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7.0.0 predictions/wishlist

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Jan 26th, 2020
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  1. Kirby:
  2. - Air Speed increased (0.84 - 0.94)
  3. - Fair connects more reliably
  4. - Up B has less startup (23 frames - 19 frames)
  5.  
  6. Fox:
  7. - Fixed issue where in-shield animation of Fox was changed when the shield was hit
  8.  
  9. Luigi:
  10. - Fixed issue where in-shield animation of Luigi was changed when the shield was hit
  11. - Side B travels farther when not misfired
  12.  
  13. Captain Falcon:
  14. - Turnaround animation time reduced (7 frames - 4 frames). Turnaround animation changed so Falcon no longer slides backwards.
  15. - Initial dash is quicker (1.98 - 2.278)
  16. - Dash grab travels slightly farther (slides)
  17. - Side B's hitbox detection comes out in 2 frames instead of 5
  18. - Up B's animation when successful reduced (50 frames - 30 frames; rock-crocking nerfed)
  19.  
  20. Jigglypuff:
  21. - Bair no longer turns Jigglypuff around
  22.  
  23. Ice Climbers:
  24. - Nana AI has been adjusted (less likely to SD)
  25. - Initial dash increased (1.68 - 1.9)
  26. - Jab 1 has less startup (4 frames - 3 frames)
  27.  
  28. Zelda:
  29. - Nair has less landing lag (15 frames - 12 frames) and connects more reliably
  30. - Dair has more hitstun at the sour spot on grounded opponents
  31. - Standing grab has less startup (10 frames - 8 frames)
  32. - Dash grab has less startup (13 frames - 11 frames)
  33. - Pivot grab has less startup (14 frames - 12 frames)
  34.  
  35. Falco:
  36. - Up smash's hits connect more reliably
  37.  
  38. Ganondorf:
  39. - Up B's animation when successful reduced (80 frames - 60 frames; rock-crocking nerfed)
  40.  
  41. Mewtwo:
  42. - Weight increased (77 - 81)
  43.  
  44. Meta Knight:
  45. - Dash grab travels farther (slides)
  46. - Uthrow has more kill power
  47. - Dsmash has more kill power on both hits
  48.  
  49. Lucas:
  50. - Nair has a lower SDI multiplier (harder to escape multihits)
  51. - Ftilt has less startup (7 frames - 6 frames)
  52. - Dash attack has less startup (13 frames - 10 frames)
  53. - Dthrow has less knockback and more hitstun (makes combos easier)
  54.  
  55. Sonic:
  56. - Uair hits connect more reliably
  57. - Spin Charge has a lower SDI multiplier (much harder to escape multihits)
  58.  
  59. Lucario:
  60. - Aura Sphere charge hitbox hits have more hitstun (makes kill confirms possible again)
  61.  
  62. Rosalina & Luma:
  63. - Bthrow has more kill power
  64.  
  65. Mii Brawler:
  66. - Fair short hop autocancels and connects more reliably. Fair 1 sends grounded opponents up and has more hitstun, and sends aerial opponents down.
  67. - Bair has more range
  68. - Up Smash has more kill power
  69. - Dthrow has slightly less knockback and more hitstun (makes combos easier)
  70. - Flashing Mach Punch has more kill power on the final hit. The initial multihits have increased range and connect easier.
  71. - Feint Jump total time reduced (56 frames - 48 frames). Landing lag reduced (29 frames - 23 frames).
  72.  
  73. Mii Swordfighter:
  74. - Run speed increased (1.58 - 1.83)
  75. - Initial dash increased (1.74 - 1.92)
  76. - Bair has more range
  77. - Up Smash has more range (hits on its sides)
  78. - Up Throw has more kill power
  79. - Hero Spin connects more reliably in the air, and travels farther (jump-based drift removed)
  80.  
  81. Mii Gunner:
  82. - Air speed increased (0.93 - 1.05)
  83. - Air acceleration increased (0.053 - 0.08)
  84. - Cannon Uppercut travels farther in the air and has a bigger and disjointed hitbox on the fist
  85. - Echo Reflector has a bigger hitbox
  86.  
  87. Robin:
  88. - The time it takes for Levin to become available from the start of a match has now been halved (5 seconds instead of 10)
  89. - Levin moves now use only 2 points of Stamina instead of 2.5 (can use 10 times before recharge instead of 8)
  90. - Jab 3 now only uses 1 point of Stamina instead of 1.6667
  91. - Dash attack has more kill power at the sweet spot and sends at a more horizontal angle
  92. - Standing grab range increased
  93. - Arcthunder keeps the opponent in the multihits for a longer period of time (including on shield)
  94. - Arcfire now only uses 2.5 points of Stamina instead of 3.33 (can use 8 times before recharge instead of 6), and the fire pillar multihits connect more reliably
  95. - Elwind now only uses 2.5 points of Stamina instead of 4 (can use 8 times before recharge instead of 5), and the recharge time for Elwind has been reduced from 6 seconds to 3
  96. - Nosferatu now uses 10 points of Stamina instead of 6.6667 (can use 2 times before recharge instead of 3), and the recharge time for Nosferatu has been reduced from 30 seconds to 20 seconds. Nosferatu Tome item has more knockback, has more hitstun (could lead to followups etc.), and can now hit the opponent twice before despawning (lasts longer when thrown on the ground too).
  97.  
  98. Bowser Jr.:
  99. - Run speed increased (1.566 - 1.82)
  100. - Initial dash increased (1.76 - 1.936)
  101. - Nair has less startup (7 frames - 5 frames)
  102. - Dair multihits connect more reliably
  103. - Dash attack has less knockback, more hitstun, and sends at a more vertical angle (makes combos easier)
  104. - Fsmash multihits connect more reliably
  105. - Uthrow has slightly more hitstun (makes combos easier)
  106. - Up B has less landing lag (37 frames - 34 frames). Bowser Jr. can now regain his clown car while outside of it if he is hit with any move that does hitstun (instead of only moves that send him into tumble).
  107.  
  108. Corrin:
  109. - Dtilt has more hitstun (makes combos easier)
  110. - Fsmash has increased priority
  111. - Usmash has increased priority
  112. - Dsmash has increased priority on the back hitbox
  113. - Dthrow has less knockback and more hitstun (makes combos easier)
  114. - Neutral Special has increased priority on both the fully charged shot and the bite
  115. - Side Special has increased priority
  116.  
  117. Bayonetta:
  118. - Utilt connects more reliably
  119. - Dash Attack sends at a slightly more horizontal angle at the sweet spot
  120. - Standing grab range increased
  121. - Neutral Special takes a slightly shorter time to get to full charge and the bullets at full charge travel farther
  122.  
  123. Ridley:
  124. - Now has 5 midair jumps instead of 2
  125. - Dair has less landing lag (32 frames - 28 frames)
  126.  
  127. King K. Rool:
  128. - King K. Rool no longer does an animation when he puts his crown back on his head
  129. - Run speed increased (1.485 - 1.792)
  130. - Uair no longer bounces King K. Rool up when he fastfalls
  131. - Dair has less endlag (40 frames - 30 frames)
  132. - Up Throw has more kill power
  133. - If the Crownerang item is sent past the blastzone, it immediately reappears on K. Rool's head.
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