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===Aerial attacks=== | ===Aerial attacks=== | ||
*{{nerf|All aerials except down aerial have shorter initial auto-cancel window (frames 1-5 (neutral)/1-7 (forward)/1-4 (back)/1-13 (up) → 1-3 (neutral/forward)/1-2 (back)/1-4 (up)).}} | |||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{change|Neutral aerial's loop hits no longer deal consistent damage (2% → 2.5% (front)/1.5% (back)). This improves its damage racking ability if the opponent is in front of Zelda, but worsens it if hit behind her.}} | **{{change|Neutral aerial's loop hits no longer deal consistent damage (2% → 2.5% (front)/1.5% (back)). This improves its damage racking ability if the opponent is in front of Zelda, but worsens it if hit behind her.}} | ||
**{{buff| | ***{{buff|The front and back hit now have swapped priority (ID# 1/0 → 0/1), making the more damaging front hitbox easier to land.}} | ||
**{{nerf|Neutral aerial | **{{buff|The loop hits have larger hitboxes compared to the previous hand hitboxes (3u/3u → 4.7u).}} | ||
*{{buff|Lightning Kicks' animations have slightly changed. Zelda now leans and faces away from the direction where she kicks, and has her arms positioned differently. These new animations make her hurtbox narrower.}} | **{{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.}} | ||
*{{ | **{{nerf|Neutral aerial has more ending lag (FAF 50 → 51) and a longer animation (49 frames → 57).}} | ||
*{{buff|The | **{{nerf|Neutral aerial has more landing lag (12 frames → 19).}} | ||
**{{nerf|The loop hits no longer have a head and body hitbox, giving them less vertical range.}} | |||
**{{nerf|The final hit's head and body hitbox have lower knockback scaling (120 → 110).}} | |||
*[[Lightning Kick]]s: | |||
**{{buff|Lightning Kicks' animations have slightly changed. Zelda now leans and faces away from the direction where she kicks, and has her arms positioned differently. These new animations make her hurtbox narrower.}} | |||
***{{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 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 spacing properly.}} | |||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{nerf| | **{{nerf|Forward aerial has more startup lag (frame 8 → 9).}} | ||
**{{nerf|Forward aerial has | **{{nerf|Forward aerial has more ending lag (FAF 40 → 53), with Zelda no longer being able to perform another aerial after it in a short hop.}} | ||
**{{nerf|Forward aerial has slightly more landing lag (22 frames → 23).}} | |||
**{{nerf|Forward aerial auto-cancels much later (frame 25 → 50) no longer doing so in a short hop.}} | |||
***{{nerf|Altogether, these changes significantly hinder forward aerial's spacing potential.}} | |||
**{{nerf|The sweetspot has lower base knockback (35 → 24), hindering its KO potential.}} | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{ | **{{nerf|Back aerial has more startup lag (frame 5 → 6).}} | ||
**{{nerf| | **{{nerf|Back aerial has more ending lag (FAF 36 → 53), with Zelda no longer being able to perform another aerial after it in a short hop.}} | ||
**{{nerf|Back aerial has | **{{nerf|Back aerial has more landing lag (22 frames → 25).}} | ||
**{{nerf|Back aerial auto-cancels much later (frame 26 → 52) no longer doing so in a short hop.}} | |||
**{{nerf|Back aerial overall has slightly reduced range due to its new animation, with its range now being more in line with forward aerial.}} | |||
***{{nerf|Altogether, these changes significantly hinder forward aerial's spacing potential.}} | |||
**{{nerf|The sweetspot has lower base knockback (40 → 28), hindering its KO potential.}} | |||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial deals | **{{buff|Up aerial deals more damage (15% → 17%).}} | ||
**{{nerf|Up aerial has | **{{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 a slightly smaller hitbox (8.199994u → 8u).}} | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff| | **{{buff|Down aerial now has an initial auto-cancel window during its first three frames.}} | ||
**{{ | **{{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 sweetspot has a larger hitbox (2.5u → 4u).}} | |||
**{{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 sweetspot.}} | |||
**{{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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