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*Grabbing an [[edge]] consecutively without landing or getting hit now decreases the [[intangibility]] of subsequent [[edge recovery|edge options]], to the point of granting no intangibility at all from the fourth edge grab onward. Additionally, in a similar vein to [[Aether]] in previous games, characters can only grab edges up to six times under these conditions. This further decreases the effectiveness of [[planking]] strategies. | *Grabbing an [[edge]] consecutively without landing or getting hit now decreases the [[intangibility]] of subsequent [[edge recovery|edge options]], to the point of granting no intangibility at all from the fourth edge grab onward. Additionally, in a similar vein to [[Aether]] in previous games, characters can only grab edges up to six times under these conditions. This further decreases the effectiveness of [[planking]] strategies. | ||
*[[Edge sweet spot]]s have become smaller, and recovery moves take longer to snap on ledges in general. This makes [[recovery|recovering]] more difficult. | *[[Edge sweet spot]]s have become smaller, and recovery moves take longer to snap on ledges in general. This makes [[recovery|recovering]] more difficult. | ||
*The window to [[tech]] has increased from 8 frames to 11 frames, and teching in general has mostly been restored to its state in ''Brawl'' (but the added leniency while already making contact with a wall or ceiling is retained), removing all of the untechable situations from ''Smash 4''; however, sustaining too much knockback from a certain distance from a surface can prevent characters from teching, making stage spikes guaranteed at high enough percents. | *The window to [[tech]] has increased from 8 frames to 11 frames, and teching in general has mostly been restored to its state in ''Brawl'' (but the added leniency while already making contact with a wall or ceiling is retained), removing all of the untechable situations from ''Smash 4''; however, sustaining too much knockback from a certain distance from a surface can prevent characters from teching, making stage spikes guaranteed at high enough percents. The threshold is also much smaller for characters that hit the ground, making meteor smashes more effective on-stage on aerial opponents. | ||
*[[Footstool jump]]s have been nerfed, as opponents footstooled in midair can tech on the ground during the animation. However, footstools now also grant the user a few frames of intangibility upon leaping off the opponent. | *[[Footstool jump]]s have been nerfed, as opponents footstooled in midair can tech on the ground during the animation. However, footstools now also grant the user a few frames of intangibility upon leaping off the opponent. | ||
*[[Meteor smash]] attacks can no longer be teched when grounded, regardless of their properties, making them more reliable for starting combos. | *[[Meteor smash]] attacks can no longer be teched when grounded, regardless of their properties, making them more reliable for starting combos. | ||
*[[Lock]]s can now only be performed twice in a row. | *[[Lock]]s can now only be performed twice in a row. |
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