Zelda (SSB4): Difference between revisions

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**{{nerf|Up smash has increased startup (frame 6 → 9) and ending lag (FAF 57 → 64) with the multi hits having higher SDI multipliers (0.1x → 0.5x).}}
**{{nerf|Up smash has increased startup (frame 6 → 9) and ending lag (FAF 57 → 64) with the multi hits having higher SDI multipliers (0.1x → 0.5x).}}
*[[Down smash]]:
*[[Down smash]]:
**{{nerf|Down smash has slightly increased start-up lag (frame 4 5 (front), frame 12 13 (back)), with its duration being shorter (frames 4-6 (front) → 5-6, frames 12-14 → 13-14 (back)) and its range has been slightly decreased. Down smash also no longer grants intangibility to Zelda's leg and the front hit has decreased knockback scaling (95 → 86) hindering its KO potential.}}
**{{buff|Down smash has less ending lag (FAF 40 38).}}
**{{buff|Down smash has decreased ending lag (FAF 40 38) and the back hit has increased knockback scaling (85 96) improving its KO potential (although it is still weaker than the front hit of her previous down smash).}}
**{{buff|The back hit has more knockback scaling (85 96) improving its KO potential, especially the foot hitbox.}}
**{{nerf|Down smash has more startup lag with a shorter duration (frames 4-6 (front)/12-14 (back) → 5-6/13-14).}}
**{{nerf|Zelda's leg is no longer intangible while performing down smash.}}
**{{nerf|The front hit has less knockback scaling (95 → 86) hindering its KO potential.}}
**{{nerf|The leg hitbox launches opponents at a much higher angle (20° 361°), noticeably hindering its edgeguarding and KO potential, particularly for the front hit.}}
***{{buff|However, this also allows to leg hitbox to trip opponents, despite the move having a lower trip chance (30% → 20%).}}
**{{nerf|Down smash has smaller hitboxes (5u/5u/4u 4.2u/3u). The leg hitbox now uses an extended hitbox, although this does not fully compensate for the removal of the upper leg hitbox.}}
**{{nerf|Down smash now uses static hitboxes, which does not reach as far as the previous hitboxes (foot hitbox x/y/z offsets: -2/7/0 → 0/3/12.5 (front)/0/3/11 (back)). This gives down smash less range overall, as well as hindering its ability to hit opponents in the Z axis.}}
***{{buff|However, this does also give the front hit more consistent horizontal range.}}


===Aerial attacks===
===Aerial attacks===