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SuperSqank (talk | contribs) m (→Ground attacks) |
m (→Ground attacks: fixed indentation) |
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**{{buff|Neutral attack is now a single-hitting move with similar properties of the final hit of Zelda's neutral attack, similar to {{SSBM|Female Wire Frame}}'s. This makes Blue Alloy's neutral attack more reliable than Zelda's.}} | **{{buff|Neutral attack is now a single-hitting move with similar properties of the final hit of Zelda's neutral attack, similar to {{SSBM|Female Wire Frame}}'s. This makes Blue Alloy's neutral attack more reliable than Zelda's.}} | ||
***{{change|With the move's altered functionality, its hitbox duration has been altered (frame 11, 13, 15 → 11-13).}} | ***{{change|With the move's altered functionality, its hitbox duration has been altered (frame 11, 13, 15 → 11-13).}} | ||
*{{buff|It lacks an [[electric]] effect, giving it less hitlag and allowing it to damage {{SSBB|Olimar}}'s yellow [[Pikmin]].}} | **{{buff|It lacks an [[electric]] effect, giving it less hitlag and allowing it to damage {{SSBB|Olimar}}'s yellow [[Pikmin]].}} | ||
*{{buff|Its far hitbox reaches lower than Zelda's (y offset: 12.5 → 11) and its near hitboxes are larger (3u/2.5u/3.5u → 4u/4u). As the hitboxes are static, this improves the move's ability to hit lower opponents.}} | **{{buff|Its far hitbox reaches lower than Zelda's (y offset: 12.5 → 11) and its near hitboxes are larger (3u/2.5u/3.5u → 4u/4u). As the hitboxes are static, this improves the move's ability to hit lower opponents.}} | ||
**{{nerf|It attack has significantly higher ending lag ([[FAF]] 24 → 40). This not only greatly hinders its safety but this also means that the move lacks followup potential at lower percents unlike Zelda's.}} | **{{nerf|It attack has significantly higher ending lag ([[FAF]] 24 → 40). This not only greatly hinders its safety but this also means that the move lacks followup potential at lower percents unlike Zelda's.}} | ||
**{{nerf|It deals less damage overall (2% (hits 1-3)/6% (total) → 4%). The move has lower knockback scaling compared to Zelda's final hit (160 → 100), hindering the move's KO potential despite its higher damage.}} | **{{nerf|It deals less damage overall (2% (hits 1-3)/6% (total) → 4%). The move has lower knockback scaling compared to Zelda's final hit (160 → 100), hindering the move's KO potential despite its higher damage.}} |