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|{{CharHead|Falco|SSBM|hsize=20px}}||{{CharHead|Fox|SSBM|hsize=20px}}||Full clone | |{{CharHead|Falco|SSBM|hsize=20px}}||{{CharHead|Fox|SSBM|hsize=20px}}||Full clone | ||
|While most of Falco's entire moveset has different functioning from Fox's due to different knockback or properties, all of his moves are completely identical in concept and animation. | |While most of Falco's entire moveset has different functioning from Fox's due to different knockback or properties, all of his moves are completely identical in concept and animation. | ||
|Falco is slightly bigger than Fox, making most of his moves have slightly larger range as a result (with the notable exception of his {{mvsub|Falco|SSBM|down tilt}} due to Falco's much shorter tail, and [[Reflector]], which has a smaller hitbox). Falco has a slower [[walk]]ing speed, [[dash]]ing speed, and [[jump squat]], and a shorter dashdance, but a higher vertical [[jump]] height, as well as slightly heavier [[weight]] and faster [[falling speed]]. While Falco's moves all look the same as Fox's, many have different properties and therefore applications. For example, Fox uses his {{mvsub|Fox|SSBM|up smash}} and {{mvsub|Fox|SSBM|up aerial}} as his primary high-power KO moves, while Falco instead relies on his {{mvsub|Falco|SSBM|forward smash}} and down tilt. Fox's {{mvsub|Fox|SSBM|down aerial}} is a multi-hitting drill with weak knockback that deals more damage if all hits connect, and can combo at any percent, but can be escaped using [[SDI]], whereas Falco's {{mvsub|Falco|SSBM|down aerial}} is a powerful single-hit [[spike]] that cannot be SDI'ed out of. As such, Fox's down aerial is more difficult to punish [[out of shield]] as a neutral opener, but is less reliable as a combo starter, while Falco's down aerial is a much more reliable combo starter and deadly [[edgeguard]]ing tool. Fox's [[Fox (SSBM)/Neutral special|Blaster]] shoots faster and does not cause [[flinch]]ing, and is more suited for tacking on damage for free and [[camping|forcing approaches]], while [[Falco (SSBM)/Neutral special|Falco]]'s (which he additionally fires with a different animation) shoots slower and causes [[flinch]]ing, and so is more suited for facilitating and interrupting [[approach]]es. Falco's side special, [[Falco (SSBM)/Side special|Falco Phantasm]], travels a shorter distance than [[Fox (SSBM)/Side special|Fox]]'s, but has faster startup and meteor smashes the opponent when it hits. Falco's up special, [[Falco (SSBM)/Up special|Fire Bird]], charges faster and hits much harder, but covers significantly less distance than Fox's and has no hitbox while charging. Fox's [[Fox (SSBM)/Down special|Shine]] delivers set [[semi-spike]] knockback that facilitates [[waveshine]] combos on characters with a weight of 86 or higher, and makes a very potent edgeguarding tool | |Falco is slightly bigger than Fox, making most of his moves have slightly larger range as a result (with the notable exception of his {{mvsub|Falco|SSBM|down tilt}} due to Falco's much shorter tail, and [[Reflector]], which has a smaller hitbox). Falco has a slower [[walk]]ing speed, [[dash]]ing speed, and [[jump squat]], and a shorter dashdance, but a higher vertical [[jump]] height, as well as slightly heavier [[weight]] and faster [[falling speed]]. While Falco's moves all look the same as Fox's, many have different properties and therefore applications. For example, Fox uses his {{mvsub|Fox|SSBM|up smash}} and {{mvsub|Fox|SSBM|up aerial}} as his primary high-power KO moves, while Falco instead relies on his {{mvsub|Falco|SSBM|forward smash}} and down tilt. Fox's {{mvsub|Fox|SSBM|down aerial}} is a multi-hitting drill with weak knockback that deals more damage if all hits connect, and can combo at any percent, but can be escaped using [[SDI]], whereas Falco's {{mvsub|Falco|SSBM|down aerial}} is a powerful single-hit [[spike]] that cannot be SDI'ed out of. As such, Fox's down aerial is more difficult to punish [[out of shield]] as a neutral opener, but is less reliable as a combo starter, while Falco's down aerial is a much more reliable combo starter and deadly [[edgeguard]]ing tool. Fox's [[Fox (SSBM)/Neutral special|Blaster]] shoots faster and does not cause [[flinch]]ing, and is more suited for tacking on damage for free and [[camping|forcing approaches]], while [[Falco (SSBM)/Neutral special|Falco]]'s (which he additionally fires with a different animation) shoots slower and causes [[flinch]]ing, and so is more suited for facilitating and interrupting [[approach]]es. Falco's side special, [[Falco (SSBM)/Side special|Falco Phantasm]], travels a shorter distance than [[Fox (SSBM)/Side special|Fox]]'s, but has faster startup and meteor smashes the opponent when it hits. Falco's up special, [[Falco (SSBM)/Up special|Fire Bird]], charges faster and hits much harder, but covers significantly less distance than Fox's and has no hitbox while charging. Fox's [[Fox (SSBM)/Down special|Shine]] delivers set [[semi-spike]] knockback that facilitates [[waveshine]] combos at any percent on characters with a weight of 86 or higher, and makes a very potent edgeguarding tool; Falco's [[Falco (SSBM)/Down special|Shine]] deals more damage, delivers scaling vertical knockback, and is used for extremely potent vertical combos, especially on fastfallers, but loses its combo ability at higher percents, particularly vs. floatier characters. The lasers shot by Falco's {{mvsub|Falco|SSBM|back throw}} and {{mvsub|Falco|SSBM|up throw}} also produce knockback unlike Fox's; this causes opponents to launch in unpredictable directions, making them unreliable as combo starters, and Falco cannot [[chain grab]] or [[kill confirm]] with his up throw like Fox can. | ||
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|{{CharHead|Ganondorf|SSBM|hsize=20px}}||{{CharHead|Captain Falcon|SSBM|hsize=20px}}||Full clone | |{{CharHead|Ganondorf|SSBM|hsize=20px}}||{{CharHead|Captain Falcon|SSBM|hsize=20px}}||Full clone |