TheLobsterCopter5000
Smash Apprentice
- Joined
- Dec 24, 2016
- Messages
- 138
This is the first post in this series where the overall outcome is not really a buff or a nerf. I have made a mix of buffs and nerfs for this one.
walk speed: 0.75 -> 0.88
fall speed: 1.6 -> 1.64 (fast fall speed adjusted proportionally)
gravity: 0.12 -> 0.1215
light Ftilt startup: 7 -> 5
light Ftilt ending lag: 17 -> 13
light Ftilt angle: 55/72 -> 74
Fsmash BKB: 25 -> 35
Fsmash KBG: 94 -> 95
Usmash KBG: 76 (pretty bad) -> 80
Dsmash KBG: 50 (abysmal) -> 64
Uthrow damage: 8 -> 9
Hadouken startup: 12 -> 10
Hadouken ending lag: 45 -> 40
Hadouken damage: 5-6 -> 5.5-6.5 (true damage adjusted proportionally)
Shakunetsu Hadouken (loop 1-4) damage: 1.1 -> 1.25
Shakunetsu Hadouken (loop 1-4) KBG: 10 -> 0
Shakunetsu Hadouken (final) damage: 4 -> 4.5
Shakunetsu Hadouken now has a new hitbox behind the main hitbox (circumference to circumference), size: 0.6, damage: same as main, BKB (loop): 18 (final): same as main, KBG: same as main.
True Shoryuken now has a frame speed multiplier of 1.08 (meaning it takes 8% longer to be completed, this will have no effect on the startup, due to being to low, but will make the move easier to punish if it misses).
walk speed: 0.75 -> 0.88
fall speed: 1.6 -> 1.64 (fast fall speed adjusted proportionally)
gravity: 0.12 -> 0.1215
light Ftilt startup: 7 -> 5
light Ftilt ending lag: 17 -> 13
light Ftilt angle: 55/72 -> 74
Fsmash BKB: 25 -> 35
Fsmash KBG: 94 -> 95
Usmash KBG: 76 (pretty bad) -> 80
Dsmash KBG: 50 (abysmal) -> 64
Uthrow damage: 8 -> 9
Hadouken startup: 12 -> 10
Hadouken ending lag: 45 -> 40
Hadouken damage: 5-6 -> 5.5-6.5 (true damage adjusted proportionally)
Shakunetsu Hadouken (loop 1-4) damage: 1.1 -> 1.25
Shakunetsu Hadouken (loop 1-4) KBG: 10 -> 0
Shakunetsu Hadouken (final) damage: 4 -> 4.5
Shakunetsu Hadouken now has a new hitbox behind the main hitbox (circumference to circumference), size: 0.6, damage: same as main, BKB (loop): 18 (final): same as main, KBG: same as main.
True Shoryuken now has a frame speed multiplier of 1.08 (meaning it takes 8% longer to be completed, this will have no effect on the startup, due to being to low, but will make the move easier to punish if it misses).