Captain Falcon (SSBM): Difference between revisions
→Special Moves: fix a few typos
Iron Warrior (talk | contribs) |
(→Special Moves: fix a few typos) |
||
Line 90: | Line 90: | ||
===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]]).}} | ||
Line 96: | Line 96: | ||
*{{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.}} |