Editing Nerf

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====Universal Mechanics====
====Universal Mechanics====
*The defensive mechanics has been weakened severely as each consecutive usage of rolls, air dodges, and spot dodging lost intangibility frames as well as increased ending lag. Additionally, the changes to perfect shields makes it much harder to perform as it requires the user to shield drop right when the hit connects. Altogether, these changes have nerfed the entire roster in the game making them much more vulnerable to combos and KO confirms.
*The defensive mechanics has been weakened severely as each consecutive usage of rolls, air dodges, and spot dodging lost intangibility frames as well as increased ending lag. Additionally, the changes to perfect shields makes it much harder to perform as it requires the user to shield drop right when the hit connects. Altogether, these changes have nerfed the entire roster in the game making them much more vulnerable to combos and KO confirms.
*All character's [[grab]]s (except for [[tether grab]]s) have increased ending lag which makes them more punishable if missed. These changes were likely made to discourage players from spamming grabs. In addition to this, there is now a 4 frame delay when a [[shield grab]] is performed out of shieldstun, which significantly hinders using a shield grab as an out of shield option.
*All character's [[grab]]s (except for [[tether grab]]s) have increased ending lag which makes them more punishable if missed. These changes were likely made to discourage players from spamming grabs. In addition to this, there is now a 4 frame delay when a [[shield grab]] is performed out of shieldstun; which significantly hinders using a shield grab as an out of shield option.
*The [[rage]] mechanic has been nerfed, which previously allowed many characters (especially heavyweights) to KO very early, and in more notorious cases could turn certain moves with looping hits and [[set knockback]] (such as [[Super Jump Punch]] and [[Screw Attack]]) into potent KO moves at extremely low percents. In ''Ultimate'', the multiplier has been reduced and grows at a slower rate, hindering its comeback potential; additionally, attacks with set knockback are no longer affected by rage.
*The [[rage]] mechanic has been nerfed, which previously allowed many characters (especially heavyweights) to KO very early, and in more notorious cases could turn certain moves with looping hits and [[set knockback]] (such as [[Super Jump Punch]] and [[Screw Attack]]) into potent KO moves at extremely low percents. In ''Ultimate'', the multiplier has been reduced and grows at a slower rate, hindering its comeback potential; additionally, attacks with set knockback are no longer affected by rage.
*Several [[Counterattack|multiplier-based counterattacks]] have been indirectly nerfed; previously, many counterattacks could easily deliver extremely powerful blows if they countered a powerful move, which had the potential to KO low-percentage opponents and makes it almost impossible to DI. In the transition to ''Ultimate'', the effectiveness of DI combined with fast knockback physics resulted in counterattacks KOing noticeably later.
*Several [[Counterattack|multiplier-based counterattacks]] have been indirectly nerfed; previously, many counterattacks could easily deliver extremely powerful blows if they countered a powerful move, which had the potential to KO low-percentage opponents and makes it almost impossible to DI. In the transition to ''Ultimate'', the effectiveness of DI combined with fast knockback physics resulted in counterattacks KOing noticeably later.

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