881
edits
No edit summary |
(added an overview and update history for the move.) |
||
Line 1: | Line 1: | ||
{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
[[File:FalcoNAir.gif|thumb|270px|Hitbox visualization showing Falco's neutral aerial.]] | [[File:FalcoNAir.gif|thumb|270px|Hitbox visualization showing Falco's neutral aerial.]] | ||
{{ | |||
==Overview== | |||
Falco spins with his wings, hitting four times for a total of 11%. It is capable of comboing into itself or forward aerial at slightly higher percentages, and the final hit is slightly disjointed. Landing with the move can be unsafe, as the attack lacks a landing hitbox and the landing lag may allow opponents to hit Falco out of landing neutral aerials, however, if buffered from a short hop and fast fallen as soon as possible, Falco can [[frame cancel]] the move, making its grounded combo potential very good as the frame cancel is consistent due to the method. The move is also able to kill at higher percents, and the autolinking multi-hits can drag opponents down, possibly leading to gimps. | |||
The move is notably hampered by generally lacking range, like most of Falco's other moves, and the inability to short hop autocancel the move, making it unsafe to use frequently. Overall, however, it is a relatively decent move for Falco, providing good combo potential at lower percents and having decent kill power at the ledge. | |||
==Update history== | |||
{{GameIcon|ssb4}} [[1.0.8]] | |||
*{{buff|Neutral aerial improved. It keeps opponents in place more reliably for all of its hits, its hitboxes' sizes increased, and it always launches in the direction Falco faces.}} | |||
*{{nerf|Neutral aerial deals 1% less damage|12%|11%.}} | |||
==Hitboxes== | ==Hitboxes== |
edits