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*[[Buried]] opponents no longer take less knockback from attacks. | *[[Buried]] opponents no longer take less knockback from attacks. | ||
*The physics of launch movement have been overall sped up, with characters receiving [[knockback]] having a much higher initial speed and deceleration, resulting in being launched at higher speeds yet slowing down to nothing quickly. This does not affect moves with fixed knockback. | *The physics of launch movement have been overall sped up, with characters receiving [[knockback]] having a much higher initial speed and deceleration, resulting in being launched at higher speeds yet slowing down to nothing quickly. This does not affect moves with fixed knockback. | ||
*When a fighter scores a KO, it will flash in the player's current color, while a flash of yellow signifies | *When a fighter scores a KO, it will flash in the player's current color, while a flash of yellow signifies it on the damage meter. | ||
**If a character is struck with enough knockback by a [[meteor smash]], they will be KO'd as soon as they are off-screen, rather than reaching the bottom blast line. This makes [[sacrificial KO]]s that rely on meteor smashes more reliable.<ref>https://twitter.com/notty_jirachi/status/1073305289519116289</ref> | **If a character is struck with enough knockback by a [[meteor smash]], they will be KO'd as soon as they are off-screen, rather than reaching the bottom blast line. This makes [[sacrificial KO]]s that rely on meteor smashes more reliable.<ref>https://twitter.com/notty_jirachi/status/1073305289519116289</ref> | ||
**[[Hitstun]] increases at a slower rate for knockback that causes [[tumbling]], decreasing it at higher percents compared to ''Smash 4''. However, this is compensated by characters being faster overall as described by the mobility changes below, still allowing for more combo opportunities below high percents. | **[[Hitstun]] increases at a slower rate for knockback that causes [[tumbling]], decreasing it at higher percents compared to ''Smash 4''. However, this is compensated by characters being faster overall as described by the mobility changes below, still allowing for more combo opportunities below high percents. |
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