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Iron Warrior (talk | contribs) (Undid edit by 100.36.19.225: ?) |
Iron Warrior (talk | contribs) |
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===Ground attacks=== | ===Ground attacks=== | ||
*{{ | *{{change|Neutral attack deals less damage (4% (hit 1)/3% (hit 2)/6% (hit 3) → 2.8%/1.68%/4.48%), but its last hit's knockback was compensated (18 (base)/100 (scaling) → 45/80).}} | ||
*{{buff|Neutral attack's first hit is now a consecutive jab. Its second hit also has decreased | *{{nerf|Neutral attack has increased ending lag (frame 16 (hit 1)/19 (hit 2)/23 (hit 3) → 23/25/36), hindering its [[jab cancel]]ling potential.}} | ||
*{{buff|Neutral attack's first hit is now a consecutive jab. Its second hit also has decreased startup lag (frame 3 → 2), which makes it connect together better with its first hit. Neutral attack's last hit also has increased startup lag (frame 5 → 7) and a shorter duration (frames 5-9 → 7-8).}} | |||
*{{change|Neutral attack's first and second hits' angles have been altered (83°/83°/85° (both) → 60°/70°/80° (hit 1)/70°/78°/88° (hit 2)).}} | *{{change|Neutral attack's first and second hits' angles have been altered (83°/83°/85° (both) → 60°/70°/80° (hit 1)/70°/78°/88° (hit 2)).}} | ||
*{{nerf|All tilts have shorter durations (frames 4-8 → 5-7 (forward), frames 4-12 → 5-11 (up), frames 5-8 → 5-7 (down)).}} | |||
*{{nerf|All | |||
*{{change|Forward tilt now deals consistent damage (9% (upward)/8% (non-angled)/7% (downward) → 7.84% (all)).}} | *{{change|Forward tilt now deals consistent damage (9% (upward)/8% (non-angled)/7% (downward) → 7.84% (all)).}} | ||
*{{nerf|Forward and up tilts have increased | *{{nerf|Forward and up tilts have increased startup lag (frame 4 → 5).}} | ||
*{{change|Up tilt deals less damage (10% (clean)/8% (late) → 7.056%). Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, up tilt's angle has also been altered ([[Sakurai angle|361°]] (clean)/100° (late) → 96°). These changes improve its combo potential, but hinder its utility.}} | *{{change|Up tilt deals less damage (10% (clean)/8% (late) → 7.056%). Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, up tilt's angle has also been altered ([[Sakurai angle|361°]] (clean)/100° (late) → 96°). These changes improve its combo potential, but hinder its utility.}} | ||
*{{buff|Down tilt deals less damage (9% → 7.84% (body)/5.6% (foot)), has decreased ending lag (frame 33 → 28), and its angle has been altered (150° → 80° (body/foot)). Altogether, these changes improve its combo potential.}} | *{{buff|Down tilt deals less damage (9% → 7.84% (body)/5.6% (foot)), has decreased ending lag (frame 33 → 28), and its angle has been altered (150° → 80° (body/foot)). Altogether, these changes improve its combo potential.}} | ||
**{{nerf|Aside from the speed buff, these changes remove its ability to | **{{nerf|Aside from the speed buff, these changes remove its ability to set up edgeguards.}} | ||
*{{change|Dash attack deals less damage (9% (clean)/8% (late) → 8.96%/6.72%). However, its clean hitbox's knockback was compensated (70 (base)/30 (scaling) → 90/42) and its late hitbox's knockback was somewhat compensated (60 (base)/50 (scaling) → 90/42). Its angle has also been altered (80° (clean)/85° (late) → 90° (both)). Altogether, these changes slightly improve its combo potential at low percentages, but slightly hinder its safety.}} | *{{change|Dash attack deals less damage (9% (clean)/8% (late) → 8.96%/6.72%). However, its clean hitbox's knockback was compensated (70 (base)/30 (scaling) → 90/42) and its late hitbox's knockback was somewhat compensated (60 (base)/50 (scaling) → 90/42). Its angle has also been altered (80° (clean)/85° (late) → 90° (both)). Altogether, these changes slightly improve its combo potential at low percentages, but slightly hinder its safety.}} | ||
*{{buff|Non-angled and downward angled forward smash deal more damage (19% (non-angled)/18% (downward) → 19.04%/19.6112%), although their knockback was slightly lowered (30 (base)/97 (scaling) → 25/96). Forward smash has also received a sourspot located at the blast of [[electric]]ity that deals 16.464% (upward)/15.68% (non-angled)/16.1504% (downward). This increases its range.}} | *{{buff|Non-angled and downward angled forward smash deal more damage (19% (non-angled)/18% (downward) → 19.04%/19.6112%), although their knockback was slightly lowered (30 (base)/97 (scaling) → 25/96). Forward smash has also received a sourspot located at the blast of [[electric]]ity that deals 16.464% (upward)/15.68% (non-angled)/16.1504% (downward). This increases its range.}} | ||
*{{nerf|Forward smash has increased | *{{nerf|Forward smash has increased startup (frame 12 → 15) and ending lag (frame 42 → 48) and a shorter duration (frames 12-16 → 15-17). Upward angled forward smash also deals 0.008% less damage (20% → 19.992%) and has decreased knockback (30 (base)/97 (scaling) → 25/96), slightly hindering its KO potential..}} | ||
*{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671× → 1.4×), fully charged forward and up smashes deal more damage (27.342% (upward)/25.9749% (non-angled)/24.6078% (downward) (forward) → 27.9888%/26.656%/27.45568%, 21.8736% (clean)/17.7723% (late) (up) → 21.952%). This improves their KO potentials.}} | *{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671× → 1.4×), fully charged forward and up smashes deal more damage (27.342% (upward)/25.9749% (non-angled)/24.6078% (downward) (forward) → 27.9888%/26.656%/27.45568%, 21.8736% (clean)/17.7723% (late) (up) → 21.952%). This improves their KO potentials.}} | ||
*{{change|Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, up smash now deals consistent damage (16% (clean)/13% (late) → 15.68%).}} | *{{change|Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, up smash now deals consistent damage (16% (clean)/13% (late) → 15.68%).}} | ||
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*{{nerf|Down smash's front hit deals less damage (18% (clean)/17% (late) → 11.2%), hindering its KO potential. Additionally, down smash has increased ending lag (frame 38 → 44). Lastly, down smash's back hit has a shorter duration (frames 14-15 → 14).}} | *{{nerf|Down smash's front hit deals less damage (18% (clean)/17% (late) → 11.2%), hindering its KO potential. Additionally, down smash has increased ending lag (frame 38 → 44). Lastly, down smash's back hit has a shorter duration (frames 14-15 → 14).}} | ||
*{{change|Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, down smash's back hit now deals consistent damage (15% (clean)/13% (late) → 13.44%). However, its knockback was somewhat compensated (45 (base)/75 (scaling) → 30/100). These changes improve its KO potential, but hinder its spacing potential.}} | *{{change|Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, down smash's back hit now deals consistent damage (15% (clean)/13% (late) → 13.44%). However, its knockback was somewhat compensated (45 (base)/75 (scaling) → 30/100). These changes improve its KO potential, but hinder its spacing potential.}} | ||
*{{buff|Due to its angle being altered (361° (front/back) → 32° (front)/30° (back)), down smash is now a [[semi-spike]]. This significantly improves its | *{{buff|Due to its angle being altered (361° (front/back) → 32° (front)/30° (back)), down smash is now a [[semi-spike]]. This significantly improves its edgeguarding potential.}} | ||
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve all smash attacks' shield pressuring potentials.}} | *{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve all smash attacks' shield pressuring potentials.}} | ||
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*{{buff|Neutral and forward aerials auto-cancel earlier (frame 36> → 34> (neutral), frame 44> → 43> (forward)).}} | *{{buff|Neutral and forward aerials auto-cancel earlier (frame 36> → 34> (neutral), frame 44> → 43> (forward)).}} | ||
*{{change|Due to its arm hitbox being removed, forward aerial now deals consistent damage (17% (arm)/16% (fist) → 16.8%). Its knockback was also altered (50 (base)/100 (scaling) (arm)/40/100 (fist) → 30/102).}} | *{{change|Due to its arm hitbox being removed, forward aerial now deals consistent damage (17% (arm)/16% (fist) → 16.8%). Its knockback was also altered (50 (base)/100 (scaling) (arm)/40/100 (fist) → 30/102).}} | ||
*{{change|Forward aerial has received an early hitbox and a late hitbox that deal 11.2% and 10.08%, respectively, and launch at 50°. This decreases its | *{{change|Forward aerial has received an early hitbox and a late hitbox that deal 11.2% and 10.08%, respectively, and launch at 50°. This decreases its startup lag (frame 18 → 16) and lengthens its duration (frames 18-22 → 16-22), but since they take priority over the sweetspot, make it less effective at KOing, though it is still the third strongest forward aerial.}} | ||
*{{buff|Back aerial deals more damage (8% (clean)/7% (late) → 13.44%/7.84%), and has altered knockback (43 (base)/65 (scaling) → 10/95 (clean), 20 (base)/100 (scaling) → 7/90 (late)). These changes significantly improve its clean hitbox's KO potential.}} | *{{buff|Back aerial deals more damage (8% (clean)/7% (late) → 13.44%/7.84%), and has altered knockback (43 (base)/65 (scaling) → 10/95 (clean), 20 (base)/100 (scaling) → 7/90 (late)). These changes significantly improve its clean hitbox's KO potential.}} | ||
*{{nerf|Back aerial has increased ending lag (frame 29 → 34) and a shorter duration (frames 6-16 → 6-13). Due to its angle being altered (28° → 361°), clean back aerial is also no longer a semi-spike, hindering its edge-guarding potential.}} | *{{nerf|Back aerial has increased ending lag (frame 29 → 34) and a shorter duration (frames 6-16 → 6-13). Due to its angle being altered (28° → 361°), clean back aerial is also no longer a semi-spike, hindering its edge-guarding potential.}} | ||
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*{{change|Up aerial's angle has been altered (55° → 45°). This improves its edge-guarding potential, but significantly hinders its juggling potential.}} | *{{change|Up aerial's angle has been altered (55° → 45°). This improves its edge-guarding potential, but significantly hinders its juggling potential.}} | ||
*{{nerf|Up and down aerials auto-cancel later (frame 16> → 18> (up), frame 33> → 45> (down)).}} | *{{nerf|Up and down aerials auto-cancel later (frame 16> → 18> (up), frame 33> → 45> (down)).}} | ||
*{{nerf|Due to consisting of five hits instead of seven, down aerial deals 10.024% less damage (21% → 10.976%).}} | *{{nerf|Due to consisting of five hits instead of seven, down aerial deals 10.024% less damage (21% → 10.976%). Down aerial also has increased startup (frame 10 → 11) and ending lag (frame 38 → 52).}} | ||
*{{change|Down aerial now consists of a consistent hitbox that re-hits every 4 frames and launches at 95°/[[Autolink angle|366°]], instead of multiple hitboxes every 3 frames that launch at 80°. This makes its hits connect together better, but shortens its duration (frames 10-29 → 11-27).}} | *{{change|Down aerial now consists of a consistent hitbox that re-hits every 4 frames and launches at 95°/[[Autolink angle|366°]], instead of multiple hitboxes every 3 frames that launch at 80°. This makes its hits connect together better, but shortens its duration (frames 10-29 → 11-27).}} | ||
*{{buff|Down aerial's last hit no longer deals set knockback and has a landing hitbox that deals 2.24% and launches at 361°. These changes significantly improve its safety and edgeguarding potential. The weakening of [[Smash directional influence|SDI]] additionally makes down aerial significantly more difficult to escape from.}} | |||
*{{buff|Down aerial's last hit no longer deals set knockback and has a landing hitbox that deals 2.24% and launches at 361°. These changes improve its safety. | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
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*{{nerf|Super Jump Punch can no longer be [[Super Jump Punch#Up-B cancel|canceled]].}} | *{{nerf|Super Jump Punch can no longer be [[Super Jump Punch#Up-B cancel|canceled]].}} | ||
*{{change|Super Jump Punch's visual effects have changed. It no longer produces {{s|mariowiki|Coin}}s upon contact.}} | *{{change|Super Jump Punch's visual effects have changed. It no longer produces {{s|mariowiki|Coin}}s upon contact.}} | ||
*{{nerf|[[Dr. Tornado]] deals less damage (13% (all grounded hits)/14% (all aerial hits) → 8.736% (all hits)) and has increased | *{{nerf|[[Dr. Tornado]] deals less damage (13% (all grounded hits)/14% (all aerial hits) → 8.736% (all hits)) and has increased startup lag (frame 8 → 10).}} | ||
*{{buff|Dr. Tornado has decreased ending lag (frame 80 → 75). Its last hit also has increased knockback (75 (base)/120 (scaling) (grounded), 80 (base)/120 (scaling) (aerial) → 80/130 (both)).}} | *{{buff|Dr. Tornado has decreased ending lag (frame 80 → 75). Its last hit also has increased knockback (75 (base)/120 (scaling) (grounded), 80 (base)/120 (scaling) (aerial) → 80/130 (both)).}} | ||
*{{change|Dr. Tornado now consists of a consistent hitbox that re-hits every 6 frames and launch at 90°/180°/360°, instead of multiple hitboxes with short durations that launch at 180°/160°/100°. This makes its hits connect together better, but shortens its duration (frames 8-39 → 10-40).}} | *{{change|Dr. Tornado now consists of a consistent hitbox that re-hits every 6 frames and launch at 90°/180°/360°, instead of multiple hitboxes with short durations that launch at 180°/160°/100°. This makes its hits connect together better, but shortens its duration (frames 8-39 → 10-40).}} |
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