6,521
edits
SuperSqank (talk | contribs) |
SuperSqank (talk | contribs) |
||
Line 169: | Line 169: | ||
***{{nerf|When combined with the move's worse auto-cancel window and higher landing lag, this makes it much harder and more situation for Captain Falcon to exploit the opponent if they trip.}} | ***{{nerf|When combined with the move's worse auto-cancel window and higher landing lag, this makes it much harder and more situation for Captain Falcon to exploit the opponent if they trip.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial has consistent and higher base knockback (20/0 → 25).}} | **{{buff|Back aerial has consistent and higher base knockback (20/0 → 25), improving the near hitboxes' and the late hit's KO potential.}} | ||
**{{buff|The | **{{buff|The universal increase to [[shieldstun]] has noticeably benefitted back aerial, as the clean hit is now completely safe on shield against 90% of the cast if Captain Falcon lands perfectly with it and the move becomes completely unpunishable on shield if Captain Falcon perfectly auto-cancels the move.}} | ||
**{{nerf| | **{{nerf|Back aerial has a shorter initial auto-cancel window (frames 1-6 → 1-4).}} | ||
**{{nerf|The clean hit deals less damage (14% → 13%), hindering the hand hitbox's KO potential.}} | |||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{change| | **{{change|Up aerial's clean hit now launches opponents vertically (361° → 70°), similar to its ''Smash 64'' counterpart.}} | ||
**{{buff|The | ***{{buff|This siginificantly improves its combo potential at higher percents when combined with the changes to hitstun canceling and DI, with the move notably being able to combo into itself and even into a forward aerial.}} | ||
**{{nerf|Up aerial deals less damage (13%/12% | ***{{nerf|However, this also considerably hinders its edgeguarding potential, as well as its followup potential into itself at lower percents.}} | ||
**{{buff|The universal increase to shieldstun has noticeably benefitted up aerial, with it now being completely unpunishable on shield if Captain Falcon perfectly lands with it.}} | |||
**{{change|Up aerial's hitboxes have slightly altered positions, with the leg hitbox being positioned lower (x/y/z offsets: 0/-3.2/-2 → 3.2/2.1/0) while the feet hitbox is positioned higher (x/y/z offsets: 0/-6/-2 → 6.2/0.9/-0.4).}} | |||
**{{change|The unused late hit has been removed completely.}} | |||
**{{nerf|Up aerial deals less damage (13%/12% (clean)/12%/10% (late) → (11%/10%)/(10%/9%)), with only a slight increase to its base knockback (10 (clean), 8 (late) → 16/10), hindering its KO potential.}} | |||
***{{buff|However, this also improves its combo potential at higher percents.}} | |||
**{{nerf|Up aerial auto-cancels later (frame 22 → 24).}} | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|[[Down aerial]]'s meteor hitbox is noticeably larger (4.5u → 5.9u). Coupled with the removal of [[meteor canceling]], this drastically improves its edgeguarding potential. The meteor hitbox can also [[lock]] opponents now.}} | **{{buff|[[Down aerial]]'s meteor hitbox is noticeably larger (4.5u → 5.9u). Coupled with the removal of [[meteor canceling]], this drastically improves its edgeguarding potential. The meteor hitbox can also [[lock]] opponents now.}} |
edits