6,535
edits
SuperSqank (talk | contribs) m (→Ground attacks) |
|||
Line 86: | Line 86: | ||
**{{buff|Mid forward smash deals 1% more damage (17% → 18%) and more knockback (50 (base), 70 (scaling) → 60/75), improving its KO potential. The late hit has higher knockback scaling (60 → 102) and its angle was altered (70° → 45°), significantly improving its KO potential despite dealing less damage (14% → 12%). It also has decreased ending lag (FAF 50 → 49).}} | **{{buff|Mid forward smash deals 1% more damage (17% → 18%) and more knockback (50 (base), 70 (scaling) → 60/75), improving its KO potential. The late hit has higher knockback scaling (60 → 102) and its angle was altered (70° → 45°), significantly improving its KO potential despite dealing less damage (14% → 12%). It also has decreased ending lag (FAF 50 → 49).}} | ||
**{{nerf|Early forward smash deals less damage (20% → 15%), and its knockback wasn't fully compensated (70 (base), 60 (scaling) → 50/73). Forward smash also has less range.}} | **{{nerf|Early forward smash deals less damage (20% → 15%), and its knockback wasn't fully compensated (70 (base), 60 (scaling) → 50/73). Forward smash also has less range.}} | ||
*[[Up smash]]: | |||
**{{buff|Clean up smash deals more knockback (40 (base), 90 (scaling) → 50/89), improving its KO potential. Late up smash also has significantly increased base knockback (5 → 55) and its angle has been altered (40° → 80°), granting it combo potential at medium percents while also drastically increasing its KO ability.}} | **{{buff|Clean up smash deals more knockback (40 (base), 90 (scaling) → 50/89), improving its KO potential. Late up smash also has significantly increased base knockback (5 → 55) and its angle has been altered (40° → 80°), granting it combo potential at medium percents while also drastically increasing its KO ability.}} | ||
**{{nerf|Up smash has slightly increased startup (frame 9 → 10) and ending lag (FAF 44 → 45).}} | **{{nerf|Up smash has slightly increased startup (frame 9 → 10) and ending lag (FAF 44 → 45).}} | ||
**{{change|Up smash's animation has slightly changed. Pikachu now slightly curls in its tail at the very end of the backflip, instead of leaving it extended.}} | **{{change|Up smash's animation has slightly changed. Pikachu now slightly curls in its tail at the very end of the backflip, instead of leaving it extended.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|The weakening of [[Smash directional influence|SDI]] makes down smash significantly more difficult to escape from combined with | **{{buff|The weakening of [[Smash directional influence|SDI]] makes down smash significantly more difficult to escape from combined with the multi hit's lower SDI multiplier (1.2x → 0.8x). The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] also significantly improve its shield pressuring potential.}} | ||
**{{nerf|Due to consisting of six hits instead of seven, down smash deals 2% less damage (15% → 13%), and the final hit has less base knockback (70 → 55) and launches opponents at a lower angle (70° → 50°), hindering its KO potential and removing its ability to lead into {{b|Thunder|Pokémon}}. It also has increased startup lag (frame 6 → 8), more ending lag (FAF 55 → 66), and less range (5.76u (loop hits)/12u (final hit) → 4u/10u).}} | **{{nerf|Due to consisting of six hits instead of seven, down smash deals 2% less damage (15% → 13%), and the final hit has less base knockback (70 → 55) and launches opponents at a lower angle (70° → 50°), hindering its KO potential and removing its ability to lead into {{b|Thunder|Pokémon}}. It also has increased startup lag (frame 6 → 8), more ending lag (FAF 55 → 66), and less range (5.76u (loop hits)/12u (final hit) → 4u/10u).}} | ||
edits