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SuperSqank (talk | contribs) |
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===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{ | **{{nerf|Neutral attack's first hit deals less damage (3% → 2%).}} | ||
**{{nerf| | **{{nerf|The first hit has more ending lag (FAF 16 → 18).}} | ||
**{{ | **{{change|Neutral attack's second hit can now either transition into the [[Gentleman]] (the third hit) only, or skip to the neutral infinite if the attack button is pressed repeatedly, rather than only being able to transition into the third hit which can then lead into the infinite.}} | ||
**{{buff| | ***{{buff|This makes the move much more versatile, allowing the player to either quickly launch opponent away with the Gentleman, or rack up more damage with the infinite.}} | ||
***{{nerf|However, this also hinders neutral attack's damage racking potential, as the third hit can no longer lead into the infinite.}} | |||
**{{buff|To support its separation from the infinite, the third hit launches opponents at a consistent angle (70° (clean)/[[Sakurai angle|361°]] (late) → 361°) and it deals drastically higher knockback (10/0 (base), 50/70 (scaling) → 70/100), with the move now being a viable KO option near horizontal blastzones.}} | |||
**{{buff|The third hit's knee hitbox is now static and it has been moved further away from Captain Falcon, improving its range.}} | |||
**{{nerf|The third hit deals less damage compared to its previous clean counterpart (6% (clean)/5% (late) → 5%).}} | |||
**{{nerf|The third hit has a shorter duration (frame 6-7 (clean)/8-9 (late) → 6-8).}} | |||
**{{nerf|The third hit's knee hitbox is slightly smaller compared to its previous clean counterpart (6.2u → 6u) and the back leg hitbox has been removed.}} | |||
**{{nerf|The third hit has a higher [[hitlag]] multiplier (1× → 1.2×), making it easier to [[DI]].}} | |||
**{{buff|The infinite launches opponents at higher angles (361°/361°/90° → 85°/75°/90°) and it deals more knockback (0 (base), 50/20 (scaling) → (15/8)/(50/30)), making it connect more reliably.}} | |||
**{{buff|The infinite has a much lower hitlag multiplier (1× → 0.3×) along with a lower [[SDI]] multiplier (1x → 0.7x), making it much more difficult to escape from.}} | |||
**{{change|The infinite's previous body hitbox has now become a static hitbox in front of Captain Falcon. This gives the move less range inside of Captain Falcon but it also gives the move more consistent vertical range.}} | |||
***{{buff|This hitbox is slightly larger (4u → 4.2u).}} | |||
**{{nerf|The infinite deals lower consistent damage (2% (near)/1% (far) → 1%).}} | |||
**{{buff|The infinite has received a finisher, an underhanded punch which deals 2% and high horizontal knockback at lower percents.}} | |||
**{{nerf|The finisher has much more ending lag than the previous ending animation (FAF 10 → 40).}} | |||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt has less ending lag when not angled and when angled downward (FAF 37 (non-angled)/32 (down) → 32/31).}} | **{{buff|Forward tilt has less ending lag when not angled and when angled downward (FAF 37 (non-angled)/32 (down) → 32/31).}} |
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