Editing Zelda (SSB4)

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**{{buff|The loop hits have larger hitboxes compared to the previous hand hitboxes (3u → 4.7u).}}
**{{buff|The loop hits have larger hitboxes compared to the previous hand hitboxes (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.}}
**{{buff|The final hit now has a magic effect, instead of an electric effect. This decreases the move's hitlag and allows it to hit Olimar's yellow Pikmin}}
**{{buff|The final hit now has a magic effect, instead of an electric effect.}}
**{{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 sweetspots now have a magic effect, instead of an electric effect, reducing their previously rather extreme hitlag. This also allows them to hit Olimar's yellow Pikmin.}}
**{{buff|The sweetspots now have a magic effect, instead of an electric effect, reducing their previously rather 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 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|Up aerial has less landing lag (22 frames → 19).}}
**{{buff|Up aerial has less landing lag (22 frames → 19).}}
**{{nerf|Up aerial has lower knockback scaling (110 → 84), noticeably hindering its KO potential despite its increased damage.}}
**{{nerf|Up aerial has lower knockback scaling (110 → 84), noticeably hindering its KO potential despite its increased damage.}}
**{{change|Up aerial's hitbox is positioned slightly more inward (z offset 1.7u → 0.5u).}}
**{{nerf|Up aerial has a slightly smaller hitbox (8.199994u → 8u).}}
**{{nerf|Up aerial has a slightly smaller hitbox (8.199984u → 8u).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial now has an initial auto-cancel window during its first three frames.}}
**{{buff|Down aerial now has an initial auto-cancel window during its first three frames.}}
**{{buff|The clean hit 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 clean hit has a larger hitbox (2.5u → 4u).}}
**{{buff|The sweetspot has a larger hitbox (2.5u → 4u).}}
**{{buff|The clean hit now has a magic effect, instead of an electric effect.}}
**{{buff|The sweetspot now has a magic effect, instead of an electric effect.}}
**{{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 clean hit.}}
***{{buff|When combined with the introduction of [[frame canceling]], this noticeably improves down aerial's safety and followup potential, especially with the sweetspot.}}
**{{nerf|The clean hit deals less knockback (50 (base), 90 (scaling) → 30/65). This hinders its edge-guarding potential and KO potential (although this is partially compensated with the removal of [[meteor cancel]]ing) and while it does improves its combo potential on stage, this is overall negated by the introduction of [[tech]]ing against grounded meteor smashes.}}
**{{nerf|The sweetspot deals less knockback (50 (base), 90 (scaling) → 30/65). This hinders its edge-guarding potential and KO potential (although this is partially compensated with the removal of [[meteor cancel]]ing) and while it does improves its combo potential on stage, this is overall negated by the introduction of [[tech]]ing against grounded meteor smashes.}}


===Throws/other attacks===
===Throws/other attacks===

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