Roy (SSB4): Difference between revisions

→‎Aerial attacks: Isn't this a buff? Nair 1 in Melee was super impractical cuz it was pretty unsafe on hit (if only nair 1 is used) and easy to cc because of its low damage. The new sweetspot pops them up just right for setups (Melee one was too weak)
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(→‎Aerial attacks: Isn't this a buff? Nair 1 in Melee was super impractical cuz it was pretty unsafe on hit (if only nair 1 is used) and easy to cc because of its low damage. The new sweetspot pops them up just right for setups (Melee one was too weak))
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*{{change|All aerials have decreased landing lag (20/10 frames (normal/L-canceled) → 11 (neutral), 20/10 frames → 13 (forward), 24/12 frames → 16 (back), 18/9 frames → 14 (up), 32/16 frames → 23 (down)). Due to the removal of [[L-canceling]], however, they are not fully compensated.}}
*{{change|All aerials have decreased landing lag (20/10 frames (normal/L-canceled) → 11 (neutral), 20/10 frames → 13 (forward), 24/12 frames → 16 (back), 18/9 frames → 14 (up), 32/16 frames → 23 (down)). Due to the removal of [[L-canceling]], however, they are not fully compensated.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{change|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, neutral aerial's first hit no longer deals consistent damage (4% → 6%/4%).}}
**{{buff|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, neutral aerial's first hit no longer deals consistent damage (4% → 6%/4%).}}
**{{buff|Neutral aerial's sweetspotted second hit deals 0.5% more damage (8% → 8.5%).}}
**{{buff|Neutral aerial's sweetspotted second hit deals 0.5% more damage (8% → 8.5%).}}
**{{buff|Neutral aerial has decreased start-up lag (frame 7 → frame 6 (hit 1), frame 17 → frame 15 (hit 2)). Its second hit also has increased knockback scaling (80 → 100) and its angle has been altered (361° → 50°). Altogether, these changes improve its combo and KO potential.}}
**{{buff|Neutral aerial has decreased start-up lag (frame 7 → frame 6 (hit 1), frame 17 → frame 15 (hit 2)). Its second hit also has increased knockback scaling (80 → 100) and its angle has been altered (361° → 50°). Altogether, these changes improve its combo and KO potential.}}
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