228
edits
Tag: Mobile edit |
m (→Aerial attacks) Tag: Mobile edit |
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**{{buff|The first hit no longer has [[set knockback]] (55 set/100 scaling → 50 base/25 scaling), and deals more knockback to grounded opponents (55 set/100 scaling → 65 base/75 scaling), improving its combo potential on landing, despite its increased SDI multiplier (1.0x → 1.4x).}} | **{{buff|The first hit no longer has [[set knockback]] (55 set/100 scaling → 50 base/25 scaling), and deals more knockback to grounded opponents (55 set/100 scaling → 65 base/75 scaling), improving its combo potential on landing, despite its increased SDI multiplier (1.0x → 1.4x).}} | ||
***{{nerf|However, this makes the first hit transition into the second hit less consistently on aerial opponents at very high percentages.}} | ***{{nerf|However, this makes the first hit transition into the second hit less consistently on aerial opponents at very high percentages.}} | ||
**{{change|The second hit has less knockback scaling (130 → 120), improving its combo potential but worsening its KO | **{{change|The second hit has less knockback scaling (130 → 120), improving its combo potential but worsening its KO potential.}} | ||
**{{change|The first hit sends at lower angles (86°/78°/74° → 74°/80°/68°). Two of its hitboxes send grounded opponents at lower angles as well (86°/78° → 68°/74°).}} | **{{change|The first hit sends at lower angles (86°/78°/74° → 74°/80°/68°). Two of its hitboxes send grounded opponents at lower angles as well (86°/78° → 68°/74°).}} | ||
**{{nerf|The first hit has smaller hitboxes (5.0u/6.5u/5.5u → 6.0/4.0/3.5), slightly reducing its range.}} | **{{nerf|The first hit has smaller hitboxes (5.0u/6.5u/5.5u → 6.0/4.0/3.5), slightly reducing its range.}} | ||
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**{{buff|The move's reduced landing lag increases the usefulness of its late hit's bonus [[trip]] chance, allowing Captain Falcon to get true followups if it trips the opponent.}} | **{{buff|The move's reduced landing lag increases the usefulness of its late hit's bonus [[trip]] chance, allowing Captain Falcon to get true followups if it trips the opponent.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{nerf|It | **{{nerf|It has slightly more base knockback (25 → 27), but slightly less knockback scaling (100 → 97). This hinders its KO potential overall, although it doesn't KO that much later.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|It has slightly less ending lag (FAF 34 → 32), improving its combo potential into itself.}} | **{{buff|It has slightly less ending lag (FAF 34 → 32), improving its combo potential into itself.}} | ||
**{{nerf|It has one frame more startup and a shorter duration (frames 6-12 → 7-12).}} | **{{nerf|It has one frame more startup and a shorter duration (frames 6-12 → 7-12).}} | ||
**{{nerf|It has a new animation which is | **{{nerf|It has a new animation which is a lot longer than the previous animation (33 frames → 52). This increases the amount of time Captain Falcon can't grab the ledge after using the move.}} | ||
**{{nerf|It has one frame more landing lag (9 frames → 10). Combined with the decreased [[shieldstun]] for aerial attacks, this makes it much less safe on shield.}} | **{{nerf|It has one frame more landing lag (9 frames → 10). Combined with the decreased [[shieldstun]] for aerial attacks, this makes it much less safe on shield.}} | ||
**{{nerf|It deals less damage (clean: 11%/10% → 10%/9%; late: 10%/9% → 9%/8%).}} | **{{nerf|It deals less damage (clean: 11%/10% → 10%/9%; late: 10%/9% → 9%/8%).}} |
edits