Luigi Linguine
Smash Cadet
- Joined
- Mar 27, 2017
- Messages
- 57
I've done some testing and these are the differences I've found between echo fighters and the characters they're based on.
Lucina:
- Sword has no tipper sweetspot or hilt sourspot; hitboxes are consistent all throughout
Dark Pit:
- Silver Bow deals more damage and has further range, but has a much more restrictive aim
- Electroshock Arm deals more damage and sends horizontally (and obviously has an electric effect, causing greater hitlag) compared to Upperdash Arm
- Has a unique Final Smash
Daisy:
- Has a larger horizontal hurtbox, but a smaller vertical hurtbox
Richter:
- Holy Water is able to kill Red Pikmin and will not cause explosives to instantly combust due to it being aura-based rather than fire-based
Chrom:
- Sword has no hilt sweetspot or tipper sourspot; hitboxes are consistent all throughout
- Has Ike's up-special
- Does not have fire effects on his attacks
- Forward-tilt inches Chrom forward slightly whereas Roy's does not
- Has a unique Final Smash
Dark Samus:
- Samus's fire attacks are replaced with electric attacks, allowing them to kill Red Pikmin in place of Yellow Pikmin, causing greater hitlag, and preventing explosives from instantly combusting
- Has a higher jump
- Has a generally larger hurtbox due to more exaggerated movements
- Has slightly less range on forward-smash
- Up-smash hits shorter opponents
- Has a faster forward and back roll
- Fires Charge Shot lower, allowing no charge to hit a crouching Pichu while Samus's would miss
- Has a shorter dash dance, making it faster
- Has a different free-fall landing lag animation with a smaller hurtbox
- Has a larger shield to compensate for the hurtbox difference
Ken:
- Runs and walks faster
- Hadoken deals less damage and does not have the Shakunetsu variant
- Shoryuken is fire-based and hits multiple times
- Tatsumaki Senpukyaku hits multiple times
- Has a different HCF input called Roundhouse (intangible variant of Ryu's hard jab), hard version cancels into Axe Kick
- Has a QCF input unique to him called Crescent Kick, hard version cancels into Axe Kick
- Has a different back-throw similar to Pikachu's
- Has a different hard jab
- Has a different hard forward-tilt
- Has a different neutral-air
- Has a different up-air
- Has a different forward-smash
- Has two unique Final Smashes
Additional notes:
- While Dark Pit's forward-tilt had less knockback in Smash 4, this is no longer the case in Ultimate and it's now the same as Pit's
- It's a common misconception that Dark Samus is floatier than Samus, however their falls speeds are identical
If you find any more differences, no matter how small, please feel free to add! I'm especially unsure about Ken because I've never played Street Fighter and I don't know if there are any more special inputs with him.
Lucina:
- Sword has no tipper sweetspot or hilt sourspot; hitboxes are consistent all throughout
Dark Pit:
- Silver Bow deals more damage and has further range, but has a much more restrictive aim
- Electroshock Arm deals more damage and sends horizontally (and obviously has an electric effect, causing greater hitlag) compared to Upperdash Arm
- Has a unique Final Smash
Daisy:
- Has a larger horizontal hurtbox, but a smaller vertical hurtbox
Richter:
- Holy Water is able to kill Red Pikmin and will not cause explosives to instantly combust due to it being aura-based rather than fire-based
Chrom:
- Sword has no hilt sweetspot or tipper sourspot; hitboxes are consistent all throughout
- Has Ike's up-special
- Does not have fire effects on his attacks
- Forward-tilt inches Chrom forward slightly whereas Roy's does not
- Has a unique Final Smash
Dark Samus:
- Samus's fire attacks are replaced with electric attacks, allowing them to kill Red Pikmin in place of Yellow Pikmin, causing greater hitlag, and preventing explosives from instantly combusting
- Has a higher jump
- Has a generally larger hurtbox due to more exaggerated movements
- Has slightly less range on forward-smash
- Up-smash hits shorter opponents
- Has a faster forward and back roll
- Fires Charge Shot lower, allowing no charge to hit a crouching Pichu while Samus's would miss
- Has a shorter dash dance, making it faster
- Has a different free-fall landing lag animation with a smaller hurtbox
- Has a larger shield to compensate for the hurtbox difference
Ken:
- Runs and walks faster
- Hadoken deals less damage and does not have the Shakunetsu variant
- Shoryuken is fire-based and hits multiple times
- Tatsumaki Senpukyaku hits multiple times
- Has a different HCF input called Roundhouse (intangible variant of Ryu's hard jab), hard version cancels into Axe Kick
- Has a QCF input unique to him called Crescent Kick, hard version cancels into Axe Kick
- Has a different back-throw similar to Pikachu's
- Has a different hard jab
- Has a different hard forward-tilt
- Has a different neutral-air
- Has a different up-air
- Has a different forward-smash
- Has two unique Final Smashes
Additional notes:
- While Dark Pit's forward-tilt had less knockback in Smash 4, this is no longer the case in Ultimate and it's now the same as Pit's
- It's a common misconception that Dark Samus is floatier than Samus, however their falls speeds are identical
If you find any more differences, no matter how small, please feel free to add! I'm especially unsure about Ken because I've never played Street Fighter and I don't know if there are any more special inputs with him.
Last edited: