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SuperSqank (talk | contribs) m (→Ground attacks) |
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===Special moves=== | ===Special moves=== | ||
*[[PK Freeze]]: | *[[PK Freeze]]: | ||
**{{buff| | **{{buff|PK Freeze has less startup (frame 7 → 5) and ending lag (FAF 40 → 32) when released.}} | ||
**{{buff| | **{{buff|PK Freeze can be released sooner (frame 45 → 35), reducing its startup lag when uncharged (frame 51 → 40).}} | ||
**{{nerf|PK Freeze | ***{{nerf|However, this does reduce uncharged PK Freeze's damage (10% → 9%).}} | ||
**{{buff|PK Freeze is larger when it is created (0.3 → 0.45) and its size increases at a faster rate (1.45 → 1.6).}} | |||
**{{buff|PK Freeze has increased base damage (4% → 5%) which charges at a faster rate (0.23 → 0.255) resulting in the fully charged version dealing more damage (19% → 22%).}} | |||
**{{buff|Lucas' gravity is lower when using PK Freeze (0.02 → 0.012) making it safer to use in the air.}} | |||
**{{change|PK Freeze launches opponents at a higher angle (70° → 80°) and it has more base knockback, but less knockback scaling (50 (base), 40 (scaling) → 80/21).}} | |||
**{{nerf|PK Freeze has a shorter duration (2 frames → 1).}} | |||
**{{nerf|PK Freeze gains less height (1.4 → 1.2). This notably prevents Lucas from being able to fully charge the move when using it on the ground.}} | |||
*[[PK Fire]]: | *[[PK Fire]]: | ||
**{{buff| | **{{buff|PK Fire has less ending lag (FAF 54 → 53).}} | ||
**{{buff|The sweetspot pillar deals more damage (5% → 6%), increasing PK Fire's overall damage (8% → 9%).}} | |||
**{{change|The pillar's hitboxes have adjusted positions (y/z offsets: (3/9)/(0/7) → (2/8)/(2/9)).}} | |||
**{{nerf|Using PK Fire straight after a double jump no longer gives Lucas a huge vertical boost. This removes [[Zap Jump]]ing, significantly hinder PK Fire's vertical approach and recovery potential.}} | |||
*[[PK Thunder]]: | *[[PK Thunder]]: | ||
**{{buff| | **{{buff|PK Thunder is larger and travels slightly faster. This improves its recovery potential and, when coupled with the weakening of SDI, makes it significantly more difficult to escape from.}} | ||
**{{change|PK Thunder's visual effects have changed. It is now violet, instead of blue.}} | **{{change|PK Thunder's visual effects have changed. It is now violet, instead of blue.}} | ||
*[[PK Thunder 2]]: | *[[PK Thunder 2]]: | ||
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**{{nerf|PSI Magnet deals less damage when released (9% → 8%).}} | **{{nerf|PSI Magnet deals less damage when released (9% → 8%).}} | ||
**{{nerf|PSI Magnet has a smaller hitbox when released (4u → 3.5u). When combined with the orb being visually larger, this results in PSI magnet now having a deceptively small hitbox.}} | **{{nerf|PSI Magnet has a smaller hitbox when released (4u → 3.5u). When combined with the orb being visually larger, this results in PSI magnet now having a deceptively small hitbox.}} | ||
**{{nerf|PSI Magnet grants much less forwards momentum in the air (3 → 1). This essentially removes Lucas' Magnet Pull, greatly hindering PSI Magnet's utility.}} | **{{nerf|PSI Magnet grants much less forwards momentum in the air (3 → 1). This essentially removes Lucas' [[Magnet Pull]], greatly hindering PSI Magnet's utility (and PK Fire's utility by extension).}} | ||
**{{nerf|PSI Magnet now swirls absorbed projectiles for a moment, creating a slight delay before Lucas can actually be healed.}} | **{{nerf|PSI Magnet now swirls absorbed projectiles for a moment, creating a slight delay before Lucas can actually be healed.}} | ||
**{{nerf|PSI Magnet's absorption bubble is smaller (16u → 12.8u). This gives it less range to absorb projectiles, despite its orb being larger and the absorption bubble being moved further forwards (z offset: 10 → 11.8).}} | **{{nerf|PSI Magnet's absorption bubble is smaller (16u → 12.8u). This gives it less range to absorb projectiles, despite its orb being larger and the absorption bubble being moved further forwards (z offset: 10 → 11.8).}} | ||
***{{nerf|These changes also mean that the move can no longer reliably absorb projectiles behind Lucas, hindering its safety.}} | ***{{nerf|These changes also mean that the move can no longer reliably absorb projectiles behind Lucas, hindering its safety.}} | ||
**{{nerf|PSI Magnet now only heals half the amount of damage from absorbed teammates' projectiles, significantly hindering its effectiveness in doubles. This is exacerbated even further by PSI | **{{nerf|PSI Magnet now only heals half the amount of damage from absorbed teammates' projectiles, significantly hindering its effectiveness in doubles. This is exacerbated even further by PSI Magnet's reduced range.}} | ||
*[[PK Starstorm]]: | *[[PK Starstorm]]: | ||
**{{change|[[PK Starstorm]] now functions identically to Ness' version. It deals 6% less damage per hit (14% → 8%), but the falling stars are now fired in a line that can be aimed in a fanning motion from the top-center of the stage. While this gives it blind spots, it results in a more consistent damage output when the stars do hit.}} | **{{change|[[PK Starstorm]] now functions identically to Ness' version. It deals 6% less damage per hit (14% → 8%), but the falling stars are now fired in a line that can be aimed in a fanning motion from the top-center of the stage. While this gives it blind spots, it results in a more consistent damage output when the stars do hit.}} |
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