Snake Up Tilt Hitbox

. Attributes:. Weight: 118 113. Jump Startup Time: 6 5. Empty Landing Time: 6 5. Jab 1 & 2.

Snake was clearly one of the best characters to start so there was a temptation to nerf him heavily. Snake fans rest easy; that did not happen. Up tilt hitbox 0-2 properties: Knockback Growth (95 - 83) Down smash hitbox 0-2 properties: Angle (88 - 90), Knockback Growth (58 - 63), Base Knockback (90 - 95).

Jab 1 adjusted animation so that the first frame of hitboxes hit in front of him rather than completely to the side. Jab 2 startup 8 6.

Up Tilt. Added 3rd hitbox to sweet spot to match sour spot. Attributes.

Weight 100 94. Aura Charge requirement per level 50 65.

Up Smash. Initial Hit Damage 8 4, SDI 0.5x 1.0x, Hitlag 1.0x 0.75x. Second hit repeating damage 1 2, stats and modified to link slightly better. Stales properly. Up Air.

Priority has been swapped. Innermost sourspot (hip) sweet spot middle leg sourspot.

Jab. Jab 2 First active frame 8 6. Shadow of the tomb raider trailer. All Smash Attacks.

All Offense Up smash attacks have been reworked to increase damage by 4% only. Knockback has been matched to the current iteration of offense up moves. The changes are as follows:. Forward Smash.

25/24/23 21/20/19. Down Smash.

26/21 21/18. Up Smash. 30/24 24/20. Forward Air.

Strong hit active frames increased from 2 3. GFX modified to better match sweetspot. Neutral Air. Repeating hits Hitlag: x1.0 x0.75. Now clanks with projectiles. Back Air.

IASA 48 44. Initial hit priority swapped between strong hit and weak hit (strong hit now has priority). Spike hitboxes remain unchanged. Down Air. Damage 5/5/5 3/3/5 KB compensated. Grab.

Snake up tilt hitbox

Standing grab animation modified to not flail wildly. Dash Grab. End Lag 58 42. Neutral Special (Offense Up). Charge and Burst will no longer halt upward vertical momentum.

Still stalls if moving downward. Side Special (PK Freeze). Aerial Velocity 2.5 2.75.

Hitlag Multiplier 2.0x 1.75. Landing Lag 13 12. Up Special (PK Thunder 2). Initial Hit Damage 8 5, repeating hit damage 3 2.

Lucas can reverse ledge grab for 10 extra frames after PK Thunder 2. Down Special (PSI Magnet). Release Hit Damage 6 4 KB Compensated. Initial Hit Hitlag: x1.0 x0.4. Initial Hit SDI Multiplier 1.0x 0x. Looping hitboxes after initial hit no longer cause knockback. Down Tilt.

Tip Angle 80 85. Forward Smash. Arm sourspot BKB 25 30, KBG 96 97. Dr. Mario forward smash has electric gfx but has regular on-hit properties. Up Smash. Damage 15 16.

Neutral Air. Strong Hit hitbox size 2.73 3.1. Forward Air. Strong Hit BKB: 50 45. Back Throw.

BKB 80 85, KBG 72 78. Up Special (Jump Punch). Intangibility: 3-9 3-6. Can no longer reverse hit.

Side Special (Cape). Reflect effect Active Frames: 12-34 12-31. Down Special (Tornado). Mashing made easier but maximum height reduced slightly. Costumes & Aesthetics. Mario/Dr. Mario alt-skin given Fire/Electric GFX on forward air.

Attributes. Wall Jump Horizontal Velocity: 1.3 1.0. Down Tilt. Removed the inability to shield during interruptible frames. Forward Smash. Adjusted arm rotations on forward smash to arc more naturally. Down Throw.

Release point and throw animation adjusted to resemble melee. Side Special (Dancing Blade). Dancing Blade colors are now based on the direction used instead of being a set order.

Previously, the order was Red, Blue, Green, Red. Now, Up = Blue, Side = Red, Down = Green. Down Special (Counter). Intangibility frames on attack increased by 1 to full cover active hitbox frames.

Other. Forward getup roll intangibility: 6-20 1-20 (Matched to be universal). Fixed a bug where get up attack while face up started a frame late.

Costumes & Aesthetics. Fixed issue where Marth’s eyes retained Brawl behavior on neutral special instead of looking forward. Attributes. Powershield ratio.75.80. Dash Attack.

Active frames increased on each hitbox from 1 2. Up Tilt. Head intangibility increased to match hitboxes 2 5. Up/Down Smash.

Power now increases with charging. Frames between hits 11 9. Damage 2% 1%.

Hitlag Multiplier 1.2x 1.0x. Back Air. Damage increased 15 16, KB compensated. Side Special (PK Fire). 4 frame delay added before pillar activation. Attributes.

Air Acceleration B.02.03. Pikmin Health. R/Y/B/W/P.

14/17/20/10/25 16/16/16/14/18. All Smash Attacks and Aerials. Excess shield damage has been removed from all Pikmin, with the exception of White. Forward Smash. Now always starts on Golf Club (Cycle goes Club, Pan, Racket).

Down Smash. Damage of 3rd/4th/5th rotations lowered from 13/11 11/9, KB compensated. Added GFX that make the hitbox placement more clear, allowing for dressless alt costumes. Forward Air. KBG 68 70 (matched to Melee). Modified hitbox size and placement.

A third hitbox was added in front of her to act as a “tipper” that does +1%, and has the light element. Up Smash.

No longer able to double hit. Down Smash. Late hit damage 10/10 8/6, size 4.32 3.99. Dash Grab. Innermost grab box pushed forward, X Offset 0 2. Middle grab box pushed forward, X Offset 5.47 6.47.

Neutral Special (Needles). Restricted to pulling 5 needles, down from 6. Side Special (Chain).

Aerial Chain end lag reduced: 34 23. Other. Down and Back Throws now properly hit R.O.B. Added an additional hitbox on her leg during.