Editing Samus (SSB4)
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***{{nerf|However as the move is a projectile, this gives Samus less time to followup after the opponent is no longer in hitlag, both on hit and on shield.}} | ***{{nerf|However as the move is a projectile, this gives Samus less time to followup after the opponent is no longer in hitlag, both on hit and on shield.}} | ||
**{{nerf|Charge Shot has more ending lag, especially when fully charged (FAF 44 → 54 (uncharged)/61 (fully charged)).}} | **{{nerf|Charge Shot has more ending lag, especially when fully charged (FAF 44 → 54 (uncharged)/61 (fully charged)).}} | ||
***{{nerf|This particularly hurts the fully charged version as when combined with its lower hitlag, this prevents Samus from being to followup out of it | ***{{nerf|This particularly hurts the fully charged version as when combined with its lower hitlag, this prevents Samus from being to followup out of it and lower percents as well as making the move much more punishable on shield (with the move no longer being completely safe on shield).}} | ||
*[[Missile]]: | *[[Missile]]: | ||
**{{buff|Missiles have less startup lag (frame 23 (Homing/Super ground)/25 (Super aerial) → 18/21), longer durations (frames 23-121 (Homing)/23-84 (Super) → 18-118/21-84), and decreased ending lag on the ground (FAF 60 (both) → 57 (Homing)/59 (Super)).}} | **{{buff|Missiles have less startup lag (frame 23 (Homing/Super ground)/25 (Super aerial) → 18/21), longer durations (frames 23-121 (Homing)/23-84 (Super) → 18-118/21-84), and decreased ending lag on the ground (FAF 60 (both) → 57 (Homing)/59 (Super)).}} |