you ryte.
I haven't really talked about the changes so ima lay out my opinion on this.
Characters note**- i edited out some chars that i dont have an opinion on.
Bowser
Super Armor restored Side Smash, Side Smash Charge, and Dash Attack.
This is really nice against chars like falco, olimar, and the like since he is such a big char
Diddy Kong
fastfall and gravity speeds increased
Fthrow
bkb decreased slightly
If i knew any better, this would increase combo potential of this move.
uair, nair, bair
damage -1%
Monkey flip
invincibility traded for armor
landing lag increased on missed kick.
UP-B
press Shield to launch the jetpack off of diddy, while charging.
This is a new high risk/reward move for Diddy. While he gets a new projectile that carries opponents for 1% per hit, but only explodes on contact with the ground (pulling foes inwards) or when time is up (90 frames), it also comes with the fact that he can't use up-B at ALL while it's out and is punishable when it starts, because of his lag. The flight trajectory is also pretty random.
This is really neat. However, when i firsted messed with this move, it felt unreliable since it hard to hit with the sweetspot iirc.
Ganondorf
Utilt
replaced with a magical uppercut. It multihits and sets up giving Ganon a reliable low percent ground to air attack with good range and low ending lag. Not good for KOing however.
I can just smell the Utlilt ---> Uair strings ---> Side B explosion right now. excellent given his char design
Down Smash
replaced with his old Utilt. Ganon is now able to charge his explosive heel drop and release it when he actually needs to. Though it doesn't cover the entire stage anymore. It also causes a dark geyser that also hits behind him, making for a good surprise on his foes.
Warlock Punch (Neutral B) Aerial
On hit cancel added.
The move being suicidal in the air wasn't a flat-out bad thing, but if Ganon can actually manage to jump off the stage and smack a dude in the face with it, he should be able to recover. If not, he deserves to die for not being able to properly show off, which in that case he should have stuck to a more reliable off-stage kill method.
Wizard's Foot (Down B) Grounded
Invincibility removed from arm and shoulder.
Invincibility moved from startup to frame 6.
Slowed FSMs to normal adding 3 frames of start up to the attack.
Damage reduced by 2%.
Wizard's Foot (Down B) Aerial
Invincibility added to foot and leg after first 6 frames. Terminates with hitboxes.
Sweetspot extended to cover duration of hitboxes.
Landing damage increased by 2%.
Dark Dive
Graphics added to display claw attack afterwards.
Before, a lot of foes would be surprised that this connected. Now this move has accurate visual representation to show where it hits.
King Dedede
fTilt
Has been reverted to MAX 1.0
When his fTilt was originally using the 2.x.6 version, we found it discouraged Waddle-Dee focus and put it back on BnBs, where his heart should really go to his Dees. This should restore his focus on pure Waddle Power.
I dislike this change since it really makes his game one-dimensional, and one-dimensional chars are not only hard to deal with on a balancing level (absolutely crushes some MUs and dies like a heart attack on others), it offers no flexibility for players to manipulate; outside of glitches players find.
Meta Knight
fThrow
no longer gives the foe a beam sword
While a funny nod at first, Meta Knight just began to become discouraged from using fThrow due to it giving them a great projectile in beam sword. We traded honor for consistency, and MK now has his old fThrow back!
This change is really dope since now, i can combo into Up-b, Uair strings, and more from this.
Pichu
New model!
Pichu will no longer grow in size when being thrown!
Heal taunt removed.
Up Tilt
Knockback Values Changed.
29-28
29-2D (+4)
29-2D (+4)
Trajectories changed.
76-60
78-58
5A-58
Side Smash
Self damage increased by 2%.
Down Smash
Now has a proper false "aura" system. As Pichu's percent rises the move deals more damage and more self damage.
Deals 18% / 6% Self after 90.
Deals 15% / 5% Self between 31 & 89.
Deals 12% / 4% Self before 30.
Bair
Interrupt moved ahead 4 frames.
Dair
Base KB increased by 1
Self damage decreased from 3% but added in with looping hits.
Dair landing
Damage increased by 2%.
Base KB decreased.
Self damage decreased by 3%.
Pummel
Damage increased by 2%
Electroball
No longer stuns foes, and instead deals a set knockback.
Wild Charge
Now actually has KBG so it can be used as a kill move again.
Down B Hit
Will now connect with Pichu on the ground and in the air!
Damage Increased by 1%.
Shield Damage increased 15.
Self Damage increased by 4%.
This entire thing really. You guys should really remove the self damage thing, its not a good design choice outside of canon. slowly, all that dmg adds up, and then you're gonna be at 80%, which is kill % for pichu. you should be rewarded for doing dmg, not punished for it.
PT Charizard
No longer has impale on dAir or dSmash
why not? this actually helps me out alot since i get rewards for spacing right (plus, damaging moves like Fsmash can be of use here). Also, zard is really a limited char, since alot of his attacks are slow (Nair, Fair, jab1, jab2, and (which has problems with the tip, since it delievers almost no hitstun, allowing people to punish me for it, also retreating is not an option since i lose space, and zard w/o space=death.) are an exception to this)
PT Squirtle
Midair Jump
Heavy Armor removed
Dash Attack
Super Armor removed
Up Smash
Growth decreased by 10 on two strongest hitboxes.
After finding that dash attack true combos into this move in certain conditions, it proves to be too powerful to be so easy to land.
Hmmm. Nothing, but nerfs even though wario outclasses squirtle in every way... [/Spoiler]
With that being said, have fun and Break the Limits![/QUOTE]