Falco (SSB4): Difference between revisions

728 bytes added ,  3 years ago
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**{{nerf|The foot hitbox launches opponents at a lower angle (68° → 65°).}}
**{{nerf|The foot hitbox launches opponents at a lower angle (68° → 65°).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|The removal of [[meteor canceling]] improves down aerial's reliability for edgeguarding. Due to its hitlag multiplier, it also benefits heavily from [[frame cancelling]] upon landing.}}
**{{buff|The removal of [[meteor canceling]] improves down aerial's reliability, although this is partially offset by the move's reduced power.}}
**{{nerf|Down aerial has an altered animation, resulting in over three times the startup lag (frame 5 → 16), more ending lag (FAF 50 → 52), almost twice the landing lag (12 frames → 23) and a slower auto-cancel (frame 27 → 38). This drastically worsens its utility and prevent it from autocanceling in a short hop. It also has less reach (5.5u → 4.2u (clean hit)/5.3u (late hit)), and lower knockback scaling on its clean hit (100 80).}}
**{{buff|The clean hit has a longer duration (frames 5-7 → 16-19).}}
**{{nerf|Down aerial has shorter initial autocancel window (frames 1-4 1-3).}}
**{{change|The clean hit launches aerial opponents at a slightly more horizontal angle (280° → 285°).}}
**{{change|The clean hit of down aerial has a different launch angle on grounded opponents (280° 80°) and aerial opponents (280° → 285°). In the former case, this improves its KO potential, but removes its follow-ups at high percentages and removes its ability to [[trip]] opponents at lower percents.}}
**{{change|The clean hit now launches grounded opponents vertically (280° → 80°). This improves its KO potential as well as preventing opponents from [[tech]]ing the move at higher percents (considering the changes to meteor smashes), however, this also hinders its followup potential at lower percents.}}
**{{change|The clean hit has increased hitlag (). This makes it safer on shield, but easier to DI.}}
**{{change|The clean hit has a much higher hitlag multiplier (1× → 2×). This allows the move to greatly benefit from the introduction of [[frame canceling]] but this also makes it much easier to DI.}}
**{{nerf|Down aerial has drastically higher startup lag (frame 5 → 16), no longer being the fastest meteor smash. This makes the move much harder to land.}}
***{{buff|However, its total duration was not fully compensated (FAF 50 → 52), giving it less ending lag.}}
**{{nerf|Down aerial has much more landing lag (12 frames → 23).}}
**{{nerf|Down aerial has shorter initial auto-cancel window (frames 1-4 → 1-3).}}
**{{nerf|Down aerial auto-cancels later (frame 27 → 38), no longer doing so in a short hop.}}
**{{nerf|Down aerial has a longer animation (49 frames 63).}}
**{{nerf|The late hit has a shorter duration (frames 8-21 20-30).}}
***{{nerf|Altogether, these changes greatly hinder down aerial's safety and utility.}}
**{{nerf|Down aerial has smaller hitboxes (5.5u 4.2u (clean)/5.3u (late)).}}
**{{nerf|The clean hit has lower knockback scaling (100 80). This makes the move barely stronger against grounded opponents despite its higher launch angle while also making it much weaker against aerial opponents.}}


===Throws/other attacks===
===Throws/other attacks===
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