Editing Captain Falcon (SSB4)

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===Aesthetics===
===Aesthetics===
*{{change|Captain Falcon has a brighter color scheme overall in ''SSB4'', which matches his appearance in the ''F-Zero'' series. His racing suit and boots are tighter, which makes his model more well-defined and muscular than in ''Brawl''. His dimples are also more pronounced, and the "eyes" on his visors are smaller. The visors are also opaque. He has also lost the hair on the back of his head.}}
*{{change|Captain Falcon has a brighter color scheme overall in ''SSB4'', which matches his appearance in the ''F-Zero'' series. His racing suit and boots are tighter, which make his model more well-defined and muscular than in ''Brawl''. His dimples are also more pronounced, and the "eyes" on his visors are smaller. The visors are also opaque. He has also lost the hair on the back of his head.}}
*{{change|Captain Falcon's green [[alternate costume]] has been updated. His helmet and racing suit are now jungle green instead of chartreuse green and goldenrod, respectively. Additionally, the falcon on his helmet is now gold instead of beige, and lastly, his scarf is now red instead of pink. Captain Falcon has also received two new alternate costumes.}}
*{{change|Captain Falcon's green [[alternate costume]] has been updated. His helmet and racing suit are now jungle green instead of chartreuse green and goldenrod, respectively. Additionally, the falcon on his helmet is now gold instead of beige, and lastly, his scarf is now red instead of pink. Captain Falcon has also received two new alternate costumes.}}
*{{change|All of Captain Falcon's actions involving fire have more fiery visuals.}}
*{{change|All of Captain Falcon's actions involving fire have more fiery visuals.}}
*{{change|Like other characters, Falcon has more exaggerated facial expressions (albeit less noticeable due to his helmet), and clenches his teeth when performing certain attacks and during one of his victory poses. Oddly enough, however, Captain Falcon's mouth no longer moves for his voiced down and side taunts (instead grimacing with a closed mouth for his down taunt), despite his mouth being fully animated for a few of his moves and victory poses. His mouth can still be seen moving in certain circumstances, such as during the slowdown after ending a match, which may be a carryover from ''Brawl''.}}
*{{change|Like other characters, Falcon has more exaggerated facial expressions (albeit less noticeable due to his helmet), and clenches his teeth when performing certain attacks and during one of his victory poses. Oddly enough, however, Captain Falcon's mouth no longer moves for his voiced down and side taunts (instead grimacing with a closed mouth for his down taunt), despite his mouth being fully animated for a few of his moves and victory poses. His mouth can still be seen moving in certain circumstances, such as during the slowdown after ending a match, which may be carryover from ''Brawl''.}}


===Attributes===
===Attributes===
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**{{nerf|However, his initial dash is much slower (2.05 → 1.7), no longer being the second fastest in the game.}}
**{{nerf|However, his initial dash is much slower (2.05 → 1.7), no longer being the second fastest in the game.}}
*{{buff|As with all characters returning from ''Brawl'', Captain Falcon’s fast-falling speed is faster (2.5718 → 2.9392). This improves his already excellent aerial mobility and leaves him less susceptible to juggling.}}
*{{buff|As with all characters returning from ''Brawl'', Captain Falcon’s fast-falling speed is faster (2.5718 → 2.9392). This improves his already excellent aerial mobility and leaves him less susceptible to juggling.}}
*{{change|Captain Falcon's [[gravity]] is higher (0.1027 → 0.12). This allows him to land more safely and improves his ground-to-air transitioning, but makes him more susceptible to combos, hinders his endurance, and reduces the height of his [[jump]]s.}}
*{{change|Captain Falcon's [[gravity]] is higher (0.1027 → 0.12). This allows him to land more safely and improves his ground-to-air transitioning, but makes him more susceptible to combos, hinders his endurance and reduces the height of his [[jump]]s.}}
*{{nerf|Captain Falcon's [[air speed]] is slower (1.18 → 1.1).}}
*{{nerf|Captain Falcon's [[air speed]] is slower (1.18 → 1.1).}}
*{{buff|Captain Falcon's [[air acceleration]] is faster (0.06 → 0.075), going from the 10th slowest in the game to around average.}}
*{{buff|Captain Falcon's [[air acceleration]] is faster (0.06 → 0.075), going from the 10th slowest in the game to around average.}}
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**{{nerf|Neutral attack's first hit deals less damage (3% → 2%).}}
**{{nerf|Neutral attack's first hit deals less damage (3% → 2%).}}
**{{nerf|The first hit has more ending lag (FAF 16 → 18).}}
**{{nerf|The first hit has more ending lag (FAF 16 → 18).}}
**{{change|Neutral attack's second hit can now either transition into the [[Gentleman]] (the third hit) only, or skip to the neutral infinite if the attack button is pressed repeatedly, rather than only being able to transition into the third hit, which can then lead into the infinite.}}
**{{change|Neutral attack's second hit can now either transition into the [[Gentleman]] (the third hit) only, or skip to the neutral infinite if the attack button is pressed repeatedly, rather than only being able to transition into the third hit which can then lead into the infinite.}}
***{{buff|This makes the move much more versatile, allowing the player to either quickly launch the opponent away with the Gentleman, or rack up more damage with the infinite.}}
***{{buff|This makes the move much more versatile, allowing the player to either quickly launch opponent away with the Gentleman, or rack up more damage with the infinite.}}
***{{nerf|However, this also hinders neutral attack's damage-racking potential, as the third hit can no longer lead into the infinite.}}
***{{nerf|However, this also hinders neutral attack's damage racking potential, as the third hit can no longer lead into the infinite.}}
**{{buff|To support its separation from the infinite, the third hit launches opponents at a consistent angle (70° (clean)/[[Sakurai angle|361°]] (late) → 361°) and it deals drastically higher knockback (10/0 (base), 50/70 (scaling) → 70/100), with the move now being a viable KO option near horizontal blastzones.}}
**{{buff|To support its separation from the infinite, the third hit launches opponents at a consistent angle (70° (clean)/[[Sakurai angle|361°]] (late) → 361°) and it deals drastically higher knockback (10/0 (base), 50/70 (scaling) → 70/100), with the move now being a viable KO option near horizontal blastzones.}}
**{{buff|The third hit's knee hitbox is now static, and it has been moved further away from Captain Falcon, improving its range.}}
**{{buff|The third hit's knee hitbox is now static and it has been moved further away from Captain Falcon, improving its range.}}
**{{nerf|The third hit deals less damage compared to its previous clean counterpart (6% (clean)/5% (late) → 5%).}}
**{{nerf|The third hit deals less damage compared to its previous clean counterpart (6% (clean)/5% (late) → 5%).}}
**{{nerf|The third hit has a shorter duration (frame 6-7 (clean)/8-9 (late) → 6-8).}}
**{{nerf|The third hit has a shorter duration (frame 6-7 (clean)/8-9 (late) → 6-8).}}
**{{nerf|The third hit's knee hitbox is slightly smaller compared to its previous clean counterpart (6.2u → 6u), and the back leg hitbox has been removed.}}
**{{nerf|The third hit's knee hitbox is slightly smaller compared to its previous clean counterpart (6.2u → 6u) and the back leg hitbox has been removed.}}
**{{nerf|The third hit has a higher [[hitlag]] multiplier (1× → 1.2×), making it easier to [[DI]].}}
**{{nerf|The third hit has a higher [[hitlag]] multiplier (1× → 1.2×), making it easier to [[DI]].}}
**{{buff|The infinite launches opponents at higher angles (361°/361°/90° → 85°/75°/90°) and it deals more knockback (0 (base), 50/20 (scaling) → (15/8)/(50/30)), making it connect more reliably.}}
**{{buff|The infinite launches opponents at higher angles (361°/361°/90° → 85°/75°/90°) and it deals more knockback (0 (base), 50/20 (scaling) → (15/8)/(50/30)), making it connect more reliably.}}
**{{buff|The infinite has a much lower hitlag multiplier (1× → 0.3×) along with a lower [[SDI]] multiplier (1x → 0.7x), making it much more difficult to escape from.}}
**{{buff|The infinite has a much lower hitlag multiplier (1× → 0.3×) along with a lower [[SDI]] multiplier (1x → 0.7x), making it much more difficult to escape from.}}
**{{change|The infinite's previous body hitbox has now become a static hitbox in front of Captain Falcon. This gives the move less range inside of Captain Falcon, but it also gives the move more consistent vertical range.}}
**{{change|The infinite's previous body hitbox has now become a static hitbox in front of Captain Falcon. This gives the move less range inside of Captain Falcon but it also gives the move more consistent vertical range.}}
***{{buff|This hitbox is slightly larger (4u → 4.2u).}}
***{{buff|This hitbox is slightly larger (4u → 4.2u).}}
**{{nerf|The infinite deals lower consistent damage (2% (near)/1% (far) → 1%).}}
**{{nerf|The infinite deals lower consistent damage (2% (near)/1% (far) → 1%).}}
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**{{buff|The foot hitbox has been moved further away from Captain Falcon (x/y offsets: 0/-6 → 6.5/-1), slightly improving down tilt's range.}}
**{{buff|The foot hitbox has been moved further away from Captain Falcon (x/y offsets: 0/-6 → 6.5/-1), slightly improving down tilt's range.}}
**{{change|Down tilt now has a consistent [[semi-spike]] launch angle (80° (foot)/40° (leg)/20° (body) → 25°).}}
**{{change|Down tilt now has a consistent [[semi-spike]] launch angle (80° (foot)/40° (leg)/20° (body) → 25°).}}
***{{buff|This improves its consistency at edgeguarding and setting up [[tech-chase]]s, especially when combined with its increased knockback.}}
***{{buff|This improving its consistency at edgeguarding and setting up [[tech-chase]]s, especially when combined with its increased knockback.}}
***{{nerf|However, this also removes down tilt's ability to set up juggles.}}
***{{nerf|However, this also removes down tilt's ability to set up juggles.}}
***{{nerf|The angle is also higher than the previous body hitbox, making it less effective at edgeguarding and setting up tech-chases than the previous body hitbox (at least without taking the increased knockback into account).}}
***{{nerf|The angle is also higher than the previous body hitbox, making it less effective at edgeguarding and setting up tech-chases than the previous body hitbox (at least without taking the increased knockback into account).}}
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**{{buff|Dash attack's clean hit deals more damage (8% → 10%) and knockback (80 (base), 40 (scaling) → 90/50).}}
**{{buff|Dash attack's clean hit deals more damage (8% → 10%) and knockback (80 (base), 40 (scaling) → 90/50).}}
**{{buff|The late hit deals more knockback (65 (base), 40 (scaling) → 90/50).}}
**{{buff|The late hit deals more knockback (65 (base), 40 (scaling) → 90/50).}}
**{{buff|Dash attack has larger hitboxes (6u (clean)/4.5u (late) → 6.2u/4.8u), and they are now static, rather than being attached to Captain Falcon's shoulder. They are positioned further forward overall (z offset: 0.8 → 12), improving dash attack's range.}}
**{{buff|Dash attack has larger hitboxes (6u (clean)/4.5u (late) → 6.2u/4.8u) and they are now static, rather than being attached to Captain Falcon's shoulder. They are positioned further forwards overall (z offset: 0.8 → 12), improving dash attack's range.}}
***{{nerf|However, this also gives the move less range inside of Captain Falcon to the point where it will now whiff against some characters at close range.}}
***{{nerf|However, this also gives the move less range inside of Captain Falcon to the point where it will now whiff against some characters at close range.}}
**{{change|The late hit launches opponents at a higher angle (40° → 65°). This grants it combo potential but removes its edgeguarding potential.}}
**{{change|The late hit launches opponents at a higher angle (40° → 65°). This grants it combo potential but removes its edgeguarding potential.}}
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**{{buff|The first hit's lower hitboxes have altered angles (90°/100° → 95°/110°) and higher [[set knockback]] (80/100 → 120/140), allowing them to connect more reliably into the second hit.}}
**{{buff|The first hit's lower hitboxes have altered angles (90°/100° → 95°/110°) and higher [[set knockback]] (80/100 → 120/140), allowing them to connect more reliably into the second hit.}}
**{{buff|The first hit's upper leg hitboxes have gained set knockback (0 → 20), allowing them to connect into the second hit regardless of the opponent's percent.}}
**{{buff|The first hit's upper leg hitboxes have gained set knockback (0 → 20), allowing them to connect into the second hit regardless of the opponent's percent.}}
***{{nerf|However, this only links into the second hit against certain characters and even against characters where it can, the second hit can still miss depending on Captain Falcon's positioning relative to the opponent, and when it does miss, the opponent is left in a more favorable position.}}
***{{nerf|However, this only links into the second hit against certain characters and even against characters where it can, the second hit can still miss depending on Captain Falcon's positioning relative to the opponent and when it does miss, the opponent is left in a more favorable position.}}
**{{nerf|The first hit's lower hitboxes deal less damage (8% → 6%).}}
**{{nerf|The first hit's lower hitboxes deal less damage (8% → 6%).}}
**{{nerf|The first hit's lower hitboxes are smaller (6.72u/5.76u → 6u/5.7u).}}
**{{nerf|The first hit's lower hitboxes are smaller (6.72u/5.76u → 6u/5.7u).}}
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**{{buff|The changes to hitstun canceling and DI grant the move some combo potential against fast-fallers at lower percentages.}}
**{{buff|The changes to hitstun canceling and DI grant the move some combo potential against fast-fallers at lower percentages.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash's front hit no longer has an extremely weak hitbox that deals 6% with set knockback, making it more reliable against low-profiling opponents.}}
**{{buff|Down smash's front hit no longer has an extremely weak hitbox that deals 6% with set knockback, making it more reliable against low profiling opponents.}}
**{{buff|The back hit deals more damage (16% → 18%), improving its KO potential.}}
**{{buff|The back hit deals more damage (16% → 18%), improving its KO potential.}}
**{{nerf|The front hit deals much less damage (18% → 14%) without full compensation on its knockback scaling (85 → 90), significantly hindering its KO potential.}}
**{{nerf|The front hit deals much less damage (18% → 14%) without full compensation on its knockback scaling (85 → 90), significantly hindering its KO potential.}}
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===Aerial attacks===
===Aerial attacks===
*{{buff|The introduction of [[frame canceling]] improves the follow-up potential of Captain Falcon's aerials if he perfectly lands with them, especially with forward aerial.}}
*{{buff|The introduction of [[frame canceling]] improves the followup potential of Captain Falcon's aerials if he perfectly lands with them, especially with forward aerial.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial's second hit has slightly increased knockback scaling (125 → 130), improving its KO potential.}}
**{{buff|Neutral aerial's second hit has slightly increased knockback scaling (125 → 130), improving its KO potential.}}
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**{{nerf|Forward aerial has a shorter initial [[auto-cancel]] window (frames 1-6 → 1-4).}}
**{{nerf|Forward aerial has a shorter initial [[auto-cancel]] window (frames 1-6 → 1-4).}}
**{{nerf|Forward aerial auto-cancels later (frame 35 → 42), no longer doing so in a short hop.}}
**{{nerf|Forward aerial auto-cancels later (frame 35 → 42), no longer doing so in a short hop.}}
**{{nerf|The back hitbox is smaller (4u (clean)/4.3u (late) → 3u (both)) and it is now positioned right behind the knee hitbox rather than on Captain Falcon's back leg. This reduces the move's range behind Captain Falcon in addition to not making the clean sweetspot any easier to land.}}
**{{nerf|The back hitbox is smaller (4u (clean)/4.3u (late) → 3u (both)) and it is now positioned right behind the knee hitbox rather than on Captain Falcon's back leg. The reduces the move's range behind Captain Falcon in addition to not making the clean sweetspot any easier to land.}}
**{{nerf|The late hit has a lower [[trip]] chance (30% → 20%).}}
**{{nerf|The late hit has a lower [[trip]] chance (30% → 20%).}}
***{{nerf|When combined with the move's worse auto-cancel window and higher landing lag, this makes it much harder and more situational for Captain Falcon to exploit the opponent if they trip.}}
***{{nerf|When combined with the move's worse auto-cancel window and higher landing lag, this makes it much harder and more situational for Captain Falcon to exploit the opponent if they trip.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial has consistent and higher base knockback (20/0 → 25), improving the near hitboxes' and the late hit's KO potential.}}
**{{buff|Back aerial has consistent and higher base knockback (20/0 → 25), improving the near hitboxes' and the late hit's KO potential.}}
**{{buff|The universal increase to [[shieldstun]] has noticeably benefitted back aerial, as the clean hit is now completely safe on shield against 90% of the cast if Captain Falcon lands perfectly with it, and the move becomes completely unpunishable on shield if Captain Falcon perfectly auto-cancels the move.}}
**{{buff|The universal increase to [[shieldstun]] has noticeably benefitted back aerial, as the clean hit is now completely safe on shield against 90% of the cast if Captain Falcon lands perfectly with it and the move becomes completely unpunishable on shield if Captain Falcon perfectly auto-cancels the move.}}
**{{nerf|Back aerial has a shorter initial auto-cancel window (frames 1-6 → 1-4).}}
**{{nerf|Back aerial has a shorter initial auto-cancel window (frames 1-6 → 1-4).}}
**{{nerf|The clean hit deals less damage (14% → 13%), hindering the hand hitbox's KO potential.}}
**{{nerf|The clean hit deals less damage (14% → 13%), hindering the hand hitbox's KO potential.}}
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**{{change|Up aerial's clean hit now launches opponents vertically (361° → 70°), similar to its ''Smash 64'' counterpart.}}
**{{change|Up aerial's clean hit now launches opponents vertically (361° → 70°), similar to its ''Smash 64'' counterpart.}}
***{{buff|This significantly improves its combo potential at higher percents when combined with the changes to hitstun canceling and DI, with the move notably being able to combo into itself and even into a forward aerial.}}
***{{buff|This significantly improves its combo potential at higher percents when combined with the changes to hitstun canceling and DI, with the move notably being able to combo into itself and even into a forward aerial.}}
***{{nerf|However, this also considerably hinders its edgeguarding potential, as well as its follow-up potential into itself at lower percents.}}
***{{nerf|However, this also considerably hinders its edgeguarding potential, as well as its followup potential into itself at lower percents.}}
**{{buff|The universal increase to shieldstun has noticeably benefitted up aerial, with it now being completely unpunishable on shield if Captain Falcon perfectly lands with it.}}
**{{buff|The universal increase to shieldstun has noticeably benefitted up aerial, with it now being completely unpunishable on shield if Captain Falcon perfectly lands with it.}}
**{{change|Up aerial's hitboxes have slightly altered positions, with the leg hitbox being positioned lower (x/y/z offsets: 0/-3.2/-2 → 3.2/2.1/0) while the feet hitbox is positioned higher (x/y/z offsets: 0/-6/-2 → 6.2/0.9/-0.4).}}
**{{change|Up aerial's hitboxes have slightly altered positions, with the leg hitbox being positioned lower (x/y/z offsets: 0/-3.2/-2 → 3.2/2.1/0) while the feet hitbox is positioned higher (x/y/z offsets: 0/-6/-2 → 6.2/0.9/-0.4).}}
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**{{buff|The removal of [[meteor canceling]], significantly improves down aerial's edgeguarding potential, especially since its power was unchanged.}}
**{{buff|The removal of [[meteor canceling]], significantly improves down aerial's edgeguarding potential, especially since its power was unchanged.}}
***{{buff|The removal of meteor canceling also allows the foot hitbox to [[lock]] opponents. This greatly improves the move's combo potential as Captain Falcon can abuse this lock to set up a [[footstool]] to put opponents into an untechable bound where Captain Falcon can either lock with the down aerial at lower percents to set up into a neutral aerial for another footstool or (when combined with the changes to hitstun canceling and DI), launch the opponent with an untechable down aerial meteor smash at higher percents to footstool the opponent again to continuously reset the situation right up until the opponent is at KO percents}}
***{{buff|The removal of meteor canceling also allows the foot hitbox to [[lock]] opponents. This greatly improves the move's combo potential as Captain Falcon can abuse this lock to set up a [[footstool]] to put opponents into an untechable bound where Captain Falcon can either lock with the down aerial at lower percents to set up into a neutral aerial for another footstool or (when combined with the changes to hitstun canceling and DI), launch the opponent with an untechable down aerial meteor smash at higher percents to footstool the opponent again to continuously reset the situation right up until the opponent is at KO percents}}
**{{change|Down aerial now uses static hitboxes. This gives the move a more consistent range below Captain Falcon but reduces its range above Captain Falcon during its later frames.}}
**{{change|Down aerial now uses static hitboxes. This gives the move more consistent range below Captain Falcon but reduces it range above Captain Falcon during its later frames.}}
**{{nerf|Due to Captain Falcon's higher gravity, down aerial can no longer auto-cancel in a short hop, significantly hindering its approach potential.}}
**{{nerf|Due to Captain Falcon's higher gravity, down aerial can no longer auto-cancel in a short hop, significantly hindering its approach potential.}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s
*[[Grab]]s
**{{buff|Dash and especially pivot grab have less startup lag (frame 11 (dash)/16 (pivot) → 9/12), with pivot grab no longer being the slowest non-extended/tether pivot grab.}}
**{{buff|Dash and especially pivot grab have less startup lag (frame 11 (dash)/16 (pivot) → 9/12), with pivot grab no longer being the slowest non extended/tether pivot grab.}}
***{{buff|In addition to this, Dash grab's total duration was compensated (FAF 40 → 38).}}
***{{buff|In addition to this Dash grab's total duration was compensated (FAF 40 → 38).}}
**{{buff|All grabs extend further outwards (z offset: 7.2 (standing)/8.8 (dash)/-12 (pivot) → z stretch: 9.7/12.2/-16.2), improving their range.}}
**{{buff|All grabs extend further outwards (z offset: 7.2 (standing)/8.8 (dash)/-12 (pivot) → z stretch: 9.7/12.2/-16.2), improving their range.}}
***{{buff|In addition to this, dash grab has a new animation where Captain Falcon slides much further forward. This greatly improves its range.}}
***{{buff|In addition to this, dash grab has a new animation where Captain Falcon slides much further forwards. This greatly improves its range.}}
****{{buff|Furthermore, the momentum from the dash grab is retained after Captain Falcon grabs the opponent, which notably benefits his forward and down throws.}}
****{{buff|Furthermore, the momentum from the dash grab is retained after Captain Falcon grabs the opponent, which notably benefits his forward and down throws.}}
**{{nerf|Standing and pivot grab have more ending lag (FAF 30 (standing)/36 (pivot) → 31/37).}}
**{{nerf|Standing and pivot grab have more ending lag (FAF 30 (standing)/36 (pivot) → 31/37).}}
**{{nerf|All grabs are smaller (4.8u → 3.3u (standing/pivot)/2.6u (dash) and they do not extend as far inside of Captain Falcon (z offset: 2.2 (standing)/-2.4 (dash)/-2.5 (pivot) → 4/4/-4) reducing their range above and inside of Captain Falcon.}}
**{{nerf|All grabs are smaller (4.8u → 3.3u (standing/pivot)/2.6u (dash) and they do not extend as far inside of Captain Falcon (z offset: 2.2 (standing)/-2.4 (dash)/-2.5 (pivot) → 4/4/-4) reducing their range above and inside of Captain Falcon.}}
***{{nerf|When combined with dash grab's new animation, this makes dash grab more prone to whiffing when used close to an opponent.}}
***{{nerf|When combined with dash grab's new animation, this makes dash grab more prone to whiffing when used close to an opponent.}}
*{{nerf|The changes to aerial [[grab release]]s hinder Captain Falcon moreso than almost any other returning veteran, as they remove all the guaranteed followups out of an aerial grab release on any character he had in Brawl (as opposed to having multiple followups against most of the cast) while not significantly decreasing his own susceptibility to them.}}
*{{nerf|The changes to aerial [[grab release]]s hinder Captain Falcon moreso than almost any other returning veteran as they remove all the guaranteed followups out of an aerial grab release on any character he had in Brawl (as opposed to having multiple followups against most of the cast) while not significantly decreasing his own susceptibility to them.}}
*[[Pummel]]
*[[Pummel]]
**{{change|Pummel now launches bystanders horizontally (80° → 361°).}}
**{{change|Pummel now launches bystanders horizontally (80° → 361°).}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{buff|Forward throw deals more knockback (45 (base), 105 (scaling) → 55/120), improving its KO potential.}}
**{{buff|Forward throw deals more knockback (45 (base), 105 (scaling) → 55/120), improving its KO potential.}}
***{{buff|This is further complemented by the changes to dash grab, which allows Captain Falcon to slide along the stage to get closer to the horizontal blastzone to allow for earlier KOs.}}
***{{buff|This is further complimented by the changes to dash grab, which allows Captain Falcon to slide along the stage to get closer to the horizontal blastzone to allow for earlier KOes.}}
****{{buff|This, combined with the changes to hitstun canceling and DI, also grants forward throw combo potential.}}
****{{buff|This combined with the changes to hitstun canceling and DI also grants forward throw combo potential.}}
**{{buff|The hitbox has a longer duration (frame 11 → 11-12).}}
**{{buff|The hitbox has a longer duration (frame 11 → 11-12).}}
**{{change|Captain Falcon releases opponents from forward throw one frame later (frame 12 → 13).}}
**{{change|Captain Falcon releases opponents from forward throw one frame later (frame 12 → 13).}}
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**{{nerf|The near hitboxes have been removed.}}
**{{nerf|The near hitboxes have been removed.}}
*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw deals less damage (7% → 6%) and more knockback (75 (base), 34 (scaling) → 80/45), hindering its follow-up potential at higher percents.}}
**{{nerf|Down throw deals less damage (7% → 6%) and more knockback (75 (base), 34 (scaling) → 80/45), hindering its followup potential at higher percents.}}
***{{buff|However, the changes to hitstun canceling and DI have drastically improved the throw's combo potential despite this, with the throw now being a completely reliable combo starter, especially when combined with the changes to dash grab.}}
***{{buff|However, the changes to hitstun canceling and DI have drastically improved the throw's combo potential despite this, with the throw now being a completely reliable combo starter, especially when combined with the changes to dash grab.}}
*[[Floor attack]]s:
*[[Floor attack]]s:
**{{buff|Floor attacks deal more [[shield damage]] per hit (1 → 8).}}
**{{buff|Floor attacks deal more [[shield damage]] per hit (1 → 8).}}
**{{buff|Floor attacks have less startup lag (frame 20 (front)/19 (back)/28 (hit 2) → 14 (hit 1)/24 (front hit 2)/20 (back hit 2)), and they have shorter total durations (FAF 50 → 46).}}
**{{buff|Floor attacks have less startup lag (frame 20 (front)/19 (back)/28 (hit 2) → 14 (hit 1)/24 (front hit 2)/20 (back hit 2)) and they have shorter total durations (FAF 50 → 46).}}
***{{nerf|However, back floor attack's total duration was not fully compensated (FAF 50 → 46), giving it more ending lag.}}
***{{nerf|However, back floor attack's total duration was not fully compensated (FAF 50 → 46), giving it more ending lag.}}
**{{nerf|Floor attacks have less intangibility (frames 1-29 → 1-25 (front)/1-21 (back)).}}
**{{nerf|Floor attacks have less intangibility (frames 1-29 → 1-25 (front)/1-21 (back)).}}
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**{{buff|The grounded reversed version deals consistent damage (28% (middle)/26% (near)/24% (far) → 28% (all)).}}
**{{buff|The grounded reversed version deals consistent damage (28% (middle)/26% (near)/24% (far) → 28% (all)).}}
**{{buff|The aerial version's far hitbox is larger (3.5u → 4.025u).}}
**{{buff|The aerial version's far hitbox is larger (3.5u → 4.025u).}}
**{{change|The aerial reversed version deals consistent damage (27% (middle)/24% (near)/23% (far) → 25% (all)). This makes the far and close hitboxes more damaging, but it also makes the middle hitbox weaker.}}
**{{change|The aerial reversed version deals consistent damage (27% (middle)/24% (near)/23% (far) → 25% (all)). This makes the far and close hitboxes more damaging but it also makes the middle hitbox weaker.}}
**{{nerf|Falcon Punch has more ending lag (FAF 100 (normal)/108 (reversed) → 110/118), making an already incredibly punishable move even more punishable.}}
**{{nerf|Falcon Punch has more ending lag (FAF 100 (normal)/108 (reversed) → 110/118), making an already incredibly punishable move even more punishable.}}
**{{nerf|Falcon Punch deals noticeably less knockback (30 (base), 93 (scaling) → 0/90). This not only hinders its KO potential (especially when combined with its lower damage on certain hitboxes), but it also makes the move highly punishable on hit at lower percents.}}
**{{nerf|Falcon Punch deals noticeably less knockback (30 (base), 93 (scaling) → 0/90). This not only hinders its KO potential (especially when combined with its lower damage on certain hitboxes) but this also makes the move highly punishable on hit at lower percents.}}
**{{nerf|Falcon Punch has a higher hitlag multiplier (1x → 1.5x), making it easier to DI.}}
**{{nerf|Falcon Punch has a higher hitlag multiplier (1x → 1.5x), making it easier to DI.}}
**{{nerf|Excluding the aerial version's far hitbox, Falcon Punch has smaller hitboxes (5u/3.5u/3.5u → 4u/2.5u/3.4u (grounded)/4.6u/2.875u (aerial)).}}
**{{nerf|Excluding the aerial version's far hitbox, Falcon Punch has smaller hitboxes (5u/3.5u/3.5u → 4u/2.5u/3.4u (grounded)/4.6u/2.875u (aerial)).}}
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**{{buff|The removal of [[edge hog]]ging significantly improves Falcon Dive's recovery potential.}}
**{{buff|The removal of [[edge hog]]ging significantly improves Falcon Dive's recovery potential.}}
**{{change|Falcon Dive's throw has an altered animation, where Captain Falcon does a flourishing backflip before righting himself.}}
**{{change|Falcon Dive's throw has an altered animation, where Captain Falcon does a flourishing backflip before righting himself.}}
**{{nerf|Falcon Dive launches opponents at a higher angle (361° → 50°). While this does improve its KO potential near the upper blastzone, this also hinders its overall KO and edgeguarding potential, as well as making it more susceptible to DI.}}
**{{nerf|Falcon Dive launches opponents at a higher angle (361° → 50°). While this does improves its KO potential near the upper blastzone, this also hinders its overall KO and edgeguarding potential, as well as making it more susceptible to DI.}}
**{{nerf|The removal of grab armor removes the minimal protection Falcon Dive provided, making Falcon Dive safer to challenge.}}
**{{nerf|The removal of grab armor removes the minimal protection Falcon Dive provided, making Falcon Dive safer to challenge.}}
*[[Falcon Kick]]:
*[[Falcon Kick]]:
Line 296: Line 296:
**{{buff|The landing hit has less startup lag (frame 2 → 1).}}
**{{buff|The landing hit has less startup lag (frame 2 → 1).}}
**{{change|The grounded version's clean hit launches opponents at a higher angle (45° → 80°).}}
**{{change|The grounded version's clean hit launches opponents at a higher angle (45° → 80°).}}
**{{change|Captain Falcon now retains some forward momentum after finishing grounded Falcon Kick.}}
**{{change|Captain Falcon now retains some forwards momentum after finishing grounded Falcon Kick.}}
**{{change|The landing hit now uses one extended hitbox rather than three normal hitboxes.}}
**{{change|The landing hit now uses one extended hitbox rather than three normal hitboxes.}}
**{{nerf|The grounded version has more startup (frame 15 → 18) and ending lag (FAF 70 → 74).}}
**{{nerf|The grounded version has more startup (frame 15 → 18) and ending lag (FAF 70 → 74).}}
**{{nerf|Falcon Kick has more landing lag (45 frames → 48).}}
**{{nerf|Falcon Kick has more landing lag (45 frames → 48).}}
**{{nerf|The grounded version's mid hit launches opponents at a less favorable angle (85° → 68°).}}
**{{nerf|The grounded version's mid hit launches opponents at a less favorable angle (85° → 68°).}}
**{{nerf|The grounded version now has one extended hitbox rather than three normal hitboxes. This hitbox is smaller than the previous largest hitbox (4.8u/3.3u/2.5u → 3.8u (clean)/3.2u (mid/late)), and it overall has less horizontal range, both in front of and behind Captain Falcon.}}
**{{nerf|The grounded version now has one extended hitbox rather than three normal hitboxes. This hitbox is smaller than the previous largest hitbox (4.8u/3.3u/2.5u → 3.8u (clean)/3.2u (mid/late)) and it overall has less horizontal range, both in front of and behind Captain Falcon.}}
**{{nerf|Falcon Kick can no longer be [[edge cancel]]ed.}}
**{{nerf|Falcon Kick can no longer be [[edge cancel]]ed.}}
**{{nerf|The aerial version's clean hit has lower knockback scaling (70 → 65).}}
**{{nerf|The aerial version's clean hit has lower knockback scaling (70 → 65).}}
**{{nerf|The aerial version no longer has an upper hitbox. This reduces the move's range above Captain Falcon, especially with the clean hit, due to the clean hit retaining a normal hitbox.}}
**{{nerf|The aerial version no longer has an upper hitbox. This reduces the move's range above Captain Falcon, especially with the clean hit due to the clean hit retaining a normal hitbox.}}
***{{nerf|The mid and late hits now use extended hitboxes; however, they are smaller (5.76u/4.8u → 5u) and they do not have as much vertical range as the previous upper hitbox.}}
***{{nerf|The mid and late hits now use extended hitboxes however, they are smaller (5.76u/4.8u → 5u) and they do not have as much vertical range as the previous upper hitbox.}}
**{{nerf|Captain Falcon now plummets at a much faster speed after using aerial Falcon Kick, significantly hindering its safety off stage.}}
**{{nerf|Captain Falcon now plummets at a much faster speed after using aerial Falcon Kick, significantly hindering its safety off stage.}}
*[[Blue Falcon]]:
*[[Blue Falcon]]:

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