Editing Zelda (SSB4)
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**{{buff|The loop hits have larger hitboxes compared to the previous hand hitboxes (3u/3u → 4.7u).}} | **{{buff|The loop hits have larger hitboxes compared to the previous hand hitboxes (3u/3u → 4.7u).}} | ||
**{{buff|The loop hits now have a consistent auto-link angle (150° (hands)/270° (head)/90° (body) → 366° (all)) and they have consistent set knockback (75 (hands)/50 (head)/120 (body) → 75) and knockback scaling (100 (hands)/90 (head/body) → 100), making them connect more reliably.}} | **{{buff|The loop hits now have a consistent auto-link angle (150° (hands)/270° (head)/90° (body) → 366° (all)) and they have consistent set knockback (75 (hands)/50 (head)/120 (body) → 75) and knockback scaling (100 (hands)/90 (head/body) → 100), making them connect more reliably.}} | ||
**{{nerf|Neutral aerial has more ending lag (FAF 50 → 51) and a longer animation (49 frames → 57).}} | **{{nerf|Neutral aerial has more ending lag (FAF 50 → 51) and a longer animation (49 frames → 57).}} | ||
**{{nerf|Neutral aerial has more landing lag (12 frames → 19).}} | **{{nerf|Neutral aerial has more landing lag (12 frames → 19).}} | ||
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***{{nerf|However, these animations are also longer (49 frames → 62), increasing the amount of time Zelda cannot grab ledges after performing a Lightning Kick.}} | ***{{nerf|However, these animations are also longer (49 frames → 62), increasing the amount of time Zelda cannot grab ledges after performing a Lightning Kick.}} | ||
**{{buff|The sweetspots have a slightly larger hitbox (1.7u → 1.9u), making them slightly easier to land.}} | **{{buff|The sweetspots have a slightly larger hitbox (1.7u → 1.9u), making them slightly easier to land.}} | ||
**{{buff|The changes to shields significantly improve Lightning Kicks' safety and effectiveness on shield, especially the sweetspots, which are no longer burdened against shielding opponents by their extreme hitlag.}} | **{{buff|The changes to shields significantly improve Lightning Kicks' safety and effectiveness on shield, especially the sweetspots, which are no longer burdened against shielding opponents by their extreme hitlag.}} | ||
**{{buff|The introduction of [[frame canceling]] benefits Lightning Kicks due to their sweetspots' extremely high hitlag, which can give them much less landing lag when they connect if timed and spaced properly.}} | **{{buff|The introduction of [[frame canceling]] benefits Lightning Kicks due to their sweetspots' extremely high hitlag, which can give them much less landing lag when they connect if timed and spaced properly.}} | ||
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**{{buff|The sweetspot can now hit grounded opponents, giving the move less startup lag with a longer duration against grounded opponents (frames 15-24 → 14 (clean)/15-24 (late)).}} | **{{buff|The sweetspot can now hit grounded opponents, giving the move less startup lag with a longer duration against grounded opponents (frames 15-24 → 14 (clean)/15-24 (late)).}} | ||
**{{buff|The sweetspot has a larger hitbox (2.5u → 4u).}} | **{{buff|The sweetspot has a larger hitbox (2.5u → 4u).}} | ||
**{{buff|Down aerial has less landing lag (21 frames → 18).}} | **{{buff|Down aerial has less landing lag (21 frames → 18).}} | ||
***{{buff|When combined with the introduction of [[frame canceling]], this noticeably improves down aerial's safety and followup potential, especially with the sweetspot.}} | ***{{buff|When combined with the introduction of [[frame canceling]], this noticeably improves down aerial's safety and followup potential, especially with the sweetspot.}} |