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

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*{{buff|Like all characters, Captain Falcon's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Captain Falcon's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Captain Falcon [[walk|walks]] faster (0.94 → 0.987).}}
*{{buff|Captain Falcon [[walk|walks]] faster (0.94 → 0.987).}}
*{{buff|Captain Falcon [[run|runs]] faster (2.32 → 2.552).}}
*{{buff|Captain Falcon [[run|runs]] faster (2.32 → 2.552), now running even faster than he did in the Japanese version of the original ''[[Super Smash Bros.]]''.}}
**{{buff|His initial [[dash]] is faster (1.7 → 1.98).}}
**{{buff|His initial [[dash]] is faster (1.7 → 1.98).}}
***{{nerf|Compared to the returning veterans, however, it is much slower, going from tied for 13th highest in ''SSB4'' to tied for 29th highest in ''Ultimate''. Combined with the changes to [[dash-dancing]] hurt Falcon more than other characters, as the new animation for performing an initial dash in the opposite direction causes his model to slide toward the direction he was originally facing due to his slow initial dash, further exacerbated by Falcon's heavy reliance on dash-dancing and grounded movement when compared to other characters.}}
***{{nerf|Compared to the returning veterans, however, it is much slower, going from tied for 13th highest in ''SSB4'' to tied for 29th highest in ''Ultimate''. Combined with the changes to [[dash-dancing]] hurt Falcon more than other characters, as the new animation for performing an initial dash in the opposite direction causes his model to slide toward the direction he was originally facing due to his slow initial dash, further exacerbated by Falcon's heavy reliance on dash-dancing and grounded movement when compared to other characters.}}
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**{{buff|It gives Falcon [[intangibility]] on his leg, though due to Falcon raising his arm during the animation, he will still rarely be able to avoid a hit.}}
**{{buff|It gives Falcon [[intangibility]] on his leg, though due to Falcon raising his arm during the animation, he will still rarely be able to avoid a hit.}}
**{{nerf|It has an altered animation where Captain Falcon's foot no longer reaches all the way to the floor, resulting in a more circular motion. This animation reduces its vertical range, making it almost unable to hit opponents hanging from an edge.}}
**{{nerf|It has an altered animation where Captain Falcon's foot no longer reaches all the way to the floor, resulting in a more circular motion. This animation reduces its vertical range, making it almost unable to hit opponents hanging from an edge.}}
**{{change|It no longer moves Falcon forward with each use, which makes it safer to use for spacing, but reduces its range slightly.}}
**{{change|It no longer moves Falcon forward with each use, which makes it easier to space and use safely, but reduces its range slightly.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|It has more knockback scaling (80 → 86).}}
**{{change|The hitbox on Falcon's torso sends at an inverse angle (25° → 155°).}}
**{{change|The hitbox on Falcon's torso sends at an inverse angle (25° → 155°).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Both clean and late hits have more knockback scaling (50 → 67). This makes the clean hit stronger (KOing at around 170% without rage), and the late hit much safer on hit at low percentages.}}
**{{buff|Both clean and late hits have more knockback scaling (50 → 67). This makes the clean hit stronger (KOing at around 170% without rage), and the late hit much safer on hit at low percentages.}}
**{{buff|It has less ending lag (FAF 38 → 35).}}
**{{buff|It has less ending lag (FAF 38 → 35).}}
**{{buff|The hitboxes have been extended downward (Y offset: 10 → 10 (Y1)/8 (Y2 clean)/6 (Y2 late)), making the attack less affected by low-profiling.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{change|Captain Falcon has a new forward smash: a backhand punch that resembles [[Warlock Punch]].}}
**{{change|Captain Falcon has a new forward smash: a backhand punch that resembles [[Warlock Punch]].}}
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**{{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.}}
**{{change|The second hit has altered hitbox sizes (4.8u/6.0u/5.0u → 5.2/6.0/3.8). This makes it easier to connect from afar, but slightly harder to connect up close.}}
**{{change|The second hit has altered hitbox sizes (4.8u/6.0u/5.0u → 5.2/6.0/3.8). This makes it easier to connect from afar, but slightly harder to connect up close.}}
**{{change|The second hit always launches the opponent in the direction Captain Falcon is facing.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Sweetspotted [[Knee Smash]] deals more damage (19% → 22%), with knockback scaling not fully compensated (93 → 81). The damage increase also makes it much harder to punish out of shield.}}
**{{buff|Sweetspotted [[Knee Smash]] deals more damage (19% → 22%), with knockback scaling reduced to compensate (93 → 81). The damage increase also makes it much harder to punish out of shield.}}
***{{nerf|It deals marginally less knockback overall.}}
**{{buff|Sweetspotted [[Knee Smash]] hitbox is larger (3u → 3.75u)}}
**{{buff|Sweetspotted [[Knee Smash]] hitbox is larger (3u → 3.75u)}}
**{{buff|Its 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|Its 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.}}
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**{{buff|Standing and pivot grabs have less startup (standing: frame 7 → 6; pivot: frame 12 → 10).}}
**{{buff|Standing and pivot grabs have less startup (standing: frame 7 → 6; pivot: frame 12 → 10).}}
**{{nerf|All grabs have more ending lag (FAF 31 → 36 (standing); 38 → 44 (dash); 37 → 39 (pivot)).}}
**{{nerf|All grabs have more ending lag (FAF 31 → 36 (standing); 38 → 44 (dash); 37 → 39 (pivot)).}}
**{{nerf|Due to Falcon's increased traction, dash grab does not cause him to retain as much horizontal momentum. This significantly decreases its range.}}
**{{nerf|Dash grab does not extend as far away from Captain Falcon (Z2 offset: 12.2 → 11.9), slightly reducing its range relative to Captain Falcon.}}
**{{nerf|Dash grab has an altered animation where Captain Falcon does not dash as far forward. This significantly reduces its range.}}
***{{nerf|When combined with Captain Falcon's increased traction, this also causes Captain Falcon to slide much less after connecting the dash grab.}}
***{{buff|However, when combined with the changes to the [[jostle]] mechanics, this also prevents dash grab from whiffing when used at close range.}}
*[[Pummel]]:
*[[Pummel]]:
**{{nerf|Pummel deals less damage (2% → 1.3%).}}
**{{nerf|Pummel deals less damage (2% → 1.3%).}}
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**{{nerf|Captain Falcon doesn't slide forward as much while performing the move, slightly reducing its range despite its larger hitboxes.}}
**{{nerf|Captain Falcon doesn't slide forward as much while performing the move, slightly reducing its range despite its larger hitboxes.}}
**{{change|Like several other powerful attacks in the game, Falcon Punch triggers Special Zoom when it successfully hits an opponent.}}
**{{change|Like several other powerful attacks in the game, Falcon Punch triggers Special Zoom when it successfully hits an opponent.}}
**{{change|Falcon Punch's flames are more pronounced and better resemble an actual falcon than in ''Smash 4''. In addition, the particle effect lingers for much longer.}}
**{{change|Falcon Punch's flames are more pronounced and better resemble an actual falcon than in ''Smash 4''. In addition, the particle effect lingers for much longer. However, the fire falcon itself no longer has an animation and remains rather static.}}
*[[Raptor Boost]]:
*[[Raptor Boost]]:
**{{buff|Both versions deal more damage (9% grounded/8% aerial → 10% both). The aerial version's knockback also wasn't compensated, improving its KO potential.}}
**{{buff|Both versions deal more damage (9% grounded/8% aerial → 10% both). The aerial version's knockback also wasn't compensated, improving its KO potential.}}
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