6,522
edits
SuperSqank (talk | contribs) |
SuperSqank (talk | contribs) |
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**{{nerf|The finisher has a much higher [[Freeze frame|hitlag]] multiplier (1x → 2.5x), making it much easier to DI.}} | **{{nerf|The finisher has a much higher [[Freeze frame|hitlag]] multiplier (1x → 2.5x), making it much easier to DI.}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{change|Meta Knight now vocalizes during each of forward tilt's hits, instead of only during its last hit.}} | **{{change|Meta Knight now vocalizes during each of forward tilt's hits, instead of only during its last hit.}} | ||
**{{nerf|The first hit has more startup lag (frame 3 → 6) and a longer total duration (FAF 24 → 26).}} | |||
***{{buff|However, its total duration was not fully compensated, giving it slightly less ending lag.}} | |||
**{{nerf|The first two hits deal less damage (4% (hit 1)/3% (hit 2) → 2% (both)).}} | |||
**{{nerf|The first two hits transition later (frame 5 (hit 1)/4 (hit 2) → 11/7). This makes performing all three hits in quick succession much slower, hindering the move's mixup potential and safety.}} | |||
**{{nerf|The first two hits have smaller hitboxes which are now extended (5u/5u → 3.5u/3.5u) and the far hitbox has been moved closer to Meta Knight (z offset: 18 (hit 1)/19 (hit 2) → 13/16), reducing their range, especially the first hit.}} | |||
**{{nerf|The first two hits have lost their nearest hitbox, significantly reducing their range inside Meta Knight and removing their ability to lock opponents.}} | |||
**{{buff|The first hit launches opponents at a lower angle (60°/80° → 66°/85°), making it connect more reliably into the second hit.}} | |||
**{{buff|The first two hits now have consistent base knockback (14/8 → 8). When combined with their lower damage, this makes the move connect more reliably at higher percents.}} | |||
**{{buff|The third hit deals more knockback (50 (base), 113 (scaling) → 80/107).}} | |||
**{{buff|The third hit has less ending lag (FAF 34 → 31).}} | |||
**{{change|The third hit launches opponents at a lower angle (65° → 361°). This improves its KO and edgeguarding potential, but removes its set-up potential.}} | |||
**{{nerf|The third hit deals less damage at close range (5% → 4%).}} | |||
**{{nerf|The third hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.}} | |||
**{{nerf|The third hit's far hitbox is smaller (6u → 5u), it has been moved closer to Meta Knight (z offset: 19 → 14), and the near hitbox has been removed, reducing its horizontal range despite now using an extended hitbox.}} | |||
***{{buff|However, the near hit is larger than the previous upper hitbox (5u → 6u) and it is now extended, giving the move slightly more range above Meta Knight.}} | |||
**{{nerf|The third hit's lower hitbox has been removed, reducing its range below Meta Knight.}} | |||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt has less ending lag (FAF 36 → 35).}} | **{{buff|Up tilt has less ending lag (FAF 36 → 35).}} |
edits