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**{{nerf|The introduction of [[hitstun canceling]] heavily limits up and down throw's follow up potential beyond very low percents.}} | **{{nerf|The introduction of [[hitstun canceling]] heavily limits up and down throw's follow up potential beyond very low percents.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff|Down throw no longer put opponents into [[tumble]] at extremely low percents allowing for potential follow ups | **{{buff|Down throw's hitbox deals more damage (2% → 3%) and has higher knockback scaling (98 → 120).}} | ||
**{{nerf| | **{{buff|The hitbox is larger (3.5154u → 4.32u).}} | ||
**{{buff|Down throw no longer put opponents into [[tumble]] at extremely low percents, allowing for potential follow ups.}} | |||
**{{change|Link releases opponents from down throw earlier (frame 28 → 23). This makes the throw harder to DI but increases its ending lag as its total duration was unchanged.}} | |||
**{{nerf|The hitbox has a shorter duration (frames 22-23 → 22). As the throw is still weight dependent, this notably means that the hitbox will no longer come out against {{SSBB|Jigglypuff}} and {{SSBB|Zero Suit Samus}} (as their weight values play the throw at a speed where the frame the hitbox comes out is skipped), making the throw only deal 4% against them.}} | |||
**{{nerf|The throw launches opponents at a lower angle (90° → 110°) and it has increased knockback scaling (50 → 90). When combined with its higher ending lag, along with the introduction of hitstun canceling, this significantly hinders its follow up potential, while still being too weak to KO.}} | |||
===Special moves=== | ===Special moves=== |
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