Patch 1.1.0:
- [wip, adding]
What does it mean?: Jab got a damage increase, going from 6% damage, to 8% damage. (2% increase) This means that combos starting with Jab will do 2% more damage. An increase in damage also increases the hit-stun caused by a move, so the hit-stun from the final hit would be very slightly increased.
the KB stat changes increase the initial KB of the final hit, and reduce the KB scaling with damage. More base KB can increase the hit-stun of a move, so the base KB increase should yield a very slight hit-stun increase. The growth reduction offsets the increase in damage, as increasing the damage increases the KB growth in its own way.
The numerous changes to size, bone, angle, weighted-KB, and x/y/z-position appear confusing, but yield an important result. First, all two of the three hit-boxes on her Jab used to be connected directly to her arm. Now, these hit-boxes are not, and instead float in place. The x/y/z-position changes make it so that these hitboxes float in almost the same place as where they were attached to her arm, only slightly lower. The sizes of these two inner hit-boxes were increased on all hits.
The result is that now, these hit-boxes are large and low enough to reliably connect with any standing opponent, when originally, these hit-boxes easily whiffed on many short characters, regardless of whether they were crouching or not. The alterations to the weighted (set) KB and the angles are extremely important in making the move connect correctly, instead of dropping opponents. The inward-upward angles bring opponents in until the last hit.
Because the angles are upward, they actually improve the move's ability for consistent followups. Sakurai angles work oddly in that, on grounded opponents, they can send at straight horizontal angles, but on airborne opponents, they send at 45 degree angles. Originally, grounded targets weren't lifted off the ground by the predominant Sakurai angle hit-boxes, and slid farther away. The 45 degree angle is far more conducive to followups for Zelda's Jab, and the new upward-inward angles raise opponents off the ground, and are more predominant. So at any non-point-blank range, (Due to the innermost hit-box still being a Sakurai angle) the move received improved combo-ability.
Patch 1.1.5:
- loop hitboxes damage 2.5 -> 3.0
final hitboxes:
- damage 3.0 -> 5.0
- bkb 35 -> 40
- kbg 130 -> 95
What does it mean?: Jab went from doing 8% damage to doing 11% damage. (3% increase) This is a decent damage increase. As a result combos starting with Jab will do 3% more damage. An increase in damage causes an increase in hit-stun, so the final hit should induce slightly more hit-stun. In addition, the damage on the final hit was increased enough to yield one more frame of shield stun, so the move is 1 frame safer on shield, going from -5/+2 (OoS/shield drop responses) to -4/+3 on block.
The changes to the final hit's base KB and KB growth give it slightly higher initial KB, and cause the KB to scale slower with increasing damage. More base KB can increase the amount of hit-stun, so the increase should give the final hit a tiny bit more hit-stun. The decrease in KB growth was likely to counterbalance the damage increase, as increased damage also increases KB growth in its own way.