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===Ground attacks=== | ===Ground attacks=== | ||
*{{change|Neutral attack's first hit's angle has been altered ([[Sakurai angle|361°]] → 55°).}} | *{{change|Neutral attack's first hit's angle has been altered ([[Sakurai angle|361°]] → 55°).}} | ||
*{{nerf|Neutral attack's second hit has increased base knockback (8 → 15) and its first and second hits have smaller hitboxes (3.3u → 3u). These changes slightly hinder its ability to connect with neutral infinite at high percents. | *{{nerf|Neutral attack's second hit has increased base knockback (8 → 15) and its first and second hits have smaller hitboxes (3.3u → 3u). These changes slightly hinder its ability to connect with neutral infinite at high percents. Additionally, neutral infinite now deals consistent damage (2% (near)/1% (far) → 1%) and the changes to [[lock]]s remove its first hit's ability to [[lock]].}} | ||
*{{buff|Neutral infinite has received a finisher,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA Pic of the Day: February 26, 2014]</ref> the Smash Punch from the {{s|wikirby|Fighter}} ability.}} | *{{buff|Neutral infinite has received a finisher,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA Pic of the Day: February 26, 2014]</ref> the Smash Punch from the {{s|wikirby|Fighter}} ability.}} | ||
*{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite and dash attack significantly more difficult to escape from.}} | *{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite and dash attack significantly more difficult to escape from.}} | ||
*{{nerf|Dash attack's loop hits deal 1% less damage (2% → 1%), | *{{nerf|Dash attack's loop hits deal 1% less damage (2% → 1%), reducing its damage output (14% → 9%). Its last hit also has smaller hitboxes (8u → 3u).}} | ||
*{{buff|Dash attack's last hit has increased knockback (90/70 (base)/40 (set)/70/100 (growth) → 100 (base)/70 (growth)).}} | *{{buff|Dash attack's last hit has increased knockback (90/70 (base)/40 (set)/70/100 (growth) → 100 (base)/70 (growth)).}} | ||
*{{change|Dash attack's last hit has increased [[hitlag]] (1× → 2×). This makes it safer on shield, but easier to DI.}} | *{{change|Dash attack's last hit has increased [[hitlag]] (1× → 2×). This makes it safer on shield, but easier to DI.}} | ||
*{{nerf|Forward tilt has a smaller hitbox (5.4u → 3.3u).}} | *{{nerf|Forward tilt has a smaller hitbox (5.4u → 3.3u).}} | ||
*{{buff|Up tilt deals less damage (7%/5% → 5%/4%) | *{{buff|Up tilt deals less damage (7%/5% → 5%/4%) and has more knockback (102 → 116 (clean)/110 (late)), improving its comboing and KOing potential.}} | ||
*{{nerf|Up tilt has | *{{nerf|Up tilt has smaller hitboxes (5.5u (clean)/4.5u (late) → 4u).}} | ||
*{{buff|Up tilt now grants [[intangibility]] to Kirby's foot.}} | *{{buff|Up tilt now grants [[intangibility]] to Kirby's foot.}} | ||
*{{change|Clean up tilt's angle has been altered (92° → 100°).}} | *{{change|Clean up tilt's angle has been altered (92° → 100°).}} | ||
*{{buff|Down tilt now deals consistent damage (5%/6% → 6%).}} | *{{buff|Down tilt now deals consistent damage (5%/6% → 6%).}} | ||
*{{nerf|Down tilt has | *{{nerf|Down tilt has smaller hitboxes (4.5u → 3.7u).}} | ||
*{{buff|Forward smash has decreased ending lag.}} | *{{buff|Forward smash has decreased ending lag.}} | ||
*{{nerf|Late forward smash deals less damage (13% → 12%/11%/10%) | *{{nerf|Late forward smash deals less damage (13% → 12%/11%/10%), increased startup lag (frame 12 → 13), and smaller hitboxes (6u → 4.2u (clean)/3.5u (late)).}} | ||
*{{change|Clean and late forward smash have altered angles (45° (up)/38° (non-angled)/31° (down) → 361° (clean), 82° (up)/73° (non-angled)/60° (down) → 60° (late)) They also have altered knockback on all angles (38 (base)/100/98/96 (growth) → 30 (base)/102 (growth) (clean), 25 (base)/96/94 (growth) → 90 (base)/69 (growth) (late)).}} | *{{change|Clean and late forward smash have altered angles (45° (up)/38° (non-angled)/31° (down) → 361° (clean), 82° (up)/73° (non-angled)/60° (down) → 60° (late)) They also have altered knockback on all angles (38 (base)/100/98/96 (growth) → 30 (base)/102 (growth) (clean), 25 (base)/96/94 (growth) → 90 (base)/69 (growth) (late)).}} | ||
*{{buff|Up smash has increased knockback (34/30 (base)/100 (growth) → 32/30 (base)/104/99 (growth) (early), 50 (growth) → 52 (late)), improving its KO potential. It also has decreased ending lag and now grants intangibility to Kirby's feet.}} | *{{buff|Up smash has increased knockback (34/30 (base)/100 (growth) → 32/30 (base)/104/99 (growth) (early), 50 (growth) → 52 (late)), improving its KO potential. It also has decreased ending lag and now grants intangibility to Kirby's feet.}} | ||
*{{nerf|Up smash's | *{{nerf|Up smash's middle hitbox has decreased knockback growth (100 → 98).}} | ||
*{{change|Late down smash now deals consistent damage (11%/9% → 10%).}} | *{{change|Late down smash now deals consistent damage (11%/9% → 10%).}} | ||
*{{nerf|Due to its angle being altered, [[down smash]] is no longer a [[semi-spike]]. This significantly hinders its edge-guarding potential.}} | *{{nerf|Due to its angle being altered, [[down smash]] is no longer a [[semi-spike]]. This significantly hinders its edge-guarding potential.}} | ||
*{{buff|Down smash has altered knockback (30 (base)/100 (growth) → 25/110), slightly improving its KO potential. | *{{buff|Down smash has altered knockback (30 (base)/100 (growth) → 25/110), slightly improving its KO potential when coupled with its new launch angle. Down smash also has decreased ending lag and late down smash also has a longer duration (frames 15-21 → 15-22). Furthermore, clean down smash now grants intangibility to Kirby's feet.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{ | *{{change|Neutral aerial deals less damage (12%/10%/8%/6% → 10%/8%/6%/4%), although its knockback was compensated (10 (base)/80 (growth) → 30/90).}} | ||
*{{nerf|Neutral, back, up, and down aerials have increased landing lag (9 frames → 10 (neutral), 9 frames → 17 (back), 9 frames → 12 (up), 15 frames → 17 (down)).}} | *{{nerf|Neutral, back, up, and down aerials have increased landing lag (9 frames → 10 (neutral), 9 frames → 17 (back), 9 frames → 12 (up), 15 frames → 17 (down)).}} | ||
*{{nerf|Neutral aerial's beginning [[auto-cancel]] frames end earlier (frames 1-8 → 1-4).}} | *{{nerf|Neutral aerial's beginning [[auto-cancel]] frames end earlier (frames 1-8 → 1-4).}} | ||
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*{{buff|Forward aerial has decreased ending (frame 50 → 48) and landing lag (15 frames → 13).}} | *{{buff|Forward aerial has decreased ending (frame 50 → 48) and landing lag (15 frames → 13).}} | ||
*{{change|Forward aerial's last hit has increased hitlag (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | *{{change|Forward aerial's last hit has increased hitlag (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | ||
*{{ | *{{change|Clean back aerial deals 1% more damage (12% → 13%), but less knockback growth (105 → 104). Conversely, late back aerial functions oppositely, dealing less damage (9% → 8%), but more knockback growth (110 → 112).}} | ||
*{{nerf|Back aerial has smaller hitboxes (7u → 4u (clean), 6u → 3.4u (late)) and auto-cancels later (frames 1-4, 28> → 1-2, 32>).}} | |||
*{{nerf|Back aerial has smaller hitboxes (7u → 4u (clean), 6u → 3.4u (late)) and | *{{change|Up aerial deals 1% less damage (10% → 9%), although its knockback growth was compensated (98 → 100).}} | ||
*{{ | *{{nerf|Up aerial has smaller hitboxes (5.5u → 4.5u).}} | ||
*{{nerf|Up aerial has | *{{buff|Down aerial's looping hits now utilize the [[autolink angle]] and have set knockback. When coupled with the weakening of SDI, this significantly improves its reliability. Down aerial's landing hitbox also has decreased set knockback (60 → 40) and its angle has been altered (30° → 60°), improving its combo potential. To further improve the move, its final hit has increased knockback growth (107 → 110) and larger hitboxes (6u → 6.2u). When coupled with the removal of [[Meteor smash#Meteor canceling|meteor canceling]], these changes significantly improve its reliability.}} | ||
*{{nerf|Down aerial's looping hits deal less slightly damage (2% → 1%), reducing its damage output (12% → 7%).}} | |||
*{{buff|Down aerial's hits | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
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*{{buff|Pummel deals 0.55% more damage (1% → 1.55%) and is faster, now being the third fastest pummel in the game. These changes significantly improve its damage racking potential.}} | *{{buff|Pummel deals 0.55% more damage (1% → 1.55%) and is faster, now being the third fastest pummel in the game. These changes significantly improve its damage racking potential.}} | ||
*{{buff|Forward throw deals 3% less damage (8% → 5%), although its knockback growth was compensated (100 → 125). Its angle has also been altered (65° → 75°). When coupled with the changes to [[hitstun]] canceling, these changes grant it combo potential past low percents.}} | *{{buff|Forward throw deals 3% less damage (8% → 5%), although its knockback growth was compensated (100 → 125). Its angle has also been altered (65° → 75°). When coupled with the changes to [[hitstun]] canceling, these changes grant it combo potential past low percents.}} | ||
*{{buff|Back throw has altered knockback (80 (base)/50 (growth) → 30/120), improving its KO potential. It also has decreased ending lag, improving its mix-up and combo potential at low percents.}} | *{{buff|Back throw has altered knockback (80 (base)/50 (growth) → 30/120), improving its combo and KO potential. It also has decreased ending lag, improving its mix-up and combo potential at low percents.}} | ||
*{{change|Back throw's angle has been altered (120° → 130°).}} | *{{change|Back throw's angle has been altered (120° → 130°).}} | ||
*{{buff|Up throw has increased knockback (70 (base)/70 (growth) → 75/74), improving its KO potential.}} | *{{buff|Up throw has slightly increased knockback (70 (base)/70 (growth) → 75/74), improving its KO potential.}} | ||
*{{change|Up throw's angle has been altered (85° → 78°).}} | *{{change|Up throw's angle has been altered (85° → 78°).}} | ||
*{{nerf|[[Down throw]] deals 1.8% less damage (12% → 10.2%) | *{{nerf|[[Down throw]] deals 1.8% less damage (12% → 10.2%) and deals higher knockback (40 (base)/140 (growth) → 60/180). Its angle has also been altered (90° → 63°). When coupled with the removal of [[chain grab]]bing, these changes hinder its damage racking potential and remove its combo potential.}} | ||
===Special moves=== | ===Special moves=== | ||
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*{{nerf|The removal of grab armor hinders Inhale's safety, as it now results in Kirby getting hit instead of Inhaling the opponent.}} | *{{nerf|The removal of grab armor hinders Inhale's safety, as it now results in Kirby getting hit instead of Inhaling the opponent.}} | ||
*{{nerf|[[Kirbycide]] now KOs Kirby first and the opponent is released from Inhale when this occurs, significantly hindering its utility. However, there are certain characters that, when Kirbycided from a certain angle, will be KO'd as well and thus lead to a [[Sudden Death]].}} | *{{nerf|[[Kirbycide]] now KOs Kirby first and the opponent is released from Inhale when this occurs, significantly hindering its utility. However, there are certain characters that, when Kirbycided from a certain angle, will be KO'd as well and thus lead to a [[Sudden Death]].}} | ||
*{{buff|[[Hammer (move)|Hammer Flip]] | *{{buff|Kirby can now move around during [[Hammer (move)|Hammer Flip]]. Fully charged Hammer Flip also grants [[armor]] during part of the swing and deals significantly more shield damage, to the point that it can nearly break a full shield. The charged version also deals much more damage and knockback than before, improving its KO potential, and the move has much larger hitboxes and lacks a sourspot..}} | ||
*{{nerf|Uncharged grounded Hammer Flip deals 4% less damage (23% → 19%) and has decreased knockback, hindering its KO potential. | *{{nerf|Uncharged grounded Hammer Flip deals 4% less damage (23% → 19%) and has significantly decreased knockback, hindering its KO potential. Uncharged aerial Hammer Flip now also deals consistent damage (17%/13%/15%/10% → 15%) and has less knockback as well. Fully charged Hammer Flip now also deals [[recoil damage]] when held, similarly to [[Jet Hammer]]. Due to its angle being altered, aerial Hammer Flip's second hit is no longer a semi-spike, significantly hindering its edgeguarding potential, and it no longer can be used for recovery. Aerial Hammer Flip has increased start-up lag regardless of its charge.}} | ||
*{{change|Hammer Flip no longer has trandescendent priority.}} | |||
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve Hammer Flip and [[Stone]]'s shield pressuring potentials.}} | *{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve Hammer Flip and [[Stone]]'s shield pressuring potentials.}} | ||
*{{nerf|[[Final Cutter]]'s shockwave's range has decreased by half.}} | *{{nerf|[[Final Cutter]]'s shockwave's range has decreased by half.}} |
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