6,535
edits
SuperSqank (talk | contribs) |
SuperSqank (talk | contribs) |
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**{{nerf|Pummel deals less damage (3% → 2%).}} | **{{nerf|Pummel deals less damage (3% → 2%).}} | ||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{ | **{{buff|Forward throw's hitboxes have a longer duration (frame 10 → 10-11).}} | ||
**{{buff| | **{{buff|The hitboxes are larger (2.5u/2u → 4u/3u).}} | ||
**{{buff|The hitboxes deal more knockback (30 (set), 100 (scaling) → 70 (base)/190), improving their effectiveness against bystanders.}} | |||
**{{buff|The hitboxes now launch bystanders horizontally (80° → 361°), allowing them to set up edgeguards against bystanders.}} | |||
**{{nerf|The hitboxes deal less damage (3% (hit)/9% (total) → 1% (hit)/7%).}} | |||
**{{nerf|The hitboxes deal more hitlag (1x → 1.5x), making the throw slower to execute and easier to DI.}} | |||
**{{change|Sonic releases his opponent from forward throw one frame later (frame 11 → 12).}} | |||
**{{buff|The throw deals much more knockback (60 (base), 70 (scaling) → 70/100), now being a viable KO option when used on a [[platform]] on tournament legal stages.}} | |||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{nerf|Back throw deals | **{{nerf|Back throw deals less damage (8% → 7%).}} | ||
**{{buff|Back throw has increased knockback scaling (60 → 79) improving its KO potential | **{{buff|Back throw has increased knockback scaling (60 → 79), improving its KO potential despite its lower damage.}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{nerf|Up throw deals less damage (3 | **{{change|Up throw has a slightly altered animation where after the throw, Sonic stays low to the ground for longer before rising up.}} | ||
**{{buff| | **{{nerf|Up throw deals less damage (3% (hit)/9% (throw)/12% (total) → 1%/5%/6%). The hitbox's knockback scaling was mostly compensated (120 → 180), slightly hindering its KO potential.}} | ||
**{{buff|The hitbox is larger (4u → 5u).}} | |||
**{{change|The hitbox no longer has a slash effect.}} | |||
**{{nerf|The hitbox has more startup lag with a shorter duration (frames 21-27 → 22-27).}} | |||
**{{nerf|The hitbox deals more hitlag (1x → 1.5x), making the throw slower to execute and easier to DI.}} | |||
**{{nerf|The throw has increased base knockback (65 → 92), hindering its followup potential at lower percents.}} | |||
***{{nerf|Additionally, while the throw does also have increased knockback scaling (70 → 80), this fails to compensate for the throw's lower damage, hindering its KO potential.}} | |||
**{{buff|The throw launches opponents at a higher angle (100° → 92°). When combined with the changes to hitstun canceling/DI, this noticeably improves its combo potential despite its higher base knockback.}} | |||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{nerf|Down throw deals | **{{nerf|Down throw deals less damage (5% (throw)/8% (total) → 4%/7%).}} | ||
**{{ | **{{buff|Down throw has increased knockback scaling (30 → 35), marginally improving its KO potential despite its lower damage.}} | ||
===Special moves=== | ===Special moves=== |
edits