6,611
edits
SuperSqank (talk | contribs) |
SuperSqank (talk | contribs) |
||
Line 209: | Line 209: | ||
**{{buff|Down throw has much less base knockback but much more knockback scaling (80 (base), 30 (scaling) → 35/120). When combined with its new launch angle, this significantly improves the move's combo potential at lower percents as opponents are no longer put into [[tumble]] until mid percents and at high percents, it can even lead into an up aerial for a guaranteed KO (known as the "Toot-Toot").}} | **{{buff|Down throw has much less base knockback but much more knockback scaling (80 (base), 30 (scaling) → 35/120). When combined with its new launch angle, this significantly improves the move's combo potential at lower percents as opponents are no longer put into [[tumble]] until mid percents and at high percents, it can even lead into an up aerial for a guaranteed KO (known as the "Toot-Toot").}} | ||
***{{nerf|However, the move's higher knockback scaling does hinder its combo potential at higher percents (especially against lighter characters) while still being too weak to effectively KO.}} | ***{{nerf|However, the move's higher knockback scaling does hinder its combo potential at higher percents (especially against lighter characters) while still being too weak to effectively KO.}} | ||
*[[Floor attack]]: | *[[Floor attack]]s: | ||
**{{buff| | **{{buff|Floor attacks have less startup lag (frame 20 (hit 1)/32 (front hit 2)/33 (back hit 2) → 16/21).}} | ||
**{{buff|Floor attacks have a shorter total duration (FAF 50 → 46).}} | |||
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}} | |||
**{{nerf|Floor attacks have much less intangibility (frames 1-33 (front)/1-34 (back) → 1-22 (both)).}} | |||
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}} | |||
*[[Edge attack]]: | |||
**{{buff|Edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}} | |||
**{{change|Edge attack now deals consistent damage due to now consisting of one extended hitbox (8% (bell)/6% (body) → 7%).}} | |||
**{{nerf|Edge attack has a shorter duration (frames 24-28 → 24-26).}} | |||
**{{nerf|Edge attack now always launches opponents in the direction Mr. Game & Watch is facing, removing its ability to set up edgeguards.}} | |||
*[[Trip attack]]: | |||
**{{buff|Trip attack deals more shield damage (1 → 8) per hit.}} | |||
**{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}} | |||
===Special moves=== | ===Special moves=== |
edits