6,611
edits
SuperSqank (talk | contribs) |
SuperSqank (talk | contribs) |
||
Line 116: | Line 116: | ||
===Special moves=== | ===Special moves=== | ||
*[[Charge Shot]]: | *[[Charge Shot]]: | ||
**{{buff|Charge Shot can be charged in midair. | **{{buff|Charge Shot can now be charged in midair.}} | ||
**{{buff|It has less ending lag when not fully charged (FAF 54 → 45).}} | **{{buff|As with other charge specials, it can now be [[charge-cancel]]ed by jumping or spot dodging.}} | ||
**{{buff|It deals more damage (3%-25% → 5%-28%), | **{{buff|It can now be [[B-reverse]]d.}} | ||
**{{buff| | **{{buff|It has less ending lag when not fully charged (FAF 54 → 45), now only being one frame longer than its pre ''Smash 4'' counterparts.}} | ||
**{{buff|It deals more damage (3%-25% → 5%-28%). The uncharged version's knockback was not compensated, while the fully charged version's knockback was mostly compensated (30 base/62 scaling → 46/50), making it stronger overall.}} | |||
**{{buff|The fully charged version travels faster (3.2 → 3.3).}} | |||
**{{change|Charge Shot can be fired by pressing the attack button.}} | |||
**{{change|The fully charged version has a higher hitlag multiplier (0.7x → 1x).}} | |||
***{{buff|This gives it less ending lag on hit as well as making it safer on shield.}} | |||
***{{nerf|However, this also makes it considerably easier to DI.}} | |||
**{{nerf|Charge-canceling the move incurs 4 frames of lag, rather than being instantaneous.}} | **{{nerf|Charge-canceling the move incurs 4 frames of lag, rather than being instantaneous.}} | ||
**{{nerf|The projectile has a shorter duration (69 frames → 60).}} | |||
**{{nerf|The uncharged version travels slower (1.8 → 1.6).}} | |||
**{{nerf|It has received negative [[shield damage]] (0 (uncharged)/3 (fully charged) → -2.5/-7), weakening fully charged shots' ability to [[Shield break|break shields]].}} | **{{nerf|It has received negative [[shield damage]] (0 (uncharged)/3 (fully charged) → -2.5/-7), weakening fully charged shots' ability to [[Shield break|break shields]].}} | ||
*[[Missile]]: | *[[Missile]]: | ||
**{{buff|Both Homing Missiles and Super Missiles deal more damage (5% → 8% (Homing), 10% → 12% (Super)) without compensation on knockback, improving the KO ability of Super Missiles.}} | **{{buff|Both Homing Missiles and Super Missiles deal more damage (5% → 8% (Homing), 10% → 12% (Super)) without compensation on knockback, improving the KO ability of Super Missiles.}} |
edits