teluoborg
Smash Otter
So yeah let's hear every thing you've found in the new version, discuss new strategies and stuff.
[collapse=changelog]Tilts
-Forward Tilt
--Animations polished
--Outer hit trajectory raised from 32 to 361 (~45) degrees
--Inside hit trajectory still 32 degrees
--Interrupts frame 30 from 28
-Up Tilt
--Revised animation
--Rising hit lasts frames 5-11 from 3-12
Smashes
-Forward Smash
--Warlock Punch aesthetic adapted from nB to F-smash
--Mostly aesthetic change, timing / hit stats / hit area unchanged
-Up Smash
--U-smash interrupts 5 frames later
--Animation decloned slightly, otherwise same stats
Aerials
-Neutral Aerial
--Startup reduced from 7 frames to 5 frames
--Interrupts frame 38 from 45
-Back Aerial
--New animation (stats unchanged)
Grabs
-Standing grab
--Moved in 1 unit to match Melee range
-Dash grab
--Travels further and grabs slightly lower on inner grab boxes
-Jump Squat reduced from 6 frames to 5 frames
Throws
-Forward Throw
--Throw damage 4 to 8 (9 to 13 total). Stronger and has a darkness effect.
-Back Throw
--Angle 45 to 58, BKB 35 to 30, and Endlag 27->17
-Down Throw
--KBG raised from 40 to 45
Specials
-Neutral Special (Dead Man’s Drift & Volley)
--Replaced Warlock Punch with Dead Man’s Drift & Volley
--Press B on the ground to "volley" projectiles back to the sender at 2x speed
--Press B once in the air to start floating, press B a second time to air Volley
--After a 14fr startup period you can interrupt float with Aerial Attacks or Double Jump
-Forward Special (Flame Choke)
--Fixed minor instances of Flame Choke being techable before final hit
--Finishing a match with Flame Choke results in a victory for Ganondorf
--Due to global ledge grab adjustments you must now hold back to reverse grab the ledge after a grounded Flame Choke
-Up Special (Dark Dive)
--Fixed electric graphics to properly align with opponent during Up-B throw
-Down Special (Wizard’s Foot)
--Ground to Air ending able to go into Special Landing (mostly aesthetic)
--Wall-impact rebound lag reduced from 60 to 40 frames
Others
-Rolls
--Updated with new magical aesthetic (stats unchanged)
-Spot dodge
--Updated with new magical aesthetic
--Spot dodge is faster, invuln 2-15 and interrupts 22
-Taunts
--Down Taunt can now be held to perform a sword attack. 37/35/33/31 DMG, 100 KBG, 40 BKB[/collapse]
Other things :
-dash attack won't make you fall off the edge.
-I find it way easier to do full length wavedashes and Dacus
-Dtaunt sword hit has super armor on the sword swing lmao
-New Fsmash can't be stutter stepped :/
Neutral B :
-the Volley (ground nB or air nB2) has a hitbox which does 5% with fixed knockback
-like the changelog said there's a 14 frames lag when you start hovering during which you can only Volley
-hovering keeps the horizontal momentum of your jump
-hovering can be B reversed and turned around, making it very useful to turn around in the air
-while hovering you can't do any specials save for Volley, you can't airdodge either
-you can cancel hover early by pressing down, you'll still have some lag before you can do any special
-you can only hover/volley once without touching the ground, and it's not refreshed by getting the ledge
Examples of things you can do with hover :
-When hanging on the ledge, turnaround B then double jump autocanceled Bair/Uair
-On the ground SH Bair/Uair and you can hover before touching the ground, meaning you can SH Bair to the right and turnaroung Bair to the left. Same for FH Fair Nair and Dair.
[collapse=changelog]Tilts
-Forward Tilt
--Animations polished
--Outer hit trajectory raised from 32 to 361 (~45) degrees
--Inside hit trajectory still 32 degrees
--Interrupts frame 30 from 28
-Up Tilt
--Revised animation
--Rising hit lasts frames 5-11 from 3-12
Smashes
-Forward Smash
--Warlock Punch aesthetic adapted from nB to F-smash
--Mostly aesthetic change, timing / hit stats / hit area unchanged
-Up Smash
--U-smash interrupts 5 frames later
--Animation decloned slightly, otherwise same stats
Aerials
-Neutral Aerial
--Startup reduced from 7 frames to 5 frames
--Interrupts frame 38 from 45
-Back Aerial
--New animation (stats unchanged)
Grabs
-Standing grab
--Moved in 1 unit to match Melee range
-Dash grab
--Travels further and grabs slightly lower on inner grab boxes
-Jump Squat reduced from 6 frames to 5 frames
Throws
-Forward Throw
--Throw damage 4 to 8 (9 to 13 total). Stronger and has a darkness effect.
-Back Throw
--Angle 45 to 58, BKB 35 to 30, and Endlag 27->17
-Down Throw
--KBG raised from 40 to 45
Specials
-Neutral Special (Dead Man’s Drift & Volley)
--Replaced Warlock Punch with Dead Man’s Drift & Volley
--Press B on the ground to "volley" projectiles back to the sender at 2x speed
--Press B once in the air to start floating, press B a second time to air Volley
--After a 14fr startup period you can interrupt float with Aerial Attacks or Double Jump
-Forward Special (Flame Choke)
--Fixed minor instances of Flame Choke being techable before final hit
--Finishing a match with Flame Choke results in a victory for Ganondorf
--Due to global ledge grab adjustments you must now hold back to reverse grab the ledge after a grounded Flame Choke
-Up Special (Dark Dive)
--Fixed electric graphics to properly align with opponent during Up-B throw
-Down Special (Wizard’s Foot)
--Ground to Air ending able to go into Special Landing (mostly aesthetic)
--Wall-impact rebound lag reduced from 60 to 40 frames
Others
-Rolls
--Updated with new magical aesthetic (stats unchanged)
-Spot dodge
--Updated with new magical aesthetic
--Spot dodge is faster, invuln 2-15 and interrupts 22
-Taunts
--Down Taunt can now be held to perform a sword attack. 37/35/33/31 DMG, 100 KBG, 40 BKB[/collapse]
Other things :
-dash attack won't make you fall off the edge.
-I find it way easier to do full length wavedashes and Dacus
-Dtaunt sword hit has super armor on the sword swing lmao
-New Fsmash can't be stutter stepped :/
Neutral B :
-the Volley (ground nB or air nB2) has a hitbox which does 5% with fixed knockback
-like the changelog said there's a 14 frames lag when you start hovering during which you can only Volley
-hovering keeps the horizontal momentum of your jump
-hovering can be B reversed and turned around, making it very useful to turn around in the air
-while hovering you can't do any specials save for Volley, you can't airdodge either
-you can cancel hover early by pressing down, you'll still have some lag before you can do any special
-you can only hover/volley once without touching the ground, and it's not refreshed by getting the ledge
Examples of things you can do with hover :
-When hanging on the ledge, turnaround B then double jump autocanceled Bair/Uair
-On the ground SH Bair/Uair and you can hover before touching the ground, meaning you can SH Bair to the right and turnaroung Bair to the left. Same for FH Fair Nair and Dair.