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**{{buff|The last hit has more knockback scaling (107 → 111), improving its KO potential.}} | **{{buff|The last hit has more knockback scaling (107 → 111), improving its KO potential.}} | ||
**{{change|The move hits four times instead of seven. However, the first three hits deal more damage (1% → 2%), leaving its total damage output unchanged.}} | **{{change|The move hits four times instead of seven. However, the first three hits deal more damage (1% → 2%), leaving its total damage output unchanged.}} | ||
***{{nerf|The last hit has less startup to | ***{{nerf|The last hit has less startup to accommodate for this change (frame 34 → 22). This significantly shortens the move's hitbox duration, while its total duration remains unchanged, greatly increasing its ending lag as well. As a result, the move is much less effective as an anti-air, and easier to punish if it misses or is shielded.}} | ||
**{{nerf|Due to the changes to jostle mechanics, the first hit is notably more difficult to land, sometimes missing opponents even at point blank range due to Mewtwo's character model pushing them away. As a result, the move is much less consistent at hitting opponents than in ''Smash 4'', especially as an out-of-shield punish.}} | **{{nerf|Due to the changes to jostle mechanics, the first hit is notably more difficult to land, sometimes missing opponents even at point blank range due to Mewtwo's character model pushing them away. As a result, the move is much less consistent at hitting opponents than in ''Smash 4'', especially as an out-of-shield punish.}} | ||
**{{change|The energy swirl is opaque and stylized, instead of a translucent whirl of particles.}} | **{{change|The energy swirl is opaque and stylized, instead of a translucent whirl of particles.}} |
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