Editing Wizard's Foot
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The aerial version has also seen a fair amount of changes. One negative change the move received is that it no longer restores Ganondorf's double jump if he has already used it. This significantly hinders the move's recovery potential and it hinders the move's safety if it is performed after a double jump. On the positive side however, the move has much larger hitboxes and it now has a foot hitbox, making it much harder to intercept. | The aerial version has also seen a fair amount of changes. One negative change the move received is that it no longer restores Ganondorf's double jump if he has already used it. This significantly hinders the move's recovery potential and it hinders the move's safety if it is performed after a double jump. On the positive side however, the move has much larger hitboxes and it now has a foot hitbox, making it much harder to intercept. | ||
During the move's first three active frames, the move still launches opponents downwards. The move now functions as a meteor smash, with it now being possible to [[meteor cancel]]. This is due to the changes to meteor canceling, with the game now detecting Wizard's Foot as a meteor smash (despite retaining its launch angle). This makes Wizard's Foot a less | During the move's first three active frames, the move still launches opponents downwards. The move now functions as a meteor smash, with it now being possible to [[meteor cancel]]. This is due to the changes to meteor canceling, with the game now detecting Wizard's Foot as a meteor smash (despite retaining its launch angle). This makes Wizard's Foot a much less rewarding edgeguarding move, especially since the changes to meteor cancelling have also improved the effectiveness of down aerial. On the positive side however, the move now deals 15% during these first three frames and it has considerably higher knockback, which does partially compensate for the move now being meteor cancellable. | ||
For the rest of the aerial version's duration, the move now launches opponents vertically with much higher knockback. This makes the move much stronger against opponents who are on or above the stage. The move is capable of KOing Mario at 93% on Final Destination at ground level and even earlier if he is in the air. When combined with the move's larger hitboxes, this makes the move much riskier to challenge if it is used on stage. The main downside this has however is that it makes the move less effective against opponents off stage, further hindering its edgeguarding potential. | For the rest of the aerial version's duration, the move now launches opponents vertically with much higher knockback. This makes the move much stronger against opponents who are on or above the stage. The move is capable of KOing Mario at 93% on Final Destination at ground level and even earlier if he is in the air. When combined with the move's larger hitboxes, this makes the move much riskier to challenge if it is used on stage. The main downside this has however is that it makes the move less effective against opponents off stage, further hindering its edgeguarding potential. |