]. Some throws and specials from the previous game has been remapped to these new moves. Up and down throws give multiple characters the ability to [[chain grab]] or [[tech-chase]] their opponent while side specials can grant characters an additional recovery option, a new defensive option, a new projectile or simply just a new attack.
**Additionally, {{SSBM|Link}} and {{SSBM|Samus}} now have a [[grab aerial]]; which they can use as a extra attack or as a additional recovery option.
*[[Air dodge]]s have been introduced where the player can dodge in the air into any direction they want to. This not only gives everyone a defensive option in the air but it also gives characters an additional recovery option. When performed diagonally into the ground, it will make the player slide across the ground known as [[wavedash]]ing. Wavedashing gives characters an additional movement option on the ground which especially benefits characters with low [[traction]]; most notably {{SSBM|Luigi}}.
*When the player lets go off a [[ledge]], it will no longer cancel the [[intangibility]] gained from grabbing the ledge. This allows multiple characters to safely stall at the ledge with {{SSBM|Jigglypuff}} being the character who can abuse it the most. The player can also quickly waveland onto the stage after getting off the ledge which can allow them to perform many of their moves while still being intangible with {{SSBM|Fox}} and Luigi being two characters who can solidly abuse this.  


==Characters who had attributes buffed from ''[[Super Smash Bros.]]'' to ''Melee''==
====Character-specific====
There are unique buffs from [[SSB|Super Smash Bros.]]. Characters have the ability to [[air dodge]] and [[step-dodge]]. Some might consider chargeable [[Smash Attacks]] is a buff. Also, the game has faster gameplay, helping character survivability. Most characters have new [[Special Moves]] in the form of side-B moves, while some characters, such as [[Link|Link (SSBM)]] and [[Ness|Ness (SSBM)]], had their neutral-B to their side-B. Below is a list of buffs for the cast of ''Melee''.
*Jigglypuff significantly benefits from ''Melee''{{'}}s universal changes and its aerial mobility has been significantly increased; with its back and forward aerials also having less ending lag. These changes make Jigglypuff's [[Wall of Pain]] much more effective than it was previously. [[Rest]] has also received a significant increase to its already extreme strength and [[Pound]] has become a much more effective stalling option. A mid-tier character in ''Smash 64'', Jigglypuff is now considered among the strongest characters in ''Melee''.
*As previously mentioned, Luigi immensely benefits from the addition of wavedashing, improving his previously unreliable and unsafe ground approach from his poor [[traction]]. Luigi also has better frame data overall and he has gained new combo starters such as his down smash, and neutral aerial. Considered the worst character in ''Smash 64'', Luigi jumped to the mid-tiers in ''Melee'' and commands a sizeable playerbase.


===[[Captain Falcon (SSBM)|Captain Falcon]]===
===''Melee'' to ''Brawl''===
*[[Air speed]] was improved, being one of the fastest in ''Melee''.
====Universal Mechanics====
*Improved comboing game, due to added chain throw abilities and better air speed.
*Most returning veterans have increased aerial mobility improving their recovery and making them less vulnerable to aerial pressure.
*New [[Up smash]] is more powerful.
*[[Air dodge]]s have been changed. The main changes are that they cannot be angled and no longer cause [[helpless]]ness and they can now be performed out of [[tumble]]. While  wavedashing can no longer be performed due to these changes, this also makes air dodging a much stronger defensive option especially when combined with their reduced landing lag.  
*Captain Falcon has a new [[forward aerial]], the [[Knee Smash]], a devastating horizontal finisher. His ''SSB'' forward aerial is now his [[neutral aerial]].  
*Due to the introduction of [[hitstun canceling]], [[momentum canceling]] can also be performed. This allows many characters to survive longer with {{SSBB|Mr. Game & Watch}} being the character who can abuse momentum canceling the most.  
*Airborne [[Falcon Kick]] restores Falcon's midair [[jump]], increasing his recovery options.
*It is now possible to cancel a dash attack into an up smash (known as [[Dash attack cancelled up smash]]). This allows some characters to cover a great distance when performing their up smash, making it an excellent approach option for some characters. {{SSBB|Falco}} and {{SSBB|Sheik}} are two veterans who can particularly abuse DACUS.  
*[[Falcon Punch]] is more powerful.
*It is no longer possible to [[DI]] moves which do not cause tumble. While this is rather detrimental for certain characters, it also allows for inescapable chain grabs and it allows various moves to chain into themselves more reliably. {{SSBB|Pikachu}} is a character who particularly benefits from this change as it gives Pikachu access to inescapable zero-to-death chain grabs against certain characters while not making Pikachu too vulnerable to chain grabs itself.
*[[Shield]] stun has been reduced overall and most shield drops now only take 7 frames to complete (down from 14 frames). This makes shielding a stronger defensive option and dropping shield to punish moves is a much more viable option. [[Powershielding]] is also more effective as it reduces shieldstun and shield pushback even further and it no longer reflects projectiles which benefits Falco in particular.


===[[Donkey Kong (SSBM)|Donkey Kong]]===  
====Character-specific====
*Attacks are generally faster.
*{{SSBB|Kirby}}: To ail his status as the worst character in ''Melee'', the changes in physics reduces Kirby's vulnerability to combos, and several of his moves have higher priority, damage, and KO power. The ability to grab ledges from behind via double jumps also aids Kirby's recovery, significantly reducing the already low difficulty of him returning to the stage. His air speed is also faster.
*Air speed was significantly improved.
*{{SSBB|Pikachu}}'s ground approach, manuverability, and getaway options were all significantly improved by the introduction of [[Quick Attack cancel]]ling. Furthermore, buffs to Pikachu's forward and down throws gave them powerful chain-grab potential, especially against fast-fallers; adding to this, Pikachu's grab range was buffed from ''Melee'', where it had commanded among the lowest grab ranges. Initially a high-mid tier character in ''Melee'', Pikachu is considered a high-tiered character in ''Brawl''.
*[[Up aerial]] can now [[combo]] opponents.
*{{SSBB|Mr. Game & Watch}}'s defensive options were significantly buffed in ''Brawl'', with a larger shield, increased falling speed relative to the cast, higher weight, and new access to [[momentum cancelling]] via [[Oil Panic]]. Initially suffering one of the worst survivabilities in ''Melee'', Mr. Game & Watch is surprisingly difficult to KO in ''Brawl''; coupled with improvements to his ground game, Mr. Game & Watch went from a bottom tiered character in ''Melee'' to a solid high tier character in ''Brawl'', with early tier lists ranking him as among the best characters in the game.
*[[Giant Punch]] is faster in start-up and ending [[lag]].  


===[[Fox (SSBM)|Fox]]===
===''Brawl'' to ''Smash 4''===
*Attacks are generally faster and stronger.
*In the transition, a majority of veterans were overall nerfed in terms of their movesets (especially higher tiered characters) however, the game's universal gameplay changes have significantly benefitted most of the cast resulting in a fair amount of characters being stronger overall even if their toolset is weaker overall.
*Blaster fires considerably faster, giving rise to the [[Short Hop Laser]] technique.
====Universal Mechanics====
*Fox has an additional recovery option with [[Fox Illusion]], improving his recovery.
*Most returning veterans have had their dash speeds increased.
*[[Reflector]] can now be cancelled instantly with a jump, which with the introduction of [[wave dash]]ing, gives Fox access to his Shine combos.
*Fast falling speeds have been increased across the board; making many characters harder to juggle.  
*[[Fire Fox]] now inflicts damage while charging and travels farther.
*The effect of hitstun cancelling and DI have been significantly decreased. This has greatly improved the combo potential of many characters with some examples being {{SSB4|Mario}}, {{SSB4|Luigi}}, {{SSB4|Captain Falcon}} and {{SSB4|Sheik}}.  
*The effect of [[SDI]] has been reduced which makes many multi-hitting moves considerably more reliable and difficult to escape.
*Edge hogging has been replaced with ledge trumping; which has made recovering much easier and has made edge-guarding much harder. The only option a player has to stop their opponent from grabbing the edge is to hit them during the first two frames of their ledge grab animation which is more difficult and less consistent/effective than edge hogging. This especially benefits characters who had rather poor recoveries in the previous game.
*[[Roll]]s and especially air dodges are noticeably faster. Air dodges in particular have less startup lag and much less ending lag; making them easily spammable in the air. This further improves each character's recovery and ability to escape juggles.
*Chain grabbing has been removed. While this hinders some characters, it also greatly benefits other characters such as {{SSB4|Fox}} and Sheik.  
*[[Rage]] has been introduced where moves deal more knockback as a character's percent increases. This enables players to KO earlier if they themselves are at KO percent. This particularly benefits heavyweights who can easily build up a lot of rage as well as characters who have powerful ladder combos and moves with very high set knockback such as Mario, {{SSB4|Peach}}, {{SSB4|Samus}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}. These characters can potentially KO their opponents as low as 0% if they have enough rage.  


===[[Jigglypuff (SSBM)|Jigglypuff]]===  
====Character-specific====
*A general increase in the power, speed, and reach of its attacks.
*{{SSB4|Captain Falcon}} has greatly benefited from the game's universal changes, restoring his previously powerful combo ability in ''Melee'', including set-ups into his [[Knee Smash]] due to his altered up aerial. Along with this, buffs to the distance granted by his dash grab also grant Captain Falcon a variety of new combo starters; general increases to his range also made Falcon's approach safer in ''Smash 4'' compared to ''Brawl''. The reworked ledge mechanics also buff his recovery, which was previously considered among the worst in ''Brawl''. Considered one of the worst characters in ''Brawl'', Captain Falcon is generally seen as a high tier in ''Smash 4''.
*Air speed was improved, giving Jigglypuff considerably bolstered approaching, comboing, and recovery potential.
*Of all characters, {{SSB4|Mario}} is generally considered to have been buffed the most. The game's universal changes greatly benefit him, granting him a much more powerful combo game that the opponent can't escape from. His aerial mobility has also been improved significantly which gives him a much better recovery when combined with various universal changes. With these buffs, he is usually seen as a top tier or at the very least, a high tier.
*All of Jigglypuff's jumps now give height
*{{SSB4|Ness}} also significantly benefits from various universal changes, which benefitted his ability to setup and finish combos, most notably through [[PK Fire]] and his down tilt. Ness' forward aerial also connects better and is a greater combo tool due to universal changes; allowing it to easily chain into itself at low percents. His grab and throw game are even more effective due to various universal changes. Ness' grounded [[grab release]] also has reduced ending lag to match the rest of the cast; removing many grab follow-ups that could previously be performed on the character. A low-mid tiered character in ''Brawl'', Ness is now considered a low high-tier character in ''Smash 4 ''
*[[Pound]] is significantly faster. The [[Rising Pound]] recovery is significantly easier to perform, giving Jigglypuff almost infinite vertical and horizontal recovery and is now often considered the best [[recovery]] in ''Melee''
*Due to her separation from {{SSB4|Zelda}}, {{SSB4|Sheik}} has gained a new down special known as [[Bouncing Fish]]. This new down special gives Sheik a new recovery option and a new KO move; offsetting two of her more notable weaknesses in the previous game. Her air speed is also much higher which also significantly improves her recovery and general mobility in the air. Sheik greatly benefits from the game's universal changes overall with her combo ability being considerably expanded upon and her altered forward aerial has made it an effective combo tool. Initially a low-mid character in ''Brawl'', Sheik is widely considered one of the best characters in ''Smash 4'' albeit to a lesser extent than in earlier versions of the game.
*[[Rest]] is significantly more powerful. Additionally, it now deals fire to the opponent
*{{SSB4|Sonic}} was significantly buffed due to his KO power being noticeably increased. He now has more KO moves and he overall benefits from the game's universal changes. His multi-hits are more reliable/consistent and his combo game is greater overall. The game's universal changes also considerably aid his KO potential. He has gone from 22nd place in the Brawl tier list to 7th in the Smash 4 list. This also makes him the third highest veteran in the game, and his tournament results are still beyond average as of today.
*[[Wall of Pain]] is more effective due to improved jumping prowess.
*{{SSB4|Bowser}}'s mobility has improved drastically and his KO power has also been considerably increased. His up throw is also now a powerful combo tool (as of [[1.1.3]]) which can even lead into an up aerial for an early KO. Bowser also greatly benefits from the inclusion of rage as it further boosts his already higher KO power and due to his extreme weight (which has been significantly increased), he can very easily build up a lot of rage. Considered a low/bottom tier character in ''Brawl'', Bowser is now a solid High tier in ''Smash 4''.
*[[Sing]] puts opponents to sleep for a longer time at higher damages.
*[[Forward Smash]] is more powerful (in terms of KO percentage, it is the sixth most powerful F-Smash in ''Melee'')
*Increased range in its [[Forward Aerial|Forward]] and [[Back Aerial|Back]] Aerials now aids in approach in the air
*Down Smash comes out faster, improving its approach on the ground and its edgeguarding ability
*Since Pound now hits in a different trajectory, Jigglypuff combo ability improved even more
*A nerf in power for all its [[Aerials]] except the Forward Aerial gives Jiggly`s combo game in the air much better


===[[Kirby (SSBM)|Kirby]]===
===''Smash 4'' game updates===
*New [[up aerial]] is significantly more powerful and is his now best KO move.
*{{SSB4|Marth}} was significantly nerfed from ''Brawl'', with less effective range, poorer frame data, poor approaching options, and a weakened grab game, resulting in a precipitous fall from the top tier in ''Brawl'' to the bottom tier  in ''Smash 4''. [[Updates]] however, slowly begun to improve Marth's and {{SSB4|Lucina}}'s standing in the competitive community (especially after update [[1.1.4]]), with said updates improving his frame data, range, damage output and KO power. His neutral attack in particular was significantly buffed. In later updates, it launches opponents vertically and received less ending lag; making it a powerful combo tool. With these improvements, Marth's previously small playerbase increased, and his standing in the metagame had improved significantly. He was ranked as a low tier on the first tier list although in the last two tier lists, he has regained his position as a top tier character.
*Kirby can now walk around after he inhaled a character.
*While {{SSB4|Mewtwo}} received some buffs in ''Smash 4'' compared to ''Melee'', such as improved strength and consistency in its aerial and special moves and speedier movement, Mewtwo was still initially considered a low-tier character in ''Smash 4'', due to its poor approach and grab game in comparison to ''Melee''; furthermore, one of Mewtwo's biggest flaws in ''Melee'', its poor combination of being light, floaty, and large, was made worse in ''Smash 4''. Updates, however, have improved Mewtwo's standing in the metagame, with its mobility being drastically increased as well as having improved frame data, KO power and survivability. Initially a low tier in ''Melee'' and early versions of ''Smash 4'', Mewtwo jumped to the tenth position in the second ''Smash 4'' tier list where it has remained for the past three tier lists.
*Kirby can now [[Kirbycide]] with large and heavy characters.
*[[Final Cutter]] can now be turned around once before ascent.


===[[Link (SSBM)|Link]]===  
===''Smash 4'' to ''Ultimate'' ===
*Is generally a faster character, with improved air speed and faster aerials, contributing to a superior aerial and combo game.
*In transition to ''Ultimate'', many veterans have been buffed significantly due to a vast majority of universal changes mostly because the game was reworked to speed up gameplay such as landing lag reduction, air dodge mechanics, and offensive plays.
*[[Spin Attack]] gains significantly more height, which combined with the introduction of a [[wall grapple]] and an easier to utilise [[bomb recovery]], significantly improved Link's recovery.
*Grab has considerably less ending lag.
*Grounded Spin Attack is now a highly effective semi-spike in the NTSC versions of ''Melee''.
*[[Boomerang]]s now travel faster and have less starting lag.


===[[Luigi (SSBM)|Luigi]]===  
====Universal Mechanics====
*Up smash has drastically less ending lag.
*With the exception of {{SSBU|Ryu}}, all returning veterans from Smash 4 have had their dash speeds increased.
*A new forward aerial that is significantly stronger.
*All jumpsquats are now only 3 frames long. This gives all characters (besides {{SSBU|Pichu}}) access to their aerials sooner when they are on the ground; granting them more combo opportunities and making aerials more effective as an out of shield option. This especially benefits characters who had rather long jumpsquats in previous installments such as {{SSBU|Snake}} and {{SSBU|Bowser}}.
*A new [[down aerial]] that is slightly stronger and can [[meteor smash]].
*[[Traction]] has been significantly increased across the cast with even the lowest traction values being greater than the highest traction values in ''Smash 4''. {{SSBU|Luigi}} in particular benefits the most from this change as his traction is no longer the lowest in the game like in all previous titles, granting him a better approach as well as a significantly improved out of shield game.  
*Luigi has an additional recovery option with [[Green Missile]], improving his recovery.
*It is now possible to cancel a dash with any grounded move. This gives character's a wider array of approach options.  
*Introduction of wave dashing greatly improved Luigi's [[approach]]ing options and ground mobility.
*Grounded meteor smashes can no longer be [[tech]]ed like in Smash games prior to ''Smash 4''. This generally makes meteor smashes more reliably combo tools (especially since most meteor smashes have reduced landing lag) as well as making them more reliable KO moves on stage.


===[[Mario (SSBM)|Mario]]===
====Character-specific====
*Up smash has drastically less ending lag.
*{{SSBU|Pokémon Trainer}} as a whole received significant buffs through the tweaking and removal of detrimental [[character mechanic]]s. Stamina is no longer a factor so Pokémon are no longer forced to change, or fight at reduced strength; type effectiveness has been removed so Ivysaur no longer suffers additional knockback from fire damage; Ivysaur's [[Vine Whip]] can no longer be canceled out by ledge hogging and [[Pokémon Change]] is much quicker and can be used in midair, giving it applications as both a dodge and a recovery mixup tool.
*Up and down throws gives Mario the ability to [[chain throw]] opponents.
*{{SSBU|Roy}} and {{SSBU|Lucina}} arguably benefit the most from ''Ultimate''{{'}}s universal changes and mechanics. The nerfing of defensive options compliment their aggressive playstyle when compared to their parent character {{SSBU|Marth}}, and the universal mobility buffs, landing lag reductions, and ability to cancel a dash into any ground attack greatly improve their approaches and make landing the sweetspot of Roy's sword attacks easier.
*Mario has access to a reflector with [[Cape]], which also works as a very effective edgeguarding attack.
*Compared to other fighters, {{SSBU|Pichu}} was one of the most buffed characters. Pichu's recoil, which is one of the big problems that caused its bottom tier status in Melee, was not only decreased, but also now benefits it with thanks to rage. Not only that, but its approach options are more effective, as Pichu's fast mobility has improved and it can now crawl. Not only do Pichu's electric attacks do more damage and less recoil, but it is now much heavier, although it's still the lightest character in the game. This, combined with its fast mobility helps Pichu fight better. Pichu was considered to be a top-tier in the early stages of the game, though it later got noteworthy nerfs through game updates which affected its viability, it nonetheless remains a strong character and drastically better than its ''Melee'' appearance.
*{{SSBU|Palutena}}'s zoning game has been significantly buffed in ''Ultimate''. Her up smash lasts significantly longer and her neutral special [[Autoreticle]] covers more range. Her old side special has been replaced with [[Explosive Flame]], improving her offensive game.
*{{SSBU|Shulk}}'s aerials have decreased landing lag, thus improving his frame data allowing for more guaranteed follow ups along with his buffed Monado Arts which can now be switched faster. Additionally, he can now use the advanced technique {{h2|Monado Arts|dial storage}}.


===[[Ness (SSBM)|Ness]]===
===''Ultimate'' game updates===
*Forward smash has longer reach.
*{{SSBU|Ryu}} was notorious for his poor performance due to the nerfs he received during his initial release. His [[Echo Fighter]] {{SSBU|Ken}} was slightly more prominent as he performs slightly better than him, though Ken was still regarded as low-tier. Possibly as a result of this, update 3.1.0 addresses several buffs that grants both Ryu and Ken even more combo potential. All of their moves were made to connect into each other much more fluidly such as their held attacks and longer input window.
*The [[PK Thunder]] projectile travels considerably faster, and it has a tighter radius which it can travel, improving its recovery capabilities.
*Since the early metagame of ''Ultimate'', {{SSBU|Diddy Kong}} was designated as a lower tiered character. His combo game was significantly nerfed, going from among the best to just mediocre. He retains his weaknesses in the form of his bad damage output, bad KO game, and poor recovery. This led to a negative reception where Diddy Kong was regarded as unviable. Luckily, Diddy Kong was heavily buffed in future patches, which made him fare better relative to the cast. Notably, [[Rocketbarrel Boost]] now recovers a further distance when charged.
*[[PSI Magnet]] is considerably faster, making it more utilisable.
*{{SSBU|King K. Rool}}'s frame data, along with other moves, has been reworked to improve his neutral game. Several of his moves include having less start up, less ending lag, increased range, damage, and significant armor. Overall, King K. Rool is one of the few characters to receive the most buffs throughout all game updates.
 
===[[Pikachu (SSBM)|Pikachu]]===
*[[Thunder Jolt]] will continue to hug and traverse platforms once it passes the edge of the platform.
*[[Quick Attack]] has damaging hitboxes and less start-up lag.
*Pikachu has an additional recovery option with [[Skull Bash]], improving its recovery.
 
===[[Samus (SSBM)|Samus]]===
*Attacks are generally faster.
*Attacks generally have more combo ability.
*Samus has a new, very effective projectile with the [[missile|Smash Missiles]], that greatly improves her projectile arsenal and long distance combat abilities.
*[[Bomb (Samus)|Bomb jumping]] is much more effective, improving Samus' recovery.
*Ability to wall-grapple and wall-jump gives Samus more options for recovery.
 
==Characters who had attributes buffed from ''Melee'' to ''Brawl''==
There was an overall buff to shielding and dodging: faster shields (both in putting up and dropping), longer perfect shield windows, faster sidesteps (around half with additional multiple [[IASAs]]), faster rolls, and infinite air dodges. All of this, combined with an overall reduction of hitstun, has made Brawl a much more defense based game than its predecessors. Other buffs besides those are implementations of the pivot grab, DACUS, and footstool jump. Some veterans have improved air speed (most notably Fox), while all of them have slower falling speeds.
 
===[[Bowser (SSBB)|Bowser]]===  
*Jumping height and speed was improved.
*[[Air speed]] was improved drastically, went from being among the lowest air speeds in ''Melee'' to being among the higher air speeds in ''Brawl''.
*Is a faster character in general.
*[[Forward tilt]] has improved reach.
*Forward smash deals drastically increased damage, now dealing 33% instead of 24%.
*Up smash has improved reach.
*[[Down smash]] is more difficult to [[SDI]] out of.
*Bowser has [[grab release]] options.
*[[Back aerial]] is stronger, and has less ending lag.
*[[Fire Breath]] now can be aimed up and down, recharges faster, and has longer range.
*Bowser has a new forward special with [[Flying Slam]], that is faster and more versatile than [[Koopa Klaw]]. It also gives him access to a [[suicide KO]] option.
*[[Bowser Bomb]] falls faster, is much stronger (can reliably KO under 100%), and also hits during the rising animation when used on the ground.
 
===[[Captain Falcon (SSBB)|Captain Falcon]]===
*[[Knee Smash|Forward aerial]] (The Knee) deals slightly more damage.
*Air speed was improved.
*[[Up aerial]] is stronger.
*[[Falcon Punch]] has slightly faster start-up lag, and can be turned around during the beginning of the move.
*Airborne [[Raptor Boost]] gains more horizontal distance, and Falcon can now grab the [[ledge]] out of it, allowing it to be a much more effective alternative recovery method. Additionally, it no longer halts Captain Falcon in midair when it hits an enemy, instead he leapfrogs over the enemy.
*[[Falcon Dive]] can grab opponents hanging on ledges, making it more difficult to [[edgehog]] Captain Falcon.
 
===[[Donkey Kong (SSBB)|Donkey Kong]]===
*[[Shield]] size was increased.
*[[Down tilt]] is significantly faster.
*Down and forward tilts (when angled down) can [[Prat Falling|trip]].
*All smash attacks have stronger knockback with improved reach.
*All aerial attacks have stronger knockback.
*Back aerial is fast enough to be performed twice in a single short hop.
*Fully charged [[Giant Punch]] now has [[Launch resistance|super armor]] frames.
*[[Headbutt]] is faster, deals more damage, and can bury opponents from midair. Buried opponents are also no longer fully immune to knockback, greatly improving Headbutt's applications.
*Airborne [[Spinning Kong]] travels slightly farther (both horizontally and vertically), improving Donkey Kong's recovery. Grounded Spinning Kong has super armor frames.
*[[Hand Slap]] has more range and deals more damage.
 
===[[Falco (SSBB)|Falco]]===
*Air speed was improved.
*Falco is heavier, with improved horizontal survivability.
*Up smash and [[up aerial]] are significantly stronger, improving Falco's vertical KO ability.
*Down throw can now [[chain throw]], and is considered one of the best chain throws in ''Brawl''. It is also now possible for Falco to land his [[down aerial]] out of his down throw.
*Falco's slower falling speed allows him to shoot two [[Blaster]] shots in a single short hop.
*[[Falco Phantasm]] is faster and gains more horizontal distance, improving it as an attack and recovery move.
*[[Fire Bird]] damages opponents while it charges, making Falco's recovery slightly more difficult to intercept.
*Falco's new Reflector has significantly more horizontal reach, and provides him a strong defensive option.
*Falco is generally less vulnerable to combos and chain throws in comparison to other characters.
*Introduction of [[DACUS]] improves Falco's KO, approach, and follow up abilities, as well as gives him access to a quick move that can deal damage in access of 20% at lower percentages.
 
===[[Fox (SSBB)|Fox]]===
*Air speed was improved.
*Up smash has improved reach, and with the introduced ability of being able to perform an up smash out of a dash, it is easier to land.
*The kicks in Fox's forward aerial are faster, and have weaker knockback outside the last kick, allowing Fox to land all kicks on an opponent. The forward aerial also gives Fox a boost upwards when combined with his jumps, improving his recovery options.
*New back aerial is more powerful, and sends opponents on a lower trajectory.
*Down aerial's knockback was slightly increased, improving its edgeguarding capabilities slightly.
*Reflector has knockback scaling, improving its semi-spiking abilities at higher percents.
*His Blaster is capable of preforming [[Short hop laser|triple short hop laser]].
 
===[[Ganondorf (SSBB)|Ganondorf]]===
*New forward and down tilts are stronger. The new forward tilt can also semi-spike.
*Up tilt has slightly faster start-up lag, along with having a vacuum hitbox added to the start-up and creating a much larger explosion upon completion.
*Dash attack is drastically more powerful, being capable of reliably KOing under 125%.
*Forward and back throws are significantly more powerful.
*Forward smash is stronger, and deals horizontal knockback.
*Up aerial is stronger.
*[[Warlock Punch]] has slightly faster start-up lag, and is drastically more powerful. It can also be turned around with increased power during the beginning of the attack.
*Ganondorf has a new forward special in [[Flame Choke]] that is faster than [[Gerudo Dragon]], and has better follow-up options. When used in the air, it gains slightly more horizontal distance, and Ganondorf can grab the ledge out of it. It also gives Ganondorf access to a suicide KO option.
*Airborne [[Wizard's Foot]] is significantly stronger.
 
===[[Ice Climbers (SSBB)|Ice Climbers]] ===
*Both Climbers can grab ledges simultaneously, preventing Nana from SDing due to being unable to grab the ledge with Popo.
*Partner Climber's AI is significantly improved when separated.
*Down smash deals drastically more damage, becoming the most damaging smash attack in ''Brawl''.
*[[Belay]] functions as a tether recovery if near the ledge, and a lone Belay gives slight distance when used for recovery.
*Back Throw can now [[chain throw]].
 
===[[Jigglypuff (SSBB)|Jigglypuff]] ===
*Jigglypuff is heavier, and has improved vertical endurance (Jigglypuff is the lightest character in ''Brawl'' however, and still has the worst vertical endurance).
*Forward aerial is significantly stronger.
*[[Rollout]] no longer leaves Jigglypuff helpless.
*Introduction of [[DACUS]] improves Jigglypuff's ground options and approach.
*Back air can now be performed twice in a single short hop.
 
===[[Kirby (SSBB)|Kirby]]===
*A general increase in the power, speed, and reach of his attacks. For example, his [[forward smash]] was weakened from ''SSB'' to ''Melee'', but in ''Brawl'', it is among the more powerful f-smashes.
*Kirby is heavier, and has improved vertical endurance.
*Air speed was slightly improved.
*Up tilt is a better juggler.
*Down tilt can trip, which has an inescapable grab follow-up if the trip occurs at the right distance.
*New [[dash attack]] is considered an improvement, being multi-hitting, less punishable, and having better follow-up options.
*Attacks generally have more combo ability.
*Up smash's sourspot hitboxes are stronger.
*Kirby no longer loses all of his jumps after his [[forward throw|forward]] or [[up throw]].
*[[Forward throw|Forward]] and [[back throw]]s are inescapable.
*Kirby's [[Fence of Pain]] is more effective due to slightly higher air speed.
*Forward and down throw have significantly improved follow-up options, with them being able to put together highly damaging throw combos at low percents.
*Up throw is now a KO option at very high percents.
*The kicks in [[forward aerial]] link to each other more efficiently.
*Up aerial's reduced vertical knockback increases its [[juggle|juggling]] capabilities.
*Down aerial is more effective at meteor smashing opponents, with it being able to drag down opponents more efficiently, and with the introduction of the [[foot stool jump]], which Kirby can use on opponents immediately after dairing them.
*[[Swallow]] can eat items and has improved range.
*[[Hammer]] no longer requires [[sweet spot (hitbox)|sweetspotting]] to be powerful. Airborne Hammer also functions differently, being two strong horizontal swings instead of a multi-hitting vertical loop swing, giving Kirby access to an aerial KO option and a semi-spike, as well as an anti-edgeguard tool.
*[[Final Cutter]] travels farther horizontally, and is also faster, improving its recovery capabilities. The [[meteor smash]] produced on descent now lasts for as long as Kirby falls, not just for a few frames.
*[[Stone]] is significantly stronger, and produces a hitbox upon landing. There is also less ending lag upon cancellation.
 
===[[Link (SSBB)|Link]]===
*Hero's bow charges faster, with the arrows moving farther and faster as well.
*Smash attacks are stronger.
*Decreased knockback in the first two slashes of Link's up smash makes chaining all three hits together easier.
*Forward, up, and down aerials are stronger.
*[[Clawshot]] has less landing lag, to where it is almost nonexistant.
 
===[[Luigi (SSBB)|Luigi]] ===
*Air speed was slightly improved, although being the second-slowest.
*Forward smash is significantly more powerful in terms of knockback.
*Up smash is stronger.
*Back throw is stronger.
*Forward aerial has faster start-up and ending lag.
*Traction was slightly increased (though it is still the lowest).
*Down aerial has a slightly larger meteor smash hitbox, making it easier to meteor smash with.
*[[Green Missile]] can be charged infinitely, and misfire travels a shorter distance to prevent [[Self-destruct|SDs]].
*It is much easier to gain vertical height with [[Luigi Cyclone]].
*Vertical momentum is carried into Green Missile and Luigi Cyclone rather than just stopping and the attack executing.
*[[Super Jump Punch]] covers more horizontal distance when [[helpless]]. A sweetspotted Super Jump Punch is also stronger.
*Down taunt has significantly improved set knockback.
 
===[[Mario (SSBB)|Mario]]===
*Mario has a new down aerial (which is now the [[Mario Tornado]]), that is faster and deals more knockback than his ''Melee'' down aerial.
*[[Cape]] carries any momentum with it, allowing for new techniques such as the [[Cape Glide]]. It also reverses foes' momentum and their controls temporarily, rather than just flip their direction.
*[[Super Jump Punch]] has more knockback.
*Up Smash has slightly more reach and has slightly higher knockback scaling (from 97 to 100).
*Forward Smash`s sourspot is significantly more powerful (can KO under 145% on most characters) and causes more damage, improving Mario`s KO`ing options.
*Up and Back Aerials are stronger.
*Up Tilt is stronger (in terms of knockback)
*[[Fireball]] has a slightly larger hitbox and causes slightly more hitstun.
 
===[[Marth (SSBB)|Marth]]===
*Up smash functions differently with improved horizontal reach, and no longer requires sweetspotting at the tip to KO opponents, improving its utility against grounded opponents.
*All aerials are stronger when tipped.
*Forward aerial produces horizontal knockback instead of vertical knockback, improving its edge guarding capabilities.
*[[Dancing Blade]] is faster and easier to perform.
*[[Dolphin Slash]] has invincibility frames, gains more horizontal distance, and its hitboxes are more powerful.
*[[Counter#Marth|Counter]]'s damage and knockback output now scales with the damage of the countered hitbox. Additionally, the counter frames start sooner (starts on frame 4 instead of on frame 6)
*Introduction of the [[footstool jump]] gives Marth access to the [[vertical spacing]] technique.
 
===[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]===
*Mr. Game & Watch is significantly heavier, but he is still the second lightest character, tied with {{SSBB|Squirtle}}.
*Dashing speed was improved.
*Shield size was increased.
*All smashes are slightly stronger.
*Down smash has a larger sweetspot hitbox, and its sourspot hitbox is significantly stronger.
*Down throw meteor smashes opponents into the ground, giving it significantly better follow-up options.
*Increased [[hitlag]] has greatly improved the utility of the back aerial.
*[[Judge]] #9 is more powerful.
*[[Fire]] now produces a parachute at the end of the move, functioning similarly to Peach's [[Parasol]], and Fire no longer leaves Mr. Game & Watch helpless.
*[[Oil Panic]] [[momentum cancelling|negates]] all knockback when used during knockback, greatly improving Mr. Game & Watch's endurance.
 
===[[Ness (SSBB)|Ness]] ===
*Up and down smashes are stronger, having KO capability at very high percents.
*Dash Grab has improved reach and start-up lag.
*Back throw is slightly stronger.
*Up and back aerials are stronger.
*Down aerial has improved reach, start-up lag, and power.
*[[PK Flash]] charges slightly faster and travels further.
*[[PK Fire]] has faster start-up lag, and can trap opponents better.
*[[PK Thunder#PK Thunder 2|PK Thunder 2]] has less ending lag, and is drastically more powerful.
 
===[[Peach (SSBB)|Peach]]===
*New up tilt has a larger and disjointed hitbox.
*All three weapons in her forward smash are stronger.
*All three implements used in her forward smash is stronger.
*Up smash is stronger when sweetspotted, and a powerful intermediate hitbox that is weaker than the sweetspot has been added, improving its KO capabilities.
*Down aerial has improved reach and damage output.
*[[Peach Bomber]] covers increased horizontal distance.
*[[Peach Parasol]] covers increased vertical distance.
*[[Toad (move)|Toad]] has faster start-up lag, and the counter frames last longer. The Toad counter attack is also more powerful with improved reach.
 
===[[Pikachu (SSBB)|Pikachu]]===
*Down smash is stronger, and more difficult to SDI out of.
*Grabbing reach was significantly improved.
*Pikachu now has access to highly effective chain throws with its forward and down throws.
*Neutral aerial is more powerful, and can now reliably KO under 150%, giving Pikachu an aerial KO option.
*[[Quick Attack]] can now be used to perform a [[Quick Attack cancel]].
*[[Thunder]] has less ending lag and is stronger, both the thunder bolt hitbox and the hitbox produced when it connects with Pikachu.
 
===[[Samus (SSBB)|Samus]]===
*Down tilt has been strengthened, to where it can reliably KO under 150%.
*[[Grapple Beam]] extends very far and straight forward, throws off opponent's combos and cancels quickly upon landing.
*[[Missile|Homing Missiles]] have a wider range of homing precision.
*Screw attack now traps opponents for all hits, and it also goes higher, assisting her recovery.
 
===[[Sheik (SSBB)|Sheik]]===
*Forward tilt can lock most characters in a juggle.
*Forward and down smash are stronger.
*Needles from [[Needle Storm]] have [[transcendent priority]].
*[[Chain]] can be used as a tether recovery, giving Sheik an additional recovery option.  
*[[Vanish]] has less start-up lag, and the hitbox from its explosion is stronger.
*Introduction of DACUS gives Sheik additional approach and KO options.
 
===[[Yoshi (SSBB)|Yoshi]]===
*Improved air speed (improved to being the fastest in ''Brawl'').
*Neutral attack is faster with improved reach.
*New forward tilt has improved reach.
*Introduction of [[pivot grab]] significantly improved Yoshi's grabbing options.
*Yoshi has access to grab release options, including a grab release chain grab on several characters.
*Throws are generally more powerful, in both knockback and damage output, as well as having better follow-up options.
*Back aerial's hitboxes link into each other better.
*Up aerial is significantly more powerful.
*[[Egg Toss]] gains vertical height, giving Yoshi an additional recovery option.
*[[Yoshi Bomb]] can hit opponents upon ascent.
 
===[[Zelda (SSBB)|Zelda]]===
*Slightly improved dashing speed.
*Forward and up tilts are stronger.
*All smash attacks are stronger.
*Forward and up smash are more difficult to SDI out of.
*Grab has faster start-up lag.
*Forward and back aerial "[[Lightning Kick]]s" are stronger when sweetspotted.
*Up aerial is drastically more powerful, becoming the most powerful up aerial in ''Brawl''.
*Down aerial has a powerful sweetspot hitbox that meteor smashes, functionally similarly to the lightning kicks.
*[[Nayru's Love]] has improved reach and knockback.
*[[Din's Fire]] has a larger hitbox that is much more powerful. It also has faster start-up and ending lag.
*[[Farore's Wind]] creates an explosion hitbox upon reappearing, making it more difficult to punish Zelda out of it.
 
==See also==
*[[Nerf]]


[[Category:Terms]]
[[Category:Terms]]

Latest revision as of 10:07, April 12, 2023

An example of a buff, involving slightly increased hitbox sizes in Captain Falcon's down air.

A buff is a term used to describe the improvement of a character (or aspect of a character), either through updating a game or by releasing a sequel. Buffs are often done as an attempt to balance the roster, by strengthening characters that are too weak; however, buffs can also be inadvertently added if a character is indirectly strengthed by an external gameplay change. Buffs contrast with "nerfs", which involve the weakening of a character or aspects of a character between sequel games and game updates.

Notable Examples of buffs in the Super Smash Bros. series[edit]

Smash 64 to Melee[edit]

Universal Mechanics[edit]

  • Every character now has four throws and specials with every character gaining an up throw, a down throw and a side special. Some throws and specials from the previous game has been remapped to these new moves. Up and down throws give multiple characters the ability to chain grab or tech-chase their opponent while side specials can grant characters an additional recovery option, a new defensive option, a new projectile or simply just a new attack.
    • Additionally, Link and Samus now have a grab aerial; which they can use as a extra attack or as a additional recovery option.
  • Air dodges have been introduced where the player can dodge in the air into any direction they want to. This not only gives everyone a defensive option in the air but it also gives characters an additional recovery option. When performed diagonally into the ground, it will make the player slide across the ground known as wavedashing. Wavedashing gives characters an additional movement option on the ground which especially benefits characters with low traction; most notably Luigi.
  • When the player lets go off a ledge, it will no longer cancel the intangibility gained from grabbing the ledge. This allows multiple characters to safely stall at the ledge with Jigglypuff being the character who can abuse it the most. The player can also quickly waveland onto the stage after getting off the ledge which can allow them to perform many of their moves while still being intangible with Fox and Luigi being two characters who can solidly abuse this.

Character-specific[edit]

  • Jigglypuff significantly benefits from Melee's universal changes and its aerial mobility has been significantly increased; with its back and forward aerials also having less ending lag. These changes make Jigglypuff's Wall of Pain much more effective than it was previously. Rest has also received a significant increase to its already extreme strength and Pound has become a much more effective stalling option. A mid-tier character in Smash 64, Jigglypuff is now considered among the strongest characters in Melee.
  • As previously mentioned, Luigi immensely benefits from the addition of wavedashing, improving his previously unreliable and unsafe ground approach from his poor traction. Luigi also has better frame data overall and he has gained new combo starters such as his down smash, and neutral aerial. Considered the worst character in Smash 64, Luigi jumped to the mid-tiers in Melee and commands a sizeable playerbase.

Melee to Brawl[edit]

Universal Mechanics[edit]

  • Most returning veterans have increased aerial mobility improving their recovery and making them less vulnerable to aerial pressure.
  • Air dodges have been changed. The main changes are that they cannot be angled and no longer cause helplessness and they can now be performed out of tumble. While wavedashing can no longer be performed due to these changes, this also makes air dodging a much stronger defensive option especially when combined with their reduced landing lag.
  • Due to the introduction of hitstun canceling, momentum canceling can also be performed. This allows many characters to survive longer with Mr. Game & Watch being the character who can abuse momentum canceling the most.
  • It is now possible to cancel a dash attack into an up smash (known as Dash attack cancelled up smash). This allows some characters to cover a great distance when performing their up smash, making it an excellent approach option for some characters. Falco and Sheik are two veterans who can particularly abuse DACUS.
  • It is no longer possible to DI moves which do not cause tumble. While this is rather detrimental for certain characters, it also allows for inescapable chain grabs and it allows various moves to chain into themselves more reliably. Pikachu is a character who particularly benefits from this change as it gives Pikachu access to inescapable zero-to-death chain grabs against certain characters while not making Pikachu too vulnerable to chain grabs itself.
  • Shield stun has been reduced overall and most shield drops now only take 7 frames to complete (down from 14 frames). This makes shielding a stronger defensive option and dropping shield to punish moves is a much more viable option. Powershielding is also more effective as it reduces shieldstun and shield pushback even further and it no longer reflects projectiles which benefits Falco in particular.

Character-specific[edit]

  • Kirby: To ail his status as the worst character in Melee, the changes in physics reduces Kirby's vulnerability to combos, and several of his moves have higher priority, damage, and KO power. The ability to grab ledges from behind via double jumps also aids Kirby's recovery, significantly reducing the already low difficulty of him returning to the stage. His air speed is also faster.
  • Pikachu's ground approach, manuverability, and getaway options were all significantly improved by the introduction of Quick Attack cancelling. Furthermore, buffs to Pikachu's forward and down throws gave them powerful chain-grab potential, especially against fast-fallers; adding to this, Pikachu's grab range was buffed from Melee, where it had commanded among the lowest grab ranges. Initially a high-mid tier character in Melee, Pikachu is considered a high-tiered character in Brawl.
  • Mr. Game & Watch's defensive options were significantly buffed in Brawl, with a larger shield, increased falling speed relative to the cast, higher weight, and new access to momentum cancelling via Oil Panic. Initially suffering one of the worst survivabilities in Melee, Mr. Game & Watch is surprisingly difficult to KO in Brawl; coupled with improvements to his ground game, Mr. Game & Watch went from a bottom tiered character in Melee to a solid high tier character in Brawl, with early tier lists ranking him as among the best characters in the game.

Brawl to Smash 4[edit]

  • In the transition, a majority of veterans were overall nerfed in terms of their movesets (especially higher tiered characters) however, the game's universal gameplay changes have significantly benefitted most of the cast resulting in a fair amount of characters being stronger overall even if their toolset is weaker overall.

Universal Mechanics[edit]

  • Most returning veterans have had their dash speeds increased.
  • Fast falling speeds have been increased across the board; making many characters harder to juggle.
  • The effect of hitstun cancelling and DI have been significantly decreased. This has greatly improved the combo potential of many characters with some examples being Mario, Luigi, Captain Falcon and Sheik.
  • The effect of SDI has been reduced which makes many multi-hitting moves considerably more reliable and difficult to escape.
  • Edge hogging has been replaced with ledge trumping; which has made recovering much easier and has made edge-guarding much harder. The only option a player has to stop their opponent from grabbing the edge is to hit them during the first two frames of their ledge grab animation which is more difficult and less consistent/effective than edge hogging. This especially benefits characters who had rather poor recoveries in the previous game.
  • Rolls and especially air dodges are noticeably faster. Air dodges in particular have less startup lag and much less ending lag; making them easily spammable in the air. This further improves each character's recovery and ability to escape juggles.
  • Chain grabbing has been removed. While this hinders some characters, it also greatly benefits other characters such as Fox and Sheik.
  • Rage has been introduced where moves deal more knockback as a character's percent increases. This enables players to KO earlier if they themselves are at KO percent. This particularly benefits heavyweights who can easily build up a lot of rage as well as characters who have powerful ladder combos and moves with very high set knockback such as Mario, Peach, Samus, Zero Suit Samus and Bayonetta. These characters can potentially KO their opponents as low as 0% if they have enough rage.

Character-specific[edit]

  • Captain Falcon has greatly benefited from the game's universal changes, restoring his previously powerful combo ability in Melee, including set-ups into his Knee Smash due to his altered up aerial. Along with this, buffs to the distance granted by his dash grab also grant Captain Falcon a variety of new combo starters; general increases to his range also made Falcon's approach safer in Smash 4 compared to Brawl. The reworked ledge mechanics also buff his recovery, which was previously considered among the worst in Brawl. Considered one of the worst characters in Brawl, Captain Falcon is generally seen as a high tier in Smash 4.
  • Of all characters, Mario is generally considered to have been buffed the most. The game's universal changes greatly benefit him, granting him a much more powerful combo game that the opponent can't escape from. His aerial mobility has also been improved significantly which gives him a much better recovery when combined with various universal changes. With these buffs, he is usually seen as a top tier or at the very least, a high tier.
  • Ness also significantly benefits from various universal changes, which benefitted his ability to setup and finish combos, most notably through PK Fire and his down tilt. Ness' forward aerial also connects better and is a greater combo tool due to universal changes; allowing it to easily chain into itself at low percents. His grab and throw game are even more effective due to various universal changes. Ness' grounded grab release also has reduced ending lag to match the rest of the cast; removing many grab follow-ups that could previously be performed on the character. A low-mid tiered character in Brawl, Ness is now considered a low high-tier character in Smash 4
  • Due to her separation from Zelda, Sheik has gained a new down special known as Bouncing Fish. This new down special gives Sheik a new recovery option and a new KO move; offsetting two of her more notable weaknesses in the previous game. Her air speed is also much higher which also significantly improves her recovery and general mobility in the air. Sheik greatly benefits from the game's universal changes overall with her combo ability being considerably expanded upon and her altered forward aerial has made it an effective combo tool. Initially a low-mid character in Brawl, Sheik is widely considered one of the best characters in Smash 4 albeit to a lesser extent than in earlier versions of the game.
  • Sonic was significantly buffed due to his KO power being noticeably increased. He now has more KO moves and he overall benefits from the game's universal changes. His multi-hits are more reliable/consistent and his combo game is greater overall. The game's universal changes also considerably aid his KO potential. He has gone from 22nd place in the Brawl tier list to 7th in the Smash 4 list. This also makes him the third highest veteran in the game, and his tournament results are still beyond average as of today.
  • Bowser's mobility has improved drastically and his KO power has also been considerably increased. His up throw is also now a powerful combo tool (as of 1.1.3) which can even lead into an up aerial for an early KO. Bowser also greatly benefits from the inclusion of rage as it further boosts his already higher KO power and due to his extreme weight (which has been significantly increased), he can very easily build up a lot of rage. Considered a low/bottom tier character in Brawl, Bowser is now a solid High tier in Smash 4.

Smash 4 game updates[edit]

  • Marth was significantly nerfed from Brawl, with less effective range, poorer frame data, poor approaching options, and a weakened grab game, resulting in a precipitous fall from the top tier in Brawl to the bottom tier in Smash 4. Updates however, slowly begun to improve Marth's and Lucina's standing in the competitive community (especially after update 1.1.4), with said updates improving his frame data, range, damage output and KO power. His neutral attack in particular was significantly buffed. In later updates, it launches opponents vertically and received less ending lag; making it a powerful combo tool. With these improvements, Marth's previously small playerbase increased, and his standing in the metagame had improved significantly. He was ranked as a low tier on the first tier list although in the last two tier lists, he has regained his position as a top tier character.
  • While Mewtwo received some buffs in Smash 4 compared to Melee, such as improved strength and consistency in its aerial and special moves and speedier movement, Mewtwo was still initially considered a low-tier character in Smash 4, due to its poor approach and grab game in comparison to Melee; furthermore, one of Mewtwo's biggest flaws in Melee, its poor combination of being light, floaty, and large, was made worse in Smash 4. Updates, however, have improved Mewtwo's standing in the metagame, with its mobility being drastically increased as well as having improved frame data, KO power and survivability. Initially a low tier in Melee and early versions of Smash 4, Mewtwo jumped to the tenth position in the second Smash 4 tier list where it has remained for the past three tier lists.

Smash 4 to Ultimate[edit]

  • In transition to Ultimate, many veterans have been buffed significantly due to a vast majority of universal changes mostly because the game was reworked to speed up gameplay such as landing lag reduction, air dodge mechanics, and offensive plays.

Universal Mechanics[edit]

  • With the exception of Ryu, all returning veterans from Smash 4 have had their dash speeds increased.
  • All jumpsquats are now only 3 frames long. This gives all characters (besides Pichu) access to their aerials sooner when they are on the ground; granting them more combo opportunities and making aerials more effective as an out of shield option. This especially benefits characters who had rather long jumpsquats in previous installments such as Snake and Bowser.
  • Traction has been significantly increased across the cast with even the lowest traction values being greater than the highest traction values in Smash 4. Luigi in particular benefits the most from this change as his traction is no longer the lowest in the game like in all previous titles, granting him a better approach as well as a significantly improved out of shield game.
  • It is now possible to cancel a dash with any grounded move. This gives character's a wider array of approach options.
  • Grounded meteor smashes can no longer be teched like in Smash games prior to Smash 4. This generally makes meteor smashes more reliably combo tools (especially since most meteor smashes have reduced landing lag) as well as making them more reliable KO moves on stage.

Character-specific[edit]

  • Pokémon Trainer as a whole received significant buffs through the tweaking and removal of detrimental character mechanics. Stamina is no longer a factor so Pokémon are no longer forced to change, or fight at reduced strength; type effectiveness has been removed so Ivysaur no longer suffers additional knockback from fire damage; Ivysaur's Vine Whip can no longer be canceled out by ledge hogging and Pokémon Change is much quicker and can be used in midair, giving it applications as both a dodge and a recovery mixup tool.
  • Roy and Lucina arguably benefit the most from Ultimate's universal changes and mechanics. The nerfing of defensive options compliment their aggressive playstyle when compared to their parent character Marth, and the universal mobility buffs, landing lag reductions, and ability to cancel a dash into any ground attack greatly improve their approaches and make landing the sweetspot of Roy's sword attacks easier.
  • Compared to other fighters, Pichu was one of the most buffed characters. Pichu's recoil, which is one of the big problems that caused its bottom tier status in Melee, was not only decreased, but also now benefits it with thanks to rage. Not only that, but its approach options are more effective, as Pichu's fast mobility has improved and it can now crawl. Not only do Pichu's electric attacks do more damage and less recoil, but it is now much heavier, although it's still the lightest character in the game. This, combined with its fast mobility helps Pichu fight better. Pichu was considered to be a top-tier in the early stages of the game, though it later got noteworthy nerfs through game updates which affected its viability, it nonetheless remains a strong character and drastically better than its Melee appearance.
  • Palutena's zoning game has been significantly buffed in Ultimate. Her up smash lasts significantly longer and her neutral special Autoreticle covers more range. Her old side special has been replaced with Explosive Flame, improving her offensive game.
  • Shulk's aerials have decreased landing lag, thus improving his frame data allowing for more guaranteed follow ups along with his buffed Monado Arts which can now be switched faster. Additionally, he can now use the advanced technique dial storage.

Ultimate game updates[edit]

  • Ryu was notorious for his poor performance due to the nerfs he received during his initial release. His Echo Fighter Ken was slightly more prominent as he performs slightly better than him, though Ken was still regarded as low-tier. Possibly as a result of this, update 3.1.0 addresses several buffs that grants both Ryu and Ken even more combo potential. All of their moves were made to connect into each other much more fluidly such as their held attacks and longer input window.
  • Since the early metagame of Ultimate, Diddy Kong was designated as a lower tiered character. His combo game was significantly nerfed, going from among the best to just mediocre. He retains his weaknesses in the form of his bad damage output, bad KO game, and poor recovery. This led to a negative reception where Diddy Kong was regarded as unviable. Luckily, Diddy Kong was heavily buffed in future patches, which made him fare better relative to the cast. Notably, Rocketbarrel Boost now recovers a further distance when charged.
  • King K. Rool's frame data, along with other moves, has been reworked to improve his neutral game. Several of his moves include having less start up, less ending lag, increased range, damage, and significant armor. Overall, King K. Rool is one of the few characters to receive the most buffs throughout all game updates.