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*{{change|Up throw's first seven hits have a lower [[hitlag]] multiplier (1x → 0.5x). This makes the throw faster to execute although it still remains extremely easy to react to/DI.}} | *{{change|Up throw's first seven hits have a lower [[hitlag]] multiplier (1x → 0.5x). This makes the throw faster to execute although it still remains extremely easy to react to/DI.}} | ||
*{{buff|Up throw's final hit deals more knockback (0 (base), 100 (scaling) → 80/200), making it more potent against bystanders.}} | *{{buff|Up throw's final hit deals more knockback (0 (base), 100 (scaling) → 80/200), making it more potent against bystanders.}} | ||
*{{buff|Up throw launches opponents at a | *{{buff|Up throw launches opponents at a higher angle (70° → 82°) and it has more base knockback but less knockback scaling (90 (base), 80 (scaling) → 25/155). When combined with its lower ending lag, these changes not only improve up throw's KO potential but they also transform up throw into a highly potent combo throw, granting it combo potential right up until higher percents, including KO confirms into up and back aerial.}} | ||
*{{buff|Flying Slam's grab to slam transition is considerably faster (38 frames → 25), now only being a few frames slower than its ''Brawl'' counterpart.}} | *{{buff|Flying Slam's grab to slam transition is considerably faster (38 frames → 25), now only being a few frames slower than its ''Brawl'' counterpart.}} | ||
**{{nerf|However, the slam to grab transition has less intangibility (frames 1-23 → 1-16), as the intangibility frames were not adjusted for the move's new frame speed multiplier.}} | **{{nerf|However, the slam to grab transition has less intangibility (frames 1-23 → 1-16), as the intangibility frames were not adjusted for the move's new frame speed multiplier.}} |
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