187
edits
Line 44: | Line 44: | ||
* Zelda's Jab | * Zelda's Jab | ||
+Priority on hitboxes altered to work better on heavyweights' hitstun animations | |||
+Animation and graphics cleaned up some | |||
+Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff. | |||
* Zelda's Dash-Attack | * Zelda's Dash-Attack | ||
+Animation adjusted to be closer to Melee | |||
+Angle on sweetspot adjusted to be like other, similar attacks | |||
* Zelda's Forward-Tilt | * Zelda's Forward-Tilt | ||
+Tipper hitbox adjusted in knockback and SDIability slightly to be more conducive to combos | |||
+Hit sound effects adjusted for sweetspot hitboxes | |||
+Hitboxes adjusted to give proper spacing for the tipper hitbox | |||
* Zelda's Up-Tilt | * Zelda's Up-Tilt | ||
+Hit duration very slightly reduced as a visual correction (1 frame) | |||
+Graphical effects edited to match the new timings | |||
+Launch has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage | |||
+Launch angle of first half of the attack increased slightly | |||
* Zelda's Forward-Smash | * Zelda's Forward-Smash | ||
+Innermost hitboxes on linking hits have reduced hitlag | |||
+Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff. | |||
+Has a new linking hitbox far inside her only intended to prevent whiff issues in-close on heavyweights | |||
+Launch hit has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage, also taking greater effect with smash charge. | |||
* Zelda's Up-Smash | * Zelda's Up-Smash | ||
+Hit sound effects on linking hits altered to be softer | |||
+Final hit has slightly increased base knockback | |||
+Linking hits have slightly reduced SDI capacity, enough to control your launch point when hit by the move but never enough to escape it in any normal circumstances. | |||
* Zelda's Forward-Air and Back-Air | * Zelda's Forward-Air and Back-Air | ||
+Nonmagical flubs have more effectual damage and knockback growth values to not lead directly into sweetspots as easily | |||
+Melee sized sweetspots (first frame) regained a bit more of their old damage and knockback power | |||
+Melee sized electric flubs (later frames) now use average KO move values instead of flub values | |||
+Bair critical sweetspot deals slightly more knockback and shield damage | |||
* Zelda's Up-Air | * Zelda's Up-Air | ||
+Fire hitboxes (both) have slightly more base knockback | |||
+Hit sound effect of large fire hitbox upgraded | |||
+Has very slightly increased shield damage on large fire hitbox | |||
* Zelda's Down-Air | * Zelda's Down-Air | ||
+Sweetspot duration reduced | |||
+Sweetspot now has shield damage | |||
+Damage and knockback growth against grounded targets significantly increased | |||
+Knockback growth against aerial targets slightly increased | |||
+Graphics altered to better match the presence of the sweetspot | |||
+Thigh flub hitbox has slightly improved power and combo potential from ground bounces | |||
+Animation adjusted for the hitboxes to be aligned with the axis for its hit duration | |||
* Nayru's Love | * Nayru's Love | ||
+Ground version of the move deals more damage | |||
+Air version of the move has quicker intangibility startup, equal to ground version | |||
+Knockback on air version adjusted slightly, uses less base but more growth to induce tumble later | |||
+Grounded Nayru's is visually larger, and aerial Nayru's visually smaller to better show their hitbox size difference | |||
+Size of the last hitbox on air version was reduced to consistent with the linking hits | |||
* Din's Fire | * Din's Fire | ||
+Has slightly quicker travel speed | |||
+Has slightly lower maximum channel time | |||
+Projectile starts out smaller, but ending size is unchanged | |||
+Damage growth with travel duration on explosion hitbox altered slightly, now does a minimum of 10 damage and a maximum of 20 | |||
+Mine hitbox has slightly more base knockback and slightly less knockback growth for combo purposes | |||
* Farore's Wind | * Farore's Wind | ||
+Landing lag reduced | |||
+Air reappearance transitions properly into SpecialFall | |||
* Zelda's Turn-Grab is able to grab very low crouching targets | |||
* Zelda's Forward-Throw slightly reduced in knockback growth | |||
* Zelda's Down-Throw graphical effects altered to be prettier and similar to Melee | |||
* Zelda's Neutral-Air graphical effects terminate earlier, closer to when the move stops hitting | |||
* Zelda's Transform graphical effects adjusted to better match their timing | * Zelda's Transform graphical effects adjusted to better match their timing | ||
* Zelda's Final Smash uses the new Light element | * Zelda's Final Smash uses the new Light element |
edits