3
edits
m (→Melee based changes: Ledge is only occupied for half of ledge get up roll animation) |
m (→Melee based changes: Removed mention of feature that does not function identical to Melee) |
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*[[Powershielding]] can [[reflect]] [[projectile]]s during the first 2 frames. | *[[Powershielding]] can [[reflect]] [[projectile]]s during the first 2 frames. | ||
*[[Shieldstun]] formula reverted. Like in ''Melee'', characters now also take longer to act out of a shield drop (almost twice as in ''Brawl''), causing the gameplay to be less defensive-focused. | *[[Shieldstun]] formula reverted. Like in ''Melee'', characters now also take longer to act out of a shield drop (almost twice as in ''Brawl''), causing the gameplay to be less defensive-focused. | ||
*[[Ledge]]s cannot be auto-sweetspotted, so they cannot be grabbed neither from the back, nor during the attacking portion of recovery attacks. Some moves like [[Raptor Boost]] or [[Bowser Bomb]] still use this feature, though. Additionally, characters can act out of a ledge grab sooner | *[[Ledge]]s cannot be auto-sweetspotted, so they cannot be grabbed neither from the back, nor during the attacking portion of recovery attacks. Some moves like [[Raptor Boost]] or [[Bowser Bomb]] still use this feature, though. Additionally, characters can act out of a ledge grab sooner. | ||
*[[Hitstun]] canceling has been removed, causing overall horizontal survivability to be shorter, but giving characters more extensive combo options, which were almost nonexistent in ''Brawl''. Air dodges are no longer usable when [[tumbling]]. | *[[Hitstun]] canceling has been removed, causing overall horizontal survivability to be shorter, but giving characters more extensive combo options, which were almost nonexistent in ''Brawl''. Air dodges are no longer usable when [[tumbling]]. | ||
*Window for [[tech]]ing reverted, making it generally easier to perform. | *Window for [[tech]]ing reverted, making it generally easier to perform. |
edits