Editing Super Smash Bros. Ultimate
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*[[Shield platform drop]]s are no longer possible. | *[[Shield platform drop]]s are no longer possible. | ||
*Grabbing an [[edge]] consecutively without landing or getting hit now decreases the [[intangibility]] of subsequent [[edge recovery|edge options]], to the point of granting no intangibility at all from the fourth edge grab onward. Additionally, in a similar vein to [[Aether]] in previous games, characters can only grab edges up to six times under these conditions. This further decreases the effectiveness of [[planking]] strategies. | *Grabbing an [[edge]] consecutively without landing or getting hit now decreases the [[intangibility]] of subsequent [[edge recovery|edge options]], to the point of granting no intangibility at all from the fourth edge grab onward. Additionally, in a similar vein to [[Aether]] in previous games, characters can only grab edges up to six times under these conditions. This further decreases the effectiveness of [[planking]] strategies. | ||
*"Magnet hands", a controversial element in ''Brawl'' and ''Smash 4'' that allowed some characters to evade [[Edgeguarding|edgeguarders]] while [[recovery|recovering]] much easier, have been toned down. [[Edge sweet spot]]s have become smaller, and recovery moves take longer to snap on ledges in general. This makes recovering overall more difficult. | *"Magnet hands", a controversial element in ''Brawl'' and ''Smash 4'' that allowed some characters to evade [[Edgeguarding|edgeguarders]] while [[recovery|recovering]] much easier, have been toned down. [[Edge sweet spot]]s have become smaller, and recovery moves take longer to snap on ledges in general. This makes recovering overall more difficult. | ||
*The window to [[tech]] has increased from 8 frames to 11 frames, and teching, in general, has mostly been restored to its state in ''Brawl'' (but the added leniency while already making contact with a wall or ceiling is retained), removing all of the untechable situations from ''Smash 4''; however, sustaining too much knockback from a certain distance from a surface can prevent characters from teching, making stage spikes guaranteed at high enough percents. This threshold is indicated by the visual shockwave of a rebounding character turning red. The threshold is also much smaller for characters that hit the ground, making meteor smashes more effective on-stage on aerial opponents.<ref>https://www.youtube.com/watch?v=Q-ge7VRRWUo</ref> | *The window to [[tech]] has increased from 8 frames to 11 frames, and teching, in general, has mostly been restored to its state in ''Brawl'' (but the added leniency while already making contact with a wall or ceiling is retained), removing all of the untechable situations from ''Smash 4''; however, sustaining too much knockback from a certain distance from a surface can prevent characters from teching, making stage spikes guaranteed at high enough percents. This threshold is indicated by the visual shockwave of a rebounding character turning red. The threshold is also much smaller for characters that hit the ground, making meteor smashes more effective on-stage on aerial opponents.<ref>https://www.youtube.com/watch?v=Q-ge7VRRWUo</ref> | ||
**Opponents [[footstool]]ed in midair can now tech on the ground during the animation. However, footstools now also grant the user a few frames of intangibility upon leaping off the opponent. | **Opponents [[footstool]]ed in midair can now tech on the ground during the animation. However, footstools now also grant the user a few frames of intangibility upon leaping off the opponent. |