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*[[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.}} | ||
**{{buff|The sweetspot is slightly larger (1.9u → 2.2u) and extends 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.}} | |||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).}} | **{{buff|Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).}} | ||
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 50 → 43), although still not fast enough to auto-cancel in a short hop.}} | **{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 50 → 43), although still not fast enough to auto-cancel in a short hop.}} | ||
**{{nerf|Its initial auto-cancel window is shorter (frames 1-3 → 1-2).}} | **{{nerf|Its initial auto-cancel window is shorter (frames 1-3 → 1-2).}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
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**{{buff|The sourspots have a longer duration (6-9 → 6-10.)}} | **{{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).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial consists of a clean hit and a weaker late hit that deals 12%, doubling the move's hitbox duration (frames 14-16 → 14-16 (clean)/17-19 (late)).}} | **{{buff|Up aerial consists of a clean hit and a weaker late hit that deals 12%, doubling the move's hitbox duration (frames 14-16 → 14-16 (clean)/17-19 (late)).}} | ||
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**{{buff|The hitbox is larger (8u → 9u).}} | **{{buff|The hitbox is larger (8u → 9u).}} | ||
**{{change|Its hitbox is higher up (Y offset: 23 → 26.5). Combined with its larger size, this noticeably improves its range above Zelda, but introduces a blindspot and makes it very hard (or even impossible) to hit grounded opponents onstage.}} | **{{change|Its hitbox is higher up (Y offset: 23 → 26.5). Combined with its larger size, this noticeably improves its range above Zelda, but introduces a blindspot and makes it very hard (or even impossible) to hit grounded opponents onstage.}} | ||
**{{buff|It has more base knockback (30 → 55), but less knockback scaling (84 → 73 (clean)/70 (late)). Overall, it KOs earlier.}} | **{{buff|It has more base knockback (30 → 55), but less knockback scaling (84 → 73 (clean)/70 (late)). Overall, it KOs earlier, especially near the top blast zone.}} | ||
**{{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]]: | ||
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*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{nerf|Forward throw deals less damage (12% → 10%) and knockback (70 base/50 scaling → 100/30). This significantly hinders its KO potential despite launching at a lower angle (45° → 42°), to the point it can no longer KO under 215% even near the edge.}} | **{{nerf|Forward throw deals less damage (12% → 10%) and knockback (70 base/50 scaling → 100/30). This significantly hinders its KO potential despite launching at a lower angle (45° → 42°), to the point it can no longer KO under 215% even near the edge.}} | ||
***{{ | ***{{change|However, the changes to up throw more than compensate due to KOing earlier from any point on stage.}} | ||
***{{buff|The low knockback scaling now gives Zelda a consistent throw to combo into a delayed Phantom.}} | |||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{buff|Back throw deals more damage (11% → 12%) and has less base knockback (80 → 40), but more knockback scaling (60 → 90), greatly improving its KO potential, especially from center stage.}} | **{{buff|Back throw deals more damage (11% → 12%) and has less base knockback (80 → 40), but more knockback scaling (60 → 90), greatly improving its KO potential, especially from center stage.}} | ||
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**{{buff|Down throw's four looping hits deal more damage (1% → 1.5%), increasing its total damage output (6% → 8%).}} | **{{buff|Down throw's four looping hits deal more damage (1% → 1.5%), increasing its total damage output (6% → 8%).}} | ||
**{{change|The looping hits use the [[Flame|fire]] effect instead of [[Magic (effect)|magic]].}} | **{{change|The looping hits use the [[Flame|fire]] effect instead of [[Magic (effect)|magic]].}} | ||
**{{ | **{{nerf|It has less base knockback (85 → 75), but more knockback scaling (55 → 85), marginally increasing its combo potential at lower percents in combination with Zelda's faster jumpsquat and jump speed while reducing it at higher percents.}} | ||
**{{nerf|It has marginally more ending lag (FAF 70 → 71) and sends opponents at a less vertical angle (100° → 104°), leaving it unable to combo into an up aerial at low-mid percents and further hindering its follow-up potential at high percents.}} | **{{nerf|It has marginally more ending lag (FAF 70 → 71) and sends opponents at a less vertical angle (100° → 104°), leaving it unable to combo into an up aerial at low-mid percents and further hindering its follow-up potential at high percents.}} | ||
**{{ | ***{{nerf|Due to the more outward angle, neutral aerial is no longer a consistent true follow-up on DI out, forcing the user to buffer a turnaround forward aerial instead, which is much more precise.}} | ||
*[[Edge attack]]: | *[[Edge attack]]: | ||
**{{buff|Edge attack deals more damage (7% → 9%).}} | **{{buff|Edge attack deals more damage (7% → 9%).}} |
edits