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**{{nerf|Super Sheet deals less damage (12% (near)/10% (far) → 7.84%) and has decreased knockback (30 (base)/80 (scaling) → 0/0). It also has a significantly smaller hitbox.}} | **{{nerf|Super Sheet deals less damage (12% (near)/10% (far) → 7.84%) and has decreased knockback (30 (base)/80 (scaling) → 0/0). It also has a significantly smaller hitbox.}} | ||
**{{change|Aerial Super Sheet no longer stalls Dr. Mario. This improves its mobility and [[B-reversing]] potential, but removes its recovery potential.}} | **{{change|Aerial Super Sheet no longer stalls Dr. Mario. This improves its mobility and [[B-reversing]] potential, but removes its recovery potential.}} | ||
**{{bugfix|Super Sheet no longer causes opponents warping to the opposite side of the stage after being hit during the ledge get up.}} | |||
*[[Super Jump Punch]]: | *[[Super Jump Punch]]: | ||
**{{buff|Due to having a clean hitbox and a late hitbox instead of five consecutive hitboxes, Super Jump Punch has an altered damage output (5% (hit 1)/2% (hits 2-4)/3% (hit 5) → 13.44% (clean)/6.72% (late)). This significantly improves its KO potential in spite of its clean hitbox having less knockback (40 (base)/160 (scaling) → 30/100).}} | **{{buff|Due to having a clean hitbox and a late hitbox instead of five consecutive hitboxes, Super Jump Punch has an altered damage output (5% (hit 1)/2% (hits 2-4)/3% (hit 5) → 13.44% (clean)/6.72% (late)). This significantly improves its KO potential in spite of its clean hitbox having less knockback (40 (base)/160 (scaling) → 30/100).}} |
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