Zelda (PM): Difference between revisions

48 bytes removed ,  10 years ago
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* Zelda's Jab
* Zelda's Jab
     * Priority on hitboxes altered to work better on heavyweights' hitstun animations
     +Priority on hitboxes altered to work better on heavyweights' hitstun animations
     * Animation and graphics cleaned up some
     +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.
     +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
     +Animation adjusted to be closer to Melee
     * Angle on sweetspot adjusted to be like other, similar attacks
     +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
     +Tipper hitbox adjusted in knockback and SDIability slightly to be more conducive to combos
     * Hit sound effects adjusted for sweetspot hitboxes
     +Hit sound effects adjusted for sweetspot hitboxes
     * Hitboxes adjusted to give proper spacing for the tipper hitbox
     +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)
     +Hit duration very slightly reduced as a visual correction (1 frame)
     * Graphical effects edited to match the new timings
     +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 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
     +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
     +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.
     +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
     +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.
     +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
     +Hit sound effects on linking hits altered to be softer
     * Final hit has slightly increased base knockback
     +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.
     +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 Neutral-Air graphical effects terminate earlier, closer to when the move stops hitting


* 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
     +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 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
     +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
     +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
     +Fire hitboxes (both) have slightly more base knockback
     * Hit sound effect of large fire hitbox upgraded
     +Hit sound effect of large fire hitbox upgraded
     * Has very slightly increased shield damage on large fire hitbox
     +Has very slightly increased shield damage on large fire hitbox


* Zelda's Down-Air
* Zelda's Down-Air
     * Sweetspot duration reduced
     +Sweetspot duration reduced
     * Sweetspot now has shield damage
     +Sweetspot now has shield damage
     * Damage and knockback growth against grounded targets significantly increased
     +Damage and knockback growth against grounded targets significantly increased
     * Knockback growth against aerial targets slightly increased
     +Knockback growth against aerial targets slightly increased
     * Graphics altered to better match the presence of the sweetspot
     +Graphics altered to better match the presence of the sweetspot
     * Thigh flub hitbox has slightly improved power and combo potential from ground bounces
     +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
     +Animation adjusted for the hitboxes to be aligned with the axis for its hit duration
 
* 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


* Nayru's Love
* Nayru's Love
     * Ground version of the move deals more damage
     +Ground version of the move deals more damage
     * Air version of the move has quicker intangibility startup, equal to ground version
     +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
     +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
     +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
     +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 quicker travel speed
     * Has slightly lower maximum channel time
     +Has slightly lower maximum channel time
     * Projectile starts out smaller, but ending size is unchanged
     +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
     +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
     +Mine hitbox has slightly more base knockback and slightly less knockback growth for combo purposes


* Farore's Wind
* Farore's Wind
     * Landing lag reduced
     +Landing lag reduced
     * Air reappearance transitions properly into SpecialFall
     +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