Template:SSB4 to SSBU changelist/Captain Falcon: Difference between revisions

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Tag: Mobile edit
Tag: Mobile edit
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**{{buff|The first hit no longer has [[set knockback]] (55 set/100 scaling → 50 base/25 scaling), and deals more knockback to grounded opponents (55 set/100 scaling → 65 base/75 scaling), improving its combo potential on landing, despite its increased SDI multiplier (1.0x → 1.4x).}}
**{{buff|The first hit no longer has [[set knockback]] (55 set/100 scaling → 50 base/25 scaling), and deals more knockback to grounded opponents (55 set/100 scaling → 65 base/75 scaling), improving its combo potential on landing, despite its increased SDI multiplier (1.0x → 1.4x).}}
***{{nerf|However, this makes the first hit transition into the second hit less consistently on aerial opponents at very high percentages.}}
***{{nerf|However, this makes the first hit transition into the second hit less consistently on aerial opponents at very high percentages.}}
**{{change|The second hit has less knockback scaling (130 → 120), improving its combo potential but worsening its KO power.}}
**{{change|The second hit has less knockback scaling (130 → 120), improving its combo potential but worsening its KO potential.}}
**{{change|The first hit sends at lower angles (86°/78°/74° → 74°/80°/68°). Two of its hitboxes send grounded opponents at lower angles as well (86°/78° → 68°/74°).}}
**{{change|The first hit sends at lower angles (86°/78°/74° → 74°/80°/68°). Two of its hitboxes send grounded opponents at lower angles as well (86°/78° → 68°/74°).}}
**{{nerf|The first hit has smaller hitboxes (5.0u/6.5u/5.5u → 6.0/4.0/3.5), slightly reducing its range.}}
**{{nerf|The first hit has smaller hitboxes (5.0u/6.5u/5.5u → 6.0/4.0/3.5), slightly reducing its range.}}
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**{{buff|The move's reduced landing lag increases the usefulness of its late hit's bonus [[trip]] chance, allowing Captain Falcon to get true followups if it trips the opponent.}}
**{{buff|The move's reduced landing lag increases the usefulness of its late hit's bonus [[trip]] chance, allowing Captain Falcon to get true followups if it trips the opponent.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{nerf|It deals less knockback (25 base/100 scaling 27/97), KOing slightly later.}}
**{{nerf|It has slightly more base knockback (25 → 27), but slightly less knockback scaling (100 → 97). This hinders its KO potential overall, although it doesn't KO that much later.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|It has slightly less ending lag (FAF 34 → 32), improving its combo potential into itself.}}
**{{buff|It has slightly less ending lag (FAF 34 → 32), improving its combo potential into itself.}}
**{{nerf|It has one frame more startup and a shorter duration (frames 6-12 → 7-12).}}
**{{nerf|It has one frame more startup and a shorter duration (frames 6-12 → 7-12).}}
**{{nerf|It has a new animation which is noticeably longer than the previous animation (33 frames → 52). This increases the amount of time Captain Falcon cannot grab the ledge after using the move.}}
**{{nerf|It has a new animation which is a lot longer than the previous animation (33 frames → 52). This increases the amount of time Captain Falcon can't grab the ledge after using the move.}}
**{{nerf|It has one frame more landing lag (9 frames → 10). Combined with the decreased [[shieldstun]] for aerial attacks, this makes it much less safe on shield.}}
**{{nerf|It has one frame more landing lag (9 frames → 10). Combined with the decreased [[shieldstun]] for aerial attacks, this makes it much less safe on shield.}}
**{{nerf|It deals less damage (clean: 11%/10% → 10%/9%; late: 10%/9% → 9%/8%).}}
**{{nerf|It deals less damage (clean: 11%/10% → 10%/9%; late: 10%/9% → 9%/8%).}}