Captain Falcon (SSBM): Difference between revisions

→‎Special Moves: fix a few typos
(→‎Special Moves: fix a few typos)
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===Special Moves===
===Special Moves===
*{{change|[[Falcon Punch]] no longer does consistent damage (24%→23%/25%/27%.}}
*{{change|[[Falcon Punch]] no longer does consistent damage (24%→23%/25%/27%).}}
*{{buff|Falcon Punch has stronger knockback and more range.}}
*{{buff|Falcon Punch has stronger knockback and more range.}}
*{{nerf|Falcon Punch has much slower startup, removing its use for recovery and drastically reducing its combo finishing ability (although its still a good combo finisher, such as the [[Sacred Combo]]).}}
*{{nerf|Falcon Punch has much slower startup, removing its use for recovery and drastically reducing its combo finishing ability (although its still a good combo finisher, such as the [[Sacred Combo]]).}}
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*{{change|Captain Falcon now has a side special: the [[Raptor Boost]]. It is a dash that, when connects, does a flaming uppercut, which can act as a great tech-chaser and combo-starter; but on the flipside, is somewhat easy to punish and isn't a viable horizontal recovery option.}}
*{{change|Captain Falcon now has a side special: the [[Raptor Boost]]. It is a dash that, when connects, does a flaming uppercut, which can act as a great tech-chaser and combo-starter; but on the flipside, is somewhat easy to punish and isn't a viable horizontal recovery option.}}
*{{buff|[[Falcon Dive]] grants more [[recovery]] distance, both horizontally and vertically. It also now has a [[disjoint]]ed grabbox on the first active frame (frame 13) that only affects grounded opponents, making it a useful surprise move to utilize.}}
*{{buff|[[Falcon Dive]] grants more [[recovery]] distance, both horizontally and vertically. It also now has a [[disjoint]]ed grabbox on the first active frame (frame 13) that only affects grounded opponents, making it a useful surprise move to utilize.}}
*{{nerf|Falcon Dive deals (20% → 15%) and much less knockback, not KOing opponents reliably even after 150%, unless if it's used near the blast line. The hitbox has a shorter duration.}}
*{{nerf|Falcon Dive deals less damage (20% → 15%) and much less knockback, not KOing opponents reliably even after 150%, unless if it's used near the blast line. The hitbox has a shorter duration.}}
*{{buff|Grounded [[Falcon Kick]] travels further. Falcon Kick also restores his [[double jump]] when used in midair.}}
*{{buff|Grounded [[Falcon Kick]] travels further. Falcon Kick also restores his [[double jump]] when used in midair.}}
*{{nerf|Falcon Kick is slightly slower and weaker.}}
*{{nerf|Falcon Kick is slightly slower and weaker.}}
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