Template:SSB4 to SSBU changelist/Zelda: Difference between revisions

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**{{buff|The looping hits use [[weight-independent]] knockback.}}
**{{buff|The looping hits use [[weight-independent]] knockback.}}
**{{change|The looping hits now use different hitboxes for aerial versus grounded opponents.}}
**{{change|The looping hits now use different hitboxes for aerial versus grounded opponents.}}
**{{nerf|On aerial opponents, instead of 2 medium hitboxes, the looping hits now consist of 4 small extended hitboxes (4.7u/4.7u → 1.5u/1.5u/1.5u/1.5u). Due to being extended, they can no longer interpolate.}}
**{{nerf|On aerial opponents, instead of 2 medium hitboxes, the looping hits now consist of 4 small extended hitboxes (4.7u/4.7u → 1.5u/1.5u/1.5u/1.5u). This gives them much less range in the z-axis, being significantly narrower than even a Lightning Kick sweetspot. Additionally, due to being extended, they no longer interpolate.}}
***{{nerf|They no longer use the autolink angle (366° → 132°/230° (front), 152°/210° (back)), causing the move to connect less reliably. The opponent's final launch position and direction are less controllable due to always sending inward and no longer following Zelda's movement, making follow-ups more difficult.}}
***{{nerf|They no longer use the [[autolink angle]] (366° → 132°/230° (front), 152°/210° (back)), causing the move to connect less reliably. Due to the angles constantly sending in toward Zelda's opposite side and no longer matching her movement, the opponent's final launch position and direction are far less controllable, making follow-ups more difficult, especially from an auto-canceled short hop.}}
***{{nerf|The aerial hitboxes have drastically lower knockback and thus hitstun (75 set/100 scaling → 30 base/10 scaling (bottom hits), 15 base/10 scaling (top hits)). This makes it much easier for the opponent to punish Zelda if they fall out of the looping hits, and completely removes neutral aerial’s drag-down combo potential at realistic percents despite the move’s lower landing lag.}}
***{{nerf|The aerial hitboxes have drastically lower knockback and thus hitstun (75 set/100 scaling → 30 base/10 scaling (bottom hits), 15 base/10 scaling (top hits)). This makes it much easier for the opponent to punish Zelda if they fall out of the looping hits, and completely removes neutral aerial’s drag-down combo potential at realistic percents despite the move’s lower landing lag.}}
**{{nerf|On grounded opponents, the looping hits' angles send more outward from Zelda (80° → 70°), making it harder to connect subsequent hits.}}
**{{nerf|On grounded opponents, the looping hits' angles send more outward from Zelda (80° → 70°), making it harder to connect subsequent hits.}}
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