6,522
edits
SuperSqank (talk | contribs) |
SuperSqank (talk | contribs) |
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===Ground Attacks=== | ===Ground Attacks=== | ||
*{{buff|The first hit of neutral attack deals slightly more damage (3% → 4%).}} | *{{buff|The first hit of neutral attack deals slightly more damage (3% → 4%).}} | ||
*{{buff|Forward tilt has much less hitlag and has slighty more KO potential.}} | *{{buff|Forward tilt has much less hitlag and has slighty more KO potential.}} | ||
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===Aerial Attacks=== | ===Aerial Attacks=== | ||
*{{buff|Neutral aerial now properly connect all in a single use, enabling easier damage racking from it, and has less endlag (FAF 43 → 39), and the animation stays still, and does more damage.}} | *{{buff|Neutral aerial now properly connect all in a single use, enabling easier damage racking from it, and has less endlag (FAF 43 → 39), and the animation stays still, and does more damage.}} | ||
*{{buff|Forward aerial has less endlag (FAF 52 → 30) and now has a sweetspot which does much more damage (11% → 15%) and knockback, and the sourspot has weak knockback which allows for follow-ups especially at higher percents. It also has a longer duration (3 frames → 4)}} | *{{buff|Forward aerial has much less endlag (FAF 52 → 30) and now has a sweetspot which does much more damage (11% → 15%) and knockback, and the sourspot has weak knockback which allows for follow-ups especially at higher percents. It also has a longer duration (3 frames → 4)}} | ||
*{{nerf|Forward aerial has slower start-up (frame 7 → 11) and has a sourspot which is more common to hit with and has drastically less KO potential.}} | *{{nerf|Forward aerial has slower start-up (frame 7 → 11) and has a sourspot which is more common to hit with and has drastically less KO potential.}} | ||
*{{buff|Back aerial deals slightly more damage (13%/11%/10%/9% → 14/11%) and has slightly higher KO potential.}} | *{{buff|Back aerial deals slightly more damage (13%/11%/10%/9% → 14/11%) and has slightly higher KO potential.}} | ||
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*{{nerf|Pummel is slower.}} | *{{nerf|Pummel is slower.}} | ||
*{{nerf|Forward throw deals less damage (7% → 4%) and has altered knockback hindering its chain grabbing potential at lower percents and further weakening its KO potential.}} | *{{nerf|Forward throw deals less damage (7% → 4%) and has altered knockback hindering its chain grabbing potential at lower percents and further weakening its KO potential.}} | ||
*{{buff| | *{{buff|His throws are better for comboing due to PM's different physics and mechanics.}} | ||
*{{nerf|Down | *{{buff|Wolf has a new back throw where he slams his opponent into the ground. It is faster than his old back throw and overall has a lot more utility.}} | ||
*{{nerf|Back throw deals less damage (7% → 5%).}} | |||
*{{nerf|Down throw deals less damage (12% → 9%), deals much lower knockback and sends opponents at a more diagonal angle no longer making it a semi spike. This hinders its edgeguarding and KO potential.}} | |||
===Special Moves=== | ===Special Moves=== | ||
*{{buff|[[Blaster (Wolf)|Blaster's]] ending lag can be cancelled with an airdodge, which can increase his mobility between shots by wavelanding, and the | *{{buff|[[Blaster (Wolf)|Blaster's]] ending lag can be cancelled with an airdodge, which can increase his mobility between shots by wavelanding, and blaster shots are slightly faster (frame 16 → 15). This also makes the blaster shot connect more reliably if the gun hitbox connects first.}} | ||
*{{nerf|Blaster moves slower and does less damage, and the Blaster is no longer [[transcendent]].}} | *{{nerf|Blaster moves slower and does less damage (4% (gun), 5% (close/far laser), 6% (mid laser) → 3/5/4/3%), and the Blaster is no longer [[transcendent]].}} | ||
*{{buff|[[Wolf Flash]] has been changed so that if Wolf hits a foe with the end of the animation, he won't fall [[helpless]], allowing him to then use another recovery move to get back on stage, and the sweetspot does more knockback and does slighty more damage.}} | *{{buff|[[Wolf Flash]] has been changed so that if Wolf hits a foe with the end of the animation, he won't fall [[helpless]], allowing him to then use another recovery move to get back on stage, and the sweetspot does more knockback and does slighty more damage (15% → 16%) The sourspot now deals the same amount of damage as the sweetspot (10% → 16%).}} | ||
*{{change|Holding any taunt button when hitting an opponent with a sweetspotted [[Wolf Flash]] causes Wolf to howl (like in his up [[taunt]]).}} | *{{change|Holding any taunt button when hitting an opponent with a sweetspotted [[Wolf Flash]] causes Wolf to howl (like in his up [[taunt]]).}} | ||
*{{buff|[[Fire Wolf]] now has a single hit that lasts throughout the move's entire duration, which also causes [[tumbling]] at higher percentages, making it more effective at [[guard break]]ing, but hindering its offensive utility on land.}} | *{{buff|[[Fire Wolf]] now has a single hit that lasts throughout the move's entire duration, which also causes [[tumbling]] at higher percentages, making it more effective at [[guard break]]ing, but hindering its offensive utility on land.}} | ||
*{{buff|[[Reflector]] now sends opponents in a diagonally upward trajectory, along with considerably increased damage, and can be [[jump-cancel]]ed like those of Fox and Falco, allowing for potentially deadly juggling combos. It can now be cancelled even after reflecting a projectile, which prevents a shine lock from characters with fast projectiles. This also allows reflected projectiles to be followed up on via a [[waveshine]] or other move out of a jump, and Shine can be jumped out of, and can do combos with his shine that other spacies cannot do.}} | *{{buff|Wolf can now immediately drift in the air out of Fire Wolf making it much more effective at recovering.}} | ||
*{{buff|[[Reflector]] now sends opponents in a diagonally upward trajectory, along with considerably increased damage (3% → 5%), and can be [[jump-cancel]]ed like those of Fox and Falco, allowing for potentially deadly juggling combos. It can now be cancelled even after reflecting a projectile, which prevents a shine lock from characters with fast projectiles. This also allows reflected projectiles to be followed up on via a [[waveshine]] or other move out of a jump, and Shine can be jumped out of, and can do combos with his shine that other spacies cannot do.}} | |||
*{{nerf|Reflector no longer has [[intangibility]].}} | *{{nerf|Reflector no longer has [[intangibility]].}} | ||
edits