Editing Captain Falcon (SSBB)
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*Play 70 [[VS. match]]es. | *Play 70 [[VS. match]]es. | ||
*Complete {{SSBB|Classic Mode}} on Normal difficulty or higher in under twelve minutes. | *Complete {{SSBB|Classic Mode}} on Normal difficulty or higher in under twelve minutes. | ||
*Have Captain Falcon join the player's party in [[ | *Have Captain Falcon join the player's party in the [[Subspace Emissary]] ([[Outside the Ancient Ruins]]). | ||
With the exception of the third method, Captain Falcon must then be defeated on [[Port Town Aero Dive]]. | With the exception of the third method, Captain Falcon must then be defeated on [[Port Town Aero Dive]]. | ||
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==Changes from ''[[Super Smash Bros. Melee]]''== | ==Changes from ''[[Super Smash Bros. Melee]]''== | ||
Captain Falcon has been heavily nerfed from ''Melee'' to ''Brawl''. The vast changes in the gameplay physics removes many of his options while also significantly inhibiting his mobility, mixup options, and ability to play offensively. Additionally, his overall frame data is worse and his KO power was considerably toned down, since many of his moves have reduced KO power, while his forward aerial was nerfed to be rendered situational, since its sweetspot has a shorter duration, a smaller hitbox and increased hitlag making it much harder to land. Even if he does land it, his opponents have ample time to [[DI]] and [[SDI]] the move. The changes to hitstun and falling speeds, as well as changes to his moves that increased their lag or altered their angle, also harm Captain Falcon's hitstun-heavy combos. On top of this, none of Captain Falcon's major issues from ''Melee'' have been addressed: despite generally better aerial mobility, his recovery has been shortened and weakened even further elsewhere as [[Falcon Dive]] is more reliant on momentum while [[Falcon Kick]] no longer restores his double jump. | Possibly due to his high position in ''Melee'', Captain Falcon has been heavily nerfed from ''Melee'' to ''Brawl''. The vast changes in the gameplay physics removes many of his options while also significantly inhibiting his mobility, mixup options, and ability to play offensively. Additionally, his overall frame data is worse and his KO power was considerably toned down, since many of his moves have reduced KO power, while his forward aerial was nerfed to be rendered situational, since its sweetspot has a shorter duration, a smaller hitbox and increased hitlag making it much harder to land. Even if he does land it, his opponents have ample time to [[DI]] and [[SDI]] the move. The changes to hitstun and falling speeds, as well as changes to his moves that increased their lag or altered their angle, also harm Captain Falcon's hitstun-heavy combos. On top of this, none of Captain Falcon's major issues from ''Melee'' have been addressed: despite generally better aerial mobility, his recovery has been shortened and weakened even further elsewhere as [[Falcon Dive]] is more reliant on momentum while [[Falcon Kick]] no longer restores his double jump. | ||
However, Captain Falcon has received a few buffs. His specials have seen some minor improvements, as [[Falcon Punch]] can now be reversed, which gives it some extra power. [[Raptor Boost]] is far more useful offstage, since he can now use other attacks like his aerials or his Falcon Dive. Falcon Dive can also grab opponents hanging onto the ledge. Despite how much ''Brawl''{{'}}s mechanics have harmed him, Falcon does benefit from the changes to aerial [[grab release]]s, which gives him some followups out of a grab. | However, Captain Falcon has received a few buffs. His specials have seen some minor improvements, as [[Falcon Punch]] can now be reversed, which gives it some extra power. [[Raptor Boost]] is far more useful offstage, since he can now use other attacks like his aerials or his Falcon Dive. Falcon Dive can also grab opponents hanging onto the ledge. Despite how much ''Brawl''{{'}}s mechanics have harmed him, Falcon does benefit from the changes to aerial [[grab release]]s, which gives him some followups out of a grab. | ||
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**{{nerf|Neutral aerial deals less damage (6%/5% → 4% (hit 1), 7% → 6% (hit 2)). Both kicks have much shorter durations as well (6/10 frames → 2 frames each). It also has a smaller hitbox size.}} | **{{nerf|Neutral aerial deals less damage (6%/5% → 4% (hit 1), 7% → 6% (hit 2)). Both kicks have much shorter durations as well (6/10 frames → 2 frames each). It also has a smaller hitbox size.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Knee Smash deals 1% more damage on a clean hit (18% → 19%), making it slightly stronger despite its knockback being altered (24 (base)/100 (growth) → 30/93). Its new sourspot hitboxes enable it [[Wall of pain]] potential.}} | **{{buff|Knee Smash deals 1% more damage on a clean hit (18% → 19%), making it slightly stronger despite its knockback being altered (24 (base)/100 (growth) → 30/93). Its new sourspot hitboxes enable it [[Wall of pain]] potential.}} | ||
**{{nerf|Knee Smash now requires a [[sweet spot]] (the hitbox on his knee) to land a clean hit.}} | **{{nerf|Knee Smash now requires a [[sweet spot]] (the hitbox on his knee) to land a clean hit.}} |