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]]: | ||
**{{ | **{{buff|Down smash has less ending lag (FAF 40 → 38).}} | ||
**{{ | **{{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=== |