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*{{change|Fox's [[idle]], [[walking]], and [[on-screen appearance]] animations are all slightly different. However, Fox reverts to his idle animation from ''Brawl'' while holding a small item.}} | *{{change|Fox's [[idle]], [[walking]], and [[on-screen appearance]] animations are all slightly different. However, Fox reverts to his idle animation from ''Brawl'' while holding a small item.}} | ||
*{{change|Opponents and items hit by Fox's lasers have a black puff of smoke appear out of them, as if they are being burned.}} | *{{change|Opponents and items hit by Fox's lasers have a black puff of smoke appear out of them, as if they are being burned.}} | ||
*{{change|Much like in ''Melee'', Fox | *{{change|Much like in ''Melee'', Fox once again vocalizes when performing a midair jump.}} | ||
*{{change|Fox's taunts have been tweaked.}} | *{{change|Fox's taunts have been tweaked.}} | ||
**{{change|Up taunt has a different ending animation, with him performing a short fist pump. He also says "Let's go!" instead of "Here I come!" during the taunt.}} | **{{change|Up taunt has a different ending animation, with him performing a short fist pump. He also says "Let's go!" instead of "Here I come!" during the taunt.}} | ||
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**{{change|Down taunt has Fox saying "Come at me." instead of "Come on!".}} | **{{change|Down taunt has Fox saying "Come at me." instead of "Come on!".}} | ||
*{{change|Fox's side-inputted [[victory pose]] now has the camera positioned behind Fox, rather than in front of him.}} | *{{change|Fox's side-inputted [[victory pose]] now has the camera positioned behind Fox, rather than in front of him.}} | ||
*{{change|Fox's air dodge has an altered animation.}} | |||
===Attributes=== | ===Attributes=== | ||
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*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{nerf|Forward tilt angled up deals less damage (8% → 7%).}} | **{{nerf|Forward tilt angled up deals less damage (8% → 7%).}} | ||
**{{change|For all angles, forward tilt has higher base knockback (10 → 40), but lower knockback scaling (110 → 80). This makes it safer on hit at low percents, but hinders its KO potential | **{{change|For all angles, forward tilt has higher base knockback (10 → 40), but lower knockback scaling (110 → 80). This makes it safer on hit at low percents and improves its combo potential into dash attack, but hinders its KO potential and removes its ability to [[lock]].}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{nerf|Up tilt's animation has been changed, with Fox's foot being higher and at a raised angle on the frame that the hitbox first comes out. This prevents it from 2-framing.}} | **{{nerf|Up tilt's animation has been changed, with Fox's foot being higher and at a raised angle on the frame that the hitbox first comes out. This prevents it from 2-framing.}} | ||
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**{{nerf|The sourspots take priority over the sweetspots, diminishing the move's damage potential.}} | **{{nerf|The sourspots take priority over the sweetspots, diminishing the move's damage potential.}} | ||
**{{nerf|Every hitbox except the sweetspot has been reduced (5.5u/5u/4u → 5u/4.5u/3.5u).}} | **{{nerf|Every hitbox except the sweetspot has been reduced (5.5u/5u/4u → 5u/4.5u/3.5u).}} | ||
**{{change|The sourspots deal more knockback (18 base/110 scaling → 20/125) | **{{change|The sourspots deal more knockback (18 base/110 scaling → 20/125). Conversely, the sweetspots have consistent base knockback (22 (grounded)/18 (aerial) → 20), and effectively deal less knockback as a result of their scaling values remaining unchanged. This improves the combo potential of the sweetspots, but reduces the combo potential of the sourspots.}} | ||
**{{nerf|The sourspots launch opponents towards Fox like the grounded sweetspot (80° → 110°). As a result, combined with their higher knockback, | **{{nerf|The sourspots launch opponents towards Fox like the grounded sweetspot (80° → 110°). As a result, combined with their higher knockback, this further worsens their combo potential.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt launches opponents at overall higher angles (45°/65°/80°/90° → 77°/75°/72°), has higher base knockback (25 → 70) with lower knockback scaling (100 → 50), and has gained a [[hitstun modifier]] of 3. This noticeably improves its combo potential.}} | **{{buff|Down tilt launches opponents at overall higher angles (45°/65°/80°/90° → 77°/75°/72°), has higher base knockback (25 → 70) with lower knockback scaling (100 → 50), and has gained a [[hitstun modifier]] of 3. This noticeably improves its combo potential.}} | ||
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*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash deals more knockback (20 base/98 scaling → 28/100 (clean), 20 base → 30 (late)), improving its KO potential and improving its safety at lower percentages.}} | **{{buff|Forward smash deals more knockback (20 base/98 scaling → 28/100 (clean), 20 base → 30 (late)), improving its KO potential and improving its safety at lower percentages.}} | ||
**{{nerf|It has a shorter duration (frames 13-15 → 13-14 (clean), 16-18 → 15-16 (late)) and travels a shorter distance.}} | **{{nerf|It has a shorter duration (frames 13-15 → 13-14 (clean), 16-18 → 15-16 (late)) and travels a shorter distance, noticeably reducing its range.}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash's clean hit has increased knockback scaling (94 → 97), slightly improving its KO potential.}} | **{{buff|Up smash's clean hit has increased knockback scaling (94 → 97), slightly improving its KO potential.}} | ||
**{{buff|The early clean hit deals consistent damage (16%/14% → 16%).}} | **{{buff|The early clean hit deals consistent damage (16%/14% → 16%).}} | ||
**{{nerf|The animation is faster with the hitbox duration unchanged. While this makes it easier to hit behind Fox, it also makes the clean hit harder to land, making it | **{{nerf|The animation is faster with the hitbox duration unchanged. While this makes it easier to hit behind Fox, it also makes the clean hit harder to land, making it less consistent as a KO option.}} | ||
**{{nerf|It no longer grants intangibility on Fox's head at frames 1-9, making it worse as an anti-air tool.}} | **{{nerf|It no longer grants intangibility on Fox's head at frames 1-9, making it worse as an anti-air tool.}} | ||
**{{change|The move's ending animation has been modified: Fox does a three point landing after doing his up smash.}} | **{{change|The move's ending animation has been modified: Fox does a three point landing after doing his up smash.}} | ||
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*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial deals significantly more damage (2%/1%/0.6%/0.8%/3% → 1.8%/1.3%/1.8%/2.8%/4.8% (hits 1-5), 7.4% → 12.5% (total)), with knockback scaling compensated on the last hit (130 → 103).}} | **{{buff|Forward aerial deals significantly more damage (2%/1%/0.6%/0.8%/3% → 1.8%/1.3%/1.8%/2.8%/4.8% (hits 1-5), 7.4% → 12.5% (total)), with knockback scaling compensated on the last hit (130 → 103).}} | ||
***{{change|Overall, it deals less knockback at low to mid percents, and more knockback at high percents.}} | |||
**{{buff|The linking hits have a lower hitlag multiplier (1× → 0.66×), making them harder to SDI out of.}} | **{{buff|The linking hits have a lower hitlag multiplier (1× → 0.66×), making them harder to SDI out of.}} | ||
**{{buff|All hits after the first come out faster (frame 13, 19, 26, 32 → 11, 16, 21, 26), allowing them to connect more reliably, and giving the move faster interruptibility as a result (FAF 51 → 44).}} | **{{buff|All hits after the first come out faster (frame 13, 19, 26, 32 → 11, 16, 21, 26), allowing them to connect more reliably, and giving the move faster interruptibility as a result (FAF 51 → 44).}} | ||
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*{{b|Blaster|Fox}}: | *{{b|Blaster|Fox}}: | ||
**{{buff|Blaster has less ending lag (FAF 40 → 37 (grounded), 38 → 35 (aerial)), improving its [[camp]]ing ability.}} | **{{buff|Blaster has less ending lag (FAF 40 → 37 (grounded), 38 → 35 (aerial)), improving its [[camp]]ing ability.}} | ||
**{{nerf|The animation length in the air is longer (41 frames → 58), increasing the amount of time air mobility is locked, and how long before Fox can grab the ledge, if the move is not interrupted.}} | |||
*[[Fox Illusion]]: | *[[Fox Illusion]]: | ||
**{{buff|Fox Illusion deals more damage (3% → 8% (grounded), 5% (aerial)), with knockback only fully compensated on the aerial version (10 base/170 scaling → 30/110 (grounded), 10/200 → 15/148 (aerial)). This drastically increases the grounded version's knockback, allowing it to KO middleweights under 180%.}} | **{{buff|Fox Illusion deals more damage (3% → 8% (grounded), 5% (aerial)), with knockback only fully compensated on the aerial version (10 base/170 scaling → 30/110 (grounded), 10/200 → 15/148 (aerial)). This drastically increases the grounded version's knockback, allowing it to KO middleweights under 180%.}} | ||
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*{{b|Reflector|Fox}}: | *{{b|Reflector|Fox}}: | ||
**{{buff|Reflector has less startup (frame 6 → 3) and ending lag (FAF 41 → 37).}} | **{{buff|Reflector has less startup (frame 6 → 3) and ending lag (FAF 41 → 37).}} | ||
**{{buff|It has gained intangibility on frames 2-3, improving its utility as a combo breaker and | **{{buff|It has gained intangibility on frames 2-3, improving its utility as a combo breaker and making it a more reliable gimping tool.}} | ||
**{{buff|The aerial hitbox launches at a lower angle (40˚ → 24˚), improving its edgeguarding potential.}} | **{{buff|The aerial hitbox launches at a lower angle (40˚ → 24˚), improving its edgeguarding potential.}} | ||
**{{nerf|Its hitbox has a shorter duration (2 frames → 1).}} | **{{nerf|Its hitbox has a shorter duration (2 frames → 1).}} | ||
**{{nerf| | **{{nerf|Consecutive uses of the move will no longer stall Fox in the air before landing, reducing its utility as a stalling tool.}} | ||
**{{change|Reflector is a darker shade of blue.}} | **{{change|Reflector is a darker shade of blue.}} | ||
*[[Final Smash]]: | *[[Final Smash]]: |
edits