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**{{buff|The first and second hits deal less knockback (10 base/60 scaling → 25/20 base/25/15 scaling), and launch opponents towards Young Link with the farthest hitboxes ([[361]]° → 180°), akin to other neutral attacks. This allows them to connect more reliably.}} | **{{buff|The first and second hits deal less knockback (10 base/60 scaling → 25/20 base/25/15 scaling), and launch opponents towards Young Link with the farthest hitboxes ([[361]]° → 180°), akin to other neutral attacks. This allows them to connect more reliably.}} | ||
**{{buff|The first hit transitions faster into the second hit (frame 10 → 9), which transitions faster into the third hit (frame 11 → 9).}} | **{{buff|The first hit transitions faster into the second hit (frame 10 → 9), which transitions faster into the third hit (frame 11 → 9).}} | ||
**{{buff| | **{{buff|All hits have less startup (frame 6 (first hit)/frame 7 (second & third) → 4/6), with the first and second's total duration decreased as well (FAF 20/18 → 18/17).}} | ||
**{{buff|The third hit has greatly increased base knockback (10 → 75/70), and launches at a lower angle much like {{SSBU|Link}}'s (361° → 30°), increasing its safety on hit at low percents and allowing it to set up [[tech-chase]]s.}} | **{{buff|The third hit has greatly increased base knockback (10 → 75/70), and launches at a lower angle much like {{SSBU|Link}}'s (361° → 30°), increasing its safety on hit at low percents and allowing it to set up [[tech-chase]]s.}} | ||
**{{change|Neutral infinite has a different animation: rather than repeatedly stabbing at different angles, Young Link performs a flurry of slashes.}} | **{{change|Neutral infinite has a different animation: rather than repeatedly stabbing at different angles, Young Link performs a flurry of slashes.}} | ||
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**{{buff|The first two hits have less startup lag and longer durations (frames 11-14/26-28 → 10-14/25-29).}} | **{{buff|The first two hits have less startup lag and longer durations (frames 11-14/26-28 → 10-14/25-29).}} | ||
**{{buff|The second hit deals more damage (2% → 3%), which alongside the changes to [[stale-move negation]] increases the move's total damage (12.1%/11.19% → 14%/13%).}} | **{{buff|The second hit deals more damage (2% → 3%), which alongside the changes to [[stale-move negation]] increases the move's total damage (12.1%/11.19% → 14%/13%).}} | ||
**{{buff|The third hit deals much more knockback (70 base/70 scaling → 75/ | **{{buff|The third hit deals much more knockback (70 base/70 scaling → 75/108), allowing it to KO at realistic percents.}} | ||
**{{nerf|Up smash has significantly more ending lag (FAF 52 → 70), removing its combo potential.}} | **{{nerf|Up smash has significantly more ending lag (FAF 52 → 70), removing its combo potential.}} | ||
**{{nerf|The third hit has more startup lag (frame 40 → 41).}} | **{{nerf|The third hit has more startup lag (frame 40 → 41).}} | ||
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*[[Grab aerial]]: | *[[Grab aerial]]: | ||
**{{buff|Grab aerial has significantly less landing lag (30 frames → 8) and no longer causes [[helplessness]], making it much more useful offensively.}} | **{{buff|Grab aerial has significantly less landing lag (30 frames → 8) and no longer causes [[helplessness]], making it much more useful offensively.}} | ||
**{{buff|It has a longer hitbox duration (frames 11-15 → | **{{buff|It has less startup and a longer hitbox duration (frames 11-15 → 9-18).}} | ||
**{{nerf|It deals less damage (5% → 4%).}} | **{{nerf|It deals less damage (5% → 4%).}} | ||
***{{buff|However, it deals additional [[shield damage]] to compensate (0 → 1).}} | ***{{buff|However, it deals additional [[shield damage]] to compensate (0 → 1).}} | ||
**{{nerf|It causes the [[Hookshot]] to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.}} | **{{nerf|It causes the [[Hookshot]] to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.}} | ||
**{{change|It has more base knockback (40 → 70), but even less knockback scaling (40 → 20), no longer KOing opponents even at 999%.}} | **{{change|It has more base knockback (40 → 70), but even less knockback scaling (40 → 20), no longer KOing opponents even at 999%.}} | ||
**{{ | **{{buff|It launches at a slightly lower angle (361° → 60°), and has a lower hitlag multiplier (0.8×). It also deals 4 more frames hitstun, increasing its combo potential at high percents.}} | ||
**{{change|It is now affected by [[stale-move negation]], reducing its damage output with consecutive uses, but allowing it to refresh other moves.}} | **{{change|It is now affected by [[stale-move negation]], reducing its damage output with consecutive uses, but allowing it to refresh other moves.}} | ||
**{{change|Due to universal changes, grab aerial functions like a [[tether recovery]] rather than a [[wall grapple]].}} | **{{change|Due to universal changes, grab aerial functions like a [[tether recovery]] rather than a [[wall grapple]].}} | ||
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*{{change|Forward and back throw release the opponent faster (frame 16 → 13), although with their total duration unchanged, and the former's first hit is faster (frame 12 → 11). This reduces the time for the opponent to [[DI]] them properly, but increases their ending lag.}} | *{{change|Forward and back throw release the opponent faster (frame 16 → 13), although with their total duration unchanged, and the former's first hit is faster (frame 12 → 11). This reduces the time for the opponent to [[DI]] them properly, but increases their ending lag.}} | ||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{buff|Forward throw launches at a slightly lower angle (55° → 52°), and deals much more knockback (25 base/110 scaling → | **{{buff|Forward throw launches at a slightly lower angle (55° → 52°), and deals much more knockback (25 base/110 scaling → 48/184), allowing it to KO under 170% at the edge.}} | ||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{buff|Back throw deals much more knockback (24 base/110 scaling → 45/140), allowing it to KO under 200% at the edge.}} | **{{buff|Back throw deals much more knockback (24 base/110 scaling → 45/140), allowing it to KO under 200% at the edge.}} |
edits