Wizard's Foot: Difference between revisions

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The move on the ground was significantly buffed in power and speed. The foot now does 16% damage and the leg does 14% (as opposed to the other way around in ''Brawl'' and ''Smash 4''), making the sweetspot easier to land overall which KOs around 93% near the edge of [[Final Destination]], with the sourspot only occuring when used at point-blank. The move was also sped-up with reduced ending lag on the ground, making it much less susceptible to being punished while also being a decent combo starter when used at low percentages. Its animation was also altered, with him bending his knee forward before kicking, being closer to its appearance in Melee, with Ganondorf travelling and kicking much closer to the ground, meaning that characters with a low crouch posture and smaller characters can no longer consistently low profile underneath his foot.
The move on the ground was significantly buffed in power and speed. The foot now does 16% damage and the leg does 14% (as opposed to the other way around in ''Brawl'' and ''Smash 4''), making the sweetspot easier to land overall which KOs around 93% near the edge of [[Final Destination]], with the sourspot only occuring when used at point-blank. The move was also sped-up with reduced ending lag on the ground, making it much less susceptible to being punished while also being a decent combo starter when used at low percentages. Its animation was also altered, with him bending his knee forward before kicking, being closer to its appearance in Melee, with Ganondorf travelling and kicking much closer to the ground, meaning that characters with a low crouch posture and smaller characters can no longer consistently low profile underneath his foot.


However, it no longer has a hitbox on his thigh. Additionally, both versions have significantly smaller hitboxes. This makes the move much harder to land, and makes the aerial version less effective at anti-juggling.
However, it no longer has a thigh hitbox. Additionally, both versions have significantly smaller hitboxes. This makes the move much harder to land, and makes the aerial version less effective at anti-juggling.


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