Zero Suit Samus (SSB4): Difference between revisions

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===Aerial attacks===
===Aerial attacks===
*{{change|Neutral aerial deals less damage (10% → 8%), although its knockback was somewhat compensated (40 (base)/80 (scaling) → 38/96). These changes improve its combo potential, but hinder its spacing potential.}}
*{{change|Neutral aerial deals less damage (10% → 8%), although its knockback was compensated (40 (base)/80 (scaling) → 38/96). These changes improve its combo potential, but hinder its spacing potential.}}
*{{change|Neutral aerial is now properly affected by [[stale-move negation]].}}<!--This is not a straight nerf because "can now stale" also means "can now refresh other attacks".-->
*{{change|Neutral aerial is now properly affected by [[stale-move negation]].}}<!--This is not a straight nerf because "can now stale" also means "can now refresh other attacks".-->
*{{buff|Forward aerial's first hit deals 1% less damage (6% → 5%), although its knockback was somewhat compensated (35 (base)/70 (scaling) → 50/50). Forward aerial also has larger hitboxes (5.5u/4.8u/5u → 6.4u/5.5u). Altogether, these changes make its hits connect together better.}}
*{{buff|Forward aerial's first hit deals 1% less damage (6% → 5%), and its knockback was lowered overall (35 (base)/70 (scaling) → 50/50). Forward aerial also has larger hitboxes (5.5u/4.8u/5u → 6.4u/5.5u). Altogether, these changes make its hits connect together much better.}}
*{{buff|Forward aerial has decreased ending lag (frame 49 → 47).}}
*{{buff|Forward aerial has decreased ending lag (frame 49 → 47).}}
*{{nerf|Due to having a consistent hitbox instead of a clean hitbox and a late hitbox, forward aerial's second hit now deals consistent damage (10%/11% (clean)/7% (late) → 7%). However, its knockback scaling was compensated (105 → 126).}}
*{{nerf|Due to having a consistent hitbox instead of a clean hitbox and a late hitbox, forward aerial's second hit now deals consistent damage (10%/11% (clean)/7% (late) → 7%). However, its knockback scaling was compensated (105 → 126).}}
*{{nerf|Forward aerial has a shorter duration (4 frames (hit 1)/5 frames (hit 2) → 2 (both)).}}
*{{nerf|Forward aerial has a shorter duration (4 frames (hit 1)/5 frames (hit 2) → 2 (both)).}}
*{{nerf|Back aerial deals less damage (13% (foot)/12% (leg) → 12/10%), although its knockback was somewhat compensated (33 (base)/100 (scaling) → 42/98).}}
*{{nerf|Back aerial deals less damage (13% (foot)/12% (leg) → 12/10%), although its knockback was mostly compensated (33 (base)/100 (scaling) → 42/98), KO'ing 4%-5% later.}}
*{{nerf|Back aerial has increased ending lag (frame 38 → 40), landing lag (9 frames → 11) and a shorter duration (3 frames → 2).}}
*{{nerf|Back aerial has increased ending lag (frame 38 → 40), landing lag (9 frames → 11) and a shorter duration (3 frames → 2).}}
*{{change|Up aerial deals less damage (10% (clean)/7% (late) → 6.5%), although its knockback was somewhat compensated (40 (base)/100 (scaling) → 30/125). These changes improve its juggling and combo potential, but hinder its KO potential.}}
*{{change|Up aerial deals less damage (10% (clean)/7% (late) → 6.5%), although its knockback was somewhat compensated (40 (base)/100 (scaling) → 30/125). These changes improve its juggling and combo potential, but hinder its KO potential.}}
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