InfinityCollision
Smash Lord
- Joined
- Jul 9, 2014
- Messages
- 1,245
Tilts
-Forward Tilt
--Tip BKB increased from 20 -> 40
Smashes
-Up Smash
--Pop up hitboxes adjusted to be slightly smaller.
Aerials
-Neutral Aerial
--All hitboxes now deal consistent damage. Damage alternates from 2 to 1 with every iteration, making total damage 20 -> 16.
-Forward Aerial
--Hitbox offset moved in closer to his body.
Specials
-Up Special (Teleport)
--Special Fall landing lag increased to 15 from 5.
--Fixed bug that allowed jump squat -> first frame DJ -> next frame Teleport -> Hover.
--Teleport no longer cancels into ending when aiming away from a wall you're touching, and can turn around properly if teleporting towards a wall you're already touching.
--Only grabs ledges while invisible if facing towards the ledge.
-Down Special (Disable)
--Hitbox size increased 2.5 -> 3.5.
Other
- Getup attack is now electric element and has spark GFX to better indicate the body hitboxes.
-Powershield size multiplier reduced from 0.9x to 0.75x
-Fixed bug that allowed Mewtwo to extend his Hover duration using Aerials
-Improved the graphics on Neutral Special, Up Smash, and various other moves.
-Shadow Ball sound effects improved.
Overall a mix of small to moderate buffs and nerfs... with the exception of the teleport changes.
DJC teleport removal was expected. What's more surprising is the landing lag change.
I'll cut to the chase: If you don't have your double jump, you will incur 15 frames of landing lag after a teleport. This includes autocanceled teleports.
This removes quite a few applications of TeleACs from our repertoire. Autocancels from the ledge are substantially laggier, opening up punish opportunities. Teleporting back to ground to extend a combo is much less viable. Obviously it's less viable for escaping traps as well.
Lots to think about here. Kind of glad I decided to hold off on making some threads to see what 3.6 might bring.
Hope you've been grinding your ledgedash!
-Forward Tilt
--Tip BKB increased from 20 -> 40
Smashes
-Up Smash
--Pop up hitboxes adjusted to be slightly smaller.
Aerials
-Neutral Aerial
--All hitboxes now deal consistent damage. Damage alternates from 2 to 1 with every iteration, making total damage 20 -> 16.
-Forward Aerial
--Hitbox offset moved in closer to his body.
Specials
-Up Special (Teleport)
--Special Fall landing lag increased to 15 from 5.
--Fixed bug that allowed jump squat -> first frame DJ -> next frame Teleport -> Hover.
--Teleport no longer cancels into ending when aiming away from a wall you're touching, and can turn around properly if teleporting towards a wall you're already touching.
--Only grabs ledges while invisible if facing towards the ledge.
-Down Special (Disable)
--Hitbox size increased 2.5 -> 3.5.
Other
- Getup attack is now electric element and has spark GFX to better indicate the body hitboxes.
-Powershield size multiplier reduced from 0.9x to 0.75x
-Fixed bug that allowed Mewtwo to extend his Hover duration using Aerials
-Improved the graphics on Neutral Special, Up Smash, and various other moves.
-Shadow Ball sound effects improved.
Overall a mix of small to moderate buffs and nerfs... with the exception of the teleport changes.
DJC teleport removal was expected. What's more surprising is the landing lag change.
I'll cut to the chase: If you don't have your double jump, you will incur 15 frames of landing lag after a teleport. This includes autocanceled teleports.
This removes quite a few applications of TeleACs from our repertoire. Autocancels from the ledge are substantially laggier, opening up punish opportunities. Teleporting back to ground to extend a combo is much less viable. Obviously it's less viable for escaping traps as well.
Lots to think about here. Kind of glad I decided to hold off on making some threads to see what 3.6 might bring.
Hope you've been grinding your ledgedash!
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