Editing Nerf
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*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 | *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 counterattacks KOing noticeably later. | ||
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