Captain Falcon (SSBU): Difference between revisions

added headers for individual moves for readability's sake.
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Tag: Mobile edit
(added headers for individual moves for readability's sake.)
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===Ground attacks===
===Ground attacks===
*{{change|The first hit of neutral attack has an altered animation, now jabbing underhanded.}}
*[[Neutral attack]]:
**{{change|The first hit of neutral attack has an altered animation, now jabbing underhanded.}}
**{{buff|This allows it to hit shorter and crouching characters as well as jab lock, where it would whiff previously.}}
**{{buff|This allows it to hit shorter and crouching characters as well as jab lock, where it would whiff previously.}}
**{{nerf|Jab deals less damage overall (2% → 1.5% (hit 1), 2% → 1.5% (hit 2), 1% → 0.6% (Rapid Jab)).}}
**{{nerf|Jab deals less damage overall (2% → 1.5% (hit 1), 2% → 1.5% (hit 2), 1% → 0.6% (Rapid Jab)).}}
*{{buff|Dash attack deals more knockback, now KOing under 170% without rage.}}
*[[Dash attack]]:
*{{buff|Forward tilt has less startup (Frame 9 → 7) and ending lag (FAF 32 → 30) along with increased base knockback. These changes altogether greatly improve its spacing capabilities.}}
**{{buff|Dash attack deals more knockback, now KOing under 170% without rage.}}
*{{change|Up tilt has an altered animation: his foot no longer reaches all the way to the floor, resulting in a rather circular motion. This change in animation means that the move is a guaranteed meteor smash, rather than an outward sourspot and a meteor smash heel sweetspot.}}
*[[Forward tilt]]:
**{{buff|Forward tilt has less startup (Frame 9 → 7) and ending lag (FAF 32 → 30) along with increased base knockback. These changes altogether greatly improve its spacing capabilities.}}
*[[Up tilt]]:
**{{change|Up tilt has an altered animation: his foot no longer reaches all the way to the floor, resulting in a rather circular motion. This change in animation means that the move is a guaranteed meteor smash, rather than an outward sourspot and a meteor smash heel sweetspot.}}
**{{nerf|This altered animation makes it slightly harder to edgeguard opponents.}}
**{{nerf|This altered animation makes it slightly harder to edgeguard opponents.}}
*{{change|Captain Falcon has a new [[forward smash]]: a backhand punch enveloped in fire that resembles [[Warlock Punch]].}}
*[[Forward smash]]:
**{{change|Captain Falcon has a new forward smash: a backhand punch enveloped in fire that resembles [[Warlock Punch]].}}
**{{buff|It deals more knockback.}}
**{{buff|It deals more knockback.}}
**{{nerf|It has significantly less range.}}
**{{nerf|It has significantly less range.}}
*{{buff|Up smash has less ending lag (FAF 52 → 46).}}
*[[Up smash]]:
*{{buff|Down smash has an altered animation where he kicks lower to the ground. This makes it much easier to hit smaller/crouching opponents. In spite of him kicking lower to the ground, its horizontal reach is unaffected.}}
**{{buff|Up smash has less ending lag (FAF 52 → 46).}}
*[[Down smash]]:
**{{buff|Down smash has an altered animation where he kicks lower to the ground. This makes it much easier to hit smaller/crouching opponents. In spite of him kicking lower to the ground, its horizontal reach is unaffected.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials except up aerial have reduced landing lag (Neutral: frame 12 → 7, Forward: 30 → 18, Back: 12 → 10, Down: 21 → 12).}}
*{{buff|All aerials except up aerial have reduced landing lag (Neutral: frame 12 → 7, Forward: 30 → 18, Back: 12 → 10, Down: 21 → 12).}}
*{{buff|Neutral aerial transitions faster (Hit 2 active: 20 → 13), and has a shorter duration (FAF 45 → 40).}}
*[[Neutral aerial]]:
**{{change|Neutral aerial's second hit deals less knockback, improving its combo potential but worsening its KO potential.}}
**{{buff|Neutral aerial transitions faster (Hit 2 active: 20 → 13), and has a shorter duration (FAF 45 → 40).}}
*{{buff|Sweetspotted Knee Smash deals much more shield damage, being able to break a halfway depleted shield. It also has less landing lag, and has an easier to land sweetspot.}}
**{{change|The second hit deals less knockback, improving its combo potential but worsening its KO potential.}}
*[[Forward aerial]]:
**{{buff|Sweetspotted Knee Smash deals much more shield damage, being able to break a halfway depleted shield. It also has less landing lag, and has an easier to land sweetspot.}}
**{{buff|Sweetspotted Knee Smash deals more damage (19% → 22%), albeit with compensated knockback.}}
**{{buff|Sweetspotted Knee Smash deals more damage (19% → 22%), albeit with compensated knockback.}}
*{{nerf|Up aerial has slightly more landing lag (frame 9 → 10).}}
*[[Up aerial]]:
*{{nerf|Up aerial's knockback was altered which hinders its combo potential.}}
**{{nerf|Up aerial has slightly more landing lag (frame 9 → 10).}}
**{{nerf|Up aerial's knockback was altered, which hinders its combo potential.}}
**{{change|Up aerial has slightly more start-up (frame 6 → 7), but has less ending lag (FAF 34 → 32).}}  
**{{change|Up aerial has slightly more start-up (frame 6 → 7), but has less ending lag (FAF 34 → 32).}}  
*{{nerf|Back aerial has slightly less knockback.}}
*[[Back aerial]]:
**{{nerf|Back aerial has slightly less knockback.}}
<!--Dair may have more knockback, confirmation needed-->
<!--Dair may have more knockback, confirmation needed-->


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|Due to Captain Falcon's increased traction, dash grab does not cause Captain Falcon to slide forward as much.}}
*[[Grab]]:
*{{buff|Pivot grab has less startup (11 → 9).}}
**{{nerf|Due to Captain Falcon's increased traction, dash grab does not cause Captain Falcon to slide forward as much.}}
*{{nerf|All grabs have more ending lag (standing FAF 31 → 36), (dash 38 → 44) (pivot 37 → 39).}}
**{{buff|Pivot grab has less startup (11 → 9).}}
**{{nerf|All grabs have more ending lag (standing FAF 31 → 36), (dash 38 → 44) (pivot 37 → 39).}}
*{{nerf|Down throw's knockback was increased, which hinders its combo ability.}}
*{{nerf|Down throw's knockback was increased, which hinders its combo ability.}}
*{{change|Captain Falcon has altered swing animations for battering [[item]]s like the [[Beam Sword]], no longer performing a stab forward when using a forward smash. This applies to all except his dash attack.}}
*{{change|Captain Falcon has altered swing animations for battering [[item]]s like the [[Beam Sword]], no longer performing a stab forward when using a forward smash. This applies to all except his dash attack.}}


===Special Moves===
===Special Moves===
*{{change|Like several other powerful attacks in the game, [[Falcon Punch]] triggers Special Zoom when it successfully hits an opponent.}}
*[[Falcon Punch]]:
**{{change|Like several other powerful attacks in the game, Falcon Punch triggers Special Zoom when it successfully hits an opponent.}}
**{{change|Falcon Punch's flames are more pronounced and better resemble an actual falcon model than in ''Smash 4''. In addition, the falcon particle effect lingers for much longer.}}
**{{change|Falcon Punch's flames are more pronounced and better resemble an actual falcon model than in ''Smash 4''. In addition, the falcon particle effect lingers for much longer.}}
**{{buff|Falcon Punch has less ending lag (FAF 110 → 104)}}
**{{buff|Falcon Punch has less ending lag (FAF 110 → 104)}}
**{{nerf|Falcon Punch does not move Captain Falcon forward as much, hindering its range. He is now required to stand even closer than before in order to land the move.}}
**{{nerf|Falcon Punch does not move Captain Falcon forward as much, hindering its range. He is now required to stand even closer than before in order to land the move.}}
**{{buff|Falcon Punch deals much more knockback.}}
**{{buff|Falcon Punch deals much more knockback.}}
*{{buff|[[Raptor Boost]] now has a slightly altered animation, and grants [[super armor]] before the actual uppercut connects.}}
*[[Raptor Boost]]:
**{{buff|[[Raptor Boost]] now has a slightly altered animation, and grants [[super armor]] before the actual uppercut connects.}}
**{{buff|Raptor Boost has less startup and ending lag (FAF 80 → 72)}} <!--Difficult to determine from animation alone exactly when the detection becomes active-->
**{{buff|Raptor Boost has less startup and ending lag (FAF 80 → 72)}} <!--Difficult to determine from animation alone exactly when the detection becomes active-->
**{{change|Raptor Boost deals much less knockback, resulting in it becoming more of a neutral/zone-breaker tool than a kill option.}}
**{{change|Raptor Boost deals much less knockback, resulting in it becoming more of a neutral/zone-breaker tool than a kill option.}}
**{{buff|Aerial Raptor Boost no longer leaves Captain Falcon helpless on hit.}}
**{{buff|Aerial Raptor Boost no longer leaves Captain Falcon helpless on hit.}}
*{{change|[[Falcon Dive]] has Captain Falcon flash with an orange tint when grabbing an opponent. It additionally has a new animation, in which he grabs his opponent with one hand while leaning more similar to [[Dark Dive]] in ''SSB4'' onward, and the flip after grabbing an opponent now has him spin slightly.}}
*[[Falcon Dive]]:
**{{change|[[Falcon Dive]] has Captain Falcon flash with an orange tint when grabbing an opponent. It additionally has a new animation, in which he grabs his opponent with one hand while leaning more similar to [[Dark Dive]] in ''SSB4'' onward, and the flip after grabbing an opponent now has him spin slightly.}}
**{{buff|Falcon Dive covers more horizontal range and travels higher, and reversing it no longer decreases its horizontal distance.}}
**{{buff|Falcon Dive covers more horizontal range and travels higher, and reversing it no longer decreases its horizontal distance.}}
**{{buff|Falcon Dive is much stronger, becoming a strong combo finisher.}}
**{{buff|Falcon Dive is much stronger, becoming a strong combo finisher.}}
*{{buff|The beginning and middle hits of [[Falcon Kick]] deal more knockback.}}
*[[Falcon Kick]]:
**{{buff|The beginning and middle hits of [[Falcon Kick]] deal more knockback.}}
**{{buff|Grounded Falcon Kick has less startup (17 → 14), and a shorter duration (FAF 74 → 71).}}
**{{buff|Grounded Falcon Kick has less startup (17 → 14), and a shorter duration (FAF 74 → 71).}}
**{{change|The clean hit now has diagonal knockback instead of vertical. This makes it KO earlier when close to the ledge, but worsens its consistency.}}
**{{change|The clean hit now has diagonal knockback instead of vertical. This makes it KO earlier when close to the ledge, but worsens its consistency.}}
**{{buff|Aerial Falcon Kick has less landing lag (49 → 36)}}
**{{buff|Aerial Falcon Kick has less landing lag (49 → 36).}}
*{{change|[[Blue Falcon]] now releases flames on both sides when the Blue Falcon itself is on the racetrack, making it appear much like a falcon itself.}}
*[[Blue Falcon]]:
**{{change|[[Blue Falcon]] now releases flames on both sides when the Blue Falcon itself is on the racetrack, making it appear much like a falcon itself.}}
**{{change|The track Captain Falcon drives on sports a new design with no side rails, better matching the rail-less sections of ''F-Zero'' race tracks.}}
**{{change|The track Captain Falcon drives on sports a new design with no side rails, better matching the rail-less sections of ''F-Zero'' race tracks.}}


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