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**{{buff|Down smash's looping hits have a lower [[SDI]] multiplier (0.8× → 0.5×) and launch opponents closer to Pikachu (170° → 178°), allowing them to connect more reliably.}} | **{{buff|Down smash's looping hits have a lower [[SDI]] multiplier (0.8× → 0.5×) and launch opponents closer to Pikachu (170° → 178°), allowing them to connect more reliably.}} | ||
**{{buff|The last hit always sends in the direction Pikachu is facing, and launches at a more horizontal angle (50° → 37°), improving its KO and edgeguarding potential.}} | **{{buff|The last hit always sends in the direction Pikachu is facing, and launches at a more horizontal angle (50° → 37°), improving its KO and edgeguarding potential.}} | ||
**{{ | **{{nerf|The last hit has slightly less base knockback (55 → 51), but more knockback scaling (190 → 192). Overall it deals slightly less knockback.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
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***{{buff|This drastically reduces its ending lag (FAF 59 → 44), significantly improving its combo potential to the point it can combo into itself several times at low percents.}} | ***{{buff|This drastically reduces its ending lag (FAF 59 → 44), significantly improving its combo potential to the point it can combo into itself several times at low percents.}} | ||
***{{nerf|However, this shortens the duration of its hitboxes (frames 4-33 → 4-25).}} | ***{{nerf|However, this shortens the duration of its hitboxes (frames 4-33 → 4-25).}} | ||
**{{ | **{{buff|It has an altered ending animation, with Pikachu spreading out its limbs while in a more upright position, allowing it to duck under some attacks like certain rising aerials.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial's clean hit deals more damage (5%/4% → 6%/5%) with no compensation on knockback, allowing it to KO at very high percents.}} | **{{buff|Up aerial's clean hit deals more damage (5%/4% → 6%/5%) with no compensation on knockback, allowing it to KO at very high percents.}} | ||
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*[[Thunder Jolt]]: | *[[Thunder Jolt]]: | ||
**{{buff|Thunder Jolt has less ending lag (FAF 58 → 52).}} | **{{buff|Thunder Jolt has less ending lag (FAF 58 → 52).}} | ||
**{{buff|The grounded version's late hit has a longer duration (15 frames → 29; total: 82 frames → 96), allowing it to travel across the entire {{SSBU|Final Destination}} platform. Coupled with the move's lower ending lag, this improves its camping ability.}} | |||
**{{nerf|It has less base knockback (25 → 18 (grounded), 45 → 35 (aerial)).}} | **{{nerf|It has less base knockback (25 → 18 (grounded), 45 → 35 (aerial)).}} | ||
**{{nerf|It has negative [[shield damage]] ( | **{{nerf|It has negative [[shield damage]] instead of additional (1 → -2.5/-2/-1.5/-1 (grounded), -1.9 (aerial)), dealing roughly 0.6× of its damage to shields.}} | ||
*[[Skull Bash]]: | *[[Skull Bash]]: | ||
**{{buff|Skull Bash deals marginally more damage when uncharged (6.1714% → 6.2%) and has more knockback scaling at all charges (62 → 78).}} | **{{buff|Skull Bash deals marginally more damage when uncharged (6.1714% → 6.2%) and has more knockback scaling at all charges (62 → 78).}} |