6,522
edits
Tag: Mobile edit |
SuperSqank (talk | contribs) |
||
Line 257: | Line 257: | ||
**{{buff|The grounded reversed version deals consistent damage (28% (middle)/26% (near)/24% (far) → 28% (all)).}} | **{{buff|The grounded reversed version deals consistent damage (28% (middle)/26% (near)/24% (far) → 28% (all)).}} | ||
**{{buff|The aerial version's far hitbox is larger (3.5u → 4.025u).}} | **{{buff|The aerial version's far hitbox is larger (3.5u → 4.025u).}} | ||
**{{change|The aerial reversed version deals consistent damage (27% (middle)/24% (near)/23% (far) → 25% (all)). This makes the far and close hitboxes | **{{change|The aerial reversed version deals consistent damage (27% (middle)/24% (near)/23% (far) → 25% (all)). This makes the far and close hitboxes more damaging but it also makes the middle hitbox weaker.}} | ||
**{{nerf|Falcon Punch has more ending lag (FAF 100 (normal)/108 (reversed) → 110/118), making an already incredibly punishable move even more punishable.}} | **{{nerf|Falcon Punch has more ending lag (FAF 100 (normal)/108 (reversed) → 110/118), making an already incredibly punishable move even more punishable.}} | ||
**{{nerf|Falcon Punch deals noticeably less knockback (30 (base), 93 (scaling) → 0/90). This not only hinders its KO potential (especially when combined with its lower damage on certain hitboxes) but this also makes the move highly punishable on hit at lower percents.}} | **{{nerf|Falcon Punch deals noticeably less knockback (30 (base), 93 (scaling) → 0/90). This not only hinders its KO potential (especially when combined with its lower damage on certain hitboxes) but this also makes the move highly punishable on hit at lower percents.}} | ||
Line 263: | Line 263: | ||
**{{nerf|Excluding the aerial version's far hitbox, Falcon Punch has smaller hitboxes (5u/3.5u/3.5u → 4u/2.5u/3.4u (grounded)/4.6u/2.875u (aerial)).}} | **{{nerf|Excluding the aerial version's far hitbox, Falcon Punch has smaller hitboxes (5u/3.5u/3.5u → 4u/2.5u/3.4u (grounded)/4.6u/2.875u (aerial)).}} | ||
***{{nerf|In addition to this, the aerial version's far hitbox has been moved closer to Captain Falcon (x offset: -4 → 3.4), reducing its range.}} | ***{{nerf|In addition to this, the aerial version's far hitbox has been moved closer to Captain Falcon (x offset: -4 → 3.4), reducing its range.}} | ||
**{{nerf|The grounded version deals consistent damage (27% (middle)/25% (near)/23% (far) → 25% (all)). While this makes the far hitbox | **{{nerf|The grounded version deals consistent damage (27% (middle)/25% (near)/23% (far) → 25% (all)). While this makes the far hitbox more damaging, this also makes the middle hitbox weaker, hindering the move overall.}} | ||
**{{nerf|The aerial version deals consistent damage (26% (middle)/23% (near)/22% (far) → 22% (all)), making the near and especially the middle hitbox weaker.}} | **{{nerf|The aerial version deals consistent damage (26% (middle)/23% (near)/22% (far) → 22% (all)), making the near and especially the middle hitbox weaker.}} | ||
*[[Raptor Boost]]: | *[[Raptor Boost]]: |
edits