228
edits
Tag: Mobile edit |
Tag: Mobile edit |
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Line 89: | Line 89: | ||
*[[Grab]]s: | *[[Grab]]s: | ||
**{{nerf|All grabs have more ending lag (FAF 31 → 38 (standing), 38 → 48 (dash), 37 → 40 (pivot)).}} | **{{nerf|All grabs have more ending lag (FAF 31 → 38 (standing), 38 → 48 (dash), 37 → 40 (pivot)).}} | ||
**{{nerf|Standing and pivot grab have | **{{nerf|Standing and pivot grab have one extra frame of startup lag (frame 6 → 7 (standing), frame 10 → 11 (pivot)).}} | ||
**{{nerf|Standing and dash grab have less range (Z2 offset: 9.7u → 8.7u (standing), 11.1u → 10.4u (dash)).}} | **{{nerf|Standing and dash grab have less range (Z2 offset: 9.7u → 8.7u (standing), 11.1u → 10.4u (dash)).}} | ||
*[[Pummel]]: | *[[Pummel]]: | ||
Line 97: | Line 97: | ||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{buff|Forward throw sends opponents at a more horizontal angle that is desirable for edgeguarding (70° → 45°).}} | **{{buff|Forward throw sends opponents at a more horizontal angle that is desirable for edgeguarding (70° → 45°).}} | ||
**{{nerf|It releases opponents faster (frame 12 → 11), but with its total duration unchanged, increasing its ending lag.}} | **{{nerf|It releases opponents faster (frame 12 → 11), but with its total duration unchanged, increasing its ending lag by one frame.}} | ||
**{{nerf|It has more knockback scaling (70 → 75), but significantly less base knockback (100 → 70), no longer | **{{nerf|It has more knockback scaling (70 → 75), but significantly less base knockback (100 → 70), no longer killing at high percentages.}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{nerf|Up throw releases opponents faster (frame 28 → 23), but with its total duration unchanged, increasing its ending lag. This reduces its combo potential, despite Sonic's faster jumpsquat and jump speed, and in combination with the faster knockback physics, it severely worsens Spring Jump-assisted followups, no longer being guaranteed.}} | **{{nerf|Up throw releases opponents faster (frame 28 → 23), but with its total duration unchanged, increasing its ending lag. This reduces its combo potential, despite Sonic's faster jumpsquat and jump speed, and in combination with the faster knockback physics, it severely worsens Spring Jump-assisted followups, no longer being guaranteed.}} |
edits