Editing Falco (SSBU)
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==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Falco was previously considered a lackluster character in ''SSB4'', due to the harsh nerfs he received in the previous game | Falco was previously considered a lackluster character in ''SSB4'', due to the harsh nerfs he received in the previous game as well as gameplay mechanics working adversely towards him. Likely owing to this, Falco has received a mix of buffs and nerfs in the transition to ''Ultimate'', being greatly buffed overall. | ||
Falco's buffs mainly address his weakened tools that affected his previous transition from ''Brawl'' to ''SSB4'', notably to his notoriously nerfed {{b|Blaster|Falco}} and [[down aerial]]; Blaster has faster startup, now fires at the same rate while grounded as it does in the air, and has much lower ending lag, drastically improving one of his staple moves and making it less punishable. Additionally, down aerial is much faster (now being half as fast as in ''Brawl'') and has regained its ability to [[autocancel]] from a short hop. These changes allow both to function as tools for approaching or walling once again, instead of being limited to only [[edgeguarding]] and hard reads. Many of Falco's other moves have been made more usable as well. [[Neutral attack]]'s first two hits can [[lock]], and its infinite portion connects more consistently; [[down tilt]], [[forward smash]] and [[up smash]] deal more damage, while [[forward tilt]] and [[up tilt]] have reduced ending lag (greatly improving their spacing and combo potential, respectively), and [[forward aerial]] starts faster. | Falco's buffs mainly address his weakened tools that affected his previous transition from ''Brawl'' to ''SSB4'', notably to his notoriously nerfed {{b|Blaster|Falco}} and [[down aerial]]; Blaster has faster startup, now fires at the same rate while grounded as it does in the air, and has much lower ending lag, drastically improving one of his staple moves and making it less punishable. Additionally, down aerial is much faster (now being half as fast as in ''Brawl'') and has regained its ability to [[autocancel]] from a short hop. These changes allow both to function as tools for approaching or walling once again, instead of being limited to only [[edgeguarding]] and hard reads. Many of Falco's other moves have been made more usable as well. [[Neutral attack]]'s first two hits can [[lock]], and its infinite portion connects more consistently; [[down tilt]], [[forward smash]] and [[up smash]] deal more damage, while [[forward tilt]] and [[up tilt]] have reduced ending lag (greatly improving their spacing and combo potential, respectively), and [[forward aerial]] starts faster. | ||
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Changes to gameplay mechanics have been kind to Falco. His grounded movement is noticeably faster, and the universal 3-frame jumpsquat and reduction to [[landing lag]] improve his strong aerial game, allowing him to easily juggle aerial foes while leaving him less vulnerable when landing; this also makes his short hop combos more effective. The nerfs to air dodging further strengthen his aerial game, allowing him to once again abuse his edgeguarding capabilities. As a result, Falco's [[neutral game]] is more consistent, improving on one of his biggest weaknesses from ''SSB4''. | Changes to gameplay mechanics have been kind to Falco. His grounded movement is noticeably faster, and the universal 3-frame jumpsquat and reduction to [[landing lag]] improve his strong aerial game, allowing him to easily juggle aerial foes while leaving him less vulnerable when landing; this also makes his short hop combos more effective. The nerfs to air dodging further strengthen his aerial game, allowing him to once again abuse his edgeguarding capabilities. As a result, Falco's [[neutral game]] is more consistent, improving on one of his biggest weaknesses from ''SSB4''. | ||
However, Falco has also received numerous nerfs, which worsen a few of his worst traits and give him more defined weaknesses. Though he possesses the highest jump in the game, Falco has had his already poor recovery nerfed as [[Falco Phantasm]] now travels slightly less distance and no longer passes through shields, making it even easier to intercept and more punishable. Additionally, while many of his combo-centric moves were made more effective through reduced lag, they have also been weakened (forward tilt, up tilt | However, Falco has also received numerous nerfs, which worsen a few of his worst traits and give him more defined weaknesses. Though he possesses the highest jump in the game, Falco has had his already poor recovery nerfed as [[Falco Phantasm]] now travels slightly less distance and no longer passes through shields, making it even easier to intercept and more punishable. Additionally, while many of his combo-centric moves were made more effective through reduced lag, they have also been weakened (forward tilt, up tilt and [[up aerial]]), requiring him to deal more hits to acquire damage. This ties in with Falco's KO ability, which has also been toned down: moves such as forward aerial and [[back throw]] do less knockback, while his strongest attacks have higher startup lag (down tilt, [[down smash]], and most notably [[back aerial]]), making it harder for him to close a stock. | ||
Certain moves | Certain moves such as neutral attack have less range due to Falco not moving forward as much, while up smash's hitbox was altered to such an extent that it has significantly less range in front of him, and the second hit now also misses grounded opponents behind him unless they're large enough. His forward smash also has less range, especially in the late hit, as Falco now stops in place in the middle of the attack instead of keep lunging forward. {{b|Reflector|Falco}} no longer has a bonus chance to [[trip]] opponents, removing its utility for follow-ups and worsening its overall safety. Finally, although the changes to air dodging help Falco more than they hinder him, they make both of his recovery options even more linear and exploitable than before. | ||
In the end, Falco's key strengths have become more threatening than before, now possessing a significantly deadlier punish game courtesy of his various options to combo opponents and the potential to transition them into a KO, and his neutral game has seen noticeable improvements, though at the cost of worse KO ability, recovery and disadvantage, which means Falco must keep playing carefully to make use of his strenghts. This overall amounts to Falco being a much better character in ''Ultimate'' than he was in ''SSB4''. | In the end, Falco's key strengths have become more threatening than before, now possessing a significantly deadlier punish game courtesy of his various options to combo opponents and the potential to transition them into a KO, and his neutral game has seen noticeable improvements, though at the cost of worse KO ability, recovery and disadvantage, which means Falco must keep playing carefully to make use of his strenghts. This overall amounts to Falco being a much better character in ''Ultimate'' than he was in ''SSB4''. | ||