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===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|Neutral attack | **{{buff|Neutral attack has received several changes to allow it to connect better and rack up damage more effectively:}} | ||
***{{buff|It has considerably less startup with a shorter gap between hits (frame 7, 11, 15, 20, 24 → 4, 7, 10, 13, 16), and a lower [[hitlag]] multiplier (1× → 0.5×), making it harder to [[SDI]] out of.}} | ***{{buff|It has considerably less startup with a shorter gap between hits (frame 7, 11, 15, 20, 24 → 4, 7, 10, 13, 16), and a lower [[hitlag]] multiplier (1× → 0.5×), making it harder to [[SDI]] out of.}} | ||
***{{buff|It has a different launch angle to keep grounded opponents closer to Meta Knight (60°/84° → [[361]]°).}} | ***{{buff|It has a different launch angle to keep grounded opponents closer to Meta Knight (60°/84° → [[361]]°).}} | ||
***{{buff|It has more base knockback (8 → 10) and each hit has gained a [[hitstun modifier]] of 2.}} | ***{{buff|It has more base knockback (8 → 10) and each hit has gained a [[hitstun modifier]] of 2.}} | ||
**{{buff|The finisher has less ending lag (FAF 35 → 31).}} | **{{buff|The finisher has less ending lag (FAF 35 → 31).}} | ||
**{{nerf| | **{{buff|The multi-hits have 1 extended hitbox rather than 2 extended hitboxes, with the hitbox being larger than either of the previous hitboxes (5.8u/6.8u → 7u), and extending slightly further outward (Z2 offset 13 → 13.5), improving its range overall.}} | ||
**{{change| | **{{change|The single hitbox is placed higher up (Y offset: 5.2/5.3 → 6.5), improving its vertical range but reducing its ability to hit below the ledge.}} | ||
**{{ | **{{nerf|It deals less damage per hit (1.2% → 1%) and no longer deals extra [[shield damage]] (1 → 0).}} | ||
**{{change|It has gained a [[shieldstun]] multiplier of 4×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Meta Knight more easily if they shield 10 hits or more.}} | |||
**{{nerf|The finisher consists of three medium-sized unextended hitboxes instead of a single large extended one (8u → 5u/6u/6u). The new hitboxes cover the same horizontal distance (with slightly reduced internal range, though this is negated by the changes to jostle mechanics), but cover less vertical range, shortening the finisher's range overall.}} | |||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|The first two hits have different knockback (8 base/88 scaling → 25/20 (hit 1), 20/20 (hit 2)) and their outermost hitboxes launch opponents closer to Meta Knight (85° → 88° (hit 1), 80° → 85° (hit 2)), allowing them to connect more reliably.}} | **{{buff|The first two hits have different knockback (8 base/88 scaling → 25/20 (hit 1), 20/20 (hit 2)) and their outermost hitboxes launch opponents closer to Meta Knight (85° → 88° (hit 1), 80° → 85° (hit 2)), allowing them to connect more reliably.}} | ||
**{{buff|The second hit has larger hitboxes (3.5u → 4u/3.6u).}} | **{{buff|The second hit has larger hitboxes (3.5u/3.5u → 4u/3.6u) which are positioned further out (Z offset: 8/16 → 9/16.5) and higher (Y offset: 2/4/6 → 3/5/7), improving its range.}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt's sweetspot has more vertical range (Y offset: 23.9u → 25.2u (clean), 7.5u → 9u (late)).}} | **{{buff|Up tilt's sweetspot has more vertical range (Y offset: 23.9u → 25.2u (clean), 7.5u → 9u (late)).}} | ||
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**{{buff|The second hit has larger hitboxes (4.5u/4u → 4.6u/4.6u).}} | **{{buff|The second hit has larger hitboxes (4.5u/4u → 4.6u/4.6u).}} | ||
**{{nerf|The first hit has a smaller hitbox (4.5u/4u → 3.8u).}} | **{{nerf|The first hit has a smaller hitbox (4.5u/4u → 3.8u).}} | ||
***{{ | ***{{change|It has more horizontal range due to the hitbox being extended to match the sword instead of not covering it completely, but is angled upward, making it harder to 2-frame with.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
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**{{buff|Neutral aerial's late hit has an additional hitbox that is larger (3.5u → 5u), giving it more range.}} | **{{buff|Neutral aerial's late hit has an additional hitbox that is larger (3.5u → 5u), giving it more range.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|All hits have slightly more horizontal range (Z offset: 13u → 13.5u).}} | **{{buff|All hits have slightly more horizontal range (outer hitbox Z offset: 13u → 13.5u).}} | ||
**{{buff|The first two hits' ground-only hitboxes launch at a higher angle (361° → 60°) and have more base knockback (30 → 60), but less knockback scaling (130 → 100). This allows them to connect more reliably, and in combination with the move's lower landing lag, start combos into other attacks at various percents.}} | **{{buff|The first two hits' ground-only hitboxes launch at a higher angle (361° → 60°) and have more base knockback (30 → 60), but less knockback scaling (130 → 100). This allows them to connect more reliably, and in combination with the move's lower landing lag, start combos into other attacks at various percents.}} | ||
**{{buff|The first two hits' aerial-only hitboxes use the [[autolink angle]] like in the original version of ''Smash 4'' (85° → 367°), allowing them to once again drag opponents down and set up combos, which is strengthened by the move's lower landing lag.}} | **{{buff|The first two hits' aerial-only hitboxes use the [[autolink angle]] like in the original version of ''Smash 4'' (85° → 367°), allowing them to once again drag opponents down and set up combos, which is strengthened by the move's lower landing lag.}} |