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SuperSqank (talk | contribs) m (→Ground attacks) |
SuperSqank (talk | contribs) |
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**{{change|Forward aerial deals less damage (10% → 8%). This improves its combo potential but hinders its KO potential.}} | **{{change|Forward aerial deals less damage (10% → 8%). This improves its combo potential but hinders its KO potential.}} | ||
**{{change|The hand hitbox now takes priority over the arm hitbox, as opposed to the other way around.}} | **{{change|The hand hitbox now takes priority over the arm hitbox, as opposed to the other way around.}} | ||
**{{nerf|Forward aerial has a new, longer animation (34 frames → 39), increasing the amount of time Luigi cannot grab | **{{nerf|Forward aerial has a new, longer animation (34 frames → 39), increasing the amount of time Luigi cannot grab ledges after performing the move.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Clean back aerial's foot hitbox deals more damage (12% → 14%), improving its KO potential.}} | **{{buff|Clean back aerial's foot hitbox deals more damage (12% → 14%), improving its KO potential.}} | ||
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**{{nerf|Down aerial has more landing lag (12 frames → 20).}} | **{{nerf|Down aerial has more landing lag (12 frames → 20).}} | ||
**{{nerf|Down aerial deals less damage (11% → 10% (clean)/8% (late)), and its clean hit has lower knockback scaling (100 → 80), drastically hindering the move's KO potential (although the removal of [[meteor canceling]] does compensate for the clean hits lower knockback).}} | **{{nerf|Down aerial deals less damage (11% → 10% (clean)/8% (late)), and its clean hit has lower knockback scaling (100 → 80), drastically hindering the move's KO potential (although the removal of [[meteor canceling]] does compensate for the clean hits lower knockback).}} | ||
***{{buff|However, this also significantly improves its combo potential.}} | |||
**{{nerf|The clean hit has a much smaller hitbox (3.3u/5u/5u → 2.5u).}} | **{{nerf|The clean hit has a much smaller hitbox (3.3u/5u/5u → 2.5u).}} | ||
**{{nerf|The clean hit can only hit aerial opponents, giving the move more startup lag with a shorter duration against grounded opponents (frames 10-14 → 11-14).}} | **{{nerf|The clean hit can only hit aerial opponents, giving the move more startup lag with a shorter duration against grounded opponents (frames 10-14 → 11-14).}} |
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