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edits
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===Attributes=== | ===Attributes=== | ||
*{{buff|Like all characters, Palutena's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}} | *{{buff|Like all characters, Palutena's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}} | ||
*{{buff|Palutena [[walk | *{{buff|Palutena [[walk]]s slightly faster (1.21 → 1.271).}} | ||
*{{buff|Palutena [[run | *{{buff|Palutena [[run]]s faster (1.888 → 2.077).}} | ||
**{{buff|Her initial [[dash]] speed is much faster (1.5 → 2.035).}} | **{{buff|Her initial [[dash]] speed is much faster (1.5 → 2.035).}} | ||
*{{buff|Palutena's [[air speed]] is slightly faster (0.91 → 1).}} | *{{buff|Palutena's [[air speed]] is slightly faster (0.91 → 1).}} | ||
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**{{buff|It has a longer hitbox duration (frames 18-26 → 18-35), now lasting twice as long as before, although with a weaker late hit during frames 31-35. This allows it to punish dodges and landings a lot more efficiently.}} | **{{buff|It has a longer hitbox duration (frames 18-26 → 18-35), now lasting twice as long as before, although with a weaker late hit during frames 31-35. This allows it to punish dodges and landings a lot more efficiently.}} | ||
**{{buff|The mid and high hitboxes deal more knockback (55 base/85 scaling → 58/89 (mid), 55/87 → 62/92 (high)) and are larger (2.5u → 2.8u).}} | **{{buff|The mid and high hitboxes deal more knockback (55 base/85 scaling → 58/89 (mid), 55/87 → 62/92 (high)) and are larger (2.5u → 2.8u).}} | ||
**{{change| | **{{change|It uses a {{b|magic|effect}} effect instead of a [[normal]] one.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash has less ending lag (FAF 72 → 69).}} | **{{buff|Down smash has less ending lag (FAF 72 → 69).}} | ||
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**{{change|It causes Palutena's shield to glow, indicating its hitbox.}} | **{{change|It causes Palutena's shield to glow, indicating its hitbox.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial [[auto-cancel | **{{buff|Up aerial [[auto-cancel]]s significantly earlier (frame 64 → 42), doing so in a full hop.}} | ||
**{{buff|The looping hits have a lower hitlag multiplier (0.8× → 0.6×) and a faster rehit rate (5 → 3). As a result, the move executes noticeably faster, and hits six times instead of five, increasing its total damage (9% → 10%).}} | **{{buff|The looping hits have a lower hitlag multiplier (0.8× → 0.6×) and a faster rehit rate (5 → 3). As a result, the move executes noticeably faster, and hits six times instead of five, increasing its total damage (9% → 10%).}} | ||
**{{change|The last hit comes out faster (frame 25 → 24). However, this is compensated by the multi-hits of up aerial having a shorter duration meaning the amount of startup remains the same.}} | **{{change|The last hit comes out faster (frame 25 → 24). However, this is compensated by the multi-hits of up aerial having a shorter duration meaning the amount of startup remains the same.}} | ||
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**{{buff|Pivot grab has more range (Z2 offset: -17.4u → -18.9u).}} | **{{buff|Pivot grab has more range (Z2 offset: -17.4u → -18.9u).}} | ||
**{{nerf|All grabs have more ending lag (FAF 32 → 40 (standing), 40 → 48 (dash), 40 → 43 (pivot)).}} | **{{nerf|All grabs have more ending lag (FAF 32 → 40 (standing), 40 → 48 (dash), 40 → 43 (pivot)).}} | ||
**{{nerf|Standing and dash grab have less range, especially the former (Z2 offset: 11.4u → 9.4u (standing), 13.7u → 13.1u (dash)).}} | |||
**{{nerf|Dash and pivot grabs have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).}} | **{{nerf|Dash and pivot grabs have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).}} | ||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 8 → 1) and ending lag (FAF 23 → 7), shortening its duration.}} | **{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 8 → 1) and ending lag (FAF 23 → 7), shortening its duration.}} | ||
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**{{buff|The shots deals more damage (2.9% → 3.5%) and knockback (20 base/42 scaling → 40/41), making them more effective for disrupting approaches.}} The changes now give the move a chance of tripping opponents. | **{{buff|The shots deals more damage (2.9% → 3.5%) and knockback (20 base/42 scaling → 40/41), making them more effective for disrupting approaches.}} The changes now give the move a chance of tripping opponents. | ||
**{{nerf|The shots have received negative [[shield damage]] (0 → -1.7), effectively dealing around half their usual damage to shields.}} | **{{nerf|The shots have received negative [[shield damage]] (0 → -1.7), effectively dealing around half their usual damage to shields.}} | ||
**{{nerf|The changes to locking | **{{nerf|The changes to locking remove the projectile's situational utility for starting combos.}} | ||
**{{change|Autoreticle's reticle is red instead of green. Additionally, Palutena illuminates her staff's orb with a blue light instead of a yellow one.}} | **{{change|Autoreticle's reticle is red instead of green. Additionally, Palutena illuminates her staff's orb with a blue light instead of a yellow one.}} | ||
*[[Explosive Flame]]: | *[[Explosive Flame]]: |