I checked, and apparently ESAM used Samus to 3-0 MVD in winner's finals. He used Samus to take the first two games of grand finals, narrowly lost the next two games, then used Pikachu to finish him for the 3-2 victory.
Does Mewtwo have Dtilt confirms?
I am pretty sure he still does. With Shadow Ball traveling slower, SDX has demonstrated confirms with uncharged and slightly charged Shadow Ball as well.
They don't play a like but if I'm going to play around shadowball I'd much rather have aura sphere. Yes losing kill confirms matters you legit listed everything he could do im sm4sh is likr well we don't have the kill confirms. Well fair is slightly nerfed as is dtilt and nair but hey at least we have shadowball and can edge guard....Our OoS options are still trash and we still a giant hurtbox but hey we can dash up dtilt now...
Oh I missed one m2 player. Props to him for winning a monthly...didn't lil mac win a pretty nice sized tourney as well?
He still has KO confirms, while at the same time Confusion's changes grants him a new KO confirm. F-air got it's range slightly increased, so there is also that as well. I feel Mewtwo got changes similar to Fox in that he is more glass and more cannon than in SSB4, while at the same time got revamped in a similar vein as Captain Falcon (who is mad underrated imo).
Here are other echo fighter differences:
0 Note
+ Buff
- Nerf
0 Richter's Holy Water has an aura effect, rather than Simon's flame effect.
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- It does not forcibly detonate explosives, like the bombs of the three Links.
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+ It can block and deal damage to Red Pikmin.
Virtually no difference outside of this. Pretty much identical characters.
- DSamus is slightly taller than Samus due to her levatating from the ground in most of her moves and animations.
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+ Her shield is slightly bigger than Samus' to compensate (11 -> 11.7).
- Her double jump animation has her arms spread out, making it slightly easier to hit when midair.
0 For every move that deals an flame effect for Samus, has an electric effect for DSamus. There isn't much that differs from there.
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+ May create some very situational / minor combo setups she has over Samus.
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- The additional stun makes it slightly easier to properly DI her KO moves.
+ Both of DSamus' rolls are slightly faster (35 -> 32 (forward), 40 -> 37 (back)). The difference is minimal.
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- Dark Samus is more vulnerable during ending lag due to her larger hurtboxes when rolling.
- Her forward smash has slightly less range than Samus'.
+ Her up smash makes it can catch opponents at a lower height.
0 She fires her Charge Shot and Missiles at a lower elevation. This should be the main thing to consider when choosing a Samus for a specific matchup.
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+ It makes it slightly easier to catch smaller opponents. For example, DSamus' Charge Shot will hit a crouching Pichu or a Pikachu hanging from the ledge.
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- It makes it slightly harder to hit opponents midair, especially for those who short hop a lot.
There differences, while minor, is significant enough to consider which Samus you use for specific matchups (though there are some matchups where their differences doesn't matter). Their roll differences is honestly so minor, people put that difference way out of proportion imo. DSamus is better suited for smaller characters (thanks to her projectiles and up smash hitting lower), while Samus should be used for larger characters (thanks to her projectiles hitting higher and dealing flame effects). If I am to choose one who is better, I would DSamus due to the convenience of her up smash hitting lower, but there are matchups where you would want to choose Samus over DSamus.
His forward tilt and jab finisher are now identical to Pit, which is an overall buff for DPit.
Fun fact: apparently his up throw was about to have less ending lag than Pit's (38 -> 33), but that was immediately patched in 1.1.0.
0 His Silver Arrow has noticeably different properties.
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+ Silver Bow deals considerably more damage (3.2% -> 5.5 (uncharged), 8.6 -> 14% (fully charged)), and launches opponents at a lower angle (60° -> 45°), allowing it to KO more effectively.
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+ It travels slightly faster and further.
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- It lasts for a shorter amount of time, and its trajectory cannot be controlled as much.
0 His Electroshock Arm has different effects that makes it better overall.
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0 It has an electric effect.
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+ It deals more damage (11% -> 12% (grounded), 9% -> 9.5% (aerial)), although with lower knockback values by comparison (grounded: 100 base/72 scaling -> 99/67, aerial: 90 base/72 scaling -> 90/58).
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- The aerial version has slightly more ending lag upon activation (52 -> 58).
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+ It sends opponents in a lower angle (80° -> 40°). This significantly improves it's KO power at the ledge and sends the opponents offstage, which is where DPit wants the opponent to be. This lower angle also significantly improves it's edgeguarding capability.
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- It's lower angle makes it KO later in center stage and in the top platform of Battlefield.
While they had these differences in SSB4, those differences are more significant in Ultimate's engine, especially considering that DPit's arrows got big buffs from SSB4. Some may say that Pit's arrows being easier to control makes him better than DPIt (and it does make him a bit better in some matchups), I think the fact that DPIt's arrows are a better neutral tool and his Electroshock Arm being a better move overall, should also be considered as well.
She now stands in the same height as Marth. Her up tilt will now move her forward slightly, and she no longer keeps her momentum on her jab and up tilt, making them identical to Marth.
0 She has a consistent blade, rather than having a sweetspot at the tip and sourspots throughout like Marth's.
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+ This allows her to deal consistent damage throughout her blade.
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+ This allows her to not rely on frequently spacing her blade, especially helpful in the movement based metagame of Ultimate.
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- She does not get the extreme reward of landing tipper hitboxes.
0 Her up tilt has a unique timing-based sweetspot.
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+ On the later half of the slash, the attack does more damage while also having weaker knockback. The combination of less knockback and more damage allows her up tilt to rack more damage than Marth’s as long as she is facing away from her opponent.
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- Since the timing-based sweetspot deals less knockback, it can not be used to reliably KO as much as Marth’s up tilt.
+ Her Shield Breaker gives her slightly more momentum in the air, like in SSB4.
She seems to be the better of the two in this game, as the increased mobility of the cast makes it harder for Marth to space against the opponent, despite having impressive mobility herself. The nerf to their jab also harms a lot of Marth's combo ability and KO setups he has over Lucina in SSB4.
0 Flame effects with Roy are wind/slash effects with Chrom.
0 He has a consistent blade, rather than having a sweetspot at the base and sourposts throughout like Roy's.
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+ This allows him to deal consistent damage throughout his entire blade. Due to retaining most of the combos and confirms Roy has, this effectively gives him a better damage output overall.
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+ This allows him to better space out the opponent and KO them at any range (most notably with jab and forward tilt), due to the lack of a sourspot. This gives him a much more consistent KO power.
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- However, he loses the increased KO power of Roy's sweetspots, although his remains strong. A few combos exclusive to Roy's sourspots are also not accessible.
+ His forward tilt makes him move slightly forward. This effectively increases its range.
0 He has an entirely different up special called Soaring Slash. It is a move similar to Ike's Aether, but has notable differences. Instead of throwing his sword up, he does a overhead slash that translates to the rest of the move. It provides him less protection, but the move transitions overall faster.
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+ It deals more damage than Blazer and has a landing hitbox. Combined with the fact that it can be combo'ed into it, makes it an effective damage racker.
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+ It has a sacrificial KO move that KOs as early as 0%, and it will always KO the opponent before Chrom. Combined with the fact, again, that it can be combo'ed into, makes it a devastating comeback move, and it also makes it more riskier to intercept than with Blazer.
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- Despite it traveling higher vertically, it has almost no horizontal distance, making it more susceptible to gimps and water-based edgeguarding tools. This makes it an overall worse recovery move.
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0 It has different super armor effects: does not have intangibility on frame 9 and its super armor does not start until frame 10 (compared to Blazer's super armor starting at frame 4). However, the super armor lasts significantly longer (6 -> 20).
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- It's first hit comes out one frame slower than Blazer's (frame 9 -> 10). It also has less onstage KO power, making it a less rewarding OoS option in higher percents.
Since the release of the game, the benefits of the consistent blade and his own up special has labeled him better than Roy, despite the negative views of him in the pre-release days. We already talked enough about Chrom in this thread (to the point where I have no idea about the point of making this differences chart lol), so lets move on.
+ His walking and dashing speed 10% faster than Ryu, sharing the same run speed as Mario, Squirtle, and Bayonetta. This is significant, especially since Ryu's run speed is unchanged from SSB4.
0 Held jab is Inazuma Kick, a double-hitting axe kick much like Ryu's up throw.
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- It is somewhat hard to land by itself, as its effective range tends to overlap with his close variant.
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+ However, special command inputs (mentioned later) makes it an overall more effective tool.
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+ It deals a large amount of shield damage.
0 Ken's held forward tilt is his far standing medium punch, a straight with his right arm, as opposed to Ryu's Collarbone Breaker.
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+ Held forward tilt is faster and deals more knockback at a lower angle.
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- Held forward tilt has less range and far less shield damage.
- Ken's forward smash is based off of his standing heavy kick introduced in
Super Street Fighter II Turbo. It has less range and does not make Ken travel forwards. It also has slightly less base knockback.
+ Due to it being a kick rather than a knee, the range of his neutral air is increased.
0 Ken's up aerial is based off of his neutral jumping light kick, a kick straight upwards.
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- It deals considerably less knockback, which hinders its KO potential.
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+ However, it much better for combos, which is also combined with aerial cancel special move mechanic.
+ His back throw, Hell Wheel, has him roll backwards twice, allowing him to cover more distance and move closer to the edge of stages from farther away.
+ He has more command inputs, offering more confirms and ways to deal more damage and pressure.
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+ He has Oosoto Mawashi Geri, an outward roundhouse kick from
Super Street Fighter II Turbo similar to Ryu's standing held neutral attack that can be cancelled into Inazuma Kick by holding the attack button, letting him use his special cancels without committing to the potential endlag of Shoryuken and Tatsumaki Senpukyaku and mix up his attacks. Inazuma Kick also deals a fair amount of shield damage, making it much riskier to block Ken during his blockstrings.
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+ He also has his Nata Otoshi Geri, a swiping roundhouse kick from
Super Street Fighter II Turbo with a unique input (forward, down forward, down, special/attack) that Ryu does not have. He can cancel either the startup of the move or after the first hit and change it into his Inazuma Kick by holding the attack button. Its low knockback and angle make it useful for combos, leading into down smash, forward smash, or a Shoryuken.
- His Hadoken deals less damage than Ryu's version. He also doesn't have access to Ryu's Shakunetsu Hadoken, meaning that he lacks a multi-hit projectile.
0 His Tatsumaki Senpukyaku has multi-hit properties.
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+ If all hits connect, it deals more damage.
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+ It has less endlag, allowing for followups after the move is complete.
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- It does significantly less knockback compared to Ryu's.
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- It connects less reliably than Ryu's, and lacks a final hit, making it punishable.
0 His Shoryuken has noticeably different properties.
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- It deals less knockback than Ryu's equivalent and hits at a slightly more horizontal angle.
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+ Holding the special attack input performs a Heavy Shoryuken, which hits more than 2 times, and has a flame effect.
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+ Although it KOs later, it deals more damage and has powerful hitboxes throughout the move in contrast to Ryu's Shoryuken losing strength the longer it is out. It can also drag enemies upwards, letting it kill earlier when close to the top.
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+ Ken can travel more horizontally during his Heavy Shoryuken. This makes certain combos possible and horizontal recoveries easier.
- Ken does not lunge forward as far in his Focus Attack, slightly hindering its range.
The pair of echo fighters with the most differences, and it seems like Ken is simply the superior of the two. Having access to a faster ground speed, more combo routes, and slightly more range as a result of using more kick moves, is huge. He does lose some of the raw power Ryu has, but he is still very powerful in his own right.