6,522
edits
SuperSqank (talk | contribs) |
SuperSqank (talk | contribs) |
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**{{nerf|The finisher has more startup lag (frame 1 → 3) and much more ending lag (FAF 12 → 35) compared to the previous finisher.}} | **{{nerf|The finisher has more startup lag (frame 1 → 3) and much more ending lag (FAF 12 → 35) compared to the previous finisher.}} | ||
***{{nerf|When combined with its higher knockback, this notably prevents it from leading into a down smash at higher percents.}} | ***{{nerf|When combined with its higher knockback, this notably prevents it from leading into a down smash at higher percents.}} | ||
**{{nerf|The finisher has a much higher [[Freeze frame|hitlag]] multiplier (1x → 2.5x), making it much easier to DI.}} | |||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt's hits connect together better at very high percentages due to the weakening of SDI combined with the first two hits having consistent base knockback (14/8 → 8), and its last hit has increased knockback (50 (base), 113 (scaling) → 80/107) and decreased ending lag (FAF 34 → 31). Altogether, these changes improve its spacing and KO potential.}} | **{{buff|Forward tilt's hits connect together better at very high percentages due to the weakening of SDI combined with the first two hits having consistent base knockback (14/8 → 8), and its last hit has increased knockback (50 (base), 113 (scaling) → 80/107) and decreased ending lag (FAF 34 → 31). Altogether, these changes improve its spacing and KO potential.}} | ||
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**{{nerf|Dash attack deals less damage (6%/7%/8% → 5%/6%), has increased start-up lag with a shorter duration (frames 5-11 → 7-11) and has more ending lag (FAF 31 → 32).}} | **{{nerf|Dash attack deals less damage (6%/7%/8% → 5%/6%), has increased start-up lag with a shorter duration (frames 5-11 → 7-11) and has more ending lag (FAF 31 → 32).}} | ||
**{{buff|Dash attack has altered knockback (40 (base), 88 (scaling) → 70/90). Its range is also now slightly disjointed. Altogether, these changes improve its spacing potential and greatly improves its combo potential when combined with the changes to hitstun canceling and [[DI]] (now being one of his best combo starters).}} | **{{buff|Dash attack has altered knockback (40 (base), 88 (scaling) → 70/90). Its range is also now slightly disjointed. Altogether, these changes improve its spacing potential and greatly improves its combo potential when combined with the changes to hitstun canceling and [[DI]] (now being one of his best combo starters).}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash deals | **{{buff|Forward smash deals more damage (14% → 16%) and knockback (28 (base), 99 (scaling) → 30/(108/98), significantly improving its KO potential, especially the near hit.}} | ||
**{{ | **{{buff|Meta Knight now vocalizes after his forward smash has been performed, rather than as soon as he starts it. Due to its high startup lag, this makes forward smash harder to react to.}} | ||
**{{ | **{{buff|The changes to shields significantly benefit forward smash as the move is now safe (in terms of frames) against a sizeable portion of the cast.}} | ||
**{{change|Forward smash's animation | **{{change|Forward smash's has an altered animation. Meta Knight now draws Galaxia farther back and slashes outward in a more pronounced motion, ending the slash behind himself and taking a while to re-adjust to his neutral stance.}} | ||
**{{ | **{{change|Forward smash's hitboxes are positioned lower (y offset: 6.4 → 5).}} | ||
**{{nerf|Forward smash has a shorter duration (frames 24-25 → 24).}} | |||
**{{nerf|Forward smash has smaller hitboxes (7u/6u/6u/6u → 6.2u/5.2u), with the upper/lower hitboxes being removed. This significantly reduces forward smash's vertical range.}} | |||
**{{nerf|The near hitbox has been move closer to Meta Knight (z offset: 5 → 9), considerably reducing the move's range behind Meta Knight.}} | |||
**{{nerf|The far hitbox is now extended and it has been positioned closer to Meta Knight (z offset: 19 → 13/z stretch: 17), reducing the move's range.}} | |||
**{{nerf|The near hitbox has a higher hitlag multiplier (1× → 1.5×), making it easier to DI.}} | |||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash's first two hits have decreased set knockback (90/30 → 25/20) making them connect together better and its last hit has increased knockback (62 (base), 145 (scaling) → 65/166), improving its KO potential.}} | **{{buff|Up smash's first two hits have decreased set knockback (90/30 → 25/20) making them connect together better and its last hit has increased knockback (62 (base), 145 (scaling) → 65/166), improving its KO potential.}} | ||
**{{change|Up smash's last hit has increased | **{{change|Up smash's last hit has increased hitlag multiplier (1× → 1.2×). This makes the move safer on shield especially when combined with the general changes to shields, but easier to DI.}} | ||
**{{change|Up smash's animation has slightly changed. Meta Knight now slashes upward at a slightly higher height.}} | **{{change|Up smash's animation has slightly changed. Meta Knight now slashes upward at a slightly higher height.}} | ||
**{{buff|Meta Knight only vocalizes after his up smash have been performed. While this seems merely aesthetic, it generally makes them less reactable.}} | **{{buff|Meta Knight only vocalizes after his up smash have been performed. While this seems merely aesthetic, it generally makes them less reactable.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{nerf|Down smash deals less damage (11% (front)/13% (back) → 7%/10%), significantly hindering its KO potential despite the second hit | **{{change|Down smash's has an altered animation where Meta Knight now slashes inward around himself while spinning once.}} | ||
**{{nerf|The | **{{change|Down smash now has a voice clip as Meta Knight performs his down smash. While this sound clip does exist in ''Brawl'', it would never play in game as it was tied to the move's startup animation which was 0 frames long.}} | ||
**{{nerf|Down smash has a shorter duration (frames 4-5 (front)/9-10 (back) → 4/9).}} | |||
**{{nerf|Down smash has more ending lag (FAF 34 (buffered)/35 (non-buffered) → 38/39).}} | |||
**{{nerf|Down smash deals less damage (11% (front)/13% (back) → 7%/10%), significantly hindering its KO potential (especially the front hit) despite its lower launch angle (361° → 35°) and the second hit's higher knockback scaling (90 → 93).}} | |||
**{{nerf|The nearest and further hitboxes have been removed and the remaining hitboxes are smaller (5.2u/4.9u → 4.5u/4u), significantly hindering down smash's range (reducing its range by over 25% both in front and especially inside of Meta Knight).}} | |||
===Aerial attacks=== | ===Aerial attacks=== |
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