Zelda (SSB4): Difference between revisions

1,109 bytes added ,  3 years ago
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**{{nerf|The arm and body hitboxes are smaller (4.5u/4u → 3u/3u).}}  
**{{nerf|The arm and body hitboxes are smaller (4.5u/4u → 3u/3u).}}  
*[[Down tilt]]:
*[[Down tilt]]:
**{{nerf|Down tilt deals less damage (8% (leg)/7% (foot) → 5.5% (both)), with its knockback scaling increased (80 → 120).}}  
**{{change|Down tilt now always launches opponents vertically (270° (leg/body/ground foot)/80° (aerial foot) → 80°), much like the previous aerial foot hitbox.}}
**{{change|Due to down tilt's angle being altered (270° → 80°), it is no longer a [[meteor smash]]. When coupled with the changes to hitstun canceling, these changes improve its combo potential. However, these changes remove its ability to trap opponents as well as hindering its edgeguarding potential.}}
***{{buff|This grants Zelda the ability to followup with her aerials, especially at mid percents, as well as making the move safer on hit, due to it forcing the opponent into the air.}}
**{{nerf|Down tilt's chance of [[tripping]] has decreased (40% 20%) and it can no longer trip due to its altered angle.}}
***{{nerf|However, this also significantly hinders the move's ability to lead into itself (especially against floatier characters), as well as hindering its edgeguarding potential.}}
***{{nerf|This also means that the move is no longer capable of [[trip]]ping, significantly hindering its set up potential at lower percents.}}
**{{change|Down tilt has a lower extra trip chance (40% → 20%), although its altered launch angle makes it incapable of tripping regardless.}}
**{{nerf|Down tilt deals less damage (8% (leg)/7% (foot) → 5.5% (both)), and it has increased knockback scaling (80 → 120), hindering its damage racking potential at lower percents and its followup potential at higher percents, especially when combined with its new angle.}}  
***{{buff|However, this also improves its followup potential below higher percents.}}
**{{nerf|Down tilt now uses one smaller extended hitbox (5u/4.5u/4u/4u → 3.6u) which is positioned closer to Zelda than the previous foot hitbox (y offset: 6.5 x offset: 6) which overall has less rage than the previous hitboxes. The move has a smaller disjoint and it no longer covers Zelda's body.}}
**{{nerf|Zelda now gets pushed backwards after landing multiple down tilts which along with the move's altered angle, significantly hinders its ability to chain into itself.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Clean dash attack has altered knockback (70 (base), 70 (scaling) → 85/70 (body), 50/70 → 80/50 (hands)). This improves its body hitbox's KO potential when used near the horizontal blastzone, and improves its hands' hitbox's spacing potential.}}
**{{buff|Clean dash attack has altered knockback (70 (base), 70 (scaling) → 85/70 (body), 50/70 → 80/50 (hands)). This improves its body hitbox's KO potential when used near the horizontal blastzone, and improves its hands' hitbox's spacing potential.}}
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