Captain Falcon (SSBU): Difference between revisions

Tag: Mobile edit
Tag: Mobile edit
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
In ''Smash 4'', Captain Falcon was ranked as a solid high-tier character (19th out of 55 characters). Likely because of this, he has received a mix of buffs and nerfs in his transition to ''Ultimate'', but he was overall slightly nerfed. The fact that his learning curve has increased by quite a bit also suggests this.  
In ''Smash 4'', Captain Falcon was ranked as a solid high-tier character (19th out of 55 characters). Likely because of this, he has received a mix of buffs and nerfs in his transition to ''Ultimate'', but he was overall slightly nerfed. The fact that his once low learning curve has increased by quite a bit also suggests this.  


Falcon's grounded game has seen bountiful buffs in one way or another. On one hand, several of Falcon's options at close range have been improved, some of which are more rewarding by virtue of their increased combo potential. Notable examples are his [[neutral attack|neutral infinite]] connecting much more reliably and being therefore more effective for racking up damage; his [[forward tilt]]'s lower lag making it safer for spacing; his [[up tilt]] consistently [[meteor smash]]ing both grounded and aerial opponents, allowing for combos; and his [[up smash]]'s increased damage, added leg intangibility, and reduced ending lag turning it into a high-risk, high-reward combo starter that can contest aerial approaches. On the other hand, his other options have improved KO ability, such as his [[dash attack]], his new [[forward smash]] (despite already being remarkably powerful in ''Smash 4''), and his [[down smash]], the latter which now [[semi-spike]]s and hits low-profile opponents more effectively, allowing him to take stocks more reliably up close.
Falcon's grounded game has seen bountiful buffs in one way or another. On one hand, several of Falcon's options at close range have been improved, some of which are more rewarding by virtue of their increased combo potential. Notable examples are his [[neutral attack|neutral infinite]] connecting much more reliably and being therefore more effective for racking up damage; his [[forward tilt]]'s lower lag making it safer for spacing; his [[up tilt]] consistently [[meteor smash]]ing both grounded and aerial opponents, allowing for combos; and his [[up smash]]'s increased damage, added leg intangibility, and reduced ending lag turning it into a high-risk, high-reward combo starter that can contest aerial approaches. On the other hand, his other options have improved KO ability, such as his [[dash attack]], his new [[forward smash]] (despite already being remarkably powerful in ''Smash 4''), and his [[down smash]], the latter which now [[semi-spike]]s and hits low-profile opponents more effectively, allowing him to take stocks more reliably up close.