Supermodel From Paris
Smash Hero
This is a change list thread from Brawl to Smash 4. I want to help people understand where their options went, what still works, what does not work anymore. Will update regularly. Damage uses FRESH (105%) values.
GENERAL:
GROUND:
GENERAL:
- Lower short hop.
- Higher full hop and second hop.
- Now as a zair. It kinda sucks. Does 4% damage and is really slow. Use it to recover.
- Now less of a person and more of a sexual object.
- Run speed seems a little slower. It's no big deal, don't worry.
- ZSS only needs 15 frames to recover after an airdodge, compared to most of the cast at 22 and 18. Only WFT has less recovery frames at 12.
GROUND:
- Jab is possibly 1 frame slower, but probably still frame 1 (will clarify ASAP). First hit has a launch effect, meaning the jab always finishes. 6% damage, down from from 7%.
- Ftilt is now a little faster, is safe on block. Up-angled version kills at high percents now. 7% damage on neutral version, 8% on up-angled version (both up from 6%). Down-angled version 8%, down from 13%.
- Down tilt hit angle adjusted to suck considerable wang, but is safer on block at max range. 8% damage, up from 6%.
- Dash attack revamped. Unsafe on block most of the time but passes through opponents. Launches upwards instead of to the side. 8% damage up from 6%.
- Forward smash revamped. Is now a kill move but not a great one. 16% damage, up from around 10%.
- Down smash adjusted. 8% down from 11%, stun duration significantly reduced. Holding down when hit now considerably reduces duration of stun. Launch after stun increased, making follow-ups in the air difficult. Max damage is probably dsmash->dthrow->fair. Kill is probably dsmash->up-b. Dsmash->up-b always works, even if they reduce the stun duration. I recommend you use that for now. This is still pretty safe on shield if spaced but it can be shield grabbed now. Stun duration now varies at different ranges; stun duration is longer at close range and less at max range. Use with care.
- Up Smash is the same move, but now kills light characters at high percents. 11% damage, up from 9%(?).
- Grab starts faster, lags less, less range. Can be used OOS more often.
- Neutral air has less landing lag and considerably more blockstun, making it safe on shield if you fast fall with it. Space with this ****. Damage unchanged at 10%.
- Forward air connects better and combos from a variety of attacks but no longer kills. First hit lags less, you can sort of combo with it. 12% total damage, down from 17% total damage.
- Back air's hitbox now sucks giant monkey testicles. Damage unchanged at 12%. Kills a bit earlier.
- Down air now has less landing lag and therefore some follow-up potential. 10% damage up from 9%.
- Up air is now pretty slow. 8% damage, down from 10%? Nerfed pretty hard. Still a good move but a shell of its former self.
- Paralyzer Shot uncharged shots deal 4% damage, up from whatever it was before. Charged damage is the same. Projectile moves a little slower, allowing you more time to confirm hits.
- Down-b is now ****ing weird. You can now adjust the angle to move horizontally rather than vertically. The invincibility starts after frame 1 some time (so you can't use it to break combos anymore). Footstooling a grounded opponent now buries them in the ground, allowing for a follow-up (with reduced knockback). Grounded opponent can't be stunned, but you can time it to stun immediately after it wears off. Footstooling an airborne opponent spikes them. Kick now bounces off opponents. Still spikes, kills a little later. 14% damage, down from 15%.
- Side-b blows. More recovery, 8% damage down from 19% (what the actual ****). Can't kill, ever. Use a custom version.
- Up-B revamped. Now a vertical recovery special. Kills pretty early and you can combo into it from throws and some aerials. 16% (!) damage total.
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