Flame Cannon

The **Flame Cannon** is a Primary Weapon in Counterpick Labs.

## Version History

### Patch 0.14.1

  **[-]**  Added outer hitboxes to neutral air (deals 8% damage), up air (7%), down air (7%), forward tilt (7%), and up tilt (8%). These outer hitboxes send at slightly lower knockback angles than the strong hitboxes of each attack. In all cases, the strong hitbox takes priority over the weak hitbox.

  **[-]**  Slightly reduced range of forward air.

  **[+]**  Added slight base knockback to the final hit of forward air, but reduced knockback scaling.

  **[-]**  Added 1 frame of start lag and 1 frame of end lag to up air.

  **[-]**  Added 1 frame of start lag to down air.

  **[-]**  Added 1 frame of start lag to back air.

  **[-]**  Added 1 frame of start lag to neutral air.

### Patch 0.13.0

  **[-]**  Projectile-based cannon attacks (up air, back air, down air, strong attacks, and getup attacks) now incur 50% hitlag to the attacker upon hitting a shielding opponent (previously they incurred no hitlag on shield). This matches the amount of hitlag they incur on non-shielding opponents.

  **[-]**  Added 1 frame of start lag to up air.

### Patch 0.12.0

  **[-]**  Up air, back air, down air, ledge getup, and floor getup attacks now incur 50% hitlag on hit to the attacker (previously they incurred no hitlag because they are projectiles).

  **[-]**  Added 6 frames of end lag to forward strong.

  **[-]**  Slightly reduced range of forward strong.

  **[-]**  Added 1 frame of start and end lag to up tilt.

  **[-]**  Added 1 frame of start lag and 3 frames of endlag to forward tilt.

  **[-]**  Added 3 frames of endlag to ledge getup attack.

  **[+]**  Reduced end lag of down tilt by 1 frame.

### Patch 0.11.0

  **[+]**  Jab is now cancellable into a 2-piece jab combo. This is a buff overall, but a nerf to jab 1, as its damage was reduced from 3 to 2 and it has more ending lag.

  **[-]**  Added 1 frame of start lag to up air.

  **[-]**  Added 2 frames of end lag to forward tilt.

  **[+]**  Increased hitbox size of forward air.

### Patch 0.10.2

  **[x]**  Forward air multi-hits now correctly destroy chakrams.

### Patch 0.9.0

  **[-]**  Slightly reduced up air hitbox size.

  **[=]**  Reduced up air knockback angle from 70 to 65. This reduces its combo potential and vertical KO potential, but improves its horizontal KO potential, which is good against mid- and fast-fallers.

  **[+]**  Increased active frames of neutral air's late hit by 2 frames.

  **[+]**  Slightly reduced knockback scaling of the final hit of forward air. This slightly improves its combo potential.

  **[+]**  Reduced knockback angle of back air from 45 to 40, increasing its kill potential.

*These changes are intended to broaden flame cannon's aerial gameplay. Its up air juggle and kill potential is tuned down, while its ability to combo horizontally (with forward air, the late hit of neutral air, and up air on certain DIs) and kill off the side (with back air) are increased.*

### Patch 0.8.0

  **[-]**  Tweaked up tilt hitbox to make it slightly less prone to shield poking the feet of players shielding on platforms.

### Patch 0.6.1

  **[x]**  Fixed issue where attacks colliding with flame cannon projectile-based attacks would induce hitlag.

### Patch 0.6.0

  **[+]**  Reduced down tilt startup by 3 frames.

  **[-]**  Increased down air end lag by 2 frames.

  **[=]**  Tweaked up air animation and hitbox. The explosion is now up and slightly forward, instead of straight up. This aligns better with the move's knockback angle, and makes it so that landing reverse hits will require more intent.

*The down air nerf is to make the move a little less spammable as a vertical stall.*

### Patch 0.4.0

  **[=]**  Forward air now has regular hitboxes rather than acting as a projectile (therefore the attacker now experiences hitlag).

  **[-]**  Lowered forward air's knockback angle, especially on the last hit. This greatly decreases its combo potential.

  **[=]**  Decreased damage of the first two hits and increased damage of the last hit of forward air.

  **[-]**  Slightly increased landing lag of forward air.

  **[+]**  Down air now sends straight up (previously, it sent diagonally upwards). This improves its combo potential.

  **[+]**  Increased damage (and therefore knockback) of back air from 11% to 12%.

  **[-]**  Slightly reduced vertical coverage of forward tilt's hitbox. Added flame effect to forward tilt to better align the move's visuals with its long reach.

*Cannon forward air was too good at performing vertical ladder-like combos. Comboing with it should now be less guaranteed and more varied, encouraging more horizontal followups. The buff to back air as a finisher should help cannon secure kills, something it often struggles with. Down air acting as a more guaranteed vertical launcher should also help. Down air's new knockback trajectory also helps differentiate it from up air.*

### Patch 0.2.0

  **[-]**  Up and forward strong attack explosion size now scales based on charge time. There are three thresholds, small/medium/large. The amount of recoil on forward strong attack also scales based on charge time. (previously, always had the same size and recoil as the large threshold)

  **[-]**  Increased end lag of up/forward strong attacks.

  **[+]**  Increased knockback scaling of up/forward strong attack.

  **[+]**  Increased base knockback of floor and ledge getup attacks.

  **[+]**  Increased range of second hit of ledge getup attack.

  **[+]**  Increased range (in both directions) of floor getup attack.

  **[x]**  Fixed issue where first hit of floor getup attack was sending opponents the wrong way.

*Cannon's up/side strong attacks were too fast and too large.*