Falco (SSB4): Difference between revisions

614 bytes added ,  3 years ago
Line 144: Line 144:
***{{buff|However, the hitbox is now extended, giving it more range inside of Falco.}}
***{{buff|However, the hitbox is now extended, giving it more range inside of Falco.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Falco has a new up smash, a sideways-flipping kick that hits with both legs with the following-legged hit re-positioning him forward. It hits twice instead of once, dealing more total damage (14% → 16%) and having no late hit behind Falco. It also has less startup with a longer duration (frames 8-17 → 7-12/13-20), hits crouching opponents more easily, and grants [[intangibility]] on Falco's legs while the hitboxes are active. These changes greatly improve its ability to challenge opponent's defense.}}
**{{change|Falco has a new up smash, a sideways-flipping kick that hits with both legs with the following-legged hit re-positioning him forward. It hits twice instead of once.}}
**{{nerf|Up smash has more ending lag (FAF 44 → 50). The removal of [[DACUS]] also immensely hinders its approach potential making it a more difficult to use as a KO option.}}
**{{buff|Up smash has less startup with a longer duration (frames 8-11 (clean)/12-17 → 7-12 (hit 1)/13-20 (hit 2)).}}
**{{change|The second hit of up smash has an altered angle (95° → 80°), and higher knockback values than the previous single hit (20 (base), 98 (scaling) → 31 (base), 104 (scaling)) to compensate for its lower individual damage output (14% → 12%). It also has increased hitlag (1× → 1.3×), making it safer on shield, but easier to DI.}}
**{{buff|Up smash now grants [[intangibility]] on Falco's legs while the hitboxes are active, making it harder to intercept.}}
**{{buff|Up smash deals more damage overall (14% → 4% (hit 1)/12% (hit 2)/16% (total)).}}
**{{buff|Up smash has larger hitboxes (3.5u/3.5u/3u → 4u/3.5u/4u (hit 1 clean)/4u/3.5u/3.5u (late)/5u/3.5u/3u (hit 2)) and the foot hitbox has been moved further away from Falco (y offset: 6 → x offset: 7.7 (hit 1 (clean))/7 (hit 1 (late)/hit 2)).}}
**{{nerf|Up smash has more ending lag (FAF 45 → 50).}}
**{{nerf|With up smash now being a multi hit move, it is overall less reliable as there are multiple instances where the second hit can miss after the first hit connects (especially when the opponent is far below Falco).}}
**{{nerf|The second hit launches opponents at a lower angle (95° → 80°) and its knockback was not fully compensated for its lower damage (20 (base), 98 (scaling) → 31/104), slightly hindering its KO potential on its own.}}
***{{buff|However, the extra damage and the upwards lift from the first hit gives up smash slightly higher KO potential overall.}}
**{{nerf|The removal of DACUS greatly hinders up smash's utility, greatly hindering its approach potential as well as removing its ability to be used after a dash attack.}}
**{{nerf|The second hit has a higher hitlag multiplier (1× → 1.3×).}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has higher knockback scaling (70 → 78), improving its KO potential.}}
**{{buff|Down smash has higher knockback scaling (70 → 78), improving its KO potential.}}
Line 152: Line 160:
***{{nerf|However, this also gives the move less range inside of Falco.}}
***{{nerf|However, this also gives the move less range inside of Falco.}}
**{{nerf|Down smash has smaller hitboxes (5u/5u/4u/4u → 4.3u/4.3u/3.5u/3.5u).}}
**{{nerf|Down smash has smaller hitboxes (5u/5u/4u/4u → 4.3u/4.3u/3.5u/3.5u).}}
**{{nerf|The near hits deals less damage (13% → 12%).}}
**{{nerf|The near hits deal less damage (13% → 12%).}}


===Aerial attacks===
===Aerial attacks===
6,610

edits