Template:SSB4 to SSBU changelist: Difference between revisions

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(Undid edit by AwsumSauce: I think I broke the code so I'm just gonna change it back fo rnow)
Tag: Undo
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*{{buff|Like all characters, Mario's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Mario's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Mario walks slightly faster (1.1 → 1.155).}}
*{{buff|Mario walks slightly faster (1.1 → 1.155).}}
*{{buff|Mario [[run|runs]] faster (1.6 → 1.76).}}
*{{buff|Mario [[run]]s faster (1.6 → 1.76).}}
**{{buff|Mario's initial [[dash]] is significantly faster (1.6 → 1.936).}}
**{{buff|Mario's initial [[dash]] is significantly faster (1.6 → 1.936).}}
*{{buff|Mario's [[air speed]] is faster (1.15 → 1.208).}}
*{{buff|Mario's [[air speed]] is faster (1.15 → 1.208).}}
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*{{buff|All aerials have less landing lag (10 frames → 6 (neutral), 26 → 17 (forward), 12 → 6 (back, up), 19 → 15 (down)).}}
*{{buff|All aerials have less landing lag (10 frames → 6 (neutral), 26 → 17 (forward), 12 → 6 (back, up), 19 → 15 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{nerf|Neutral aerial [[auto-cancel|auto-cancels]] later (frame 34 → 39), although it still auto-cancels in a short hop.}}
**{{nerf|Neutral aerial [[auto-cancel]]s later (frame 34 → 39), although it still autocancels in a short hop.}}
**{{nerf|The hitbox on the late hit is slightly smaller (3u → 2.8u).}}
**{{nerf|The hitbox on the late hit is slightly smaller (3u → 2.8u).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
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**{{buff|The move deals more damage (1% → 1.4% (hits 1-5), 5% → 5.5% (hit 6); 10% → 12.5% (total)), with knockback not compensated on the last hit, improving its KO potential.}}
**{{buff|The move deals more damage (1% → 1.4% (hits 1-5), 5% → 5.5% (hit 6); 10% → 12.5% (total)), with knockback not compensated on the last hit, improving its KO potential.}}
**{{buff|The looping hits are [[weight-independent]], and no longer use set knockback, instead having more base knockback with minimal knockback scaling (10 set/100 scaling → 50/25 base/15 scaling). This allows for all hits to connect more reliably, preventing opponents from air dodging the last hit.}}
**{{buff|The looping hits are [[weight-independent]], and no longer use set knockback, instead having more base knockback with minimal knockback scaling (10 set/100 scaling → 50/25 base/15 scaling). This allows for all hits to connect more reliably, preventing opponents from air dodging the last hit.}}
**{{nerf|It can no longer be [[frame cancel|frame canceled]].}}
**{{nerf|It can no longer be [[frame cancel]]ed.}}
**{{nerf|The size of the looping hits' vertically lowest hitbox has been reduced, with the hitbox in between the top and low hitboxes having been removed altogether (7u/5u/5u → 7u/4u). The landing hitbox is also very slightly smaller (4.32u → 4.3u).}}
**{{nerf|The size of the looping hits' vertically lowest hitbox has been reduced, with the hitbox in between the top and low hitboxes having been removed altogether (7u/5u/5u → 7u/4u). The landing hitbox is also very slightly smaller (4.32u → 4.3u).}}
**{{change|The final hit has an altered animation, and the vortex emitted around Mario is larger.}}
**{{change|The final hit has an altered animation, and the vortex emitted around Mario is larger.}}
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*{{buff|Like all characters, Donkey Kong's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Like all characters, Donkey Kong's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Donkey Kong is [[Weight|heavier]] (122 → 127). However, he is no longer the second heaviest character in the game (claimed by {{SSBU|King K. Rool}}) but instead tied with {{SSBU|King Dedede}} for the third heaviest. Nevertheless, this noticeably improves his survivability.}}
*{{buff|Donkey Kong is [[Weight|heavier]] (122 → 127). However, he is no longer the second heaviest character in the game (claimed by {{SSBU|King K. Rool}}) but instead tied with {{SSBU|King Dedede}} for the third heaviest. Nevertheless, this noticeably improves his survivability.}}
*{{buff|Donkey Kong [[walk|walks]] slightly faster (1.3 → 1.365).}}
*{{buff|Donkey Kong [[walk]]s slightly faster (1.3 → 1.365).}}
*{{buff|Donkey Kong [[run|runs]] faster (1.7031 → 1.873).}}
*{{buff|Donkey Kong [[run]]s faster (1.7031 → 1.873).}}
**{{buff|Donkey Kong's initial [[dash]] speed is much faster (1.6 → 2.09).}}
**{{buff|Donkey Kong's initial [[dash]] speed is much faster (1.6 → 2.09).}}
*{{buff|Donkey Kong's [[air speed]] is slightly higher (1.15 → 1.208).}}
*{{buff|Donkey Kong's [[air speed]] is slightly higher (1.15 → 1.208).}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Link's [[jumpsquat]] animation takes 3 frames to complete (down from 7).}}
*{{buff|Like all characters, Link's [[jumpsquat]] animation takes 3 frames to complete (down from 7).}}
*{{buff|Link [[walk|walks]] faster (1.188 → 1.247).}}
*{{buff|Link [[walk]]s faster (1.188 → 1.247).}}
*{{buff|Link [[run|runs]] faster (1.3944 → 1.534).}}
*{{buff|Link [[run]]s faster (1.3944 → 1.534).}}
*{{buff|Link's traction is much higher (0.064 → 0.113).}}
*{{buff|Link's traction is much higher (0.064 → 0.113).}}
*{{buff|Link's initial [[dash]] is significantly faster (1.3 → 1.98).}}
*{{buff|Link's initial [[dash]] is significantly faster (1.3 → 1.98).}}
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**{{buff|Both hits have had their farthest sword hitboxes moved farther from Link (Z offset: 17u → 18u (hit 1), 15.5u → 17.5u (hit 2)), increasing its range.}}
**{{buff|Both hits have had their farthest sword hitboxes moved farther from Link (Z offset: 17u → 18u (hit 1), 15.5u → 17.5u (hit 2)), increasing its range.}}
**{{nerf|Forward aerial has more startup for its first hit (frame 14 → 16), and more ending lag (FAF 50 → 52).}}
**{{nerf|Forward aerial has more startup for its first hit (frame 14 → 16), and more ending lag (FAF 50 → 52).}}
**{{nerf|It [[auto-cancel|auto-cancels]] later (frame 51 → 53).}}
**{{nerf|It [[auto-cancel]]s later (frame 51 → 53).}}
**{{nerf|Both hits deal less damage (11% → 8% (hit 1), 13% → 10% (hit 2)).}}
**{{nerf|Both hits deal less damage (11% → 8% (hit 1), 13% → 10% (hit 2)).}}
**{{change|The first hit deals significantly less knockback (20 base/130 scaling → 31/25/33/25/33/26 base/28/30/30/30/28/26 scaling), no longer KOing until around 800%. It also has different angles (45° → 43°/[[Autolink angle|367°]]/47°/367°/47°/38), a lower hitlag multiplier (1× → 0.8×), and uses [[weight-independent]] knockback.}}
**{{change|The first hit deals significantly less knockback (20 base/130 scaling → 31/25/33/25/33/26 base/28/30/30/30/28/26 scaling), no longer KOing until around 800%. It also has different angles (45° → 43°/[[Autolink angle|367°]]/47°/367°/47°/38), a lower hitlag multiplier (1× → 0.8×), and uses [[weight-independent]] knockback.}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Samus's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Samus's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Samus [[run|runs]] faster (1.504 → 1.654).}}
*{{buff|Samus [[run]]s faster (1.504 → 1.654).}}
**{{buff|Samus's initial [[dash]] is slightly faster (1.86 → 1.87). However, it is much slower relative to the cast.}}
**{{buff|Samus's initial [[dash]] is slightly faster (1.86 → 1.87). However, it is much slower relative to the cast.}}
*{{buff|Samus's [[air speed]] is faster (1.03 → 1.103).}}
*{{buff|Samus's [[air speed]] is faster (1.03 → 1.103).}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Yoshi's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Like all characters, Yoshi's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Yoshi [[run|runs]] faster (1.86 → 2.046).}}  
*{{buff|Yoshi [[run]]s faster (1.86 → 2.046).}}  
**{{buff|Yoshi's initial [[dash]] is significantly faster (1.33 → 1.98).}}
**{{buff|Yoshi's initial [[dash]] is significantly faster (1.33 → 1.98).}}
*{{buff|Yoshi [[walk|walks]] slightly faster (1.15 → 1.208).}}
*{{buff|Yoshi [[walk]]s slightly faster (1.15 → 1.208).}}
*{{buff|Yoshi's [[air speed]] has been increased, being almost as high as {{SSBM|Jigglypuff}}'s in ''Melee'' (1.28 → 1.344).}}
*{{buff|Yoshi's [[air speed]] has been increased, being almost as high as {{SSBM|Jigglypuff}}'s in ''Melee'' (1.28 → 1.344).}}
*{{buff|Yoshi has significantly higher [[traction]] (0.0426 → 0.095), allowing him to punish out of shield much more easily.}}
*{{buff|Yoshi has significantly higher [[traction]] (0.0426 → 0.095), allowing him to punish out of shield much more easily.}}
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**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.}}
**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.}}
**{{buff|The sourspot has been removed, with the sweetspot and meteor hitboxes being made bigger to compensate (2.4u (sweetspot)/3.5u (meteor) → 4.2u/4u).}}
**{{buff|The sourspot has been removed, with the sweetspot and meteor hitboxes being made bigger to compensate (2.4u (sweetspot)/3.5u (meteor) → 4.2u/4u).}}
**{{nerf|Despite the auto-cancel window remaining unchanged, it no longer [[auto-cancel|auto-cancels]] in a short hop due to Yoshi's lower short hop duration.}}
**{{nerf|Despite the auto-cancel window remaining unchanged, it no longer [[autocancel]]s in a short hop due to Yoshi's lower short hop duration.}}
**{{change|It has a different animation, with Yoshi no longer flipping after the headbutt.}}
**{{change|It has a different animation, with Yoshi no longer flipping after the headbutt.}}
*[[Back aerial]]:
*[[Back aerial]]:
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===Attributes===
===Attributes===
*{{buff|Like all characters, Kirby's [[jumpsquat]] takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Kirby's [[jumpsquat]] takes 3 frames to complete (down from 4).}}
*{{buff|Kirby [[run|runs]] faster (1.57 → 1.727).}}
*{{buff|Kirby [[run]]s faster (1.57 → 1.727).}}
**{{buff|His initial [[dash]] is noticeably faster (1.5 → 1.9).}}
**{{buff|His initial [[dash]] is noticeably faster (1.5 → 1.9).}}
*{{buff|Kirby [[walk|walks]] faster (0.93 → 0.977).}}
*{{buff|Kirby [[walk]]s faster (0.93 → 0.977).}}
*{{buff|Kirby's [[air speed]] is slightly faster (0.8 → 0.84).}}
*{{buff|Kirby's [[air speed]] is slightly faster (0.8 → 0.84).}}
*{{buff|Kirby's [[traction]] is much higher (0.0493 → 0.116), going from below average to being tied for the 17th highest, making easier for him to punish out of shield. }}
*{{buff|Kirby's [[traction]] is much higher (0.0493 → 0.116), going from below average to being tied for the 17th highest, making easier for him to punish out of shield. }}
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**{{buff|The clean hit deals significantly more knockback (30 base/90 scaling → 35/117), allowing it to KO reliably at around 150% from center stage.}}
**{{buff|The clean hit deals significantly more knockback (30 base/90 scaling → 35/117), allowing it to KO reliably at around 150% from center stage.}}
**{{buff|All hitboxes are bigger (8u → 9u (clean), 7u → 8u (mid), 6u → 7u (mid-to-late), 5u → 6u (late)).}}
**{{buff|All hitboxes are bigger (8u → 9u (clean), 7u → 8u (mid), 6u → 7u (mid-to-late), 5u → 6u (late)).}}
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 56 → 51).}}
**{{buff|It [[auto-cancel]]s earlier (frame 56 → 51).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial's first hit launches at a higher angle (45°/80° → 53°/84°) and deals less knockback (35 base/50 scaling → 43/39 (close), 35/38 (far)), allowing it to connect into the second hit more reliably.}}
**{{buff|Forward aerial's first hit launches at a higher angle (45°/80° → 53°/84°) and deals less knockback (35 base/50 scaling → 43/39 (close), 35/38 (far)), allowing it to connect into the second hit more reliably.}}
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**{{nerf|The late hit has a shorter duration (frames 8-14 → 9-12).}}
**{{nerf|The late hit has a shorter duration (frames 8-14 → 9-12).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has less startup (frame 10 → 8), less ending lag (FAF 40 → 36), and auto-cancels earlier (frame 22 → 20).}}
**{{buff|Up aerial has less startup (frame 10 → 8), less ending lag (FAF 40 → 36), and autocancels earlier (frame 22 → 20).}}
**{{buff|It deals more damage (9% → 10%) and has noticeably more knockback scaling (100 → 115), greatly improving its KO ability, without worsening its combo ability due to its reduced lag.}}
**{{buff|It deals more damage (9% → 10%) and has noticeably more knockback scaling (100 → 115), greatly improving its KO ability, without worsening its combo ability due to its reduced lag.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's looping hits deal more damage (1% → 1.3%, total: 7% → 8.5%), with knockback scaling compensated (107 → 100).}}
**{{buff|Down aerial's looping hits deal more damage (1% → 1.3%, total: 7% → 8.5%), with knockback scaling compensated (107 → 100).}}
**{{buff|The looping hits have a noticeably lower hitlag multiplier (1.5× → 0.8×), alongside a larger hitbox (5u → 6u), increasing their range and making them harder to escape from.}}
**{{buff|The looping hits have a noticeably lower hitlag multiplier (1.5× → 0.8×), alongside a larger hitbox (5u → 6u), increasing their range and making them harder to escape from.}}
**{{nerf|It can no longer be [[frame cancel|frame canceled]], with its landing lag not reduced enough to compensate. As a result, it has more landing lag relative to ''Smash 4'' if the landing hit connects, hindering its combo potential.}}
**{{nerf|It can no longer be [[frame cancel]]ed, with its landing lag not reduced enough to compensate. As a result, it has more landing lag relative to ''Smash 4'' if the landing hit connects, hindering its combo potential.}}
**{{nerf|The last hit has a smaller hitbox (6.2u → 5.6u).}}
**{{nerf|The last hit has a smaller hitbox (6.2u → 5.6u).}}


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*{{buff|Like all characters, Fox's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Fox's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{nerf|Fox's [[weight]] has been decreased (79 → 77), being lighter than {{SSBU|Kirby}} and the 5th lightest character in the game.}}
*{{nerf|Fox's [[weight]] has been decreased (79 → 77), being lighter than {{SSBU|Kirby}} and the 5th lightest character in the game.}}
*{{buff|Fox [[run|runs]] significantly faster (2.184 → 2.402).}}
*{{buff|Fox [[run]]s significantly faster (2.184 → 2.402).}}
**{{nerf|Fox's initial dash speed is slower (2.4 → 2.09), no longer being the fastest in the game.}}
**{{nerf|Fox's initial dash speed is slower (2.4 → 2.09), no longer being the fastest in the game.}}
*{{buff|Fox [[walk|walks]] faster (1.45 → 1.523).}}
*{{buff|Fox [[walk]]s faster (1.45 → 1.523).}}
*{{buff|Fox's [[air speed]] is noticeably faster (0.96 → 1.11), being average instead of below-average.}}
*{{buff|Fox's [[air speed]] is noticeably faster (0.96 → 1.11), being average instead of below-average.}}
*{{buff|Fox's [[falling speed]] and fast falling speed are slightly higher (2.05 → 2.1) and (3.28 → 3.36) respectively.}}
*{{buff|Fox's [[falling speed]] and fast falling speed are slightly higher (2.05 → 2.1) and (3.28 → 3.36) respectively.}}
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**{{buff|The linking hits have a lower hitlag multiplier (1× → 0.66×), making them harder to SDI out of.}}
**{{buff|The linking hits have a lower hitlag multiplier (1× → 0.66×), making them harder to SDI out of.}}
**{{buff|All hits after the first come out faster (frame 13, 19, 26, 32 → 11, 16, 21, 26), allowing them to connect more reliably, and giving the move faster interruptibility as a result (FAF 51 → 44).}}
**{{buff|All hits after the first come out faster (frame 13, 19, 26, 32 → 11, 16, 21, 26), allowing them to connect more reliably, and giving the move faster interruptibility as a result (FAF 51 → 44).}}
***{{nerf|Due to the move's [[auto-cancel]] window remaining unchanged, this effectively increases its ending lag before it can auto-cancel.}}
***{{nerf|Due to the move's [[auto-cancel]] window remaining unchanged, this effectively increases its ending lag before it can autocancel.}}
**{{nerf|Due to the shorter gaps between hits, and [[rage]] no longer affecting [[set knockback]], the move cannot lead into a [[footstool]] as effectively, hindering its [[gimp]]ing potential.}}
**{{nerf|Due to the shorter gaps between hits, and [[rage]] no longer affecting [[set knockback]], the move cannot lead into a [[footstool]] as effectively, hindering its [[gimp]]ing potential.}}
**{{nerf|Due to Fox's higher gravity, and no compensation on the vertical boosts from the kicks, the move is much less effective at extending Fox's jumps, stalling him in the air and makes it much harder to auto-cancel in a full hop.}}
**{{nerf|Due to Fox's higher gravity, and no compensation on the vertical boosts from the kicks, the move is much less effective at extending Fox's jumps, stalling him in the air and makes it much harder to autocancel in a full hop.}}
**{{change|The move has gained a landing hitbox, which improves its safety on landing, but hinders its tech-chasing capabilities.}}
**{{change|The move has gained a landing hitbox, which improves its safety on landing, but hinders its tech-chasing capabilities.}}
**{{change|It has an altered animation.}}
**{{change|It has an altered animation.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{nerf|Back aerial auto-cancels slightly later (frame 15 → 18), making it harder to auto-cancel in a [[short hop fast fall]].}}
**{{nerf|Back aerial autocancels slightly later (frame 15 → 18), making it harder to autocancel in a [[short hop fast fall]].}}
**{{buff|It has an altered animation, with Fox facing more towards the screen, and leaving his leg outstretched for the entirety of the hitbox duration, effectively increasing the range of the last 2 frames of the active frames.}}
**{{buff|It has an altered animation, with Fox facing more towards the screen, and leaving his leg outstretched for the entirety of the hitbox duration, effectively increasing the range of the last 2 frames of the active frames.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{nerf|The second hit of up aerial deals less damage (11% → 10%), although with its knockback scaling compensated (100 → 108).}}
**{{nerf|The second hit of up aerial deals less damage (11% → 10%), although with its knockback scaling compensated (100 → 108).}}
**{{nerf|Fox's higher falling speed and gravity prevents up aerial to auto-cancel in a short hop unless inputted in the first frame of jumpsquat.}}
**{{nerf|Fox's higher falling speed and gravity prevents up aerial to autocancel in a short hop unless inputted in the first frame of jumpsquat.}}
**{{buff|Due to the lower landing lag, the first hit can combo into other moves, and possesses a KO setup into up smash at high percents.}}
**{{buff|Due to the lower landing lag, the first hit can combo into other moves, and possesses a KO setup into up smash at high percents.}}
**{{change|The first hit of up aerial uses a slap SFX instead of a punch SFX on hit.}}
**{{change|The first hit of up aerial uses a slap SFX instead of a punch SFX on hit.}}
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**{{change|The hitbox on the foot is slightly larger (3u → 3.2u), but is no longer extended.}}
**{{change|The hitbox on the foot is slightly larger (3u → 3.2u), but is no longer extended.}}
**{{nerf|The final hit's foot hitbox is noticeably smaller (8.5u → 7u).}}
**{{nerf|The final hit's foot hitbox is noticeably smaller (8.5u → 7u).}}
**{{nerf|The move can no longer be [[frame cancel|frame canceled]], worsening its landing hit's combo potential at higher percents despite its lower landing lag.}}
**{{nerf|The move can no longer be [[frame cancel]]ed, worsening its landing hit's combo potential at higher percents despite its lower landing lag.}}


===Throws and other attacks===
===Throws and other attacks===
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===Attributes===
===Attributes===
*{{buff|Like all characters, Pikachu's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Pikachu's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Pikachu [[walk|walks]] slightly faster (1.24 → 1.302).}}
*{{buff|Pikachu [[walk]]s slightly faster (1.24 → 1.302).}}
*{{buff|Pikachu [[run|runs]] faster (1.85325 → 2.039).}}
*{{buff|Pikachu [[run]]s faster (1.85325 → 2.039).}}
**{{buff|Pikachu's initial [[dash]] is faster (1.8 → 1.98).}}
**{{buff|Pikachu's initial [[dash]] is faster (1.8 → 1.98).}}
*{{buff|Pikachu's [[air speed]] is slightly higher (0.9118 → 0.957).}}
*{{buff|Pikachu's [[air speed]] is slightly higher (0.9118 → 0.957).}}
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**{{buff|It deals slightly more damage if all hits connect (8.5% (clean), 5.5% (late) → 1.8% (hits 1-3), 3.5% (hit 4); 8.9% total).}}
**{{buff|It deals slightly more damage if all hits connect (8.5% (clean), 5.5% (late) → 1.8% (hits 1-3), 3.5% (hit 4); 8.9% total).}}
**{{change|Its hitboxes have altered size (7u (clean hit), 4.5u (late hit) → 5.5u (looping hits), 6u (last hit)), increasing its range compared to the previous late hit, but making the hitboxes smaller than the previous clean hit.}}
**{{change|Its hitboxes have altered size (7u (clean hit), 4.5u (late hit) → 5.5u (looping hits), 6u (last hit)), increasing its range compared to the previous late hit, but making the hitboxes smaller than the previous clean hit.}}
**{{nerf|It [[auto-cancel|auto-cancels]] slightly later (frame 35 → 37), although it can still auto-cancel in a short hop.}}
**{{nerf|It [[auto-cancel]]s slightly later (frame 35 → 37), although it can still auto-cancel in a short hop.}}
**{{nerf|Due to it hitting multiple times, the launching hit deals less damage (8.5% → 3.5%) with knockback not fully compensated (30 base/104 scaling → 50/140), no longer KOing at realistic percentages.}}
**{{nerf|Due to it hitting multiple times, the launching hit deals less damage (8.5% → 3.5%) with knockback not fully compensated (30 base/104 scaling → 50/140), no longer KOing at realistic percentages.}}
**{{change|It has a lower hitlag multiplier (1× → 0.8×).}}
**{{change|It has a lower hitlag multiplier (1× → 0.8×).}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Luigi's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Luigi's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Luigi [[walk|walks]] faster (1.08 → 1.134).}}
*{{buff|Luigi [[walk]]s faster (1.08 → 1.134).}}
*{{buff|Luigi [[run|runs]] faster (1.5 → 1.65).}}
*{{buff|Luigi [[run]]s faster (1.5 → 1.65).}}
**{{buff|Luigi's initial [[dash]] is significantly faster (1.28 → 1.815).}}
**{{buff|Luigi's initial [[dash]] is significantly faster (1.28 → 1.815).}}
*{{buff|Luigi's [[air speed]] is slightly higher (0.7341766 → 0.77).}}
*{{buff|Luigi's [[air speed]] is slightly higher (0.7341766 → 0.77).}}
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**{{change|Luigi has a neutral expression when using the move instead of a scared expression.}}
**{{change|Luigi has a neutral expression when using the move instead of a scared expression.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has less ending lag (FAF 30 → 27), improving its combo potential. This also allows Luigi to perform two up aerials in a short hop and [[auto-cancel]] the second one, like in ''Brawl'' and ''Smash 64''.}}
**{{buff|Up aerial has less ending lag (FAF 30 → 27), improving its combo potential. This also allows Luigi to perform two up aerials in a short hop and [[autocancel]] the second one, like in ''Brawl'' and ''Smash 64''.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's clean hit has increased base knockback (20 → 30) and a bigger hitbox (2.5u → 3u), improving the meteor smash's KO potential without worsening its combo potential due to the decreased jumpsquat and landing lag.}}
**{{buff|Down aerial's clean hit has increased base knockback (20 → 30) and a bigger hitbox (2.5u → 3u), improving the meteor smash's KO potential without worsening its combo potential due to the decreased jumpsquat and landing lag.}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Ness' [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Ness' [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Ness [[run|runs]] faster (1.46265 → 1.609).}}
*{{buff|Ness [[run]]s faster (1.46265 → 1.609).}}
**{{buff|Ness' initial [[dash]] is much faster (1.3 → 1.826).}}
**{{buff|Ness' initial [[dash]] is much faster (1.3 → 1.826).}}
*{{buff|Ness [[walk|walks]] slightly faster (0.8635 → 0.907).}}
*{{buff|Ness [[walk]]s slightly faster (0.8635 → 0.907).}}
*{{buff|Ness' [[air speed]] is higher (0.9588 → 1.007).}}
*{{buff|Ness' [[air speed]] is higher (0.9588 → 1.007).}}
*{{buff|Ness' [[traction]] has been significantly increased (0.0546 → 0.131), going from average to being tied for the fifth highest traction in the game.}}
*{{buff|Ness' [[traction]] has been significantly increased (0.0546 → 0.131), going from average to being tied for the fifth highest traction in the game.}}
Line 1,486: Line 1,486:
**{{buff|It deals more total damage (13% → 2.5% (hits 1-4), 5% (hit 5); 15% total), with knockback compensated on the last hit if the damage from the previous hits is added (13 base/109 scaling → 40/180). Combined with its increased combo potential, this overall drastically strengthens its damage racking ability.}}
**{{buff|It deals more total damage (13% → 2.5% (hits 1-4), 5% (hit 5); 15% total), with knockback compensated on the last hit if the damage from the previous hits is added (13 base/109 scaling → 40/180). Combined with its increased combo potential, this overall drastically strengthens its damage racking ability.}}
**{{nerf|Up aerial has drastically decreased horizontal range, hindering its use for landing and approaching directly.}}
**{{nerf|Up aerial has drastically decreased horizontal range, hindering its use for landing and approaching directly.}}
**{{nerf|It [[auto-cancel|auto-cancels]] later (frame 27 → 34), matching its interruptibility.}}
**{{nerf|It [[auto-cancel]]s later (frame 27 → 34), matching its interruptibility.}}
**{{nerf|The last hit launches at a more horizontal angle (85° → 73°). While this allows it to combo better into other moves at low percents, such as neutral and forward aerial, it greatly hinders its KO potential, as it is vulnerable to [[LSI]].}}
**{{nerf|The last hit launches at a more horizontal angle (85° → 73°). While this allows it to combo better into other moves at low percents, such as neutral and forward aerial, it greatly hinders its KO potential, as it is vulnerable to [[LSI]].}}
*[[Down aerial]]:
*[[Down aerial]]:
Line 1,563: Line 1,563:
===Attributes===
===Attributes===
*{{buff|Like all characters, Captain Falcon's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Captain Falcon's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Captain Falcon [[walk|walks]] faster (0.94 → 0.987).}}
*{{buff|Captain Falcon [[walk]]s faster (0.94 → 0.987).}}
*{{buff|Captain Falcon [[run|runs]] faster (2.32 → 2.552).}}
*{{buff|Captain Falcon [[run]]s faster (2.32 → 2.552).}}
**{{buff|His initial [[dash]] is faster (1.7 → 1.98).}}
**{{buff|His initial [[dash]] is faster (1.7 → 1.98).}}
*{{buff|Captain Falcon's [[traction]] has been drastically increased (0.05 → 0.105). This makes it easier for him to punish [[out of shield]].}}
*{{buff|Captain Falcon's [[traction]] has been drastically increased (0.05 → 0.105). This makes it easier for him to punish [[out of shield]].}}
Line 1,732: Line 1,732:
===Attributes===
===Attributes===
*{{buff|Like all characters, Jigglypuff's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Like all characters, Jigglypuff's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Jigglypuff [[run|runs]] faster (1.155 → 1.271).}}
*{{buff|Jigglypuff [[run]]s faster (1.155 → 1.271).}}
**{{buff|Jigglypuff's initial [[dash]] is faster (1.4 → 1.65).}}
**{{buff|Jigglypuff's initial [[dash]] is faster (1.4 → 1.65).}}
*{{buff|Jigglypuff [[walk|walks]] slightly faster (0.7 → 0.735).}}
*{{buff|Jigglypuff [[walk]]s slightly faster (0.7 → 0.735).}}
*{{buff|Jigglypuff's [[air speed]] is faster (1.269 → 1.332).}}
*{{buff|Jigglypuff's [[air speed]] is faster (1.269 → 1.332).}}
*{{change|Jigglypuff's traction is higher (0.0718 → 0.087), but is much lower relative to the roster, going from the second-highest traction in ''SSB4'' to being tied for the 65th–66th highest traction in ''Ultimate''.}}
*{{change|Jigglypuff's traction is higher (0.0718 → 0.087), but is much lower relative to the roster, going from the second-highest traction in ''SSB4'' to being tied for the 65th–66th highest traction in ''Ultimate''.}}
Line 1,786: Line 1,786:
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial has less startup lag (frame 12 → 10), with its total duration reduced as well (FAF 40 → 38).}}
**{{buff|Back aerial has less startup lag (frame 12 → 10), with its total duration reduced as well (FAF 40 → 38).}}
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 28 → 26).}}
**{{buff|It [[auto-cancel]]s earlier (frame 28 → 26).}}
**{{nerf|Back air turns Jigglypuff around after its use, akin to {{SSBU|Marth}}'s back aerial. This is an overall nerf to the move, as Jigglypuff can no longer repeatedly use back air in the same direction. This makes it harder to land compared to other aerials.}}
**{{nerf|Back air turns Jigglypuff around after its use, akin to {{SSBU|Marth}}'s back aerial. This is an overall nerf to the move, as Jigglypuff can no longer repeatedly use back air in the same direction. This makes it harder to land compared to other aerials.}}
*[[Up aerial]]:
*[[Up aerial]]:
Line 1,869: Line 1,869:
===Attributes===
===Attributes===
*{{buff|Like all characters, Peach's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Peach's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Peach [[walk|walks]] slightly faster (0.86 → 0.924).}}
*{{buff|Peach [[walk]]s slightly faster (0.86 → 0.924).}}
*{{buff|Peach [[run|runs]] faster (1.4175 → 1.595).}}
*{{buff|Peach [[run]]s faster (1.4175 → 1.595).}}
**{{buff|Her initial [[dash]] is significantly faster (1.5 → 1.826).}}
**{{buff|Her initial [[dash]] is significantly faster (1.5 → 1.826).}}
*{{buff|Peach's [[traction]] is much higher (0.068 → 0.111).}}
*{{buff|Peach's [[traction]] is much higher (0.068 → 0.111).}}
Line 1,998: Line 1,998:
===Attributes===
===Attributes===
*{{buff|Like all characters, Bowser's [[jumpsquat]] animation takes 3 frames to complete (down from 8), the second largest difference out of all veterans (only behind {{SSBU|Snake}}), greatly improving his ground-to-air transitioning and [[out of shield]] game.}}
*{{buff|Like all characters, Bowser's [[jumpsquat]] animation takes 3 frames to complete (down from 8), the second largest difference out of all veterans (only behind {{SSBU|Snake}}), greatly improving his ground-to-air transitioning and [[out of shield]] game.}}
*{{buff|Bowser [[walk|walks]] slightly faster (0.858 → 0.901).}}
*{{buff|Bowser [[walk]]s slightly faster (0.858 → 0.901).}}
*{{buff|Bowser [[run|runs]] faster (1.792 → 1.971).}}
*{{buff|Bowser [[run]]s faster (1.792 → 1.971).}}
**{{buff|Bowser's initial [[dash]] is significantly faster (1 → 2.255), going from the slowest to the fifth fastest. This significantly helps him with his defensive and offensive approach on the ground, and gives him a respectable dash dance.}}
**{{buff|Bowser's initial [[dash]] is significantly faster (1 → 2.255), going from the slowest to the fifth fastest. This significantly helps him with his defensive and offensive approach on the ground, and gives him a respectable dash dance.}}
*{{buff|Bowser's [[air speed]] is faster (1 → 1.155).}}
*{{buff|Bowser's [[air speed]] is faster (1 → 1.155).}}
Line 2,055: Line 2,055:
*{{buff|All aerials have less landing lag (neutral: 20 frames → 15, forward: 24 → 14, back: 40 → 24, up: 28 → 17, down: 40 → 34).}}
*{{buff|All aerials have less landing lag (neutral: 20 frames → 15, forward: 24 → 14, back: 40 → 24, up: 28 → 17, down: 40 → 34).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|The move [[auto-cancel|auto-cancels]] earlier (frame 45 → 41).}}
**{{buff|The move [[auto-cancel]]s earlier (frame 45 → 41).}}
**{{buff|Due to its lower landing lag and Bowser's faster jumpsquat, it is a much better landing option and combo starter, leading into aerial attacks even up to high percentages.}}
**{{buff|Due to its lower landing lag and Bowser's faster jumpsquat, it is a much better landing option and combo starter, leading into aerial attacks even up to high percentages.}}
**{{nerf|Its hitboxes are smaller (5.5u → 5u).}}
**{{nerf|Its hitboxes are smaller (5.5u → 5u).}}
Line 2,211: Line 2,211:
**{{nerf|New up aerial deals less damage (10%/9% → 9% (leader), 7%/6% → 5.75% (partner)), has more startup lag, a shorter duration (frames 6-23 → 7-11) and more ending lag (frame 30 → 36) compared to the previous one. It also has less vertical range making it much harder to connect against grounded opponents.}}
**{{nerf|New up aerial deals less damage (10%/9% → 9% (leader), 7%/6% → 5.75% (partner)), has more startup lag, a shorter duration (frames 6-23 → 7-11) and more ending lag (frame 30 → 36) compared to the previous one. It also has less vertical range making it much harder to connect against grounded opponents.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|The partner's down aerial deals more damage (5% → 6%). Down aerial also [[auto-cancel|auto-cancels]] earlier (frame 58 → 54).}}
**{{buff|The partner's down aerial deals more damage (5% → 6%). Down aerial also [[auto-cancel]]s earlier (frame 58 → 54).}}
**{{change|The Ice Climbers bounce up before performing down aerial similar to {{SSBU|Sheik}}'s down aerial.}}
**{{change|The Ice Climbers bounce up before performing down aerial similar to {{SSBU|Sheik}}'s down aerial.}}
**{{nerf|Down aerial has more startup lag with a shorter duration (frames 9-51 → 12-51).}}
**{{nerf|Down aerial has more startup lag with a shorter duration (frames 9-51 → 12-51).}}
Line 2,332: Line 2,332:
**{{buff|The move deals more damage (7%/8% → 7.5%/9.5% (clean), 5% → 6% (late)), with knockback not properly compensated on the clean hit (30 base/100 scaling → 32/30 base/98 scaling), improving its KO potential especially if sweetspotted.}}
**{{buff|The move deals more damage (7%/8% → 7.5%/9.5% (clean), 5% → 6% (late)), with knockback not properly compensated on the clean hit (30 base/100 scaling → 32/30 base/98 scaling), improving its KO potential especially if sweetspotted.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|The move [[auto-cancel|auto-cancels]] earlier (frame 47 → 44).}}
**{{buff|The move [[auto-cancel]]s earlier (frame 47 → 44).}}
**{{change|The looping hits launch grounded opponents at a slightly different angle (90˚ → 80˚).}}
**{{change|The looping hits launch grounded opponents at a slightly different angle (90˚ → 80˚).}}
**{{buff|The looping hits have a lower hitlag multiplier (1.3× → 0.7×), making them harder to SDI out of.}}
**{{buff|The looping hits have a lower hitlag multiplier (1.3× → 0.7×), making them harder to SDI out of.}}
Line 2,415: Line 2,415:
===Attributes===
===Attributes===
*{{buff|Like all characters, Zelda's [[jumpsquat]] takes 3 frames to complete (down from 6).}}
*{{buff|Like all characters, Zelda's [[jumpsquat]] takes 3 frames to complete (down from 6).}}
*{{buff|Zelda [[run|runs]] faster (1.3 → 1.43).}}
*{{buff|Zelda [[run]]s faster (1.3 → 1.43).}}
**{{buff|Her initial [[dash]] speed is also much faster (1.6 → 1.958). This improves her approach on the ground and gives her an above average foxtrot.}}
**{{buff|Her initial [[dash]] speed is also much faster (1.6 → 1.958). This improves her approach on the ground and gives her an above average foxtrot.}}
*{{buff|Zelda [[walk|walks]] slightly faster (0.87 → 0.914).}}
*{{buff|Zelda [[walk]]s slightly faster (0.87 → 0.914).}}
*{{buff|Zelda's [[air speed]] is slightly faster (1.04 → 1.092).}}
*{{buff|Zelda's [[air speed]] is slightly faster (1.04 → 1.092).}}
*{{change|Zelda's full hop has less air time (62 frames → 57). This allows her to land faster, but reduces her window to use aerials.}}
*{{change|Zelda's full hop has less air time (62 frames → 57). This allows her to land faster, but reduces her window to use aerials.}}
Line 2,474: Line 2,474:
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).}}
**{{buff|Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).}}
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 50 → 43), although still not fast enough to auto-cancel in a short hop.}}
**{{buff|It [[auto-cancel]]s earlier (frame 50 → 43), although still not fast enough to auto-cancel in a short hop.}}
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}}
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}}
**{{nerf|Its initial auto-cancel window is shorter (frames 1-3 → 1-2).}}
**{{nerf|Its initial auto-cancel window is shorter (frames 1-3 → 1-2).}}
Line 2,576: Line 2,576:
**{{nerf|However, the damage modifier no longer applies to his [[floor attack]]s.}}
**{{nerf|However, the damage modifier no longer applies to his [[floor attack]]s.}}
*{{nerf|Due to Dr. Mario's movement speed being relatively unchanged from his previous appearance, he hardly benefits from the universal mobility buffs, and is slower relative to the roster as a result of most other characters receiving such buffs, in a manner similar to {{SSBU|Ryu}} and the {{SSBU|Mii Gunner}}.}}
*{{nerf|Due to Dr. Mario's movement speed being relatively unchanged from his previous appearance, he hardly benefits from the universal mobility buffs, and is slower relative to the roster as a result of most other characters receiving such buffs, in a manner similar to {{SSBU|Ryu}} and the {{SSBU|Mii Gunner}}.}}
*{{buff|Dr. Mario [[run|runs]] slightly faster (1.3312 → 1.397792).}}
*{{buff|Dr. Mario [[run]]s slightly faster (1.3312 → 1.397792).}}
**{{buff|His initial [[dash]] is also faster (1.3312 → 1.5375712), although it is the slowest in the game.}}  
**{{buff|His initial [[dash]] is also faster (1.3312 → 1.5375712), although it is the slowest in the game.}}  
*{{buff|Dr. Mario [[walk|walks]] slightly faster (0.9152 → 0.917301).}}
*{{buff|Dr. Mario [[walk]]s slightly faster (0.9152 → 0.917301).}}
*{{buff|Dr. Mario's [[traction]] is much higher (0.045 → 0.106), allowing him to punish [[out of shield]] more easily. It is slightly higher than Mario's.}}
*{{buff|Dr. Mario's [[traction]] is much higher (0.045 → 0.106), allowing him to punish [[out of shield]] more easily. It is slightly higher than Mario's.}}
*{{nerf|Dr. Mario's [[air speed]] is slower (0.9292 → 0.9238784).}}
*{{nerf|Dr. Mario's [[air speed]] is slower (0.9292 → 0.9238784).}}
Line 2,635: Line 2,635:
**{{buff|Up aerial has less ending lag (FAF 32 → 31).}}
**{{buff|Up aerial has less ending lag (FAF 32 → 31).}}
**{{buff|It deals more damage (7% → 8.7%) and knockback (9 base/100 scaling → 10/114), giving it much more KO ability, without drastically reducing its combo ability due to its reduced lag.}}
**{{buff|It deals more damage (7% → 8.7%) and knockback (9 base/100 scaling → 10/114), giving it much more KO ability, without drastically reducing its combo ability due to its reduced lag.}}
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 18 → 17).}}
**{{buff|It [[auto-cancel]]s earlier (frame 18 → 17).}}
**{{nerf|Its hitboxes have a shorter duration (frames 4-8 → 4-7).}}
**{{nerf|Its hitboxes have a shorter duration (frames 4-8 → 4-7).}}
*[[Down aerial]]:
*[[Down aerial]]:
Line 2,723: Line 2,723:
===Attributes===
===Attributes===
*{{buff|Pichu can [[crawl]], much like Pikachu. This allows for an easier approach while dodging projectiles.}}
*{{buff|Pichu can [[crawl]], much like Pikachu. This allows for an easier approach while dodging projectiles.}}
*{{buff|Pichu [[walk|walks]] faster (1.24 → 1.302).}}
*{{buff|Pichu [[walk]]s faster (1.24 → 1.302).}}
*{{buff|Pichu [[dash]]es much faster (1.72 → 1.892), although it is slower relative to the cast, having the 25th fastest dash speed out of 78 characters compared to the 5th fastest out of 26 characters.}}
*{{buff|Pichu [[dash]]es much faster (1.72 → 1.892), although it is slower relative to the cast, having the 25th fastest dash speed out of 78 characters compared to the 5th fastest out of 26 characters.}}
*{{buff|Pichu's [[traction]] is slightly higher (0.1 → 0.11).}}
*{{buff|Pichu's [[traction]] is slightly higher (0.1 → 0.11).}}
Line 2,808: Line 2,808:
**{{buff|It deals more damage if all hits connect (9% → 2% (hits 1-5), 2.5% (last); 12.5% (total)).}}
**{{buff|It deals more damage if all hits connect (9% → 2% (hits 1-5), 2.5% (last); 12.5% (total)).}}
**{{buff|The last hit deals more knockback (20 base/100 scaling → 70/160), launches at a lower angle (361° → 42°), and always sends opponents towards Pichu's back, greatly improving its edgeguarding ability.}}
**{{buff|The last hit deals more knockback (20 base/100 scaling → 70/160), launches at a lower angle (361° → 42°), and always sends opponents towards Pichu's back, greatly improving its edgeguarding ability.}}
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 50 → 38).}}
**{{buff|It [[auto-cancel]]s earlier (frame 50 → 38).}}
**{{nerf|It has more startup lag (frame 4 → 5).}}
**{{nerf|It has more startup lag (frame 4 → 5).}}
**{{nerf|It has an electric effect and therefore causes recoil damage (1.5%).}}
**{{nerf|It has an electric effect and therefore causes recoil damage (1.5%).}}
Line 2,891: Line 2,891:
===Attributes===
===Attributes===
*{{buff|Like all characters, Falco's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Like all characters, Falco's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Falco [[run|runs]] much faster (1.472 → 1.619).}}
*{{buff|Falco [[run]]s much faster (1.472 → 1.619).}}
**{{buff|His [[initial dash]] speed is faster (1.9 → 2.035).}}
**{{buff|His [[initial dash]] speed is faster (1.9 → 2.035).}}
*{{buff|Falco [[walk|walks]] slightly faster (1.28 → 1.344).}}
*{{buff|Falco [[walk]]s slightly faster (1.28 → 1.344).}}
*{{buff|Falco's [[air speed]] is slightly higher (0.93 → 0.977).}}
*{{buff|Falco's [[air speed]] is slightly higher (0.93 → 0.977).}}
*{{buff|Falco's [[traction]] is significantly higher (0.065 → 0.127).}}
*{{buff|Falco's [[traction]] is significantly higher (0.065 → 0.127).}}
Line 2,949: Line 2,949:
**{{buff|Forward aerial has less startup lag (frame 10 → 7).}}
**{{buff|Forward aerial has less startup lag (frame 10 → 7).}}
***{{nerf|However, its total duration remains the same, thus slightly increasing its ending lag.}}
***{{nerf|However, its total duration remains the same, thus slightly increasing its ending lag.}}
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 46 → 42).}}
**{{buff|It [[auto-cancel]]s earlier (frame 46 → 42).}}
**{{buff|The landing hit deals more base knockback (30 → 50), allowing it to KO more reliably near edges.}}
**{{buff|The landing hit deals more base knockback (30 → 50), allowing it to KO more reliably near edges.}}
**{{nerf|The initial auto-cancel window is shorter (frames 1-5 → 1-4).}}
**{{nerf|The initial auto-cancel window is shorter (frames 1-5 → 1-4).}}
Line 3,034: Line 3,034:
===Attributes===
===Attributes===
*{{buff|Like all characters, Marth's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Marth's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Marth [[walk|walks]] faster (1.5 → 1.575).}}
*{{buff|Marth [[walk]]s faster (1.5 → 1.575).}}
*{{buff|Marth [[run|runs]] significantly faster (1.785 → 1.964).}}
*{{buff|Marth [[run]]s significantly faster (1.785 → 1.964).}}
**{{buff|Marth's initial [[dash]] is significantly faster (1.5 → 2.255).}}
**{{buff|Marth's initial [[dash]] is significantly faster (1.5 → 2.255).}}
*{{buff|Marth's [[air speed]] is faster (1.02 → 1.071).}}
*{{buff|Marth's [[air speed]] is faster (1.02 → 1.071).}}
Line 3,152: Line 3,152:
===Attributes===
===Attributes===
*{{buff|Like all characters, Lucina's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Lucina's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Lucina [[walk|walks]] faster (1.5 → 1.575).}}
*{{buff|Lucina [[walk]]s faster (1.5 → 1.575).}}
*{{buff|Lucina [[run|runs]] significantly faster (1.785 → 1.964).}}
*{{buff|Lucina [[run]]s significantly faster (1.785 → 1.964).}}
**{{buff|Lucina's initial [[dash]] is significantly faster (1.5 → 2.255).}}
**{{buff|Lucina's initial [[dash]] is significantly faster (1.5 → 2.255).}}
*{{buff|Lucina's [[air speed]] is faster (1.02 → 1.071).}}
*{{buff|Lucina's [[air speed]] is faster (1.02 → 1.071).}}
Line 3,283: Line 3,283:
*{{change|Young Link is relatively bigger than in ''Melee''. This increases his range, but also increases his hurtbox.}}
*{{change|Young Link is relatively bigger than in ''Melee''. This increases his range, but also increases his hurtbox.}}
*{{buff|Like all characters, Young Link's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Young Link's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Young Link [[walk|walks]] faster (1.2 → 1.26).}}
*{{buff|Young Link [[walk]]s faster (1.2 → 1.26).}}
*{{buff|Young Link [[run|runs]] faster (1.6 → 1.749).}}
*{{buff|Young Link [[run]]s faster (1.6 → 1.749).}}
**{{buff|His [[initial dash]] speed is much faster (1.72 → 2.09).}}
**{{buff|His [[initial dash]] speed is much faster (1.72 → 2.09).}}
*{{nerf|Young Link's [[air speed]] is slower (1 → 0.966), one of the few exceptions to returning veterans. It has gone from the 6th highest air speed to only the 60th highest.}}
*{{nerf|Young Link's [[air speed]] is slower (1 → 0.966), one of the few exceptions to returning veterans. It has gone from the 6th highest air speed to only the 60th highest.}}
Line 3,501: Line 3,501:
*{{buff|Ganondorf [[dash]]es slightly faster (1.218 → 1.34), being nearly as fast as he was in ''Melee''.}}
*{{buff|Ganondorf [[dash]]es slightly faster (1.218 → 1.34), being nearly as fast as he was in ''Melee''.}}
**{{buff|Ganondorf's initial dash animation is both faster (1.3 → 1.87) and moves him farther, resulting in his [[foxtrot]] outpacing his dash.}}
**{{buff|Ganondorf's initial dash animation is both faster (1.3 → 1.87) and moves him farther, resulting in his [[foxtrot]] outpacing his dash.}}
*{{buff|Ganondorf [[walk|walks]] slightly faster (0.73 → 0.767), being slightly faster than he was in ''Melee''.}}
*{{buff|Ganondorf [[walk]]s slightly faster (0.73 → 0.767), being slightly faster than he was in ''Melee''.}}
*{{buff|Ganondorf's [[traction]] is higher (0.068 → 0.125).}}
*{{buff|Ganondorf's [[traction]] is higher (0.068 → 0.125).}}
*{{buff|Ganondorf's [[air speed]] is slightly higher (0.79 → 0.83), being nearly as fast as he was in ''Brawl''.}}
*{{buff|Ganondorf's [[air speed]] is slightly higher (0.79 → 0.83), being nearly as fast as he was in ''Brawl''.}}
Line 3,571: Line 3,571:
**{{buff|The lowered landing lag improves neutral aerial's and down aerial's safety, while allowing them to function as effective combo starters.}}
**{{buff|The lowered landing lag improves neutral aerial's and down aerial's safety, while allowing them to function as effective combo starters.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial has slightly less ending lag (FAF 42 → 41), and [[auto-cancel|auto-cancels]] slightly earlier (frame 38 → 37).}}
**{{buff|Neutral aerial has slightly less ending lag (FAF 42 → 41), and [[auto-cancel]]s slightly earlier (frame 38 → 37).}}
**{{nerf|Both hits have a shorter duration (hit 1: frames 9-13 → 9-12, hit 2: 19-29 → 19-26).}}
**{{nerf|Both hits have a shorter duration (hit 1: frames 9-13 → 9-12, hit 2: 19-29 → 19-26).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has an altered animation: Ganondorf leans farther forward as he punches, similar to its animation in ''Melee''. This increases its range.}}
**{{buff|Forward aerial has an altered animation: Ganondorf leans farther forward as he punches, similar to its animation in ''Melee''. This increases its range.}}
**{{buff|The move auto-cancels earlier (frame 55 → 45), matching the move's interruptibility and auto-canceling in a double jump.}}
**{{buff|The move autocancels earlier (frame 55 → 45), matching the move's interruptibility and auto-canceling in a double jump.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial deals more damage (16%/17%/16% → 17%/18.5%/17%), with its knockback scaling not fully compensated (89 → 86), improving its KO potential.}}
**{{buff|Back aerial deals more damage (16%/17%/16% → 17%/18.5%/17%), with its knockback scaling not fully compensated (89 → 86), improving its KO potential.}}
Line 3,676: Line 3,676:
*{{buff|Like all characters, Mewtwo's [[jumpsquat]] takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Mewtwo's [[jumpsquat]] takes 3 frames to complete (down from 5).}}
*{{buff|Mewtwo is [[weight|heavier]] (74 → 79), weighing as much as {{SSBU|Kirby}}. This improves its survivability.}}
*{{buff|Mewtwo is [[weight|heavier]] (74 → 79), weighing as much as {{SSBU|Kirby}}. This improves its survivability.}}
*{{buff|Mewtwo [[run|runs]] faster (2.05 → 2.255).}}
*{{buff|Mewtwo [[run]]s faster (2.05 → 2.255).}}
**{{buff|Mewtwo's initial [[dash]] is significantly faster (1.4 → 2.255).}}
**{{buff|Mewtwo's initial [[dash]] is significantly faster (1.4 → 2.255).}}
*{{buff|Mewtwo [[walk|walks]] slightly faster (1.2 → 1.26).}}
*{{buff|Mewtwo [[walk]]s slightly faster (1.2 → 1.26).}}
*{{buff|Mewtwo's [[traction]] is significantly higher (0.04 → 0.116), going from the second-worst in the game to above-average. This makes it easier for Mewtwo to punish [[out of shield]].}}
*{{buff|Mewtwo's [[traction]] is significantly higher (0.04 → 0.116), going from the second-worst in the game to above-average. This makes it easier for Mewtwo to punish [[out of shield]].}}
*{{buff|Mewtwo's [[air speed]] is higher (1.25 → 1.313).}}
*{{buff|Mewtwo's [[air speed]] is higher (1.25 → 1.313).}}
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**{{buff|It sends at a lower angle (50° → 47°), slightly improving its KO potential near the edge.}}
**{{buff|It sends at a lower angle (50° → 47°), slightly improving its KO potential near the edge.}}
**{{nerf|It has more startup (frame 6 → 7) and ending lag (FAF 38 → 40). In combination with the new knockback speed up effect decreasing hitstun for higher knockback values, this removes its combo potential into itself.}}
**{{nerf|It has more startup (frame 6 → 7) and ending lag (FAF 38 → 40). In combination with the new knockback speed up effect decreasing hitstun for higher knockback values, this removes its combo potential into itself.}}
**{{nerf|It [[auto-cancel|auto-cancels]] later (frame 36 → 37).}}
**{{nerf|It [[auto-cancel]]s later (frame 36 → 37).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial's sweetspot has increased knockback scaling (90 → 97), improving its KO potential.}}
**{{buff|Back aerial's sweetspot has increased knockback scaling (90 → 97), improving its KO potential.}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Roy's [[jumpsquat]] takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Roy's [[jumpsquat]] takes 3 frames to complete (down from 5).}}
*{{buff|Roy [[walk|walks]] faster (1.15 → 1.208), slightly surpassing his ''Melee'' walking speed.}}
*{{buff|Roy [[walk]]s faster (1.15 → 1.208), slightly surpassing his ''Melee'' walking speed.}}
*{{buff|Roy [[run|runs]] faster (1.95 → 2.145).}}
*{{buff|Roy [[run]]s faster (1.95 → 2.145).}}
**{{buff|His initial [[dash]] is significantly faster (1.4 → 2.2).}}
**{{buff|His initial [[dash]] is significantly faster (1.4 → 2.2).}}
*{{buff|Roy's [[air speed]] is faster (1.24 → 1.302).}}
*{{buff|Roy's [[air speed]] is faster (1.24 → 1.302).}}
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**{{change|The second hit uses [[weight-independent]] knockback, causing it to deal less knockback to lighter targets and more knockback to heavier ones. This worsens the move's KO potential but allows it to combo for longer in the former case, and vice versa in the latter case.}}
**{{change|The second hit uses [[weight-independent]] knockback, causing it to deal less knockback to lighter targets and more knockback to heavier ones. This worsens the move's KO potential but allows it to combo for longer in the former case, and vice versa in the latter case.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial [[auto-cancel|auto-cancels]] earlier (frame 33 → 31), allowing it to auto-cancel if performed at the start of a short hop.}}
**{{buff|Forward aerial [[auto-cancel]]s earlier (frame 33 → 31), allowing it to auto-cancel if performed at the start of a short hop.}}
**{{buff|It launches at a slightly higher angle (361° → 42°), and its sweetspot has more knockback scaling (80 → 83), improving its ability to start combos at low percents and KO at high percents.}}
**{{buff|It launches at a slightly higher angle (361° → 42°), and its sweetspot has more knockback scaling (80 → 83), improving its ability to start combos at low percents and KO at high percents.}}
*[[Back aerial]]:
*[[Back aerial]]:
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===Attributes===
===Attributes===
*{{buff|Like all characters, Mr. Game & Watch's [[jumpsquat]] takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Mr. Game & Watch's [[jumpsquat]] takes 3 frames to complete (down from 5).}}
*{{buff|Mr. Game & Watch [[run|runs]] faster (1.5264 → 1.679).}}
*{{buff|Mr. Game & Watch [[run]]s faster (1.5264 → 1.679).}}
**{{buff|His [[initial dash]] is significantly faster (1.5 → 1.98).}}
**{{buff|His [[initial dash]] is significantly faster (1.5 → 1.98).}}
*{{buff|Mr. Game & Watch [[walk|walks]] slightly faster (1.1242 → 1.18).}}
*{{buff|Mr. Game & Watch [[walk]]s slightly faster (1.1242 → 1.18).}}
*{{buff|Mr. Game and Watch's [[traction]] has been significantly increased (0.06 → 0.131), now tied for the 5th highest in the entire game.}}
*{{buff|Mr. Game and Watch's [[traction]] has been significantly increased (0.06 → 0.131), now tied for the 5th highest in the entire game.}}
*{{buff|Mr. Game & Watch's [[air speed]] is slightly higher (1.12 → 1.176).}}
*{{buff|Mr. Game & Watch's [[air speed]] is slightly higher (1.12 → 1.176).}}
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*{{buff|Neutral, back, and down aerial have less landing lag (12 → 7 frames (neutral), 19 → 18 (back), 28 → 22 (down)).}}
*{{buff|Neutral, back, and down aerial have less landing lag (12 → 7 frames (neutral), 19 → 18 (back), 28 → 22 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial [[auto-cancel|auto-cancels]] earlier (frame 44 → 42).}}
**{{buff|Neutral aerial [[auto-cancel]]s earlier (frame 44 → 42).}}
**{{buff|All hits have significantly longer durations (frames 7/12/17/22 → 7-10/12-15/17-20/22-23), much like the move's ''Brawl'' iteration.}}
**{{buff|All hits have significantly longer durations (frames 7/12/17/22 → 7-10/12-15/17-20/22-23), much like the move's ''Brawl'' iteration.}}
**{{buff|All of the move's hitboxes except the first hit's fish hitboxes are stretched horizontally (Z offset: 1.8u → −1u-6u/−1u-6u (hit 1), −9.5u/9.8u/1.8u → 9.6u-10.8u/−7.5u-−8.8u/−1u-6u/−1u-6u (hit 2), −11u/13u/1.8u → 13.3u-13.6u/−9.9u-−9.7u/−1-6u/−1-6u (hit 3), −11u/12.7u → −10.2u-10u/1.8u-3.4u (hit 4)) and vertically (Y offset: 17.9u/21u → 20.7u-21u/17.9u-18.3u (hit 2), 11u/12.5u → 12.4u-13.6u/11u-12u (hit 3), 1u/1.5u → 1.5u-2.9u/2.4u-1u (hit 4)), increasing the range of each hitbox.}}
**{{buff|All of the move's hitboxes except the first hit's fish hitboxes are stretched horizontally (Z offset: 1.8u → −1u-6u/−1u-6u (hit 1), −9.5u/9.8u/1.8u → 9.6u-10.8u/−7.5u-−8.8u/−1u-6u/−1u-6u (hit 2), −11u/13u/1.8u → 13.3u-13.6u/−9.9u-−9.7u/−1-6u/−1-6u (hit 3), −11u/12.7u → −10.2u-10u/1.8u-3.4u (hit 4)) and vertically (Y offset: 17.9u/21u → 20.7u-21u/17.9u-18.3u (hit 2), 11u/12.5u → 12.4u-13.6u/11u-12u (hit 3), 1u/1.5u → 1.5u-2.9u/2.4u-1u (hit 4)), increasing the range of each hitbox.}}
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**{{buff|The looping hits have a lower hitlag multiplier (1.5× → 0.9×), allowing them to transition faster.}}
**{{buff|The looping hits have a lower hitlag multiplier (1.5× → 0.9×), allowing them to transition faster.}}
**{{buff|The last hit has more knockback scaling (170 → 185), improving its KO potential.}}
**{{buff|The last hit has more knockback scaling (170 → 185), improving its KO potential.}}
**{{nerf|The move can no longer be [[frame cancel|frame canceled]]. Its reduced landing lag does not compensate, hindering its combo potential and safety on shield.}}
**{{nerf|The move can no longer be [[frame cancel]]ed. Its reduced landing lag does not compensate, hindering its combo potential and safety on shield.}}
**{{nerf|The landing hit launches at a lower angle (68° → 58°) and deals much less knockback overall (90 base/120 scaling → 95/60). In combination with the removal of frame canceling, this removes both its combo potential and its ability to KO at realistic percents.}}
**{{nerf|The landing hit launches at a lower angle (68° → 58°) and deals much less knockback overall (90 base/120 scaling → 95/60). In combination with the removal of frame canceling, this removes both its combo potential and its ability to KO at realistic percents.}}
**{{change|The move has a slightly altered animation where Mr. Game and Watch has his legs positioned to the side of his body rather than below it.}}
**{{change|The move has a slightly altered animation where Mr. Game and Watch has his legs positioned to the side of his body rather than below it.}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Meta Knight's [[jumpsquat]] takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Meta Knight's [[jumpsquat]] takes 3 frames to complete (down from 4).}}
*{{buff|Meta Knight [[walk|walks]] faster (1.18 → 1.239).}}
*{{buff|Meta Knight [[walk]]s faster (1.18 → 1.239).}}
*{{buff|Meta Knight [[run|runs]] faster (1.9 → 2.09).}}
*{{buff|Meta Knight [[run]]s faster (1.9 → 2.09).}}
**{{buff|His initial [[dash]] is much faster (1.7 → 2.211).}}
**{{buff|His initial [[dash]] is much faster (1.7 → 2.211).}}
*{{buff|Meta Knight's [[air speed]] is faster (0.99 → 1.04).}}
*{{buff|Meta Knight's [[air speed]] is faster (0.99 → 1.04).}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Pit's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Pit's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Pit [[walk|walks]] faster (1.199 → 1.259).}}
*{{buff|Pit [[walk]]s faster (1.199 → 1.259).}}
*{{buff|Pit [[run|runs]] much faster (1.66215 → 1.828).}}
*{{buff|Pit [[run]]s much faster (1.66215 → 1.828).}}
**{{buff|Pit's initial [[dash]] is significantly faster (1.5 → 2.09).}}
**{{buff|Pit's initial [[dash]] is significantly faster (1.5 → 2.09).}}
*{{buff|Pit's [[air speed]] is higher (0.89 → 0.935).}}
*{{buff|Pit's [[air speed]] is higher (0.89 → 0.935).}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Dark Pit's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Dark Pit's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Dark Pit [[walk|walks]] faster (1.199 → 1.259).}}
*{{buff|Dark Pit [[walk]]s faster (1.199 → 1.259).}}
*{{buff|Dark Pit [[run|runs]] much faster (1.66215 → 1.828).}}
*{{buff|Dark Pit [[run]]s much faster (1.66215 → 1.828).}}
**{{buff|Dark Pit's initial [[dash]] is significantly faster (1.5 → 2.09).}}
**{{buff|Dark Pit's initial [[dash]] is significantly faster (1.5 → 2.09).}}
*{{buff|Dark Pit's [[air speed]] is higher (0.89 → 0.935).}}
*{{buff|Dark Pit's [[air speed]] is higher (0.89 → 0.935).}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Zero Suit Samus's [[jumpsquat]] takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Zero Suit Samus's [[jumpsquat]] takes 3 frames to complete (down from 4).}}
*{{buff|Zero Suit Samus [[run|runs]] significantly faster (2.1 → 2.31).}}
*{{buff|Zero Suit Samus [[run]]s significantly faster (2.1 → 2.31).}}
**{{buff|Her initial [[dash]] is significantly faster (1.7 → 2.42), now being the fastest in the game.}}
**{{buff|Her initial [[dash]] is significantly faster (1.7 → 2.42), now being the fastest in the game.}}
*{{buff|Zero Suit Samus [[walk|walks]] slightly faster (1.4 → 1.47).}}
*{{buff|Zero Suit Samus [[walk]]s slightly faster (1.4 → 1.47).}}
*{{buff|Zero Suit Samus' [[air speed]] is slightly faster (1.2 → 1.26).}}
*{{buff|Zero Suit Samus' [[air speed]] is slightly faster (1.2 → 1.26).}}
*{{buff|Zero Suit Samus' [[traction]] is higher (0.07 → 0.116).}}
*{{buff|Zero Suit Samus' [[traction]] is higher (0.07 → 0.116).}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Wario's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Like all characters, Wario's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Wario [[run|runs]] faster (1.5 → 1.65).}}
*{{buff|Wario [[run]]s faster (1.5 → 1.65).}}
**{{buff|Wario's initial [[dash]] is significantly faster (1.3 → 1.837).}}
**{{buff|Wario's initial [[dash]] is significantly faster (1.3 → 1.837).}}
*{{buff|Wario [[walk|walks]] slightly faster (0.847 → 0.889).}}
*{{buff|Wario [[walk]]s slightly faster (0.847 → 0.889).}}
*{{buff|Wario's [[air speed]] is higher (1.21 → 1.271).}}
*{{buff|Wario's [[air speed]] is higher (1.21 → 1.271).}}
*{{change|Wario's [[gravity]] is higher (0.092 → 0.107). This allows him to land more safely, but worsens his vertical endurance and reduces his jump height.}}
*{{change|Wario's [[gravity]] is higher (0.092 → 0.107). This allows him to land more safely, but worsens his vertical endurance and reduces his jump height.}}
Line 4,739: Line 4,739:
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial has less ending lag (FAF 50 → 46).}}
**{{buff|Neutral aerial has less ending lag (FAF 50 → 46).}}
**{{buff|It [[auto-cancel|auto-cancels]] one frame earlier (frame 44 → 43).}}
**{{buff|It [[auto-cancel]]s one frame earlier (frame 44 → 43).}}
**{{buff|Both hits deal slight [[shield damage]] (0 → 0.7).}}
**{{buff|Both hits deal slight [[shield damage]] (0 → 0.7).}}
**{{buff|The first hit's body hitbox is much larger, and it has gained two additional hitboxes for Wario's respective hands (3u → 4.5u/3u/3u). This significantly increases its range all around, improving its utility for approaching.}}
**{{buff|The first hit's body hitbox is much larger, and it has gained two additional hitboxes for Wario's respective hands (3u → 4.5u/3u/3u). This significantly increases its range all around, improving its utility for approaching.}}
Line 4,832: Line 4,832:
===Attributes===
===Attributes===
*{{buff|Like all characters, Snake's [[jumpsquat]] animation takes 3 frames to complete (down from 9), the biggest difference out of the cast. This greatly improves his ground-to-air transitioning.}}
*{{buff|Like all characters, Snake's [[jumpsquat]] animation takes 3 frames to complete (down from 9), the biggest difference out of the cast. This greatly improves his ground-to-air transitioning.}}
*{{buff|Snake [[walk|walks]] faster (0.84 → 0.882).}}
*{{buff|Snake [[walk]]s faster (0.84 → 0.882).}}
*{{buff|Snake [[run|runs]] much faster (1.35 → 1.595).}}
*{{buff|Snake [[run]]s much faster (1.35 → 1.595).}}
**{{buff|Snake's initial [[dash]] is significantly faster (1.1 → 1.76), no longer being the second slowest. This noticeably improves his mobility on the ground.}}
**{{buff|Snake's initial [[dash]] is significantly faster (1.1 → 1.76), no longer being the second slowest. This noticeably improves his mobility on the ground.}}
*{{buff|Snake's [[air speed]] is faster (0.94 → 0.987), although it is significantly slower relative to the cast, going from the 19th highest out of 38 characters to the 59th highest out of 81 characters.}}
*{{buff|Snake's [[air speed]] is faster (0.94 → 0.987), although it is significantly slower relative to the cast, going from the 19th highest out of 38 characters to the 59th highest out of 81 characters.}}
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*{{buff|Ike [[dash]]es slightly faster (1.5 → 1.507), although it is by far the lowest increase out of everyone.}}
*{{buff|Ike [[dash]]es slightly faster (1.5 → 1.507), although it is by far the lowest increase out of everyone.}}
**{{buff|Ike's initial dash is faster (1.5 → 1.815).}}
**{{buff|Ike's initial dash is faster (1.5 → 1.815).}}
*{{buff|Ike [[walk|walks]] slightly faster (0.869 → 0.912).}}
*{{buff|Ike [[walk]]s slightly faster (0.869 → 0.912).}}
*{{buff|Ike's [[air speed]] is slightly faster (1.08 → 1.134).}}
*{{buff|Ike's [[air speed]] is slightly faster (1.08 → 1.134).}}
*{{buff|Ike's [[traction]] is significantly higher (0.044 → 0.112), improving his punish game out of shield. }}
*{{buff|Ike's [[traction]] is significantly higher (0.044 → 0.112), improving his punish game out of shield. }}
Line 5,104: Line 5,104:
**{{change|The swing has been slightly sped up, reducing the duration of its hitboxes (frames 12-27 → 10-22), but allowing it to hit around Ike faster.}}
**{{change|The swing has been slightly sped up, reducing the duration of its hitboxes (frames 12-27 → 10-22), but allowing it to hit around Ike faster.}}
***{{nerf|The clean hit now lasts shorter compared to the late hit (frames 12-21/22-27 (clean/late) → 10-14/15-22).}}
***{{nerf|The clean hit now lasts shorter compared to the late hit (frames 12-21/22-27 (clean/late) → 10-14/15-22).}}
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 64 → 50), but still requires a double jump to auto-cancel.}}
**{{buff|It [[auto-cancel]]s earlier (frame 64 → 50), but still requires a double jump to autocancel.}}
**{{nerf|Its initial auto-cancel window has been shortened (frames 1-5 → 1-2).}}
**{{nerf|Its initial auto-cancel window has been shortened (frames 1-5 → 1-2).}}
**{{buff|It has a different animation, with Ike facing more toward the screen and no longer tucking his legs in. His entire body now moves with the sword. The new animation increases its range.}}
**{{buff|It has a different animation, with Ike facing more toward the screen and no longer tucking his legs in. His entire body now moves with the sword. The new animation increases its range.}}
Line 5,115: Line 5,115:
**{{nerf|It deals less damage (13% → 11.5%) and has altered knockback (30 base/100 scaling → 55/65). This drastically hinders its KO potential, no longer KOing middleweights until around 175% from the center of {{SSBU|Final Destination}}.}}
**{{nerf|It deals less damage (13% → 11.5%) and has altered knockback (30 base/100 scaling → 55/65). This drastically hinders its KO potential, no longer KOing middleweights until around 175% from the center of {{SSBU|Final Destination}}.}}
**{{buff|Its higher base knockback makes it much safer on hit at lower percentages.}}
**{{buff|Its higher base knockback makes it much safer on hit at lower percentages.}}
**{{nerf|It auto-cancels later (frame 36 → 42), thus no longer doing so in a [[short hop]]. This hinders Ike's already poor approach.}}
**{{nerf|It autocancels later (frame 36 → 42), thus no longer doing so in a [[short hop]]. This hinders Ike's already poor approach.}}
**{{nerf|It no longer has an initial auto-cancel window.}}
**{{nerf|It no longer has an initial auto-cancel window.}}
*[[Back aerial]]:
*[[Back aerial]]:
Line 5,222: Line 5,222:
*{{buff|Like all characters, Squirtle's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Squirtle's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{nerf|Squirtle's [[Turn#Run_turn|run turn]] no longer grants it a considerable boost forward and on the way back, removing [[shellshifting]] and all the advanced movement techniques that utilized it.}}
*{{nerf|Squirtle's [[Turn#Run_turn|run turn]] no longer grants it a considerable boost forward and on the way back, removing [[shellshifting]] and all the advanced movement techniques that utilized it.}}
*{{buff|Squirtle [[walk|walks]] faster (1.2 → 1.281).}}
*{{buff|Squirtle [[walk]]s faster (1.2 → 1.281).}}
*{{buff|Squirtle [[run|runs]] significantly faster (1.37 → 1.76), going from 30th fastest of 39 characters to being tied with Mario, Ken and Bayonetta for the 35th fastest of 82 characters. This improves Squirtle's grounded approach and somewhat compensates for the removal of shellshifting.}}
*{{buff|Squirtle [[run]]s significantly faster (1.37 → 1.76), going from 30th fastest of 39 characters to being tied with Mario, Ken and Bayonetta for the 35th fastest of 82 characters. This improves Squirtle's grounded approach and somewhat compensates for the removal of shellshifting.}}
**{{buff|Its initial [[dash]] is much faster (1.6 → 1.936).}}
**{{buff|Its initial [[dash]] is much faster (1.6 → 1.936).}}
*{{nerf|Squirtle's [[air speed]] is slower (1.081 → 1.01), especially when relative to the cast. It has went from the 7th highest out of 39 characters to the 52nd highest out of 77 characters.}}
*{{nerf|Squirtle's [[air speed]] is slower (1.081 → 1.01), especially when relative to the cast. It has went from the 7th highest out of 39 characters to the 52nd highest out of 77 characters.}}
Line 5,318: Line 5,318:
**{{buff|It deals more damage (9% → 10% (clean), 6% → 7% (late)).}}
**{{buff|It deals more damage (9% → 10% (clean), 6% → 7% (late)).}}
**{{buff|It has larger hitboxes (5u → 6.5u (clean), 3.5u → 5.5u (late)), improving its utility for approaching.}}
**{{buff|It has larger hitboxes (5u → 6.5u (clean), 3.5u → 5.5u (late)), improving its utility for approaching.}}
**{{buff|It [[auto-cancel|auto-cancels]] one frame earlier (frame 36 → 35).}}
**{{buff|It [[auto-cancel]]s one frame earlier (frame 36 → 35).}}
**{{buff|The late hit has altered knockback (15 base/100 scaling → 35/90), increasing its combo potential in combination with the move's reduced landing lag and the changes to hitstun canceling.}}
**{{buff|The late hit has altered knockback (15 base/100 scaling → 35/90), increasing its combo potential in combination with the move's reduced landing lag and the changes to hitstun canceling.}}
**{{nerf|It launches at a different angle (361° → 42°), removing its ability to [[lock]] opponents.}}
**{{nerf|It launches at a different angle (361° → 42°), removing its ability to [[lock]] opponents.}}
Line 5,348: Line 5,348:
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has less ending lag (FAF 51 → 45).}}
**{{buff|Down aerial has less ending lag (FAF 51 → 45).}}
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 45 → 35), enabling it to do so in a short hop. Combined with its reduced ending lag and the changes to hitstun canceling, this turns it into a viable combo starter and extender from low to mid percents.}}
**{{buff|It [[auto-cancel]]s earlier (frame 45 → 35), enabling it to do so in a short hop. Combined with its reduced ending lag and the changes to hitstun canceling, this turns it into a viable combo starter and extender from low to mid percents.}}
**{{buff|The looping hits deal more damage (1% → 1.5%), increasing the move's total output (10% → 11.5%) despite the last hit dealing less damage (5% → 4%).}}
**{{buff|The looping hits deal more damage (1% → 1.5%), increasing the move's total output (10% → 11.5%) despite the last hit dealing less damage (5% → 4%).}}
**{{buff|The looping hits are consistently active throughout and use a rehit rate, instead of possessing gaps between each hit (frames 6-7, 9-10, 12-13, 15-16, 18-19 → 6-20; rehit rate: 3).}}
**{{buff|The looping hits are consistently active throughout and use a rehit rate, instead of possessing gaps between each hit (frames 6-7, 9-10, 12-13, 15-16, 18-19 → 6-20; rehit rate: 3).}}
Line 5,446: Line 5,446:
===Attributes===
===Attributes===
*{{buff|Like all characters, Ivysaur's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Ivysaur's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Ivysaur [[walk|walks]] faster (1.05 → 1.1103).}}
*{{buff|Ivysaur [[walk]]s faster (1.05 → 1.1103).}}
*{{buff|Ivysaur [[run|runs]] faster (1.5 → 1.595). However, it is slower relative to the rest of the cast, going from average (17th fastest out of 39 characters) to below-average (59th fastest out of 82 characters)<!--Not a nerf since this is comparing to Brawl, not other Ultimate characters-->.}}
*{{buff|Ivysaur [[run]]s faster (1.5 → 1.595). However, it is slower relative to the rest of the cast, going from average (17th fastest out of 39 characters) to below-average (59th fastest out of 82 characters)<!--Not a nerf since this is comparing to Brawl, not other Ultimate characters-->.}}
**{{buff|Its initial [[dash]] is much faster (1.4 → 1.903).}}
**{{buff|Its initial [[dash]] is much faster (1.4 → 1.903).}}
*{{buff|Ivysaur's [[air speed]] is much faster (0.752 → 0.998), going from the 3rd slowest in ''Brawl'' to the 58th fastest out of 81 characters in ''Ultimate''.}}
*{{buff|Ivysaur's [[air speed]] is much faster (0.752 → 0.998), going from the 3rd slowest in ''Brawl'' to the 58th fastest out of 81 characters in ''Ultimate''.}}
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**{{nerf|It deals much less damage (2% (hits 1-7) → 1% (hits 1-7), 2% (hit 8); 14% total → 9%).}}
**{{nerf|It deals much less damage (2% (hits 1-7) → 1% (hits 1-7), 2% (hit 8); 14% total → 9%).}}
**{{nerf|It has more startup (frame 4 → 7) and landing lag (11 frames → 16).}}
**{{nerf|It has more startup (frame 4 → 7) and landing lag (11 frames → 16).}}
**{{nerf|It [[auto-cancel|auto-cancels]] later (frame 35 → 41), no longer doing so in a short hop.}}
**{{nerf|It [[auto-cancel]]s later (frame 35 → 41), no longer doing so in a short hop.}}
**{{nerf|The last hit launches at a different angle (361° → 43°), removing its ability to lock opponents.}}
**{{nerf|The last hit launches at a different angle (361° → 43°), removing its ability to lock opponents.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
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|Charizard====Aesthetics===
|Charizard====Aesthetics===
*{{change|Charizard's model features a more subdued color scheme, more closely resembling its appearance in recent mainline ''[[Pokémon]]'' games. Its legs and arms are more defined, and the flame on its tail is more vibrant.}}
*{{change|Charizard's model features a more subdued color scheme, more closely resembling its appearance in recent mainline ''[[Pokémon]]'' games. Its legs and arms are more prominently muscular, and the flame on its tail is also more vibrant.}}
*{{change|During normal matches, Charizard uses the {{SSBU|Pokémon Trainer}}'s stock icon, name call, and [[Boxing Ring]] title instead of having its own. However, its own stock icon is seen in the Spirits mode as both a playable character and an enemy.}}
*{{change|During normal matches, Charizard uses the {{SSBU|Pokémon Trainer}}'s stock icon, name call and [[Boxing Ring]] title instead of having its own. However, its own stock icon is seen in the Spirits mode, as both a playable character and an enemy.}}
*{{change|Charizard moves in a wave-like motion during its dash animation, similar to [[Lugia]] on the title screen for ''{{s|bulbapedia|Pokémon SoulSilver}}''.}} [https://youtu.be/QSjO2RYhEEg?t=68]
*{{change|Charizard moves in a wave-like motion during its dash animation, similar to [[Lugia]] on the title screen for ''{{s|bulbapedia|Pokémon SoulSilver}}''.}} [https://youtu.be/QSjO2RYhEEg?t=68]
*{{change|Charizard now hangs onto the ledge with one hand instead of two.}}
*{{change|Charizard now hangs onto the ledge with one hand instead of two.}}
*{{change|Charizard has two new [[taunts]]: one where it stands upright for its up taunt (similar to {{SSBU|Ridley}}'s down taunt), and another where it does a quick aerial flip and roars during its side taunt. Its former up taunt is now its down taunt.}}
*{{change|Charizard has two new [[taunts]]: one where it stands upright for its up taunt, similar to {{SSBU|Ridley}}'s down taunt, and another where it does a quick aerial flip and roars during its side taunt. Its former up taunt is now its down taunt.}}
*{{change|While maintaining its Flare Blitz victory pose from ''Smash 4,'' Charizard regains its victory pose from ''Brawl'' where the Pokémon Trainer pets its neck, replacing the roaring victory pose from ''Smash 4''.}}
*{{change|While maintaining its Flare Blitz victory pose from ''Smash 4,'' Charizard regains its victory pose from ''Brawl'' where the Pokémon Trainer pets its neck, replacing the roaring victory pose from ''Smash 4''.}}


===Attributes===
===Attributes===
*{{change|Charizard is once again part of {{SSBU|Pokémon Trainer}}, allowing it to switch to {{SSBU|Squirtle}} and {{SSBU|Ivysaur}}.}}
*{{change|Charizard is once again a part of {{SSBU|Pokémon Trainer}}, allowing it to switch to {{SSBU|Squirtle}} and {{SSBU|Ivysaur}}.}}
*{{buff|Like all characters, Charizard's jumpsquat animation lasts 3 frames (down from 7).}}
*{{buff|Like all characters, Charizard's jumpsquat animation takes 3 frames to complete (down from 7).}}
*{{nerf|Charizard [[walk|walks]] slightly slower (1.2 → 1.187).}}
*{{nerf|Charizard [[walk]]s slightly slower (1.2 → 1.187).}}
*{{buff|Charizard's [[initial dash]] speed is exponentially higher (1 → 2.28), going from the slowest in the game to the 4th fastest.}}
*{{buff|Charizard's [[initial dash]] speed is exponentially higher (1 → 2.28), going from the slowest in the game to the 4th fastest.}}
*{{buff|Charizard [[run|runs]] faster (2 → 2.2).}}
*{{buff|Charizard [[run]]s faster (2 → 2.2).}}
*{{buff|Charizard's [[air speed]] is much higher (0.92 → 1.103).}}
*{{buff|Charizard's [[air speed]] is much faster (0.92 → 1.103).}}
*{{buff|Charizard has significantly higher [[traction]] (0.04 → 0.11), no longer being tied with {{SSBU|Mewtwo}} for having the second lowest traction in the game. This allows it to punish opponents out of shield much more easily.}}
*{{buff|Charizard has significantly higher [[traction]] (0.04 → 0.11), no longer being tied with {{SSBU|Mewtwo}} for the second lowest in the game. This allows it to punish out of shield much more easily.}}
*{{buff|Charizard moves its head to a less vulnerable position during [[forward air]], [[down smash]], [[grab|standing grab]], and when hanging on the ledge.}}
*{{buff|Charizard moves its head to a less vulnerable position during [[forward air]], [[down smash]], [[grab|standing grab]], and when hanging on the ledge.}}
*{{nerf|Charizard now has hurtboxes on the base of its wings.||
*{{change|Charizard's midair jumps' animations have been changed so that they are more distinguishable from each other.}}
*{{change|Charizard's midair jumps' animations have been changed to be more distinguishable from each other.}}
*{{buff|Charizard's second [[midair jump]] now gives as much height as its first, improving its air game and [[recovery]].}}
*{{change|Charizard's [[falling speed]] and fast falling speed are much faster (1.4 → 1.52) and (2.24 → 2.432) respectively. This makes it more prone to combos, but improves its [[tomahawk]] and overall [[neutral game]].}}
*{{change|Charizard's [[falling speed]] and fast falling speed are much faster (1.4 → 1.52) and (2.24 → 2.432) respectively. This makes it more prone to combos, but improves its [[tomahawk]] and overall [[neutral game]].}}
*{{nerf|Charizard once again possesses [[hurtbox]]es on its wings like in ''Brawl'', making it easier to hit from above.}}
*{{nerf|Charizard once again possesses [[hurtbox]]es on its wings like in ''Brawl'', making it easier to hit from above.}}
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*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 50).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 50).}}
*{{change|Air dodge's animation has been altered.}}
*{{change|Air dodge has a different animation.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|The first hit transitions into the second hit faster (frame 10 → 7), which transitions into the third hit faster (frame 10 → 8), allowing the whole combo to connect more smoothly.}}
**{{buff|The first hit transitions into the second hit faster (frame 10 → 7), which transitions into the third hit faster (frame 10 → 8), allowing the whole move to connect more smoothly.}}
**{{nerf|The first and second hits deal less damage (3% → 2.5% (hit 1), 4% → 2.5% (hit 2)).}}
**{{nerf|The first and second hits deal less damage (3% → 2.5% (hit 1), 4% → 2.5% (hit 2)).}}
**{{nerf|The final hit has fewer hitboxes, and the remaining hitboxes are smaller (6.5u/5.5u/5u/4u → 5u/4u/4u), reducing its range.}}
**{{change|The first and second hits have altered angles and knockback to keep opponents close to Charizard, like other neutral attacks. This allows them to connect and [[jab lock]] more consistently, but removes their [[jab cancel]] setups against grounded opponents.}}
**{{change|The first and second hits have altered angles and knockback to keep opponents close to Charizard, like other neutral attacks. This allows them to connect and [[jab lock]] more consistently, but removes their [[jab cancel]] setups against grounded opponents.}}
**{{nerf|The last hit has fewer hitboxes, and the remaining hitboxes are smaller (6.5u/5.5u/5u/4u → 5u/4u/4u), reducing the attack range.}}
**{{change|Charizard rears back in a more pronounced fashion during the ending lag of neutral attack's last hit.}}
**{{change|Charizard rears back in a more pronounced fashion during the ending lag of neutral attack's last hit.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has a new sweetspot hitbox on frame 12 that is centered in front of Charizard's tail, with the original sweetspot remaining intact. This makes the sweetspot larger and prohibits issues with the [[z-axis]].}}
**{{buff|Forward tilt contains a new sweetspot hitbox on frame 12 that is centered in front of Charizard's tail, with the original sweetspot remaining intact. This makes the sweetspot larger and prohibits issues with the z-axis.}}
**{{buff|It has less ending lag (FAF 43 → 38).}}
**{{buff|Forward tilt has less ending lag (FAF 43 → 38).}}
**{{nerf|It has more startup lag with a shorter duration (frames 11-13 → 12-13).}}
**{{nerf|It has more startup lag with a shorter duration (frames 11-13 → 12-13).}}
**{{buff|The sweetspot deals more knockback (40 base/100 scaling → 45/104).}}
**{{buff|The sweetspot deals more knockback (40 base/100 scaling → 45/104).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{change|Up tilt has an altered animation, with Charizard jumping higher and its wings spreading out more to its sides.}}
**{{change|Up tilt has an altered animation, with Charizard jumping higher and its wings spreading out more to its sides.}}
**{{buff|In addition to the hitbox above Charizard, it possesses new hitboxes covering its wings as they spread out. This increases the move's lateral range above Charizard, although due to the high placements of these hitboxes, it still cannot effectively hit grounded opponents at Charizard's sides.}}
**{{buff|In addition to the hitbox above Charizard, it possesses hitboxes covering its wings as they spread out. This increases the move's coverage above Charizard, although due to the high placements of these hitboxes, it still cannot hit grounded opponents at Charizard's sides.}}
**{{nerf|It has a shorter hitbox duration (frames 9-13 → 9-12).}}
**{{nerf|It has a shorter hitbox duration (frames 9-13 → 9-12).}}
**{{nerf|It launches opponents slightly away from Charizard instead of towards it (96° → 78°/84°) and deals much less knockback (40 base/130 scaling → 50 base/80/85 scaling). It can no longer KO opponents below 200%, and the new angle and ending lag hurt the move's combo ability.
**{{nerf|It launches opponents slightly away from Charizard instead of towards it (96° → 78°/84°), and deals much less knockback (40 base/130 scaling → 50 base/80/85 scaling). This collectively worsens both the move's combo and KO potential, stringing into itself less reliably at low percents, and still having too much ending lag to combo into other moves, despite Charizard's faster jumpsquat, while it is now unable to KO grounded opponents below 200% (compared to KOing below 140% under the same circumstances in ''Smash 4'').}}
**{{nerf|Due to Charizard gaining hurtboxes on its wings, the move is riskier to use as an anti-air option, as these hurtboxes extend upward during the active frames. This makes it easier for opponents' aerial attacks to trade with Charizard.}}
**{{nerf|Due to Charizard once again possessing hurtboxes on its wings, the move is riskier to use as an anti-air option, as these hurtboxes now extend upward especially during the active frames, leaving Charizard more vulnerable to trades with opponents' aerial attacks.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{change|Down tilt no longer has a windbox drawing opponents in.}}
**{{buff|The changes to [[jostle]] mechanics allow down tilt to connect better against nearby opponents despite the removal of the windbox.}}
**{{buff|The changes to [[jostle]] mechanics allow down tilt to connect better against nearby opponents despite the removal of the windbox.}}
**{{nerf|The hitbox does not extend as far (Z offset: 7-16 → 7-13.5), considerably reducing its range.}}
**{{nerf|The hitbox does not extend as far (Z offset: 7-16 → 7-13.5), considerably reducing its range.}}
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*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack deals more damage (11%/8% → 13%/10%) with knockback not fully compensated (100 (base)/45 (scaling) → 96/44), improving its KO potential.}}
**{{buff|Dash attack deals more damage (11%/8% → 13%/10%) with knockback not fully compensated (100 (base)/45 (scaling) → 96/44), improving its KO potential.}}
**{{buff|Dash attack deals more shieldstun (1x → 1.5x) which, combined with the increased damage, makes it safer against shielding opponents.}}
**{{buff|Dash attack deals more shieldstun (1x → 1.5x) which combined with the increased damage makes it safer on shields.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{change|Charizard no longer breathes fire during forward smash's animation.}}
**{{change|Charizard no longer breathes fire during the animation.}}
**{{buff|Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)). This considerably improves its KO potential.}}
**{{buff|Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)).}}
**{{buff|Forward smash grants more [[intangibility]] (frames 22-25 → 20-24).}}
**{{buff|Forward smash grants more [[intangibility]] (frames 22-25 → 20-24).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash's second hit comes out more quickly (frame 17 → 14), allowing it to connect better from the first hit and giving the move faster interruptibility (FAF 49 → 47).}}
**{{buff|Up smash's second hit comes out more quickly (frame 17 → 14), allowing it to connect better from the first hit and giving the move faster interruptibility (FAF 49 → 47).}}
**{{buff|The outermost hitbox on the first hit now uses the 368° [[autolink angle]] instead of weakly [[meteor smash]]ing them in place, allowing it to consistently link into the second hit.}}
**{{buff|The outermost hitbox on the first hit now uses the 368° [[autolink angle]] to properly launch opponents into the second hit instead of weakly [[meteor smash]]ing them in place, enabling it to connect more efficiently.}}
**{{nerf|Due to Charizard gaining hurtboxes on its wings, the move is riskier to use as an anti-air option, although to a much lesser extent compared to up tilt.}}
**{{nerf|Due to Charizard once again possessing hurtboxes on its wings, the move is riskier to use as an anti-air option, although not to the same degree as its up tilt.}}
 
===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag (20 frames → 10 (neutral), 22 → 19 (forward), 24 → 20 (back), 20 → 13 (up), 33 → 21 (down)).}}
*{{buff|All aerials have less landing lag (20 frames → 10 (neutral), 22 → 19 (forward), 24 → 20 (back), 20 → 13 (up), 33 → 21 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial has faster startup (frame 9 → 8) and significantly less ending lag (FAF 60 → 40), making it safer to use off-stage.}}
**{{buff|Neutral aerial has faster startup (frame 9 → 8) and significantly less ending lag (FAF 60 → 40), making it safer to use offstage.}}
**{{change|Its animation has been sped up. This shortens the duration of its hitboxes (frames 9-25 → 8-20) but allows it to hit faster around Charizard.}}
**{{change|Its animation has been sped up. This reduces the duration of its hitboxes (frames 9-25 → 8-20) but allows it to hit faster around Charizard.}}
***{{nerf|The [[auto-cancel]] window is unchanged, increasing the move's ending lag before it can auto-cancel.}}
***{{nerf|Due to its [[autocancel]] window remaining unchanged, this effectively increases the move's ending lag before it can autocancel.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has less ending lag (FAF 47 → 46).}}
**{{buff|Forward aerial has one frame less ending lag (FAF 47 → 46).}}
**{{nerf|It no longer auto-cancels in a [[short hop]], as Charizard's faster falling speed causes its auto-cancel window to fall short by one frame.}}
**{{nerf|It no longer autocancels in a [[short hop]], as Charizard's faster falling speed causes its autocancel to fall short by one frame.}}
**{{nerf|The sweetspot has been moved inwards (X offset: 7.5 → 6), reducing its range.}}
**{{nerf|The sweetspot has been moved inwards (X offset: 7.5 → 6), reducing its reach.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial's animation has been rotated slightly to prevent issues with the z-axis. The last active frame is now directly behind Charizard, increasing the move's vertical range and enabling it to punish opponents from below.}}
**{{buff|Back aerial's animation has been altered, increasing its vertical range. This enables it to punish opponents recovering from above more reliably.}}
**{{nerf|The first active frame does not contain the 16% sweetspot.}}
**{{nerf|The first active frame does not contain the 16% sweetspot.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial [[auto-cancel|auto-cancels]] earlier (frame 41 → 38).}}
**{{buff|Up aerial [[auto-cancel]]s earlier (frame 41 → 38).}}
**{{nerf|Up aerial's initial auto-cancel window has been shortened (frames 1-4 → 1-3)}}
**{{nerf|The move's initial auto-cancel window has been shortened (frames 1-4 → 1-3)}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's lower landing lag alongside the removal of [[tech]]ing for grounded meteor smashes enable it to function as a potent combo starter onstage. The sweetspot also has a longer duration (frames 18-20 → 18-21).}}
**{{buff|Down aerial's lower landing lag alongside the removal of [[tech]]ing for grounded meteor smashes enable it to function as a potent combo starter onstage. The sweetspot also has a longer duration (frames 18-20 → 18-21).}}
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**{{buff|Its initial auto-cancel window has been lengthened (frames 1-4 → 1-5).}}
**{{buff|Its initial auto-cancel window has been lengthened (frames 1-4 → 1-5).}}
**{{change|Down aerial's animation has been altered.}}
**{{change|Down aerial's animation has been altered.}}
**{{bugfix|Down aerial's landing animation no longer causes Charizard's tongue to show through its head.}}
**{{bugfix|Down aerial's landing animation no longer causes Charizard's tongue to clip through its head.}}


===Throws and other attacks===
===Throws and other attacks===
*[[Grab]]s:
*[[Grab]]s:
**{{change|Charizard lunges farther forward during its standing and dash grabs.}}
**{{buff|Standing grab has been moved forward (Z offset: 5-13.6 → 7.5-16), improving its range.}}
**{{buff|Standing grab's hitboxes have been moved forward (Z offset: 5-13.6 → 7.5-16), increasing its range to match its new animation.}}
**{{buff|Dash grab extends further (Z offset: 5-12.3 → 5-16.5), improving its range.}}
**{{buff|Dash grab has increased range (Z offset: 5-12.3 → 5-16.5), matching its new animation.}}
**{{nerf|All grabs have more ending lag (FAF 34 → 40 (standing), 42 → 46 (dash), 40 → 43 (pivot)).}}
**{{nerf|All grabs have more ending lag (FAF 34 → 40 (standing), 42 → 46 (dash), 40 → 43 (pivot)).}}
**{{nerf|Dash and pivot grab have more startup (frame 10 → 11 (dash), 11 → 12 (pivot)).}}
**{{nerf|Dash and pivot grab have more startup (frame 10 → 11 (dash), 11 → 12 (pivot)).}}
**{{nerf|Pivot grab's range has been reduced (Z offset: 4-17.6 → 4-17.2).}}
**{{nerf|Pivot grab doesn't extend as far (Z offset: 4-17.6 → 4-17.2), worsening its range.}}
**{{change|Standing and dash grab's animations have been altered, with Charizard lunging farther forward, matching their increased range.}}
*[[Pummel]]:
*[[Pummel]]:
**{{nerf|Pummel deals less damage (2% → 1.6%).}}
**{{nerf|Pummel deals less damage (2% → 1.6%).}}
**{{nerf|Pummel has much less ending lag (FAF 17 → 8), but deals considerably more hitlag (4 frames → 15), increasing its effective duration.}}
**{{nerf|It has much less ending lag (FAF 17 → 8), but deals considerably more hitlag (4 frames → 15), increasing its effective duration.}}
***{{change|Relative to the rest of the cast, Charizard's pummel is among the slowest but most damaging, rather than average on both accounts.}}
***{{change|Relative to the rest of the cast, Charizard's pummel is among the slowest but most damaging, rather than average on both accounts.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{buff|Forward throw deals more knockback (60 base/65 scaling → 63/70), now being able to KO middleweights around 120%.}}
**{{buff|Forward throw deals more knockback (60 base/65 scaling → 63/70).}}
**{{change|Charizard spreads its arms out during the ending animation of forward throw.}}
**{{change|Charizard spreads its arms out during the ending animation of forward throw.}}
*[[Back throw]]:
*[[Back throw]]:
**{{change|Back throw releases opponents faster (frame 29 → 26), though with its interruptibility frames unchanged. This makes it harder to [[DI]], but gives it more ending lag.}}
**{{change|Back throw releases opponents faster (frame 29 → 26), though with its interruptibility frames unchanged. This makes it harder to [[DI]], but gives it more ending lag.}}
***{{buff|Despite this change, it has increased combo ability due to Charizard's much faster initial dash speed and jumpsquat.}}
***{{buff|Despite this change, it has increased combo ability due to Charizard's much faster initial dash speed and jumpsquat.}}
**{{change|Back throw's ending animation has been altered; notably, Charizard's mouth is now open after it releases the opponent.}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw deals less [[hitlag]], allowing it to execute much faster.}}
**{{buff|Down throw deals less [[hitlag]], allowing it to execute faster.}}
**{{change|Down throw's looping hits now deal knockback to bystanders (0 (base)/0 (scaling) → 0/100).}}
**{{change|Down throw's looping hits now deal knockback to bystanders (0 (base)/0 (scaling) → 0/100).}}
**{{nerf|It has slightly more ending lag (19 → 22 frames), hindering its combo potential.}}
**{{nerf|It has slightly more ending lag (19 → 22 frames), hindering its combo potential.}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, Diddy Kong's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Diddy Kong's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Diddy Kong [[run|runs]] faster (1.824 → 2.006).}}
*{{buff|Diddy Kong [[run]]s faster (1.824 → 2.006).}}
**{{buff|His initial [[dash]] is significantly faster (1.7 → 2.09).}}
**{{buff|His initial [[dash]] is significantly faster (1.7 → 2.09).}}
*{{buff|Diddy Kong [[walk|walks]] faster (1.25 → 1.313).}}
*{{buff|Diddy Kong [[walk]]s faster (1.25 → 1.313).}}
*{{buff|Diddy Kong's [[air speed]] is higher (0.88 → 0.924).}}
*{{buff|Diddy Kong's [[air speed]] is higher (0.88 → 0.924).}}
*{{buff|Diddy Kong's [[traction]] is much higher (0.0484 → 0.093).}}
*{{buff|Diddy Kong's [[traction]] is much higher (0.0484 → 0.093).}}
Line 5,848: Line 5,847:
*{{buff|All aerials have less landing lag (13 frames → 8 (neutral), 26 → 16 (forward), 12 → 7 (back), 21 → 9 (up), 28 → 17 (down)).}}
*{{buff|All aerials have less landing lag (13 frames → 8 (neutral), 26 → 16 (forward), 12 → 7 (back), 21 → 9 (up), 28 → 17 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial has regained its much faster [[auto-cancel]] window from ''Brawl'' (frame 59 → 27), allowing it to auto-cancel in a [[short hop fast fall]] once again.}}
**{{buff|Neutral aerial has regained its much faster [[auto-cancel]] window from ''Brawl'' (frame 59 → 27), allowing it to autocancel in a [[short hop fast fall]] once again.}}
**{{buff|It has noticeably larger hitboxes (2u → 3.5u).}}
**{{buff|It has noticeably larger hitboxes (2u → 3.5u).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
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*{{buff|Lucas [[dash]]es faster (1.5 → 1.65).}}
*{{buff|Lucas [[dash]]es faster (1.5 → 1.65).}}
*{{buff|Lucas's [[initial dash]] is faster (1.3→1.815).}}
*{{buff|Lucas's [[initial dash]] is faster (1.3→1.815).}}
*{{buff|Lucas [[walk|walks]] slightly faster (0.85 → 0.893).}}
*{{buff|Lucas [[walk]]s slightly faster (0.85 → 0.893).}}
*{{buff|Lucas' [[air speed]] is slightly higher (1.1 → 1.155).}}
*{{buff|Lucas' [[air speed]] is slightly higher (1.1 → 1.155).}}
*{{buff|Lucas [[jump]]s higher.}}
*{{buff|Lucas [[jump]]s higher.}}
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**{{change|Lucas appears furious during the ending hitbox rather than looking scared.}}
**{{change|Lucas appears furious during the ending hitbox rather than looking scared.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial [[auto-cancel|auto-cancels]] earlier (frame 38 → 34), re-enabling it to auto-cancel out of a short hop.}}
**{{buff|Forward aerial [[auto-cancel]]s earlier (frame 38 → 34), re-enabling it to auto-cancel out of a short hop.}}
**{{buff|Forward aerial's sweetspot deals more damage (11.5% → 12.5%), launches at lower angle (46° → 42°), and has increased knockback scaling (97 → 103), significantly improving its KO potential, even beyond its power in ''Brawl''.}}
**{{buff|Forward aerial's sweetspot deals more damage (11.5% → 12.5%), launches at lower angle (46° → 42°), and has increased knockback scaling (97 → 103), significantly improving its KO potential, even beyond its power in ''Brawl''.}}
*[[Back aerial]]:
*[[Back aerial]]:
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===Attributes===
===Attributes===
*{{buff|Like all characters, Sonic's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Sonic's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Sonic [[walk|walks]] faster (1.375 → 1.444).}}
*{{buff|Sonic [[walk]]s faster (1.375 → 1.444).}}
*{{buff|Sonic [[run|runs]] faster (3.5 → 3.85).}}
*{{buff|Sonic [[run]]s faster (3.5 → 3.85).}}
**{{buff|Sonic's initial [[dash]] is significantly faster (1.5 → 2.31), now being the 3rd fastest.}}
**{{buff|Sonic's initial [[dash]] is significantly faster (1.5 → 2.31), now being the 3rd fastest.}}
*{{buff|Sonic's [[traction]] has been massively increased (0.06 → 0.138), now being the highest in the entire game. This makes it much easier for him to punish [[out of shield]].}}
*{{buff|Sonic's [[traction]] has been massively increased (0.06 → 0.138), now being the highest in the entire game. This makes it much easier for him to punish [[out of shield]].}}
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===Attributes===
===Attributes===
*{{buff|Like all characters, King Dedede's [[jumpsquat]] animation takes three frames to complete (down from 6).}}
*{{buff|Like all characters, King Dedede's [[jumpsquat]] animation takes three frames to complete (down from 6).}}
*{{buff|King Dedede [[run|runs]] faster (1.36 → 1.496).}}
*{{buff|King Dedede [[run]]s faster (1.36 → 1.496).}}
**{{buff|Initial dash is much faster (1.4 → 1.815), enabling [[foxtrotting]] for boosted ground mobility.}}
**{{buff|Initial dash is much faster (1.4 → 1.815), enabling [[foxtrotting]] for boosted ground mobility.}}
*{{buff|King Dedede [[walk|walks]] faster (0.98 → 1.029).}}
*{{buff|King Dedede [[walk]]s faster (0.98 → 1.029).}}
*{{buff|King Dedede's [[air speed]] is much faster (0.63 → 0.735), now being nearly on par with {{SSBU|Luigi}}'s.}}
*{{buff|King Dedede's [[air speed]] is much faster (0.63 → 0.735), now being nearly on par with {{SSBU|Luigi}}'s.}}
*{{change|King Dedede's [[gravity]] is higher (0.08788 → 0.097).}}
*{{change|King Dedede's [[gravity]] is higher (0.08788 → 0.097).}}
Line 6,314: Line 6,313:
===Attributes===
===Attributes===
*{{buff|Like all characters, Olimar's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{buff|Like all characters, Olimar's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{buff|Olimar [[walk|walks]] slightly faster (0.9 → 0.945).}}
*{{buff|Olimar [[walk]]s slightly faster (0.9 → 0.945).}}
*{{buff|Olimar [[dash]]es faster (1.47 → 1.617).}}
*{{buff|Olimar [[dash]]es faster (1.47 → 1.617).}}
*{{buff|Olimar's initial dash speed is very slightly higher (1.6 → 1.606). Despite this, it is now much slower relative to the roster.}}
*{{buff|Olimar's initial dash speed is very slightly higher (1.6 → 1.606). Despite this, it is now much slower relative to the roster.}}
Line 6,445: Line 6,444:
===Attributes===
===Attributes===
*{{buff|Like all characters, Lucario's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Lucario's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Lucario [[walk|walks]] slightly faster (1.05 → 1.103).}}
*{{buff|Lucario [[walk]]s slightly faster (1.05 → 1.103).}}
*{{buff|Lucario [[run|runs]] faster (1.55 → 1.705).}}
*{{buff|Lucario [[run]]s faster (1.55 → 1.705).}}
**{{buff|Lucario's initial [[dash]] is significantly faster (1.8 → 2.255).}}
**{{buff|Lucario's initial [[dash]] is significantly faster (1.8 → 2.255).}}
*{{buff|Lucario's [[air speed]] is much higher (1.09 → 1.281), now being on par with {{SSBU|Wolf}}'s.}}
*{{buff|Lucario's [[air speed]] is much higher (1.09 → 1.281), now being on par with {{SSBU|Wolf}}'s.}}
Line 6,502: Line 6,501:
**{{nerf|The second hit has a shorter hitbox duration (frames 22-29 → 18-21).}}
**{{nerf|The second hit has a shorter hitbox duration (frames 22-29 → 18-21).}}
***{{buff|Altogether, these changes allow both hits to connect much more reliably.}}
***{{buff|Altogether, these changes allow both hits to connect much more reliably.}}
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 39 → 36).}}
**{{buff|It [[auto-cancel]]s earlier (frame 39 → 36).}}
**{{nerf|Its initial auto-cancel window is shorter (frames 1-7 → 1-4).}}
**{{nerf|Its initial auto-cancel window is shorter (frames 1-7 → 1-4).}}
**{{change|It has a new animation; Lucario spins more quickly than it did in ''Smash 4''.}}
**{{change|It has a new animation; Lucario spins more quickly than it did in ''Smash 4''.}}
Line 6,587: Line 6,586:
*{{buff|Like all characters, R.O.B.'s [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, R.O.B.'s [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{change|[[Double jump]] animation has been altered: R.O.B. spins horizontally while jumping.}}
*{{change|[[Double jump]] animation has been altered: R.O.B. spins horizontally while jumping.}}
*{{buff|R.O.B. [[walk|walks]] slightly faster (1.122 → 1.178).}}
*{{buff|R.O.B. [[walk]]s slightly faster (1.122 → 1.178).}}
*{{buff|R.O.B. [[run|runs]] faster (1.568 → 1.725).}}
*{{buff|R.O.B. [[run]]s faster (1.568 → 1.725).}}
**{{buff|His initial [[dash]] speed is much faster (1.3 → 2.002).}}
**{{buff|His initial [[dash]] speed is much faster (1.3 → 2.002).}}
*{{change|R.O.B.'s running animation has been slightly altered: he crouches slightly while running forward. This makes him harder to hit vertically, but easier to hit horizontally.}}
*{{change|R.O.B.'s running animation has been slightly altered: he crouches slightly while running forward. This makes him harder to hit vertically, but easier to hit horizontally.}}
Line 6,716: Line 6,715:
*{{buff|Like all characters, Toon Link's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{buff|Like all characters, Toon Link's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{nerf|Toon Link is slightly lighter (93 → 91), this slightly hinders his endurance.}}
*{{nerf|Toon Link is slightly lighter (93 → 91), this slightly hinders his endurance.}}
*{{buff|Toon Link [[walk|walks]] slightly faster (1.2265 → 1.288).}}
*{{buff|Toon Link [[walk]]s slightly faster (1.2265 → 1.288).}}
*{{buff|Toon Link [[dash]]es faster (1.7325 → 1.906).}}
*{{buff|Toon Link [[dash]]es faster (1.7325 → 1.906).}}
*{{buff|Toon Link's [[air speed]] has been increased (0.94 → 1.05).}}
*{{buff|Toon Link's [[air speed]] has been increased (0.94 → 1.05).}}
Line 6,775: Line 6,774:
**{{buff|Both of neutral aerial's hits have larger hitboxes (3u/3.6u/4u/2.5u → 4u/4.5u/4.5u/2.5u)}}
**{{buff|Both of neutral aerial's hits have larger hitboxes (3u/3.6u/4u/2.5u → 4u/4.5u/4.5u/2.5u)}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial [[auto-cancel|auto-cancels]] significantly earlier (frame 51 → 39), matching its interruptibility. This also allows it to auto-cancel out of a short hop like in ''Brawl''. }}
**{{buff|Forward aerial [[auto-cancel]]s significantly earlier (frame 51 → 39), matching its interruptibility. This also allows it to auto-cancel out of a short hop like in ''Brawl''. }}
**{{change|Forward aerial's large hitbox has been replaced with three smaller ones (7.5u → 5u/5u/4u) that are attached to his arm and sword.}}
**{{change|Forward aerial's large hitbox has been replaced with three smaller ones (7.5u → 5u/5u/4u) that are attached to his arm and sword.}}
***{{buff|These new hitboxes follow the sword hitbox more closely, allowing forward aerial to hit opponents above Toon Link on frame 15.}}
***{{buff|These new hitboxes follow the sword hitbox more closely, allowing forward aerial to hit opponents above Toon Link on frame 15.}}
Line 6,866: Line 6,865:
*{{buff|Like all characters, Wolf's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Wolf's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{nerf|Wolf is significantly [[Weight|lighter]] (102 → 92), going from above average to below average weight. This significantly hinders his endurance, while not making him much less susceptible to combos from other characters due to the changes to hitstun canceling.}}
*{{nerf|Wolf is significantly [[Weight|lighter]] (102 → 92), going from above average to below average weight. This significantly hinders his endurance, while not making him much less susceptible to combos from other characters due to the changes to hitstun canceling.}}
*{{nerf|Wolf [[walk|walks]] slower (1.3 → 1.208).}}
*{{nerf|Wolf [[walk]]s slower (1.3 → 1.208).}}
*{{buff|Wolf [[run|runs]] faster (1.4 → 1.54).}}
*{{buff|Wolf [[run]]s faster (1.4 → 1.54).}}
**{{buff|Wolf's initial [[dash]] speed is much faster (1.7 → 2.09).}}
**{{buff|Wolf's initial [[dash]] speed is much faster (1.7 → 2.09).}}
*{{buff|Wolf's [[air speed]] is faster (1.222 → 1.281).}}
*{{buff|Wolf's [[air speed]] is faster (1.222 → 1.281).}}
Line 6,949: Line 6,948:
***{{nerf|However, its increased knockback removes its ability to [[lock]] opponents at lower percents.}}
***{{nerf|However, its increased knockback removes its ability to [[lock]] opponents at lower percents.}}
**{{nerf|Back aerial is noticeably slower overall, possessing twice as much startup with a shorter duration (frames 6-9 → 13-15), and more ending (FAF 30 → 45) and landing lag (9 frames → 15). This hinders its utility for challenging opponents' approaches and starting combos, and makes it riskier to use offstage.}}
**{{nerf|Back aerial is noticeably slower overall, possessing twice as much startup with a shorter duration (frames 6-9 → 13-15), and more ending (FAF 30 → 45) and landing lag (9 frames → 15). This hinders its utility for challenging opponents' approaches and starting combos, and makes it riskier to use offstage.}}
***{{buff|However, due to the move's [[auto-cancel]] window remaining unchanged, its slower startup makes it harder to punish if used in a short hop.}}
***{{buff|However, due to the move's [[autocancel]] window remaining unchanged, its slower startup makes it harder to punish if used in a short hop.}}
**{{nerf|The sourspots are smaller (5.3u/4.7u → 4.5u/4u) and now take priority over the sweetspot, requiring more careful spacing to KO efficiently with the move.}}
**{{nerf|The sourspots are smaller (5.3u/4.7u → 4.5u/4u) and now take priority over the sweetspot, requiring more careful spacing to KO efficiently with the move.}}
*[[Up aerial]]:
*[[Up aerial]]:
Line 7,175: Line 7,174:
===Attributes===
===Attributes===
*{{buff|Like all characters, Mega Man's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Mega Man's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Mega Man [[run|runs]] faster (1.456 → 1.602).}}
*{{buff|Mega Man [[run]]s faster (1.456 → 1.602).}}
**{{buff|Mega Man's initial [[dash]] is significantly faster (1.5 → 1.958).}}
**{{buff|Mega Man's initial [[dash]] is significantly faster (1.5 → 1.958).}}
*{{buff|Mega Man [[walk|walks]] slightly faster (1.078 → 1.132).}}
*{{buff|Mega Man [[walk]]s slightly faster (1.078 → 1.132).}}
*{{buff|Mega Man's [[air speed]] is slightly higher (1.1 → 1.155).}}
*{{buff|Mega Man's [[air speed]] is slightly higher (1.1 → 1.155).}}
*{{buff|Mega Man's [[traction]] is higher (0.06 → 0.094), although it is considerably low compared to the rest of the cast.}}
*{{buff|Mega Man's [[traction]] is higher (0.06 → 0.094), although it is considerably low compared to the rest of the cast.}}
Line 7,229: Line 7,228:
**{{buff|The changes to air dodges drastically benefit Mega Man's up aerial compared to others, as due to being a projectile, it can juggle opponents more effectively by constantly pressuring them into using up their air dodges.}}
**{{buff|The changes to air dodges drastically benefit Mega Man's up aerial compared to others, as due to being a projectile, it can juggle opponents more effectively by constantly pressuring them into using up their air dodges.}}
**{{nerf|It has one frame more landing lag (19 frames → 20).}}
**{{nerf|It has one frame more landing lag (19 frames → 20).}}
**{{nerf|Due to the new buffer for short hopped aerials, which no longer allows for full hopped aerials to be performed in the first frame of a jump, the move can no longer [[auto-cancel]] in a full hop.}}
**{{nerf|Due to the new buffer for short hopped aerials, which no longer allows for full hopped aerials to be performed in the first frame of a jump, the move can no longer [[autocancel]] in a full hop.}}
**{{change|The first six hits have smaller hitboxes (7u → 5u (hits 1-3), 8.5u → 7u (hits 4-6), but are placed higher (Y offset: 0u → 3u). This increases their vertical range, but decreases their horizontal range.}}
**{{change|The first six hits have smaller hitboxes (7u → 5u (hits 1-3), 8.5u → 7u (hits 4-6), but are placed higher (Y offset: 0u → 3u). This increases their vertical range, but decreases their horizontal range.}}
*[[Down aerial]]:
*[[Down aerial]]:
Line 7,286: Line 7,285:
*{{buff|Wii Fit Trainer's initial dash is significantly faster (1.5 → 2.024)}}
*{{buff|Wii Fit Trainer's initial dash is significantly faster (1.5 → 2.024)}}
*{{buff|Wii Fit Trainer runs much faster (1.696 → 1.866).}}
*{{buff|Wii Fit Trainer runs much faster (1.696 → 1.866).}}
*{{buff|Wii Fit Trainer [[walk|walks]] faster (1.166 → 1.224).}}
*{{buff|Wii Fit Trainer [[walk]]s faster (1.166 → 1.224).}}
*{{buff|Wii Fit Trainer's air speed is slightly faster (0.97 → 1.019).}}
*{{buff|Wii Fit Trainer's air speed is slightly faster (0.97 → 1.019).}}


Line 7,342: Line 7,341:
**{{buff|Down aerial's spike hitbox now covers Wii Fit Trainer's entire lower body rather than just her feet.}}
**{{buff|Down aerial's spike hitbox now covers Wii Fit Trainer's entire lower body rather than just her feet.}}
**{{buff|Down aerial's spike hitbox has a longer duration (2 frames → 3), consequently increasing the move's total duration as well (5 frames → 6).}}
**{{buff|Down aerial's spike hitbox has a longer duration (2 frames → 3), consequently increasing the move's total duration as well (5 frames → 6).}}
**{{buff|Down aerial [[auto-cancel|auto-cancels]] earlier (frame 40 → 35).}}
**{{buff|Down aerial [[auto-cancel]]s earlier (frame 40 → 35).}}


===Throws and other attacks===
===Throws and other attacks===
Line 7,414: Line 7,413:
*{{buff|When Luma is launched, it receives roughly 25% less knockback, improving its survivability.}}
*{{buff|When Luma is launched, it receives roughly 25% less knockback, improving its survivability.}}
*{{buff|When opponents get near a detethered Luma, it autofaces them, in a similar way to {{SSBU|Ryu}}'s mechanic.}}
*{{buff|When opponents get near a detethered Luma, it autofaces them, in a similar way to {{SSBU|Ryu}}'s mechanic.}}
*{{buff|Rosalina [[walk|walks]] faster (1.0835 → 1.138).}}
*{{buff|Rosalina [[walk]]s faster (1.0835 → 1.138).}}
*{{buff|Rosalina [[dash]]es faster (1.632 → 1.795). Her initial dash is also much faster (1.5 → 2.035).}}
*{{buff|Rosalina [[dash]]es faster (1.632 → 1.795). Her initial dash is also much faster (1.5 → 2.035).}}
*{{buff|The introduction of attack canceling benefits Rosalina more than other returning veterans, as she can make Luma perform a grounded attack while she performs an aerial, giving her unique attack options.}}
*{{buff|The introduction of attack canceling benefits Rosalina more than other returning veterans, as she can make Luma perform a grounded attack while she performs an aerial, giving her unique attack options.}}
Line 7,446: Line 7,445:
*{{buff|All aerials have less landing lag (11 frames → 8 (neutral), 20 → 16 (forward), 16 → 10 (back), 18 → 11 (up), 20 → 12 (down)).}}
*{{buff|All aerials have less landing lag (11 frames → 8 (neutral), 20 → 16 (forward), 16 → 10 (back), 18 → 11 (up), 20 → 12 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Rosalina has a new neutral aerial: she spins her wand around herself. It now hits in front of Rosalina first and the animation is much faster, improving its safety. Because of this, it has significantly decreased ending lag (FAF 66 → 44) and the second hit of Luma's neutral aerial comes out twice as fast (frame 26 → 13). It [[auto-cancel|auto-cancels]] drastically earlier (60 → 33), allowing it to auto-cancel in a short hop fast fall and when the hitboxes cease, and Luma can perform two neutral aerials in a short hop. It also deals more damage (5% → 10% (Rosa early), 7.5% → 8% (Rosa late), 4% (Luma front), 3% (Luma back) → 4.5% (Luma)). This makes it much faster, safer and versatile than the old neutral aerial.}}
**{{buff|Rosalina has a new neutral aerial: she spins her wand around herself. It now hits in front of Rosalina first and the animation is much faster, improving its safety. Because of this, it has significantly decreased ending lag (FAF 66 → 44) and the second hit of Luma's neutral aerial comes out twice as fast (frame 26 → 13). It [[auto-cancel]]s drastically earlier (60 → 33), allowing it to autocancel in a short hop fast fall and when the hitboxes cease, and Luma can perform two neutral aerials in a short hop. It also deals more damage (5% → 10% (Rosa early), 7.5% → 8% (Rosa late), 4% (Luma front), 3% (Luma back) → 4.5% (Luma)). This makes it much faster, safer and versatile than the old neutral aerial.}}
**{{nerf|Luma's neutral aerial has increased startup lag for the first hit and both neutral aerials have a shorter duration (frames 9-34 (clean), 35-46 (late) → 9-26/27-33 (Rosa), frames 3-6 (Luma hit 1), frames 26-29 (Luma hit 2) → 7-9/13-14)).}}
**{{nerf|Luma's neutral aerial has increased startup lag for the first hit and both neutral aerials have a shorter duration (frames 9-34 (clean), 35-46 (late) → 9-26/27-33 (Rosa), frames 3-6 (Luma hit 1), frames 26-29 (Luma hit 2) → 7-9/13-14)).}}
**{{change|Both neutral aerials have different angles (361° → 60°/72° (Rosalina)/ 74° (Luma)).}}
**{{change|Both neutral aerials have different angles (361° → 60°/72° (Rosalina)/ 74° (Luma)).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Rosalina's forward aerial has less startup (frame 11 → 10) and  much less ending lag (frame 76 → 55).}}
**{{buff|Rosalina's forward aerial has less startup (frame 11 → 10) and  much less ending lag (frame 76 → 55).}}
**{{buff| It auto-cancels much earlier (67 → 50), allowing it to do so in a short hop.}}
**{{buff| It autocancels much earlier (67 → 50), allowing it to do so in a short hop.}}
**{{nerf|Luma's forward aerial has a shorter duration (frames 11-14 → 11-13) and has more ending lag (frame 58 → 60).}}
**{{nerf|Luma's forward aerial has a shorter duration (frames 11-14 → 11-13) and has more ending lag (frame 58 → 60).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{nerf|It auto-cancels later (46→ 50), although it can still auto-cancel in a short hop.}}
**{{nerf|It autocancels later (46→ 50), although it can still autocancel in a short hop.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{change|Luma has a new up aerial: an uppercut, instead of an upwards kick.}}
**{{change|Luma has a new up aerial: an uppercut, instead of an upwards kick.}}
**{{buff|Rosalina's late up aerial has drastically higher knockback scaling (30 → 98). It also auto-cancels slightly earlier (45 → 42).}}
**{{buff|Rosalina's late up aerial has drastically higher knockback scaling (30 → 98). It also autocancels slightly earlier (45 → 42).}}
**{{nerf|Luma's up aerial has more startup lag and both up aerials have a shorter duration (frames 8-29 → 8-19 (Rosa), frames 3-10 → 6-11 (Luma)). Up aerial's ending lag has also increased (FAF 42 → 50), significantly worsening its juggling potential.}}
**{{nerf|Luma's up aerial has more startup lag and both up aerials have a shorter duration (frames 8-29 → 8-19 (Rosa), frames 3-10 → 6-11 (Luma)). Up aerial's ending lag has also increased (FAF 42 → 50), significantly worsening its juggling potential.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{nerf|Luma's down aerial has increased startup lag (frame 8 → 15) and ending lag (FAF 42 → 50).}}
**{{nerf|Luma's down aerial has increased startup lag (frame 8 → 15) and ending lag (FAF 42 → 50).}}
**{{nerf|It auto-cancels one frame later, matching its new interruptibility (49 → 50).}}
**{{nerf|It autocancels one frame later, matching its new interruptibility (49 → 50).}}


===Special moves===
===Special moves===
Line 7,513: Line 7,512:
**{{nerf|This change hinders his mixup options, as he can no longer run through opponents for a positional advantage.}}
**{{nerf|This change hinders his mixup options, as he can no longer run through opponents for a positional advantage.}}
*{{buff|Little Mac [[dash]]es much faster (2.24 → 2.464).}}
*{{buff|Little Mac [[dash]]es much faster (2.24 → 2.464).}}
*{{buff|Little Mac [[walk|walks]] slightly faster (1.32 → 1.386).}}
*{{buff|Little Mac [[walk]]s slightly faster (1.32 → 1.386).}}
*{{buff|Little Mac's [[air speed]] is much faster (1 → 1.208), going from tied for 31st fastest in ''Smash 4'' to tied for 12th in ''Ultimate''. Among other things, this improves his recovery.}}
*{{buff|Little Mac's [[air speed]] is much faster (1 → 1.208), going from tied for 31st fastest in ''Smash 4'' to tied for 12th in ''Ultimate''. Among other things, this improves his recovery.}}
*{{buff|Little Mac's max additional [[air acceleration]] is slightly higher (0.028 → 0.03).}}
*{{buff|Little Mac's max additional [[air acceleration]] is slightly higher (0.028 → 0.03).}}
Line 7,646: Line 7,645:
*{{buff|Like all characters, Greninja's [[jumpsquat]] animation takes three frames to complete (down from 4).}}
*{{buff|Like all characters, Greninja's [[jumpsquat]] animation takes three frames to complete (down from 4).}}
*{{buff|Greninja [[dash]]es faster (2.08 → 2.288).}}
*{{buff|Greninja [[dash]]es faster (2.08 → 2.288).}}
*{{buff|Greninja [[walk|walks]] faster (1.43 → 1.502).}}
*{{buff|Greninja [[walk]]s faster (1.43 → 1.502).}}
*{{buff|Greninja has increased [[air speed]] (1.18 → 1.239).}}
*{{buff|Greninja has increased [[air speed]] (1.18 → 1.239).}}
*{{nerf|Greninja is [[weight|lighter]] (94 → 88). This worsens its survivability.}}
*{{nerf|Greninja is [[weight|lighter]] (94 → 88). This worsens its survivability.}}
Line 7,775: Line 7,774:
*{{buff|Like all characters, the Mii Brawler's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{buff|Like all characters, the Mii Brawler's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{change|As with the other Mii Fighter types, the Mii Brawler now has fixed attributes:}}
*{{change|As with the other Mii Fighter types, the Mii Brawler now has fixed attributes:}}
**{{buff|Mii Brawler [[walk|walks]] much faster (1.15 → 1.26).}}
**{{buff|Mii Brawler [[walk]]s much faster (1.15 → 1.26).}}
**{{buff|Mii Brawler [[dash]]es much faster (1.72 → 1.92).}}
**{{buff|Mii Brawler [[dash]]es much faster (1.72 → 1.92).}}
***{{buff|Mii Brawler's initial dash speed is faster (1.6 → 1.97).}}
***{{buff|Mii Brawler's initial dash speed is faster (1.6 → 1.97).}}
Line 7,822: Line 7,821:
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|The move has reduced ending lag (FAF: 56 → 46). It is no longer the [[sex kick]] with the most ending lag by a significant margin.}}
**{{buff|The move has reduced ending lag (FAF: 56 → 46). It is no longer the [[sex kick]] with the most ending lag by a significant margin.}}
**{{nerf|Mii Brawler's leg no longer extends at the start of the move. Due to the hitboxes being attached to the feet, this results in the clean hit having considerably less range. Also, due to Mii Brawler's higher fast speed and gravity, it can no longer auto-cancel in a short hop.}}
**{{nerf|Mii Brawler's leg no longer extends at the start of the move. Due to the hitboxes being attached to the feet, this results in the clean hit having considerably less range. Also, due to Mii Brawler's higher fast speed and gravity, it can no longer autocancel in a short hop.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{change|Forward aerial has a new animation: the Mii Brawler now does two alternating kicks inwards, instead of a spin kick.}}
**{{change|Forward aerial has a new animation: the Mii Brawler now does two alternating kicks inwards, instead of a spin kick.}}
Line 7,831: Line 7,830:
**{{buff|One of the hitboxes on both hits is larger (hit 1: 3.0u → 3.5, hit 2: 4.0u → 4.3).}}
**{{buff|One of the hitboxes on both hits is larger (hit 1: 3.0u → 3.5, hit 2: 4.0u → 4.3).}}
***{{nerf|However, both hits' hitboxes have modified positionings (hit 1: 4.2/0.0 X-axis → 4.2/-1.0, hit 2: 4.2/0.0 X-axis → 4.2/-1.3). This decreases the second hit's range very slightly.}}
***{{nerf|However, both hits' hitboxes have modified positionings (hit 1: 4.2/0.0 X-axis → 4.2/-1.0, hit 2: 4.2/0.0 X-axis → 4.2/-1.3). This decreases the second hit's range very slightly.}}
**{{buff|The move auto-cancels earlier (frame 43 → 30). However, the move is still unable to auto-cancel from a short hop due to the Brawler's faster falling speed and gravity.}}
**{{buff|The move autocancels earlier (frame 43 → 30). However, the move is still unable to autocancel from a short hop due to the Brawler's faster falling speed and gravity.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|The move deals more damage (10% → 12%) and has more knockback scaling (100 → 105), significantly improving its KO potential.}}
**{{buff|The move deals more damage (10% → 12%) and has more knockback scaling (100 → 105), significantly improving its KO potential.}}
Line 7,959: Line 7,958:
*{{change|As with all Mii Fighters, the Mii Swordfighter now has fixed attributes:}}
*{{change|As with all Mii Fighters, the Mii Swordfighter now has fixed attributes:}}
**{{change|The Mii Swordfighter now has a set weight of 100, on par with that of {{SSBU|Cloud}}. This is identical to that of a default sized Mii Fighter in ''Smash 4''.}}
**{{change|The Mii Swordfighter now has a set weight of 100, on par with that of {{SSBU|Cloud}}. This is identical to that of a default sized Mii Fighter in ''Smash 4''.}}
**{{nerf|The Mii Swordfighter [[walk|walks]] slower (1.188 → 1.07). This affects their mobility significantly compared to the cast, as they are now the 50th fastest walker (compared to 19-20th fastest in ''Smash 4'').}}
**{{nerf|The Mii Swordfighter [[walk]]s slower (1.188 → 1.07). This affects their mobility significantly compared to the cast, as they are now the 50th fastest walker (compared to 19-20th fastest in ''Smash 4'').}}
**{{buff|Mii Swordfighter [[dash]]es faster (1.5 → 1.58).}}
**{{buff|Mii Swordfighter [[dash]]es faster (1.5 → 1.58).}}
***{{buff|Mii Swordfighter's initial dash speed is faster (1.3 → 1.74).}}
***{{buff|Mii Swordfighter's initial dash speed is faster (1.3 → 1.74).}}
Line 8,136: Line 8,135:
*{{change|As with all Mii Fighters, the Mii Gunner now has fixed attributes:}}
*{{change|As with all Mii Fighters, the Mii Gunner now has fixed attributes:}}
**{{buff|The Mii Gunner now has a set [[weight]] of 104, on par with {{SSBU|Captain Falcon}}, {{SSBU|Link}} and {{SSBU|Yoshi}}. This makes the Mii Gunner the heaviest Mii Fighter, and also heavier than the largest possible Mii Fighter in ''Smash 4''. This improves their survivability.}}
**{{buff|The Mii Gunner now has a set [[weight]] of 104, on par with {{SSBU|Captain Falcon}}, {{SSBU|Link}} and {{SSBU|Yoshi}}. This makes the Mii Gunner the heaviest Mii Fighter, and also heavier than the largest possible Mii Fighter in ''Smash 4''. This improves their survivability.}}
**{{nerf|The Mii Gunner [[walk|walks]] slightly slower (1.05 → 1), and is now the 53rd fastest walker (compared to 37-38th fastest in ''Smash 4'').}}
**{{nerf|The Mii Gunner [[walk]]s slightly slower (1.05 → 1), and is now the 53rd fastest walker (compared to 37-38th fastest in ''Smash 4'').}}
**{{buff|The Mii Gunner [[dash]]es slightly faster (1.3 → 1.37).}}
**{{buff|The Mii Gunner [[dash]]es slightly faster (1.3 → 1.37).}}
***{{buff|The Mii Gunner's initial dash is slightly faster (1.6 → 1.613), although it is now the third-slowest initial dash speed, only beating {{SSBU|Olimar}} and {{SSBU|Dr. Mario}}.}}
***{{buff|The Mii Gunner's initial dash is slightly faster (1.6 → 1.613), although it is now the third-slowest initial dash speed, only beating {{SSBU|Olimar}} and {{SSBU|Dr. Mario}}.}}
Line 8,302: Line 8,301:
===Attributes===
===Attributes===
*{{buff|Like all characters, Palutena's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Palutena's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Palutena [[walk|walks]] slightly faster (1.21 → 1.271).}}
*{{buff|Palutena [[walk]]s slightly faster (1.21 → 1.271).}}
*{{buff|Palutena [[run|runs]] faster (1.888 → 2.077).}}
*{{buff|Palutena [[run]]s faster (1.888 → 2.077).}}
**{{buff|Her initial [[dash]] speed is much faster (1.5 → 2.035).}}
**{{buff|Her initial [[dash]] speed is much faster (1.5 → 2.035).}}
*{{buff|Palutena's [[air speed]] is slightly faster (0.91 → 1).}}
*{{buff|Palutena's [[air speed]] is slightly faster (0.91 → 1).}}
Line 8,390: Line 8,389:
**{{change|It causes Palutena's shield to glow, indicating its hitbox.}}
**{{change|It causes Palutena's shield to glow, indicating its hitbox.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial [[auto-cancel|auto-cancels]] significantly earlier (frame 64 → 42), doing so in a full hop.}}
**{{buff|Up aerial [[auto-cancel]]s significantly earlier (frame 64 → 42), doing so in a full hop.}}
**{{buff|The looping hits have a lower hitlag multiplier (0.8× → 0.6×) and a faster rehit rate (5 → 3). As a result, the move executes noticeably faster, and hits six times instead of five, increasing its total damage (9% → 10%).}}
**{{buff|The looping hits have a lower hitlag multiplier (0.8× → 0.6×) and a faster rehit rate (5 → 3). As a result, the move executes noticeably faster, and hits six times instead of five, increasing its total damage (9% → 10%).}}
**{{change|The last hit comes out faster (frame 25 → 24). However, this is compensated by the multi-hits of up aerial having a shorter duration meaning the amount of startup remains the same.}}
**{{change|The last hit comes out faster (frame 25 → 24). However, this is compensated by the multi-hits of up aerial having a shorter duration meaning the amount of startup remains the same.}}
Line 8,462: Line 8,461:
===Attributes===
===Attributes===
*{{buff|Like all characters, Pac-Man's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{buff|Like all characters, Pac-Man's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{buff|Pac-Man [[walk|walks]] faster (1.045 → 1.097).}}
*{{buff|Pac-Man [[walk]]s faster (1.045 → 1.097).}}
*{{buff|Pac-Man [[dash]]es faster (1.52 → 1.672).}}
*{{buff|Pac-Man [[dash]]es faster (1.52 → 1.672).}}
*{{buff|Pac-Man's initial dash is much faster (1.6 → 1.87).}}
*{{buff|Pac-Man's initial dash is much faster (1.6 → 1.87).}}
Line 8,622: Line 8,621:
===Attributes===
===Attributes===
*{{buff|Like all characters, Robin's [[jumpsquat]] animation takes three frames to complete (down from 7).}}
*{{buff|Like all characters, Robin's [[jumpsquat]] animation takes three frames to complete (down from 7).}}
*{{buff|Robin [[run|runs]] faster (1.15 → 1.265) going from the slowest in ''SSB4'' to the second-slowest in ''Ultimate''.}}
*{{buff|Robin [[run]]s faster (1.15 → 1.265) going from the slowest in ''SSB4'' to the second-slowest in ''Ultimate''.}}
**{{buff|Robin's initial [[dash]] is much faster (1.5 → 1.815).}}
**{{buff|Robin's initial [[dash]] is much faster (1.5 → 1.815).}}
*{{buff|Robin's [[air speed]] is slightly faster (1 → 1.05).}}
*{{buff|Robin's [[air speed]] is slightly faster (1 → 1.05).}}
Line 8,663: Line 8,662:
**{{buff|Robin can now use the Levin Sword for neutral aerial. Like other aerial attacks, this gives it more range, an [[electric]] effect and it deals more damage (7% → 11.5%).}}
**{{buff|Robin can now use the Levin Sword for neutral aerial. Like other aerial attacks, this gives it more range, an [[electric]] effect and it deals more damage (7% → 11.5%).}}
***{{nerf|Neutral aerial with the Levin Sword uses durability as a result of the change, and Robin can no longer switch to the Bronze Sword while in midair if the Levin Sword is equipped.}}
***{{nerf|Neutral aerial with the Levin Sword uses durability as a result of the change, and Robin can no longer switch to the Bronze Sword while in midair if the Levin Sword is equipped.}}
***{{nerf|Neutral aerial with the Levin Sword cannot [[auto-cancel]] in a short hop.}}
***{{nerf|Neutral aerial with the Levin Sword cannot [[autocancel]] in a short hop.}}
**{{nerf|Neutral aerial deals marginally less damage with the Bronze Sword (7% → 6.9%).}}
**{{nerf|Neutral aerial deals marginally less damage with the Bronze Sword (7% → 6.9%).}}
**{{change|The player can hold both the special move and attack buttons at the same time to switch to the Levin Sword while using neutral aerial. While not mentioned in-game, this only works if the player has the A+B Smash Attack control option enabled.}}
**{{change|The player can hold both the special move and attack buttons at the same time to switch to the Levin Sword while using neutral aerial. While not mentioned in-game, this only works if the player has the A+B Smash Attack control option enabled.}}
Line 8,738: Line 8,737:
===Attributes===
===Attributes===
*{{buff|Like all characters, Shulk's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Shulk's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Shulk [[walk|walks]] faster (1.1 → 1.155).}}
*{{buff|Shulk [[walk]]s faster (1.1 → 1.155).}}
*{{buff|Shulk [[run|runs]] faster (1.52 → 1.672).}}
*{{buff|Shulk [[run]]s faster (1.52 → 1.672).}}
**{{buff|His initial [[dash]] is much faster (1.5 → 1.87).}}
**{{buff|His initial [[dash]] is much faster (1.5 → 1.87).}}
*{{buff|Shulk's [[air speed]] is faster (1.06 → 1.113).}}
*{{buff|Shulk's [[air speed]] is faster (1.06 → 1.113).}}
Line 8,905: Line 8,904:
===Attributes===
===Attributes===
*{{buff|Like all characters, Bowser Jr.'s [[jumpsquat]] animation takes three frames to complete (down from 6).}}
*{{buff|Like all characters, Bowser Jr.'s [[jumpsquat]] animation takes three frames to complete (down from 6).}}
*{{buff|Bowser Jr. [[run|runs]] faster (1.424 → 1.566).}}
*{{buff|Bowser Jr. [[run]]s faster (1.424 → 1.566).}}
*{{buff|Bowser Jr.'s initial [[dash]] is faster (1.6 → 1.76).}}
*{{buff|Bowser Jr.'s initial [[dash]] is faster (1.6 → 1.76).}}
*{{buff|Bowser Jr. [[walk|walks]] faster (0.88 → 0.924).}}
*{{buff|Bowser Jr. [[walk]]s faster (0.88 → 0.924).}}
*{{buff|Bowser Jr.'s [[air speed]] is faster (1.08 → 1.134)}}
*{{buff|Bowser Jr.'s [[air speed]] is faster (1.08 → 1.134)}}
*{{buff|Forward [[roll]] has less ending lag (FAF: 31 → 30).}}
*{{buff|Forward [[roll]] has less ending lag (FAF: 31 → 30).}}
Line 9,066: Line 9,065:
*{{buff|Duck Hunt [[dash]]es faster (1.63 → 1.793).}}
*{{buff|Duck Hunt [[dash]]es faster (1.63 → 1.793).}}
**{{buff|Duck Hunt's initial dash is faster (1.55 → 1.76), although it is now one of the slower initial dashes relative to the cast.}}
**{{buff|Duck Hunt's initial dash is faster (1.55 → 1.76), although it is now one of the slower initial dashes relative to the cast.}}
*{{buff|Duck Hunt [[walk|walks]] faster (1.155 → 1.213).}}
*{{buff|Duck Hunt [[walk]]s faster (1.155 → 1.213).}}
*{{buff|Duck Hunt's [[air speed]] is slightly faster (1.1 → 1.155).}}
*{{buff|Duck Hunt's [[air speed]] is slightly faster (1.1 → 1.155).}}
*{{nerf|Duck Hunt is [[weight|lighter]] (91 → 86), now only slightly heavier than {{SSBU|Zelda}}, which reduces their survivability.}}
*{{nerf|Duck Hunt is [[weight|lighter]] (91 → 86), now only slightly heavier than {{SSBU|Zelda}}, which reduces their survivability.}}
Line 9,124: Line 9,123:
**{{buff|Down aerial has considerably less ending lag (FAF 60 → 50).}}
**{{buff|Down aerial has considerably less ending lag (FAF 60 → 50).}}
**{{buff|Both hits have a slightly longer duration (frames 14/20 → 14-15/20-21).}}
**{{buff|Both hits have a slightly longer duration (frames 14/20 → 14-15/20-21).}}
**{{nerf|Down aerial [[auto-cancel|auto-cancels]] later (frame 33 → 45), preventing it from doing so in a short hop.}}
**{{nerf|Down aerial [[auto-cancel]]s later (frame 33 → 45), preventing it from doing so in a short hop.}}


===Throws and other attacks===
===Throws and other attacks===
Line 9,296: Line 9,295:
*{{buff|Like all characters, Cloud's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Like all characters, Cloud's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Cloud's initial [[dash]] speed (1.8 → 2.145) and run speed (1.97 → 2.167) are much faster.}}
*{{buff|Cloud's initial [[dash]] speed (1.8 → 2.145) and run speed (1.97 → 2.167) are much faster.}}
*{{buff|Cloud [[walk|walks]] slightly faster (1.1 → 1.155).}}
*{{buff|Cloud [[walk]]s slightly faster (1.1 → 1.155).}}
*{{buff|Cloud's [[air speed]] is slightly higher (1.1 → 1.155).}}
*{{buff|Cloud's [[air speed]] is slightly higher (1.1 → 1.155).}}
*{{buff|Cloud's [[traction]] is higher (0.055 → 0.106).}}
*{{buff|Cloud's [[traction]] is higher (0.055 → 0.106).}}
Line 9,340: Line 9,339:
**{{nerf|Up aerial has more startup with a shorter clean hit duration (frames 7-9 → 8-9), and no animation change. This reduces its range below and in front of Cloud and prevents it from hitting grounded opponents as easily.}}
**{{nerf|Up aerial has more startup with a shorter clean hit duration (frames 7-9 → 8-9), and no animation change. This reduces its range below and in front of Cloud and prevents it from hitting grounded opponents as easily.}}
**{{nerf|The clean hit's deceptively large hitboxes have become smaller (4.7u (frames 7-9) → 4.2u (frame 8)/4u (frame 9)).}}
**{{nerf|The clean hit's deceptively large hitboxes have become smaller (4.7u (frames 7-9) → 4.2u (frame 8)/4u (frame 9)).}}
**{{nerf|It [[auto-cancel|auto-cancels]] later (frame 26 → 32), no longer doing so from a [[short hop fast fall]] and immediately after its hitboxes cease.}}
**{{nerf|It [[auto-cancel]]s later (frame 26 → 32), no longer doing so from a [[short hop fast fall]] and immediately after its hitboxes cease.}}
**{{change|It deals less damage (12% → 11% (clean), 8.5% → 8% (late)) and knockback, and launches at a slightly more horizontal angle (82° → 80°). This hinders its KO potential, but allows it to combo better on landing.}}
**{{change|It deals less damage (12% → 11% (clean), 8.5% → 8% (late)) and knockback, and launches at a slightly more horizontal angle (82° → 80°). This hinders its KO potential, but allows it to combo better on landing.}}
*[[Down aerial]]:
*[[Down aerial]]:
Line 9,406: Line 9,405:
===Attributes===
===Attributes===
*{{buff|Like all characters, Corrin's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Like all characters, Corrin's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Corrin [[run|runs]] faster (1.45 → 1.595).}}
*{{buff|Corrin [[run]]s faster (1.45 → 1.595).}}
**{{buff|Corrin's [[initial dash]] speed is faster (1.8 → 1.892).}}
**{{buff|Corrin's [[initial dash]] speed is faster (1.8 → 1.892).}}
*{{buff|Corrin [[walk|walks]] faster (1.15 → 1.208).}}
*{{buff|Corrin [[walk]]s faster (1.15 → 1.208).}}
*{{buff|Corrin's [[air speed]] is higher (0.97 → 1.019).}}
*{{buff|Corrin's [[air speed]] is higher (0.97 → 1.019).}}
*{{buff|Corrin's [[traction]] is significantly higher (0.065 → 0.129).}}
*{{buff|Corrin's [[traction]] is significantly higher (0.065 → 0.129).}}
Line 9,467: Line 9,466:


*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|The move [[auto-cancel|auto-cancels]] earlier (frame 50 → 47).}}
**{{buff|The move [[auto-cancel]]s earlier (frame 50 → 47).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|The move has more startup lag (frame 7 → 9).}}
**{{nerf|The move has more startup lag (frame 7 → 9).}}
Line 9,540: Line 9,539:
*{{nerf|Bayonetta is [[Weight|lighter]] (84 → 81), further hindering her endurance.}}
*{{nerf|Bayonetta is [[Weight|lighter]] (84 → 81), further hindering her endurance.}}
*{{buff|Bayonetta's initial [[dash]] speed (1.6 → 1.936) and run speed (1.6 → 1.76) are much faster.}}
*{{buff|Bayonetta's initial [[dash]] speed (1.6 → 1.936) and run speed (1.6 → 1.76) are much faster.}}
*{{buff|Bayonetta [[walk|walks]] slightly faster (0.9 → 0.945).}}
*{{buff|Bayonetta [[walk]]s slightly faster (0.9 → 0.945).}}
*{{buff|Bayonetta's [[air speed]] is faster (0.97 → 1.019).}}
*{{buff|Bayonetta's [[air speed]] is faster (0.97 → 1.019).}}
*{{buff|Bayonetta's [[traction]] is much higher (0.055 → 0.11).}}
*{{buff|Bayonetta's [[traction]] is much higher (0.055 → 0.11).}}
Line 9,603: Line 9,602:
**{{nerf|All hits have more ending lag (FAF 27 → 38 (hit 1), 32 → 40 (hit 2), 40 → 47 (hit 3)). This prevents the first hit from comboing into [[After Burner Kick]] or [[Witch Twist]], or being used repeatedly to drag opponents offstage, significantly weakening its utility.}}
**{{nerf|All hits have more ending lag (FAF 27 → 38 (hit 1), 32 → 40 (hit 2), 40 → 47 (hit 3)). This prevents the first hit from comboing into [[After Burner Kick]] or [[Witch Twist]], or being used repeatedly to drag opponents offstage, significantly weakening its utility.}}
**{{nerf|The first hit has noticeably smaller hitboxes (4u/8u → 2.8u/5.8u) and less vertical range (Y offset: 8u/16u/12u → 9.2u/14.8u/12u).}}
**{{nerf|The first hit has noticeably smaller hitboxes (4u/8u → 2.8u/5.8u) and less vertical range (Y offset: 8u/16u/12u → 9.2u/14.8u/12u).}}
**{{nerf|The first hit [[auto-cancel|auto-cancels]] later (frame 28 → 30).}}
**{{nerf|The first hit [[auto-cancel]]s later (frame 28 → 30).}}
**{{change|The third hit's angle has been altered (44° → 54°). This worsens its KO ability near the horizontal blast lines, but combined with its knockback not being compensated for its increased damage, this allows it to KO more reliably at the end of a [[ladder combo]].}}
**{{change|The third hit's angle has been altered (44° → 54°). This worsens its KO ability near the horizontal blast lines, but combined with its knockback not being compensated for its increased damage, this allows it to KO more reliably at the end of a [[ladder combo]].}}
*[[Back aerial]]:
*[[Back aerial]]:
Line 9,692: Line 9,691:
*{{nerf|Downwards After Burner Kick has much more landing lag if it connects (20 → 30).}}
*{{nerf|Downwards After Burner Kick has much more landing lag if it connects (20 → 30).}}
*{{nerf|After Burner Kick to Downwards After Burner Kick, and DABK to DABK has much more landing lag (30 → 40). ABK to DABK still has 30 frames of landing lag.}}
*{{nerf|After Burner Kick to Downwards After Burner Kick, and DABK to DABK has much more landing lag (30 → 40). ABK to DABK still has 30 frames of landing lag.}}
*{{nerf|Whiffed Downwards After Burner Kick can no longer auto-cancel, and it has 20 frames of landing lag.}}
*{{nerf|Whiffed Downwards After Burner Kick can no longer autocancel, and it has 20 frames of landing lag.}}
*{{nerf|Bayonetta gains recovery frames for air dodging after Witch Twist (18 → 22) and combinations that would give her 28 frames of landing lag (28 → 38).}}
*{{nerf|Bayonetta gains recovery frames for air dodging after Witch Twist (18 → 22) and combinations that would give her 28 frames of landing lag (28 → 38).}}
*{{buff|Several combinations of moves give her less landing lag (30 → 28, 43 → 38).}}
*{{buff|Several combinations of moves give her less landing lag (30 → 28, 43 → 38).}}

Revision as of 05:37, May 26, 2020

This template contains the technical changelists for all veterans from Super Smash Bros. 4 in the transition to Super Smash Bros. Ultimate. If you're an autoconfirmed user, you can edit it and locate characters by using your browser's search function, but please be sure to verify all changes you add to the template via resources such as the games' scripts (which can be found here), and in-game testing if necessary.