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SuperSqank (talk | contribs) |
SuperSqank (talk | contribs) |
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**{{buff|Additionally, this improves the move's damage racking potential against opponents from behind, especially at a wall.}} | **{{buff|Additionally, this improves the move's damage racking potential against opponents from behind, especially at a wall.}} | ||
**{{buff|Neutral attack has received an updated finisher, a large blast of gas from the insecticide pump.}} | **{{buff|Neutral attack has received an updated finisher, a large blast of gas from the insecticide pump.}} | ||
***{{buff|This new finisher uses a regular hitbox (rather than a | ***{{buff|This new finisher uses a regular hitbox (rather than a [[wind]]box) which deals damage (0% → 2%) and much more knockback (29 (set), 100 (scaling) → 60 (base)/180).}} | ||
***{{buff|This new finisher also has much more range.}} | ***{{buff|This new finisher also has much more range.}} | ||
***{{nerf|However, this new finisher also has much more ending lag (FAF 9 → 24).}} | ***{{nerf|However, this new finisher also has much more ending lag (FAF 9 → 24).}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt | **{{buff|Forward tilt has a longer duration (frames 10-15 → 10-17).}} | ||
**{{buff|Forward tilt base knockback | ***{{nerf|However, the move now has a clean hit and a much weaker late hit, with the clean hit only lasting for one frame (frames 10-15 → 10).}} | ||
**{{ | **{{buff|Forward tilt has increased base knockback (20 → 35).}} | ||
**{{nerf| | **{{buff|The top of the chair sends opponents at a more favourable angle (45° → 361°).}} | ||
**{{nerf| | **{{nerf|Forward tilt now has two extended hitboxes instead of four regular hitboxes. These hitboxes are smaller (4.8u/5u/4.8u/3.84u → 4.8u/4u) and they overall have less range compared to the previous hitboxes.}} | ||
***{{nerf|Additionally, the new late hit has even smaller hitboxes (4.8u/5u/4.8u/3.84u → 4.5u/3.5u).}} | |||
**{{nerf|Forward tilt's handle/body hitbox deals less damage (10% → 9%).}} | |||
**{{nerf|The lower chair/handle/body hitboxes send opponents at a higher angle (37° → 361°), hindering their KO potential.}} | |||
**{{nerf|The new late hit deals much less damage (10% → 4%), drastically hindering forward tilt's KO potential, especially since the late hit is active for most of the move's duration.}} | |||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt | **{{buff|Up tilt has less startup lag (frame 13 → 10).}} | ||
**{{ | **{{buff|Up tilt now consists of two hits, increasing its maximum damage potential (8% → 7% (hit 1 & 2)/14% (total)).}} | ||
**{{nerf|Up tilt's animation has been altered so Mr. Game & Watch's arch is much more shallow | ***{{nerf|However, this also shortens its duration (frames 13-21 → 10-12 (hit 1), 20-22 (hit 2)), worsening its use as an anti-air.}} | ||
**{{nerf|Up tilt has | ***{{nerf|Additionally, the first hit only saw a decrease to its damage and base knockback (30 → 20), which both hinders its KO potential and prevents it from leading into the second hit under multiple scenarios, especially if Mr. Game & Watch has [[rage]].}} | ||
**{{nerf|Up tilt has more ending lag (FAF 30 → 36).}} | |||
**{{nerf| | **{{nerf|Up tilt's animation has been altered so Mr. Game & Watch's arch is much more shallow. This hinders it's ability to hit in front of or behind Mr. Game & Watch.}} | ||
**{{nerf|Up tilt has smaller hitboxes (6.5u/4.5u/3.8u → 5.5u/3u) and the body hitbox has been removed. This along with its altered animation decreases up tilt's range, especially inside of Mr. Game & Watch, despite the hand hitbox being moved closer to Mr. Game & Watch (y offset: 0 → -1.5).}} | |||
**{{nerf|The second hit launches opponents at a less favourable angle (100° → 115°).}} | |||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt | **{{buff|Down tilt deals much more knockback (50 (base), 50 (scaling) → 40/125).}} | ||
**{{nerf|Down tilt has | **{{buff|Down tilt has received a large, damaging and powerful [[wind]]box against aerial opponents, improving its utility.}} | ||
**{{nerf|Down tilt | **{{buff|The new windbox has a larger hitbox (9u → 10.5u) compared to the previous aerial hitbox, which is additionally now an extended hitbox.}} | ||
**{{nerf|Down tilt | **{{nerf|Down tilt has much more ending lag (FAF 26 → 40).}} | ||
**{{nerf|Down tilt | **{{nerf|Down tilt launches opponents at a higher (20° → 30°).}} | ||
**{{nerf|Down tilt has a shorter duration (frames 6-15 → 6-11).}} | |||
***{{buff|However, the new windbox has a longer duration (frames 6-15 → 7-19).}} | |||
**{{nerf|The new windbox has more startup lag (frame 6 → 7).}} | |||
**{{nerf|Down tilt now only uses a small extended hitbox rather than a large regular hitbox against grounded opponents (8u → 2.5u). This decreases its range, especially vertically.}} | |||
**{{nerf|Down tilt has lost its aerial hitbox, completely removing its use as a large disjointed edge-guarding tool, since the windbox launches opponents vertically (361° → 90°).}} | |||
***{{nerf|Additionally, the new windbox deals much less damage compared to the previous aerial hitbox (9% → 1%) without full compensation on its knockback (80 (base), 40 (scaling) → 70/120).}} | |||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{change|Dash attack | **{{buff|Dash attack covers more distance in a shorter amount of time, improving its use as a burst movement option.}} | ||
**{{buff| | **{{buff|Dash attack has increased knockback scaling (50 → 70), improving its KO potential.}} | ||
**{{ | **{{buff|Dash attack's hitboxes have been moved forwards (y/z offsets: 2/4 → 3.5/6) which along with the previous point, improves its range.}} | ||
**{{nerf|Dash attack deals less damage (11% → 10% | **{{change|Dash attack now sends opponents in front of Mr. Game & Watch instead of behind him (120° → 50°).}} | ||
**{{nerf|Dash attack | ***{{buff|This angle is lower than the previous angle which along with it sending opponents forwards, improves the move's edgeguarding potential.}} | ||
**{{nerf|Dash attack's | **{{nerf|Dash attack now has a late hit which deals much less damage (11% → 6.5%), hindering its KO potential despite its increased knockback scaling.}} | ||
**{{nerf|Dash attack's clean hit deals less damage (11% → 10%).}} | |||
**{{nerf|Dash attack has a shorter duration (frames 6-29 → 6-9 (early)/10-19 (late)).}} | |||
**{{nerf|Dash attack's has smaller hitboxes (6.24u → 6u (early)/5.5u (late)).}} | |||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{nerf|Forward smash's sweetspot has decreased knockback scaling (98 → 91), hindering its KO potential.}} | **{{nerf|Forward smash's sweetspot has decreased knockback scaling (98 → 91), hindering its KO potential.}} |
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