epicnights
Smash Apprentice
And with the end of EVO comes the end of 3.1.0, and the beginning of the 4.0.0 era. Many characters have had changes, including lesser used ones like ,, , and /. I’d like to look specifically at /, since I happen to know the most about them relative to the other buffed characters.
Most of the /buffs are small, QoL buffs, such as D-smash 1 getting buffed so that it’s not failing to kill until the far upper hundred % ranges with good DI, and jab being made 1 frame faster, making it their fastest grounded option instead of tying with D-smash 1 at frame 5. These changes make them a bit better in those scramble situations, where before they lacked a good killing option and got stuffed by shield or simply faster options more often than they would like. D-air spike gaining more BKB on aerial opponents is nice as well, since it had less BKB and KBG than late d-air (0/80 and 5/90 for / and , respectively). Two buffs in particular, however, are much more influential: Up-tilt and B-air.
/ up-tilt was previously a *very* right set-up for nair, or up-air if your opponent wasn’t actually holding the controller. If they do happen to be playing, then they can jump out of even a frame perfect up-air, and even a frame off on execution can let all but the worst airdodges out scot-free. Now? 4.0.0 links into nair easily from 0 to 110%, and up-air will catch an air dodge; it has turned into an excellent combo tool that can be used to scoop up approaches by pivoting out of a run and adds another threat to their already large array of juggling options.
/ b-air was tweaked only slightly, losing 3 frames of landing lag, taking it from 11 to 8. This initially doesn’t seem like much, but it ended up having major consequences. In 4.0.0, landing sweetspot b-air is only -3 on shield, and sourspot b-air is -4 on shield. This gives them a strong option to pressure the opponent into taking a defensive option, though OoS options like Mario up-b and G&W Up-b can still slip out of this pressure. It also allows for a few new follow-up trees, such as sourspot b-air to grab at low to mid%, sourspot b-air to various aerials, and sourspot b-air to sweetspot b-air.
Will this push them further in tournaments? In theory, sure. A bait & punish style character with a good grab game like / *love* having a good shield pressure option, and more damage strings is always welcome. Unfortunately, the level of representation just isn’t there yet, so it’s unlikely we will see much actual evidence of the improvement. For now, we’ll have to wait and see.
Most of the /buffs are small, QoL buffs, such as D-smash 1 getting buffed so that it’s not failing to kill until the far upper hundred % ranges with good DI, and jab being made 1 frame faster, making it their fastest grounded option instead of tying with D-smash 1 at frame 5. These changes make them a bit better in those scramble situations, where before they lacked a good killing option and got stuffed by shield or simply faster options more often than they would like. D-air spike gaining more BKB on aerial opponents is nice as well, since it had less BKB and KBG than late d-air (0/80 and 5/90 for / and , respectively). Two buffs in particular, however, are much more influential: Up-tilt and B-air.
/ up-tilt was previously a *very* right set-up for nair, or up-air if your opponent wasn’t actually holding the controller. If they do happen to be playing, then they can jump out of even a frame perfect up-air, and even a frame off on execution can let all but the worst airdodges out scot-free. Now? 4.0.0 links into nair easily from 0 to 110%, and up-air will catch an air dodge; it has turned into an excellent combo tool that can be used to scoop up approaches by pivoting out of a run and adds another threat to their already large array of juggling options.
/ b-air was tweaked only slightly, losing 3 frames of landing lag, taking it from 11 to 8. This initially doesn’t seem like much, but it ended up having major consequences. In 4.0.0, landing sweetspot b-air is only -3 on shield, and sourspot b-air is -4 on shield. This gives them a strong option to pressure the opponent into taking a defensive option, though OoS options like Mario up-b and G&W Up-b can still slip out of this pressure. It also allows for a few new follow-up trees, such as sourspot b-air to grab at low to mid%, sourspot b-air to various aerials, and sourspot b-air to sweetspot b-air.
Will this push them further in tournaments? In theory, sure. A bait & punish style character with a good grab game like / *love* having a good shield pressure option, and more damage strings is always welcome. Unfortunately, the level of representation just isn’t there yet, so it’s unlikely we will see much actual evidence of the improvement. For now, we’ll have to wait and see.
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