Template:SSB4 to SSBU changelist/Zelda: Difference between revisions

The neutral attack section felt really confusing/unclear due to excessively comparing/conflating the added rapid jab/finisher with jab's former third hit, while largely neglecting to note the changes to the jab 1 that still exists/can be used on its own
(Undid edit by Kiedan: )
Tag: Undo
(The neutral attack section felt really confusing/unclear due to excessively comparing/conflating the added rapid jab/finisher with jab's former third hit, while largely neglecting to note the changes to the jab 1 that still exists/can be used on its own)
Tag: Manual revert
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===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{change|Neutral attack has gained a rapid jab alongside a finisher, which can be transitioned into from the first portion of the move on frame 9.}}
**{{buff|It has significantly less startup lag (frame 11 → 4), no longer being the slowest neutral attack in the game.}}
**{{buff|It has significantly less startup lag (frame 11, 13, 15 4, 7), no longer being the slowest neutral attack in the game.}}
**{{nerf|The third hit has been removed. Combined with the move's faster startup, this makes the move much less safe on shield and eliminates its combo potential at low percents.}}
**{{buff|The first portion's third hit has been removed, with its first two hits having a lower [[hitlag]] multiplier (1× → 0.6×) and launching opponents closer to Zelda with their outermost hitboxes (140° → 180°), allowing it to [[jab lock]] and connect more reliably into the rapid jab.}}
***{{buff|However, neutral attack has gained a rapid jab with a finisher, which can be transitioned into after the second hit. This partially compensates for the lost third hit by having similar damage output and higher KO potential.}}
**{{buff|The rapid jab's finisher deals more knockback than the previous third hit (40 base/95 scaling → 55/140), improving its KO potential.}}
**{{nerf|The first two hits deal less damage (3% 2.5%). With the removal of the third hit, it deals much less total damage (11% → 5%).}}
**{{buff|The first portion has gained a hitbox on Zelda's lower body, while the rapid jab and finisher have been placed lower and have bigger hitboxes (3.6u/3.6u/6.0u → 6.0u/6.0u). This lets jab hit smaller characters more reliably.}}
**{{buff|The first hit lasts for 2 frames, up from 1.}}
**{{nerf|Both the first portion and the rapid jab's finisher have more ending lag, most significantly the latter (FAF 24 → 25, 43). Combined with the removal of the first portion's third hit and its faster startup, this makes the move much less safe on shield, and eliminates its combo potential at low percents.}}
**{{change|The first two hits have a lower [[hitlag]] multiplier (1× → 0.6×). They have more horizontal launch angles (361°/140°/140° → 361°/361°/180°), with only the outermost hitbox sending inward now.}}
**{{change|The first portion deals less damage, though this is compensated by the rapid jab (3% (hits 1-2), 5% (hit 3) → 2.5% (hits 1-2), 0.2% (rapid jab), 3% (finisher)).}}
***{{change|The outermost hit uses a separate outward angle (361°) for non-fighter targets, preventing Zelda from launching incoming items and projectiles toward herself.}}
**{{change|The first portion no longer has [[set knockback]] (40/30 set/100 scaling 25 base/35/30/20 scaling (hit 1), 40/25/40 base/25/20/25 scaling (hit 2)), and has gained a [[hitstun modifier]] of 2. At high percents, this causes it to connect much less reliably into the rapid jab, but grants it [[jab cancel]] setups.}}  
***{{buff|Due to the inner two hits all using the Sakurai angle, they can now [[jab lock]] and trip until high percents. The outermost hit can do so at nearly any percent due to never lifting opponents off the ground until ridiculous percents.}}
**{{change|It no longer has [[set knockback]] (40/30 set/100 scaling → 25 base/35/30/20 scaling (hit 1), 40/25 base/25/20/25 scaling (hit 2)). The second hit has gained a [[hitstun modifier]] of 2.}}
***{{buff|This makes the inner hits deal more knockback at high percents, giving them [[jab cancel]] setups.}}
***{{nerf|Compared to the inner hits, the outermost hit has notably lower knockback, making it negative on hit until high percents and unable to jab cancel until unrealistically extreme percents. This makes the move riskier to use without transitioning into the rapid jab, and makes its jab cancel ability inconsistent.}}
***{{nerf|The knockback scaling eventually makes only the first hit connect, though this only occurs at ridiculous percents.}}
**{{nerf|It has smaller hitboxes (3.2u/3.2u/4u (hits 1-2), 3.6u/3.6u/6u (hit 3) → 2.4u/2.4u/3.2u (hit 1), 3u/3.2u/3.5u (hit 2)) which are positioned closer to Zelda (z-offset 5.5u/9.5u/13u (all hits) → 4u/7u/10u (hit 1), 5u/8u/11.5u (hit 2)), drastically reducing its horizontal range and spacing utility.}}
***{{nerf|The hitboxes are positioned lower (y-offset 12.5u (all) 12u/12u/11.8u (hit 1), 11.8u/11.8u/11.5u (hit 2)), worsening their range above Zelda while not improving their reach below due to their smaller sizes.}}
***{{buff|However, there is a new hitbox in front of Zelda's lower body, improving its ability to hit shorter opponents at point-blank range.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt no longer has a blind spot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect.}}  
**{{buff|Forward tilt no longer has a blind spot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect.}}  
**{{buff|It uses five small hitboxes (2.1u/2.2u/2.3u/2.4u/2.5u) instead of three medium-sized ones (3u/3.5u/4u), improving its horizontal range and making it more disjointed.}}  
**{{buff|It uses five small hitboxes (2.1u/2.2u/2.3u/2.4u/2.5u) instead of three medium-sized ones (3u/3.5u/4u), improving its horizontal range and making it more disjointed.}}  
***{{nerf|However, it is much narrower, reducing its vertical range.}}
***{{nerf|However, this makes it much narrower, reducing its vertical range.}}
**{{nerf|It has more startup lag (frame 10 → 12).}}
**{{nerf|It has more startup lag (frame 10 → 12).}}
**{{buff|It has a shorter total duration (FAF 38 → 37), effectively reducing the ending lag by 3 frames due to the increased startup.}}
**{{buff|It has a shorter total duration (FAF 38 → 37), effectively reducing the ending lag by 3 frames due to the increased startup.}}
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***{{nerf|However, this greatly worsens its combo potential into other attacks at low and high percents, and no longer has a guaranteed set-up into up aerial.}}
***{{nerf|However, this greatly worsens its combo potential into other attacks at low and high percents, and no longer has a guaranteed set-up into up aerial.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack's hitboxes are larger (2.2u (sweetspot)/5u (sourspot)/4.8u (late hit) → 2.8u/5.2u/5u). The sourspot and late hit's z-offsets were compensated (13.8u → 13.6u), but the sweetspot is extended (z-offset: 12.8 → 12.6-13.2), improving the move's range and making it easier to land the sweetspot.}}
**{{buff|Dash attack's hitboxes are larger (2.2u (sweetspot)/5u (sourspot)/4.8u (late hit) → 2.8u/5.2u/5u). The sweetspot is extended (z-offset: 12.8 12.6-13.2), but the sourspot and late hit's horizontal ranges were compensated on the far side (z-offset 7.8-13.8 → 7.8-13.6). Overall this improves the move's range and makes it easier to land the sweetspot.}}
**{{buff|The late hit has a longer duration (frames 8-10 → 8-12).}}
**{{buff|The late hit has a longer duration (frames 8-10 → 8-12).}}
**{{buff|Dash attack has less ending lag (FAF 40 → 36).}}
**{{buff|Dash attack has less ending lag (FAF 40 → 36).}}
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