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SuperSqank (talk | contribs) (→Aerial attacks: It was my fault for not removing the original combined point initially. I must have forgotten.) |
SuperSqank (talk | contribs) |
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**{{buff|Paralyzer now has extended hitboxes which overall gives it more horizontal range.}} | **{{buff|Paralyzer now has extended hitboxes which overall gives it more horizontal range.}} | ||
**{{buff|Paralyzer now always launches opponents in the direction Zero Suit Samus is facing, making it more consistent.}} | **{{buff|Paralyzer now always launches opponents in the direction Zero Suit Samus is facing, making it more consistent.}} | ||
**{{buff|The charged version has a longer duration (43 frames → 46).}} | |||
**{{change|The charged version's angle has been altered (361° → 65° (aerial)/315° (grounded)). It also now has a -100% trip chance against grounded opponents to prevent them from tripping despite its higher knockback.}} | **{{change|The charged version's angle has been altered (361° → 65° (aerial)/315° (grounded)). It also now has a -100% trip chance against grounded opponents to prevent them from tripping despite its higher knockback.}} | ||
**{{nerf|Paralyser has more startup lag when charged (frame 41 → 43).}} | **{{nerf|Paralyser has more startup lag when charged (frame 41 → 43).}} | ||
**{{nerf|Paralyser has more ending lag (FAF 40 (uncharged)/60 (charged) → 49/71). This hinders the uncharged version's followup potential despite its longer stun duration, as well as hindering the safety of both versions.}} | **{{nerf|Paralyser has more ending lag (FAF 40 (uncharged)/60 (charged) → 49/71). This hinders the uncharged version's followup potential (unless Zero Suit Samus lands after shooting) despite its longer stun duration, as well as hindering the safety of both versions.}} | ||
**{{nerf|Paralyzer has smaller hitboxes (1.9u (uncharged)/3u (charged) → 1.3u/2u).}} | **{{nerf|Paralyzer has smaller hitboxes (1.9u (uncharged)/3u (charged) → 1.3u/2u).}} | ||
*[[Plasma Whip]]: | *[[Plasma Whip]]: |
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