Falco (SSB4)/Neutral aerial: Difference between revisions

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==Update history==
==Update history==
{{GameIcon|ssb4}} [[1.0.8]]
{{GameIcon|ssb4}} [[1.0.8]]
*{{buff|Neutral aerial improved. It keeps opponents in place more reliably for all of its hits, its hitboxes' sizes increased, and it always launches in the direction Falco faces.}}
*{{buff|Loop hits set knockback (15 → 22).}}
*{{nerf|Neutral aerial deals 1% less damage|12%|11%.}}
*{{buff|Loop hits angle (110° → 367°).}}
*{{buff|The loop hits middle hitbox is larger (4u → 6u) and it is now static, now fully covering Falco's body.}}
**{{buff|Altogether, these changes make neutral aerial connect much more reliably.}}
*{{nerf|Hit 2 damage (3% → 2%).}}
*{{buff|Final hit base knockback (40 → 55).}}
*{{buff|The final hit now uses one large extended hitbox rather than multiple smaller hitboxes (4u/4u/3u/3u → 8u), giving it more range overall.}}
*{{buff|The final hit now always launches opponents in the direction Falco is facing, making it more consistent.}}
*{{change|Final hit hitlag (1x → 2x). This makes it benefit more from [[frame canceling]] (even with its higher knockback) but makes it easier to DI.}}
**Initially, this also significantly hindered its safety on shield although the changes to shields in [[1.1.0]] and [[1.1.1]] removed this disadvantage.
*{{nerf|Final hit startup/duration (frames 21-24 → 23-24).}}


==Hitboxes==
==Hitboxes==
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