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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 | **{{buff|The sweetspot hitboxes are now static instead of being attached to Zelda's toe. They are slightly larger (1.9u → 2.2u) and extend 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).}} | ||
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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|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 | **{{buff|Up aerial has a new late hit that deals 12%, doubling the move's hitbox duration (frames 14-16 → 14-16 (clean)/17-19 (late)).}} | ||
**{{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.}} | ||
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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 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.}} | **{{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). They are also positioned farther up and down (X offset: 0 → 2/-1). This removes its blind spot and makes it easier to land.}} | ||
**{{nerf|The late hit has smaller hitboxes (6u/6u → 5u/5u), reducing its range and worsening its gimping potential.}} | **{{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.}} | ||
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**{{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.}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{buff|Up throw has | **{{buff|Up throw has much higher knockback scaling (60 → 82), allowing it to KO middleweights at around 150%, while in SSB4, it was unable to KO until around 200%.}} | ||
**{{buff|It has increased combo potential due to the lower base knockback and Zelda's faster jumpsquat and jump speed.}} | **{{buff|It has increased combo potential due to the lower base knockback and Zelda's faster jumpsquat and jump speed.}} | ||
**{{change|It sends opponents at a marginally less vertical angle (88° → 87°).}} | **{{change|It sends opponents at a marginally less vertical angle (88° → 87°).}} | ||
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**{{buff|It has improved maneuverability (angle addition per frame 1.375° → 1.645°, maximum angle 74.5° → 78°).}} | **{{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 ( | **{{buff|The explosion's duration is longer (2 frames → 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.}} | ||
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**{{change|It shows small green orbs that follow Zelda's path during her teleport.}} | **{{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|The second hit has less base knockback (90 (sweetspots)/70 (sourspots) → 80/60), with only the aerial version's sweetspot having its knockback scaling 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.}} | **{{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.}} | **{{buff|Zelda can drift and fast fall in the air much sooner after reappearing, reducing her vulnerability.}} |
edits