Editing Wolf (PM)
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===Ground Attacks=== | ===Ground Attacks=== | ||
*{{buff|The first hit of neutral attack deals slightly more damage (3% → 4%). The second and third hits are also faster (Frame 5 → 4)}} | *{{buff|The first hit of neutral attack deals slightly more damage (3% → 4%). The second and third hits are also faster (Frame 5 → 4)}} | ||
*{{buff|Forward tilt has much less hitlag and has | *{{buff|Forward tilt has much less hitlag and has slighty more KO potential.}} | ||
*{{buff|Up tilt has less knockback due to universally increased [[fall speed]]s and with ''Project M''{{'}}s physics make it a better follow-up move that combos into itself at lower percents.}} | *{{buff|Up tilt has less knockback due to universally increased [[fall speed]]s and with ''Project M''{{'}}s physics make it a better follow-up move that combos into itself at lower percents.}} | ||
*{{nerf|Up tilt sweetspot is harder to hit and has less KO potential.}} | *{{nerf|Up tilt sweetspot is harder to hit and has less KO potential.}} | ||
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*{{buff|[[Blaster (Wolf)|Blaster's]] ending lag can be cancelled with an airdodge, which can increase his mobility between shots by wavelanding, and blaster shots are slightly faster (frame 16 → 15). This also makes the blaster shot connect more reliably if the gun hitbox connects first.}} | *{{buff|[[Blaster (Wolf)|Blaster's]] ending lag can be cancelled with an airdodge, which can increase his mobility between shots by wavelanding, and blaster shots are slightly faster (frame 16 → 15). This also makes the blaster shot connect more reliably if the gun hitbox connects first.}} | ||
*{{nerf|Blaster moves slower and does less damage (4% (gun), 5% (close/far laser), 6% (mid laser) → 3/5/4/3%), and the Blaster is no longer [[transcendent]].}} | *{{nerf|Blaster moves slower and does less damage (4% (gun), 5% (close/far laser), 6% (mid laser) → 3/5/4/3%), and the Blaster is no longer [[transcendent]].}} | ||
*{{buff|[[Wolf Flash]] has been changed so that if Wolf hits a foe with the end of the animation, he won't fall [[helpless]], allowing him to then use another recovery move to get back on stage, and the sweetspot does more knockback (20 (base), 80 (scaling) → 35/105) and | *{{buff|[[Wolf Flash]] has been changed so that if Wolf hits a foe with the end of the animation, he won't fall [[helpless]], allowing him to then use another recovery move to get back on stage, and the sweetspot does more knockback (20 (base), 80 (scaling) → 35/105) and slighty more damage (15% → 16%). The sourspot now deals the same amount of damage as the sweetspot (10% → 16%).}} | ||
*{{change|Holding any taunt button when hitting an opponent with a sweetspotted [[Wolf Flash]] causes Wolf to howl (like in his up [[taunt]]).}} | *{{change|Holding any taunt button when hitting an opponent with a sweetspotted [[Wolf Flash]] causes Wolf to howl (like in his up [[taunt]]).}} | ||
*{{buff|[[Fire Wolf]] now has a single hit that lasts throughout the move's entire duration, which also causes [[tumbling]] at higher percentages, making it more effective at [[guard break]]ing, but hindering its offensive utility on land.}} | *{{buff|[[Fire Wolf]] now has a single hit that lasts throughout the move's entire duration, which also causes [[tumbling]] at higher percentages, making it more effective at [[guard break]]ing, but hindering its offensive utility on land.}} |