Chakram

The **Chakram** is a Primary Weapon in Counterpick Labs. It is a chakram, a type of sharp circular throwing weapon, with a wooden handle in the middle.

## Version History

### Patch 0.14.0

  **[+]**  Slightly increased range of neutral air and tweaked startup animation to not misrepresent early hitbox location.

  **[=]**  Added weapon trail effects to neutral air, back air, and getup attack. (This is a visual change only).

### Patch 0.13.0

  **[+]**  Increased kb angle of forward strong weak hits. Also slightly reduced size of weak hitboxes and slightly increased size of strong hitbox. These changes should make forward strong's weak hits more consistently link to the strong hit.

### Patch 0.12.0

  **[+]**  Added strong close-range hitbox to ledge getup attack (similar to the strong hitbox of forward tilt).

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

  **[-]**  Added 1 frame of start lag and 2 frames of end lag to neutral air.

### Patch 0.11.0

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

  **[+]**  Reduced down tilt end lag by 3 frames.

  **[-]**  Added 1 frame of start lag to neutral air, down air, and back air.

  **[+]**  Decreased down air sourspot hitbox size and increased sweetspot range.

  **[-]**  Chakram projectile deals 4 fewer frames of stun (hitlag + hitstun) on hit (16 frames -> 12 frames) and 2 fewer frames of stun on shield (11 frames -> 9 frames).

### Patch 0.10.2

  **[-]**  Decreased the damage required to destroy the chakram projectile from 3 to 2. (This allows cannon forward air destroy chakram - the fact that it previously couldn't was an oversight).

### Patch 0.7.0

  **[-]**  FTilt and FAir deal set knockback, hindering their combo potential at high percents.

  **[-]**  Slightly increased size of the chakram projectile hurtbox.

  **[-]**  Destroying the chakram projectile now incurs only 1 frame of hitlag.

  **[-]**  Reduced knockback angle of back air from 70 degrees to 50 degrees. Reduced the damage of the first two hits from 4% to 3%.

### Patch 0.6.0

  **[+]**  The early hitbox of uptilt is no longer a weak "sourspot". It now deals the same damage and knockback as the strong hit, but sends upward and slightly outward instead of straight up. The early hitbox now more consistently lands on grounded oppponents.

  **[+]**  Changed up air's knockback angle from slight behind to slight forward. Up air can now reverse hit. (With the new angle, both normal and reverse hits should now appear consistent with the attack's animation).

  **[-]**  Reduced up air damage from 14% to 13%. With this damage reduction and the universal buff to vertical knockback, up air will KO at around the same percent as it did before.

  **[-]**  Increased down air end lag by 3 frames.

*Early uptilt still won't combo into itself (unless it catches poor DI), but should now feel less bad to land. Down air's recovery time is still very quick for a spike. Using it offstage, especially as a double-spike edgeguard, will now require a little more commitment.*

### Patch 0.5.0

  **[-]**  Forward air projectile no longer goes through platforms.

  **[-]**  Added additional, weaker hitboxes to the beginning/end of down air, the beginning/end of up tilt, and the end of up air.

  **[+]**  Forward tilt now has a stronger hitbox when used at point-blank range.

  **[-]**  The strong hit of up air can no longer reverse hit.

  **[-]**  Increased end lag of up strong by 2 frames.

  **[-]**  Increased end lag of forward strong by 1 frame.

*In the right hands, chakram was too oppressive in neutral and its combo and finishing potential was too consistent. The projectile change should make forward air less spammable while maintaining its use in closing mid-range gaps. With the new weak hitboxes, chakram's combos and finishers are still very potent but require more precise spacing and timing to pull off.*

### Patch 0.4.0

  **[-]**  Forward air projectile no longer goes through the stage (it still goes through platforms).

  **[-]**  Added 2 frames start lag, 1 frame end lag, and 1 frame landing lag to forward air.

  **[-]**  Slightly reduced knockback scaling on forward air.

  **[-]**  Tweaked up strong attack animation and hitbox to make it less prone to shield poking opponents on platforms. (It'll still shieldpoke when your opponent's shield is partly depleted.)

  **[-]**  Removed retracting hitboxes on forward and up strong attacks.

*Forward air was too oppressive in the right hands and felt unfairly good at edgeguarding.*

### Patch 0.2.0

  **[-]**  The changes to teching and landing in hitstun significantly hurt down air's viability, as it can no longer 0-to-death opponents.

  **[-]**  Increased start and end lag of down air.

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

  **[=]**  Down air knockback angle changed from -90 (straight down) to -75.

  **[-]**  This makes it worse as a combo starter and extender.

  **[+]**  However, it allows it to KO opponents who are above the stage and near the edge, which makes it a better finisher.

  **[-]**  Slightly increased start and end lag of forward air.

*Along with the general buff to defensive options, these changes should make chakram's down air less abusable for vertical pseudo-infinite combos, while also allowing for more DI mixup potential. Forward air should be slightly less oppressive in neutral.*

### Patch 0.1.4 (pre-release)

  **[+]**  Made chakram up/forward strong attacks a bit stronger.