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===Aerial attacks=== | ===Aerial attacks=== | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{nerf|Neutral aerial is vulnerable to [[SDI]] again (0× → 0.8× (looping hits), 1× (last hit)), | **{{change|Neutral aerial has altered hitlag (1× (all) → 0.6× (looping hits)/2× (last hit)).}} | ||
***{{buff|However, | **{{nerf|Neutral aerial is vulnerable to [[SDI]] again (0× → 0.8× (looping hits), 1× (last hit)).}} | ||
**{{buff|The looping hits use [[weight-independent]] knockback.}} | |||
**{{change|The looping hits now use different hitboxes for aerial versus grounded opponents.}} | |||
**{{nerf|On aerial opponents, instead of 2 medium hitboxes, the looping hits now consist of 4 small extended hitboxes (4.7u/4.7u → 1.5u/1.5u/1.5u/1.5u). Due to being extended, they can no longer interpolate.}} | |||
***{{nerf|They no longer use the autolink angle (366° → 132°/230° (front), 152°/210° (back)), causing the move to connect less reliably. The opponent's final launch position and direction are less controllable due to always sending inward and no longer following Zelda's movement, making follow-ups more difficult.}} | |||
***{{nerf|The aerial hitboxes have drastically lower knockback and thus hitstun (75 set/100 scaling → 30 base/10 scaling (bottom hits), 15 base/10 scaling (top hits)). This makes it much easier for the opponent to punish Zelda if they fall out of the looping hits, and completely removes neutral aerial’s drag-down combo potential at realistic percents despite the move’s lower landing lag.}} | |||
**{{nerf|On grounded opponents, the looping hits' angles send more outward from Zelda (80° → 70°), making it harder to connect subsequent hits.}} | |||
***{{nerf|They also no longer use set knockback (75 set/100 scaling → 50 base/80 scaling), now sending into tumble at higher percents. Combined with the new knockback speed-up effect, at higher percents it becomes harder or even impossible to fully connect the move against grounded opponents, due to the first hit sending them too far.}} | |||
***{{buff|However, the angle and knockback changes improve a single hit's combo potential on grounded opponents at high percents if used in a [[fast fall]].}} | |||
***{{change|Due to the removal of set knockback, the front hit's higher damage now makes it stronger than the back hit.}} | |||
***{{buff|The hitboxes are slightly larger (4.7u → 5u).}} | |||
***{{change|The hitboxes have altered positions (y-offset 11 (front)/12 (back) → 10/13, z-offset 7.6/-6 → 7.6/-5).}} | |||
**{{buff|The hand hitboxes for the final hit are larger (4u → 5u) and have altered positions (y-offset 11 (front)/12 (back) → 9/13.5, z-offset 7.6/-6 → 8.5/-7), increasing their range.}} | |||
**{{buff|The last hit has less base knockback (40 → 35), allowing it to combo for longer, while preserving its edgeguarding potential due to the changes to the Sakurai angle (40° (grounded)/45.2637° (aerial) → 38°).}} | **{{buff|The last hit has less base knockback (40 → 35), allowing it to combo for longer, while preserving its edgeguarding potential due to the changes to the Sakurai angle (40° (grounded)/45.2637° (aerial) → 38°).}} | ||
*[[Lightning Kick]]: | *[[Lightning Kick]]: | ||
**{{change|Zelda now uses a specific voice clip when performing either her forward or back aerial; it somewhat resembles {{SSBU|Fox}}, {{SSBU|Falco}}, {{SSBU|Pit}} and {{SSBU|Dark Pit}}'s voice clips when they perform [[Fox Illusion]], [[Falco Phantasm]], [[Palutena Bow]] and [[Silver Bow]] respectively.}} | **{{change|Zelda now uses a specific voice clip when performing either her forward or back aerial; it somewhat resembles {{SSBU|Fox}}, {{SSBU|Falco}}, {{SSBU|Pit}} and {{SSBU|Dark Pit}}'s voice clips when they perform [[Fox Illusion]], [[Falco Phantasm]], [[Palutena Bow]] and [[Silver Bow]] respectively.}} | ||
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**{{buff|Back aerial has less ending lag (FAF 53 → 50).}} | **{{buff|Back aerial has less ending lag (FAF 53 → 50).}} | ||
**{{buff|It auto-cancels earlier (frame 52 → 45).}} | **{{buff|It auto-cancels earlier (frame 52 → 45).}} | ||
**{{buff| | **{{buff|The sourspots have a longer duration (6-9 → 6-10.)}} | ||
**{{buff|The sweetspot has more base knockback (28 → 30).}} | **{{buff|The sweetspot has more base knockback (28 → 30).}} | ||
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}} | **{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis ({{rollover|X offset|X offset for static hitboxes refers to the Z-axis relative to the player|y}}: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.}} | ||
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**{{nerf|It has a new animation which is longer than the previous one (54 frames → 63). This increases the amount of time Zelda cannot grab the ledge after using the move although the move has [[interruptibility]] frames to compensate for its total duration.}} | **{{nerf|It has a new animation which is longer than the previous one (54 frames → 63). This increases the amount of time Zelda cannot grab the ledge after using the move although the move has [[interruptibility]] frames to compensate for its total duration.}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial's clean hit has an additional hitbox that covers Zelda's lower leg, | **{{buff|Down aerial's clean hit is larger, and has an additional hitbox that covers Zelda's lower leg, giving it more range (4u → 4.2u/4u). This removes its blind spot and makes it easier to land.}} | ||
**{{nerf|The late hit has smaller hitboxes (6u/6u → 5u/ | **{{nerf|The late hit has smaller hitboxes (6u/6u → 5u/5u), reducing its range and worsening its gimping potential.}} | ||
**{{buff|The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, combined with its reduced landing lag.}} | **{{buff|The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, combined with its reduced landing lag.}} | ||
edits