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BlueAuraHero (talk | contribs) No edit summary Tag: Mobile edit |
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*{{buff|Down tilt always trips enemies.}} | *{{buff|Down tilt always trips enemies.}} | ||
*{{buff|Down smash properly links both hits. The second kick deals 2% more damage with higher knockback.}} | *{{buff|Down smash properly links both hits. The second kick deals 2% more damage with higher knockback.}} | ||
*{{ | *{{bugfix|Forward aerial now [[autocancel]]s in its late frames, allowing it to be autocanceled in a full hop like in ''Melee''.}} | ||
*{{nerf|Forward aerial autocancel window is slightly later than in ''Melee''.}} | |||
*{{buff|Up throw deals 2% more damage.}} | *{{buff|Up throw deals 2% more damage.}} | ||
*{{buff|Back throw deals 1% more damage.}} | *{{buff|Back throw deals 1% more damage.}} | ||
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*{{buff|[[Warlock Punch]] has super armor and does significantly more [[shield damage]].}} | *{{buff|[[Warlock Punch]] has super armor and does significantly more [[shield damage]].}} | ||
*{{buff|Aerial [[Flame Choke]] deals 2% more damage.}} | *{{buff|Aerial [[Flame Choke]] deals 2% more damage.}} | ||
*{{buff|Dark Dive has super armor while throwing, does 4% more damage, and throws enemies at a | *{{buff|Dark Dive has super armor while throwing, does 4% more damage, and throws enemies at a [[spike]] angle. The uppercut of Dark Dive deals 16% more damage with significantly higher knockback, making it a significantly powerful KO move and extremely risky to edeguard.}} | ||
*{{buff|[[Wizard's Foot]] is [[invincible]] while rushing. The grounded version's initial hitbox deals 3% more damage while the sourspot deals 1% more damage with more knockback. The aerial version's initial hitbox | *{{buff|[[Wizard's Foot]] is [[invincible]] while rushing. The grounded version's initial hitbox deals 3% more damage while the sourspot deals 1% more damage with more knockback. The aerial version's initial hitbox now [[ground]]s enemies, and the landing impact has significantly less knockback while its angle is changed to knock enemies forward instead of upward, making it more reliable at follow-ups.}} | ||
*{{nerf|Grounded Wizard's Foot's initial hitbox as well as all hitboxes of Aerial Wizard's Foot have less knockback.}} | *{{nerf|Grounded Wizard's Foot's initial hitbox as well as all hitboxes of Aerial Wizard's Foot have less knockback.}} | ||
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