4,161
edits
m (→Aerial attacks) |
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***{{buff|However, its total duration remains the same, thus reducing its ending lag compared to the hitbox, slightly improving its followup potential.}} | ***{{buff|However, its total duration remains the same, thus reducing its ending lag compared to the hitbox, slightly improving its followup potential.}} | ||
**{{nerf|It auto-cancels later (frame 15 → 20).}} | **{{nerf|It auto-cancels later (frame 15 → 20).}} | ||
**{{ | **{{buff|It has an altered animation, with one of Falco's arms facing the camera while he looks back over his shoulder. This animation shrinks Falco's hurtbox more, improving its reliability.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{nerf|Up aerial does less damage (10% → 9%), with its knockback compensated (35 | **{{nerf|Up aerial does less damage (10% → 9%), with its knockback compensated (35 base/90 scaling → 38/95).}} | ||
**{{change|It has an altered animation where Falco's body faces the side of the screen more than in ''SSB4'', matching the hitboxes more closely.}} | **{{change|It has an altered animation where Falco's body faces the side of the screen more than in ''SSB4'', matching the hitboxes more closely.}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial has significantly faster startup (frame 16 → 10), being only twice the startup of Falco's down aerial in ''Brawl''.}} | **{{buff|Down aerial has significantly faster startup (frame 16 → 10), being only twice the startup of Falco's down aerial in ''Brawl''.}} | ||
***{{buff|It also has less ending lag (FAF 51 → 43).}} | ***{{buff|It also has less ending lag (FAF 51 → 43).}} | ||
**{{buff|It auto-cancels earlier (frame 38 → 30), restoring its ability to auto-cancel from a short hop. Combined with its faster startup and lower landing lag | **{{buff|It auto-cancels earlier (frame 38 → 30), restoring its ability to auto-cancel from a short hop. Combined with its faster startup and lower landing lag, this significantly improves its previously situational use, making it more reliable for approaching and contesting opposing attacks.}} | ||
**{{change|Down aerial's clean hit on grounded opponents has more base knockback, but less knockback scaling (10 (base), 80 (scaling) → 55/50). This allows it to start combos at a wider range of percents, but hinders its KO potential.}} | **{{change|Down aerial's clean hit on grounded opponents has more base knockback, but less knockback scaling (10 (base), 80 (scaling) → 55/50). This allows it to start combos at a wider range of percents, but hinders its KO potential.}} | ||