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| I also love music, Disney, and Studio Ghibli. :) | | I also love music, Disney, and Studio Ghibli. :) |
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| Competency Chart
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| My personal tier list<br />
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| '''Buffs for Palutena''':
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| Up Smash ending lag reduced by 10 frames<br />
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| Forward Smash ending lag reduced by 11 frames<br />
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| Down Smash ending lag reduced by 12 frames<br />
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| Side Tilt, and Dash Attack both have 7 frames less ending lag<br />
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| Up Tilt has 5 frames less ending lag<br />
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| Up Tilt connects better and has a bigger hitbox<br />
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| Jab comes out 3 frames (8 - 5) earlier<br />
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| Up tilt does 3% more damage (9% - 12%)<br />
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| Forward Tilt can KO at very high percents due to increased knockback scaling<br />
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| Dash Attack deals 1% more damage (9-10)<br />
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| Back Throw does 1% more (10% - 11%), has changed angle (Sakurai to 45 degrees) and increased knockback scaling (70-80)<br />
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| All aerials have less ending and landing lag<br />
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| Up air does 1% more on the final hit<br />
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| Back Air has higher base knockback and knockback scaling (30-38, 92-96)<br />
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| Autoreticle's reticles home (similar to Samus's missiles), do 0.5% more damage each, and have less start-up and end lag<br />
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| Reflect has higher reflect damage (1.17x - 1.25x), follows Palutena, and has less endlag<br />
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| Reflect also prevents opponents from crossing it as long as it's out<br />
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| Counter has less start-up and end lag, and now lacks a sourspot<br />
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| Palutena also has increased aerial movement speed and is heavier (91-97)<br />
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| '''Buffs for Lucina/Marth''':
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| Down throw has lower base knockback and knockback scaling<br />
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| Up throw does 7% damage<br />
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| All aerials have reduced end and landing lag<br />
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| Down air meteor smashes more consistently, and has decreased start-up and endlag<br />
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| Dancing Blade's up variation reliably connects and KOs much earlier<br />
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| Dancing Blade has reduced end lag<br />
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| Forward Tilt has higher knockback scaling, where it now can KO reliably at higher percents<br />
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| Forward Aerial's reduced ending/landing lag allows it to preform true combos<br />
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| Dash Attack has higher base knockback, but slightly less knockback scaling<br />
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| Smash Attacks all have 4 frames less ending lag<br />
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| Shield Breaker shield damage increased (25 - 28), and has 2 frames less start-up<br />
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| '''Just for Lucina''': All attacks now do 13.5% more damage and knockback than Marth's, rather than 12.5%<br />
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| '''Just for Marth''': Sourspots now do slightly more damage and knockback<br />
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| '''Buffs for Zelda''':
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| Lightning Kicks have a bigger sweetspot hitbox, are autocancelable, and have a different angle (sakurai-37) <br />
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| Down Air does 2% more damage (16% - 18%)<br />
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| Down Throw has lower base knockback to combo more reliably (55-45)<br />
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| Down Smash comes out 1 frame quicker and has higher knockback scaling on both sides (85,96-90,100)<br />
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| Up Smash has a bigger hitbox<br />
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| Jab comes out 4 frames quicker (11-7)<br />
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| Up Aerial has less landing and start-up lag (14-12,19-17)<br />
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| Neutral Aerial has 5 frames less landing lag (19-14)<br />
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| Din's Fire is quicker, does more damage (+2%), has a bigger hitbox, for all variations, with kb compensated<br />
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| Nayru's Love does 2% more damage (12% - 14%), comes out quicker (13-11) and has slightly less ending lag <br />
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| Phantom Slash now can be charged for later, and takes less time to respawn (9 seconds - 7 seconds)<br />
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| Farore's Wind has 6 less frames of landing lag and 6 frames less ending lag<br />
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| Zelda also has a faster dashing speed (1.3 - 1.48) and higher weight (85-89)<br />
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| '''Buffs for Samus''':
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| Hitboxes for Up Smash are bigger and connect better<br />
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| Moves that had artificially increased her hurtboxes still do, but to a much lesser extent<br />
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| Forward Smash does 2% more damage for all variations, with kb compensated<br />
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| Up smash does 1% more damage (18% - 19%) when all hits connect and has 5 frames less ending lag<br />
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| Down Smash does 2% more damage (10/12 - 12/14) and has much higher knockback scaling (46,48- 70,72)<br />
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| Jab connects much better<br />
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| Down Tilt deals 2% more (12%-14%) has higher knockback scaling (48-56)<br />
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| Up Tilt has slightly less start-up lag (15-13)<br />
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| Up Tilt also has higher knockback scaling (100-110)<br />
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| Charge shot has more priority<br />
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| Missiles/Super Missiles have significantly less end lag<br />
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| Missiles home better, are noticeably faster, and have increased base knockback (26-40)<br />
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| Super Missiles have higher knockback scaling (65-75)<br />
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| Last hit of Screw Attack on ground and in air deals 1.5% more damage (1-2.5)<br />
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| Bombs do 1% more damage for each variation, with kb compensated, and executing the move gives Samus invincibility for 4 frames<br />
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| Forward Aerial has less landing (24 frames - 18 frames) and 3 frames lesslag <br />
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| Back Air has bigger sweetspot<br />
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| Z-air has 3 frames less landing lag (8-5) and does 1% more damage when it fully connects (4.5 -5.5)<br />
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| Grab has 6 frames less ending lag for each variation, and the hitbox stays out 7 frames longer<br />
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| Forward Throw increased knockback scaling (55-80)<br />
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| Samus also has a faster dashing speed (1.504-1.542), and is heavier (108-110)<br />
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