881
edits
mNo edit summary 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]]: | ||
**{{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| | **{{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]]: | ||
**{{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.}} | ||
edits