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===Ground Attacks=== | ===Ground Attacks=== | ||
*{{buff| | *[[Neutral attack]]: | ||
*{{nerf|All three hits of neutral attack have more startup (frame 2 | **{{buff|Neutral attack's first hit deals more damage (2% → 3%).}} | ||
**{{nerf|All three hits of neutral attack have more startup (frame 2 (hit 1)/3 (hit 2)/6 (hit 3) → 3/4/→ 7) and ending lag (frame 18 (hit 1)/20 (hit 2)/ 25 (frame 3) → 20/21/3). The second and third hits also have a shorter duration (frames 3-5 → 4-5 (hit 2), frames 6-11 → 7-10 (hit 3)). Ness can also no longer cancel the first hit of neutral attack into grab.}} | |||
*{{buff|Forward tilt is much stronger dealing more damage (9%/10%/11% → 10%/11%/12%).}} | *{{buff|Forward tilt is much stronger dealing more damage (9%/10%/11% → 10%/11%/12%).}} | ||
*{{buff|Up tilt has less ending lag (frame 35 → 32).}} | *[[Up tilt]]: | ||
*{{nerf|Up tilt has a much shorter duration (frames 5-19 → 5-9).}} | **{{buff|Up tilt has less ending lag (frame 35 → 32).}} | ||
*{{buff|Down tilt is much faster with less startup (frame 4 → 3) and ending lag if Ness performs another down tilt (frame 14 → 8) and can now infinite.}} | **{{nerf|Up tilt has a much shorter duration (frames 5-19 → 5-9).}} | ||
*{{nerf|Down tilt has a shorter duration (frames 4-8 → 3-5).}} | *[[Down tilt]]: | ||
*{{buff|Dash attack is now a multi-hitting move that does slightly more damage (12% (clean), 9% (late) → 12.28%) and has significantly more range, combo potential and overall utility.}} | **{{buff|Down tilt is much faster with less startup (frame 4 → 3) and ending lag if Ness performs another down tilt (frame 14 → 8) and can now infinite.}} | ||
* | **{{nerf|Down tilt has a shorter duration (frames 4-8 → 3-5).}} | ||
*{{nerf|Each hit of dash attack only has a duration of 1 frame and each hit has high base knockback making it extremely difficult to connect properly. It also has more ending lag (frame 38 → 40).}} | *[[Dash attack]]: | ||
*{{buff|Forward smash now has longer reach and has less startup lag (frame 18 → 16). All hitboxes also deal much more damage (18% → 18%/20%/22%/24%), which increases its knockback, despite having lower knockback values (70 (base), 65 (scaling) → 50/62).}} | **{{buff|Dash attack is now a multi-hitting move that does slightly more damage (12% (clean), 9% (late) → 12.28%) and has significantly more range, combo potential and overall utility.}} | ||
*{{nerf|Forward smash now has 3 drastically weaker sourspots on the base of his bat that can't KO until 150%. It also has a shorter duration (frames 18-21 → 16-17).}} | **{{nerf|Each hit of dash attack only has a duration of 1 frame and each hit has high base knockback making it extremely difficult to connect properly. It also has more ending lag (frame 38 → 40).}} | ||
* | ***{{change|Dash attack now has PSI effects.}} | ||
*{{buff|Up and down smash have less startup lag (frame 13 → 12). Up smash also has a longer duration (frames 13-25 → 12-31).}} | *[[Forward smash]]: | ||
*{{nerf|His up and down smashes have less reach, deal drastically less damage (17%/15% → 9% (up), 19% → 11%/7% (down)) and they have been drastically weakened to the point where the strongest hitboxes (the initial hitbox) can't KO until 200% while the swinging parts can no longer KO even well past Sudden Death. Down smash also has a shorter duration (frames 13-52 → 12-31) and both have more ending lag (frame 40 → 50 (up), frame 55 → 59 (down)).}} | **{{buff|Forward smash now has longer reach and has less startup lag (frame 18 → 16). All hitboxes also deal much more damage (18% → 18%/20%/22%/24%), which increases its knockback, despite having lower knockback values (70 (base), 65 (scaling) → 50/62).}} | ||
**{{nerf|Forward smash now has 3 drastically weaker sourspots on the base of his bat that can't KO until 150%. It also has a shorter duration (frames 18-21 → 16-17).}} | |||
*[[Up smash|Up]]/[[Down smash]]: | |||
**{{buff|Up and down smash have less startup lag (frame 13 → 12). Up smash also has a longer duration (frames 13-25 → 12-31).}} | |||
**{{nerf|His up and down smashes have less reach, deal drastically less damage (17%/15% → 9% (up), 19% → 11%/7% (down)) and they have been drastically weakened to the point where the strongest hitboxes (the initial hitbox) can't KO until 200% while the swinging parts can no longer KO even well past Sudden Death. Down smash also has a shorter duration (frames 13-52 → 12-31) and both have more ending lag (frame 40 → 50 (up), frame 55 → 59 (down)).}} | |||
**{{buff|Ness now has access to the Yo-yo glitch.}} | |||
===Aerial Attacks=== | ===Aerial Attacks=== | ||
*{{change|Ness has a new neutral aerial: a spin. It deals 3% less damage on both hitboxes (14%/11% → 11%/8%) with no compensation on its knockback, making it worse for damage racking and hindering its KO potential. However, this change makes it combo better, when combined with its new hitboxes.}} | *[[Neutral aerial]]: | ||
*{{buff| | **{{change|Ness has a new neutral aerial: a spin with his arms outward. It deals 3% less damage on both hitboxes (14%/11% → 11%/8%) with no compensation on its knockback, making it worse for damage racking and hindering its KO potential. However, this change makes it combo better, when combined with its new hitboxes.}} | ||
*{{nerf| | **{{buff|It has less ending lag (frame 40 → 36) and [[auto-cancel]]s earlier (frame 33 → 27).}} | ||
*{{buff|Forward aerial has less startup (frame 10 → 8) and ending lag (frame 42 → 40), | **{{nerf|It has a shorter duration (frames 5-39 → 5-23).}} | ||
* | *[[Forward aerial]]: | ||
*{{nerf|Forward aerial is less reliable due to being a multi-hit and it auto-cancels later (frame 26 → 30).}} | **{{buff|Forward aerial has less startup (frame 10 → 8) and ending lag (frame 42 → 40), hits multiple times resulting in consistent and increased damage (12% (clean), 10% (late) → 15.74%), has more range and has much better combo potential as it can now chain into itself or other aerials from low to K.O. percents.}} | ||
*{{buff|Back aerial has less ending lag (frame 40 → 36) and the sweetspot has increased base knockback (10 → 16).}} | **{{nerf|Forward aerial is less reliable due to being a multi-hit and it auto-cancels later (frame 26 → 30).}} | ||
*{{nerf|Back aerial auto-cancels later (frame 19 → 25).}} | ***{{change|Forward aerial now has PSI effects.}} | ||
*{{buff|Up aerial has | *[[Back aerial]]: | ||
*{{nerf|Ness's head when doing his up aerial is no longer intangible. Up aerial also deals less damage (15% → 13%) and knockback (10 (base), 110 (scaling) → 13/109), has a shorter duration (frames 8-16 → 8-11) and no longer auto-cancels for its entire duration making it auto-cancel later (frame 27) and giving it more landing lag (4 frames → 19). This is further exacerbated with the weakening of [[L-canceling]].}} | **{{buff|Back aerial has less ending lag (frame 40 → 36) and the sweetspot has increased base knockback (10 → 16).}} | ||
*{{buff|Down aerial has much higher base knockback (10/0 → 90), making it a deadly 0-death KO tool if not [[Meteor canceling|meteor cancelled]].}} | **{{nerf|Back aerial auto-cancels later (frame 19 → 25).}} | ||
*{{nerf|Ness's down aerial deals 3% less damage (15% → 12%), no longer deals extra shield damage and like most other meteor smashes, now has drastically increased start-up lag and a shorter duration (frames 4-20 → 20-28). It also has twice the amount of ending lag (frame 30 → 60) no longer being possible to perform twice in a short hop or even out of a full height double jump and it no longer auto-cancels while the hitbox is out giving it more landing lag (4 frames → 28). The addition of meteor cancelling, when combined with its new angle allowing it to be meteor canceled (-90° → 280°) and its much lower knockback scaling (120 → 70), makes the attack much easier to survive at higher percents. This drastically worsens the move's utility and reliability, removing its use in combos while being much more unreliable as a finisher.}} | **{{change|Back aerial now has PSI effects.}} | ||
*[[Up aerial]]: | |||
**{{buff|Up aerial has a bigger hitbox.}} | |||
**{{nerf|Ness's head when doing his up aerial is no longer intangible. Up aerial also deals less damage (15% → 13%) and knockback (10 (base), 110 (scaling) → 13/109), has a shorter duration (frames 8-16 → 8-11) and no longer auto-cancels for its entire duration making it auto-cancel later (frame 27) and giving it more landing lag (4 frames → 19). This is further exacerbated with the weakening of [[L-canceling]].}} | |||
*[[Down aerial]]: | |||
**{{buff|Down aerial has much higher base knockback (10/0 → 90), making it a deadly 0-death KO tool if not [[Meteor canceling|meteor cancelled]].}} | |||
**{{nerf|Ness's down aerial deals 3% less damage (15% → 12%), no longer deals extra shield damage and like most other meteor smashes, now has drastically increased start-up lag and a shorter duration (frames 4-20 → 20-28). It also has twice the amount of ending lag (frame 30 → 60) no longer being possible to perform twice in a short hop or even out of a full height double jump and it no longer auto-cancels while the hitbox is out giving it more landing lag (4 frames → 28). The addition of meteor cancelling, when combined with its new angle allowing it to be meteor canceled (-90° → 280°) and its much lower knockback scaling (120 → 70), makes the attack much easier to survive at higher percents. This drastically worsens the move's utility and reliability, removing its use in combos while being much more unreliable as a finisher.}} | |||
===Grabs and Throws=== | ===Grabs and Throws=== | ||
*{{nerf|Grabs have more startup lag (frame 6 → 8 (standing), 10 (dash)) and ending lag (frame 16 → 31 (standing), 41 (dash)).}} | *{{nerf|Grabs have more startup lag (frame 6 → 8 (standing), 10 (dash)) and ending lag (frame 16 → 31 (standing), 41 (dash)).}} | ||
*{{nerf|[[Forward throw|Forward]] and [[back throw]] deal 5% less damage (16% → 11%) hindering their KO potential. The former has increased base knockback (90 → 120) although it also has drastically lower knockback scaling (70 → 10) and cannot KO reliably until well beyond Sudden Death. The latter has much lower base knockback (90 → 15) and less KO potential although it has more knockback scaling (70 → 130) and it still remains one of the most potent throws in the game.}} | *{{nerf|[[Forward throw|Forward]] and [[back throw]] deal 5% less damage (16% → 11%) hindering their KO potential. The former has increased base knockback (90 → 120) although it also has drastically lower knockback scaling (70 → 10) and cannot KO reliably until well beyond Sudden Death. The latter has much lower base knockback (90 → 15) and less KO potential although it has more knockback scaling (70 → 130) and it still remains one of the most potent throws in the game.}} | ||
*{{buff|Ness has been given an [[ | *{{buff|Ness has been given an [[pummel]], [[up throw]], and a [[down throw]], providing him with more options.}} | ||
===Special Moves=== | ===Special Moves=== | ||
*{{change|Ness now has a new neutral special: | *[[PK Flash]]: | ||
*{{ | **{{change|Ness now has a new neutral special: PK Flash. A chargeable green ball of light that increases in power and moves downward the longer the button is held. Once it reaches full power, it explodes, dealing huge knockback.}} | ||
*{{change|PK Fire is | **{{buff|PK Flash grants Ness a new powerful (albeit slow) KO and edgeguarding option.}} | ||
*{{buff|Ness's [[PK Thunder]] travels faster and deals 2% more damage (6% → 8%).}} | *[[PK Fire]]: | ||
*{{nerf|Ness's PK Thunder 2 travels a much shorter distance, deals less damage when hitting an opponent (30% → 25%), is significantly weaker (now KOing in the 75% range) as its knockback wasn't fully compensated (40 (base), 84 (scaling) → 60/70), now has a drastically weaker late hitbox which deals 5% less damage than the normal hitbox and can't KO until roughly 130%, and has a lot more ending and landing lag, now having around 60 frames (or 1 second) of lag if he uses PK Thunder 2 on the ground or if he lands while in the middle of the animation of PK Thunder 2. As such, Ness's recovery is considered to be much worse overall.}} | **{{nerf|PK Fire travels a smaller distance, deals 10% less damage, and it is now considerably easier to SDI out of.}} | ||
*{{change|The crowd no longer gasps when Ness hits himself with PK Thunder.}} | **{{change|As a result of PK Flash now being Ness' neutral special, PK Fire is now Ness' side special.}} | ||
*{{buff|[[PSI Magnet]] has less startup lag (frame 15 → 10).}} | *[[PK Thunder]]: | ||
*{{change|The color of PSI Magnet is now blue instead of green.}} | **{{buff|Ness's [[PK Thunder]] travels faster and deals 2% more damage (6% → 8%).}} | ||
*{{change|The crowd no longer cheers when Ness absorbs a projectile with PSI Magnet.}} | **{{nerf|Ness's PK Thunder 2 travels a much shorter distance, deals less damage when hitting an opponent (30% → 25%), is significantly weaker (now KOing in the 75% range) as its knockback wasn't fully compensated (40 (base), 84 (scaling) → 60/70), now has a drastically weaker late hitbox which deals 5% less damage than the normal hitbox and can't KO until roughly 130%, and has a lot more ending and landing lag, now having around 60 frames (or 1 second) of lag if he uses PK Thunder 2 on the ground or if he lands while in the middle of the animation of PK Thunder 2. As such, Ness's recovery is considered to be much worse overall.}} | ||
*{{nerf|PSI Magnet has 10 frames extra frames of ending lag.}} | **{{change|The crowd no longer gasps when Ness hits himself with PK Thunder.}} | ||
*[[PSI Magnet]]: | |||
**{{buff|[[PSI Magnet]] has less startup lag (frame 15 → 10).}} | |||
**{{change|The color of PSI Magnet is now blue instead of green.}} | |||
**{{change|The crowd no longer cheers when Ness absorbs a projectile with PSI Magnet.}} | |||
**{{nerf|PSI Magnet has 10 frames extra frames of ending lag.}} | |||
==Moveset== | ==Moveset== |
edits