6,606
edits
SuperSqank (talk | contribs) |
SuperSqank (talk | contribs) |
||
Line 140: | Line 140: | ||
**{{nerf|Dash attack's has smaller hitboxes (6.24u → 6u (early)/5.5u (late)).}} | **{{nerf|Dash attack's has smaller hitboxes (6.24u → 6u (early)/5.5u (late)).}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{nerf|Forward smash | **{{change|Forward smash has a slightly altered animation. Mr. Game & Watch now swings the torch with both hands, instead of just one.}} | ||
**{{nerf| | **{{nerf|Forward smash has a shorter duration (frames 17-20 (clean)/21-34 (late) → 17-18), with the move losing its late hit.}} | ||
**{{nerf| | **{{nerf|The sweetspot has decreased knockback scaling (98 → 91), hindering its KO potential.}} | ||
**{{ | **{{nerf|The sweetspot is much smaller, only possessing one hitbox (6u/5u → 3u), it now has lower priority than the sourspot and it has been moved closer to Mr. Game & Watch (z offset: 17/10 → 11), now merely covering his hand. This drastically reduces its range and makes it much harder to land.}} | ||
**{{nerf|The sourspot also launches opponents at a higher angle (361° → 53°), hindering its KO potential despite its higher knockback scaling (98 → 100).}} | |||
**{{nerf|The sourspot is larger (3u → 5.3u) and it has been moved closer to Mr. Game & Watch (z offset: 0 → 17). This combined with it now taking priority over the sweetspot (ID# 2 → 0) makes it much easier to land, hindering forward smash's overall effectiveness.}} | |||
***{{nerf|The hitbox is also smaller than the previous sweetspot, giving forward smash less range overall.}} | |||
**{{nerf|The body hitbox has been removed.}} | |||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash's | **{{buff|Up smash's head hitbox has been changed to a static extended hitbox. This gives the move more horizontal range, and for a more consistent amount of time despite its smaller size (6u → 5.5u).}} | ||
**{{buff| | **{{buff|Mr. Game & Watch's head now gains [[invincibility]] rather than intangibility, making it more effective at stuffing out attacks.}} | ||
**{{ | ***{{buff|In addition to this, Mr Game. & Watch's front hand/arm and foot also gain invincibility, granting him more protection from the front.}} | ||
**{{ | ***{{buff|In addition to this, up smash gains invincibility much sooner and for a much longer period of time (frames 24-28 → 4-25), allowing him to evade attacks before the hitboxes even come out.}} | ||
**{{change|Up smash's animation is now mirrored, with the visor now facing the screen regardless which direction Mr. Game & Watch is currently facing.}} | **{{change|Up smash's animation is now mirrored, with the visor now facing the screen regardless which direction Mr. Game & Watch is currently facing. Mr. Game & Watch also now swings his head before the hitboxes even come out.}} | ||
**{{nerf|Up smash has a shorter duration (frames 24-28 → 24-25).}} | |||
**{{nerf|Up smash deals less damage (18% → 16%) and has decreased knockback scaling (97 → 93), hindering its KO potential.}} | |||
**{{nerf|Up smash lost its large, floating, static hitbox, reducing its vertical range.}} | |||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{ | **{{buff|Down smash's sourspot is now one extended hitbox, giving it more range.}} | ||
**{{ | **{{change|Down smash has a slightly altered animation, with the hammers being larger.}} | ||
**{{nerf| | **{{nerf|Down smash has increased ending lag (FAF 34 → 42), no longer having the shortest total duration out of every down smash.}} | ||
**{{nerf| | **{{nerf|The sourspot deals much less knockback (60 (base), 68 (scaling) → 30/65).}} | ||
**{{nerf|The sweetspots have decreased knockback scaling (98 → 85).}} | |||
**{{nerf|The sweetspots have smaller hitboxes (7u → 5u). When combined with the increased hammer size, this reduces its range and results in the move no longer fully covering the hammers, rather than being deceptively disjointed.}} | |||
===Aerial attacks=== | ===Aerial attacks=== |
edits