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edits
(Fixed some mistakes, notably where it was stated upB intangibility started frame 11 and had a longer duration. Added some unnoted changes) |
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===Special moves=== | ===Special moves=== | ||
*[[Nayru's Love]]: | *[[Nayru's Love]]: | ||
**{{buff|It no longer halts vertical momentum, allowing Zelda to move in the air while using the move.}} | |||
**{{buff|Its intangibility and reflector start one frame earlier (frame 5 → 4).}} | |||
**{{nerf|Its reflective hitbox has a shorter duration (frames 5-43 → 4-40). The intangibility also ends two frames earlier, reducing its duration by one frame (frames 5-15 → 4-13).}} | |||
**{{buff|The hitboxes of Nayru's Love have less startup lag (frame 13 → 11), with their total duration reduced as well (FAF 60 → 58).}} | **{{buff|The hitboxes of Nayru's Love have less startup lag (frame 13 → 11), with their total duration reduced as well (FAF 60 → 58).}} | ||
**{{buff| | **{{buff|The inner looping hit is larger (6u → 8.5u) and positioned lower (y-offset 8 → 7). This allows it to hit below stage.}} | ||
**{{ | ***{{nerf|However, the inner looping hit does not stretch as far (z-offset -4 to 4 → -0.5 to 0.5), slightly reducing the looping hits' horizontal range against aerial opponents.}} | ||
**{{ | ***{{change|The final hit now has less vertical range than the looping hits, increasing the chance of the move not connecting fully.}} | ||
*[[Din's Fire]]: | *[[Din's Fire]]: | ||
**{{buff|Din's Fire no longer leaves Zelda [[helpless]] in the air.}} | **{{buff|Din's Fire no longer leaves Zelda [[helpless]] in the air.}} | ||
**{{change|Zelda has a lower gravity upon using the move (0.019 → 0.012).}} | |||
**{{buff|It has improved maneuverability (angle addition per frame 1.375° → 1.645°, maximum angle 74.5° → 78°).}} | |||
**{{buff|It travels a slightly longer distance.}} | **{{buff|It travels a slightly longer distance.}} | ||
**{{buff|The explosion's duration is longer (1 frame → 6 frames).}} | |||
**{{buff|Its hitboxes are larger, especially the sweetspot (2.1u → 3.5u (sweetspot), 4.5u → 4.8u (sourspot)).}} | **{{buff|Its hitboxes are larger, especially the sweetspot (2.1u → 3.5u (sweetspot), 4.5u → 4.8u (sourspot)).}} | ||
**{{change|The flame has a more stylized appearance.}} | **{{change|The flame has a more stylized appearance.}} | ||
*[[Farore's Wind]]: | *[[Farore's Wind]]: | ||
**{{buff|Farore's Wind has less startup lag | **{{buff|Farore's Wind's first hit has less startup lag (frame 8 → 6), improving its out of shield utility. It also has a longer duration (1 frame → 2).}} | ||
**{{ | **{{nerf|Zelda's speed is reduced on the move's startup, making her easier to hit and reducing the added distance from a jump.}} | ||
**{{buff|Zelda | **{{buff|Zelda disappears faster (frame 21 → 17), and consequently begins her teleport sooner.}} | ||
**{{buff|Zelda has more precise angles of | **{{buff|Zelda has more precise angles of teleport direction, allowing her to land its second hit on enemies who DI the initial hit.}} | ||
**{{nerf| | **{{nerf|Its teleport duration is shorter (20 frames → 18), slightly decreasing its maximum distance.}} | ||
**{{change|It shows small green orbs that | ***{{buff|However, in conjunction with the faster startup, this makes the second hit come out faster (frame 41-42 → 35-36) and the move interruptible sooner (FAF 81 → 76).}} | ||
***{{buff|The intangibility duration is marginally shorter (frames 21-39 → 17-34) but is no longer shorter than the teleport duration. Furthermore, there is no longer a single frame of vulnerability before the reappearance hitbox comes out.}} | |||
**{{change|It shows small green orbs that follow Zelda's path during her teleport.}} | |||
**{{change|A more intense green/yellow vortex is produced at the start and end of the move.}} | **{{change|A more intense green/yellow vortex is produced at the start and end of the move.}} | ||
**{{nerf|The second hit has less base knockback (90 (sweetspots)/70 (sourspots) → 80/60), with only the aerial version's sweetspot having its knockback compensated, though not fully (90 → 94). This hinders its KO potential, especially near the side blast zones for the grounded hits and the top blast zone for the aerial hits.}} | |||
**{{nerf|Due to her higher [[traction]], Zelda does not slide as far on the ground on reappearance, making [[Ledge-canceling|edge canceling]] significantly harder.}} | |||
**{{buff|Zelda can drift and fast fall in the air much sooner after reappearing, reducing her vulnerability.}} | |||
*[[Phantom Slash]]: | *[[Phantom Slash]]: | ||
**{{change|Phantom Slash has been heavily reworked. The Phantom armor assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is a single-press chargeable move; pressing the special move button again will cause the incomplete armor to attack at its current charge level. The move has | **{{change|Phantom Slash has been heavily reworked. The Phantom armor assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is a single-press chargeable move; pressing the special move button again will cause the incomplete armor to attack at its current charge level. The move has seven charge levels, with five different types of attacks:}} | ||
***1st: Kick (frame 15) | ***1st: Kick (frame 15) | ||
***2nd: Punch (frame 20) | ***2nd: Punch (frame 20) | ||
***3rd: Outward slash (frame 28) | ***3rd: Outward slash (frame 28) | ||
***4th: | ***4th: Overhead slash (frame 38) | ||
***5th: Upward slash (frame 50, can be delayed up to frame 120) | ***5th: Upward slash (frame 50, can be delayed up to frame 120) | ||
**{{buff| | **{{buff|Most notably, the new overhead slash makes it harder for opponents to jump over the Phantom to punish Zelda during the move's charge.}} | ||
**{{buff|All | ***{{buff|Combined with the Phantom's much faster charge, the move has significantly improved zoning utility}}. | ||
**{{buff|If she doesn't release the Phantom, Zelda can now move freely starting on frame 67 while the Phantom remains in place. This creates a significant overlap between frames 67 and 120 where Zelda can simultaneously move freely and manually release the fully charged Phantom at any moment.}} | |||
***{{buff|Zelda can use the Phantom's automatic release on frame 120 as a trap and attack the opponent in tandem with the trap, retreat behind the Phantom for protection, or use the large window of manual release versus waiting as a mind game. This improves Zelda's neutral game and advantage state, and also discourages the opponent from reflecting the Phantom since she has enough time to respond with Nayru's Love.}} | |||
**{{buff|All attacks have a longer hitbox duration, and all after the first also have less startup (frame 11 (1st), 13-14 (2nd), 18-19, 24-27 (3rd) → frames 11-12 (kick), 8-12 (punch), 8-11 (outward/overhead slash), 7-17 (upward slash)).}} | |||
**{{buff|Releasing the Phantom has less ending lag (FAF 47 → 40).}} | **{{buff|Releasing the Phantom has less ending lag (FAF 47 → 40).}} | ||
**{{buff|There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again immediately.}} | **{{buff|There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again immediately.}} | ||
**{{nerf|Phantom Slash deals less damage overall, especially when fully charged (≈6%-≈8% (1st level), ≈11%-≈15% (2nd), ≈24% total (3rd) → 5.9% ( | **{{buff|The Phantom's windboxes are stronger, especially for the highest charges. This improves the move's consistency and gimping potential.}} | ||
**{{nerf|Phantom Slash deals less damage overall, especially when fully charged (≈6%-≈8% (1st level), ≈11%-≈15% (2nd), ≈24% total (3rd) → 5.9% (kick), 8.2% (punch), 10.5%/11.8% (outward slash), 14.1%/15.4% (overhead slash), 17.7% (upward slash)), as the fully charged hit only hits once. It has also received negative [[shield damage]] (0 → -1, -1.5, -2, -2.5, -3).}} | |||
**{{nerf|The Phantom charges behind Zelda instead of in front, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.}} | **{{nerf|The Phantom charges behind Zelda instead of in front, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.}} | ||
**{{change|The last level has more base knockback (32 → 60), but less knockback scaling (100 → 75), and launches at a lower angle (50° → 46°). This make it better for KOing at the ledge, but worse from afar.}} | **{{change|The last level has more base knockback (32 → 60), but less knockback scaling (100 → 75), and launches at a lower angle (50° → 46°). This make it better for KOing at the ledge, but worse from afar.}} |
edits