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

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===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''Ultimate'', Captain Falcon's model features a more vibrant color scheme, with his racing suit having a purple tint like in ''Melee''. In addition to an upgrade in detail, his attire appears to have visible scuffs; his logo also appears to be warn-down. His racing suit appears to be less form-fitting, while his muscles are more chistled. The "eyes" on his mask are also larger, akin to ''Brawl''.}}
*{{change|Due to the aesthetic used in ''Ultimate'', Captain Falcon's model features a more vibrant color scheme, with his racing suit having a purple tint like in ''Melee''. In addition to an upgrade in detail, his attire appears to have visible scuffs; his logo also appears to be worn down. His muscles are more chiseled, and the "eyes" on his mask are also larger, akin to ''Brawl''.}}
**{{change|Captain Falcon's logo is now a modeled part of its body rather than a texture.}}
*{{change|Captain Falcon has a slightly altered [[dashing]] animation where he keeps his fists clenched.}}
*{{change|Captain Falcon has a slightly altered [[dashing]] animation, where he now keeps his hands clenched.}}
*{{change|Captain Falcon's mouth once again moves during his down and side taunts, like in ''Brawl''. Both taunts have also been shortened, with the former now having the same duration when facing either direction.}}
*{{change|Captain Falcon's mouth once again moves during his down and side taunts, like in ''Brawl''. Both taunts have also been shortened, with the former now having the same duration when facing either direction.}}
*{{change|Captain Falcon's tumbling animation has been altered. He faces more towards/away from the screen, similar to Little Mac, Shulk, Greninja, and other fighters.}}
*{{change|Captain Falcon's tumbling animation has been altered. He faces more towards/away from the screen, similar to Little Mac, Shulk, Greninja, and other fighters.}}
*{{change|Captain Falcon's right-inputted victory pose has an altered ending animation. Instead of pointing his wrist sideways, he points it upwards, forming a pose similar to his idle pose.}}
*{{change|Captain Falcon's right-inputted victory pose has a slightly altered ending animation. Instead of pointing his wrist sideways, he points it upwards, forming a pose similar to his idle pose.}}


===Attributes===
===Attributes===
*{{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.}}
*{{buff|Captain Falcon's [[traction]] has been drastically increased (0.05 → 0.105). This makes it easier for him to punish [[out of shield]].}}
*{{buff|Captain Falcon's [[traction]] has been drastically increased (0.05 → 0.105). This makes it easier for him to punish [[out of shield]].}}
*{{buff|Captain Falcon's [[air speed]] is faster (1.1 → 1.218).}}
*{{buff|Captain Falcon's [[air speed]] is faster (1.1 → 1.218), slightly surpassing his ''Brawl'' air speed.}}
*{{change|Captain Falcon [[falling speed|fall]]s slightly faster (1.837 → 1.865).}}
*{{change|Captain Falcon [[falling speed|fall]]s slightly faster (1.837 → 1.865). This allows him to land more safely and improves his vertical endurance, but makes him easier to combo.}}
**{{buff|His [[fast fall]]ing speed is faster (2.9392 → 2.984).}}
**{{buff|His [[fast fall]]ing speed is also faster as a result (2.9392 → 2.984).}}
*{{nerf|Forward [[roll]] has more ending lag ([[FAF]] 28 → 30).}}
*{{nerf|Forward [[roll]] has more ending lag ([[FAF]] 28 → 30).}}
*{{nerf|Back roll has more startup (frame 4 → 5) and ending lag (FAF 28 → 35).}}
*{{nerf|Back roll has more startup (frame 4 → 5) and ending lag (FAF 28 → 35).}}
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*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{nerf|Air dodge has more ending lag (FAF 34 → 43).}}
*{{nerf|Air dodge has more ending lag (FAF 34 → 43).}}
*{{buff|The changes to air dodges greatly benefit Falcon: the ability to only air dodge once allows him to take better advantage of his fast mobility to pressure and [[juggle]] opponents, while their increased ending lag allows him to punish them more effectively with powerful moves such as [[Knee Smash]].}}
*{{buff|The changes to air dodges greatly benefit Falcon: the ability to only air dodge once allows him to take better advantage of his fast mobility to pressure and [[juggle]] opponents, while their increased ending lag allows him to punish them more effectively with powerful moves such as his [[Knee Smash]].}}
*{{buff|The ability to [[run cancel]] any move significantly benefits Falcon's grounded neutral game and punish game. This allows him to pressure the opponent easier by canceling into a neutral or tilt attack, especially if pivot canceled.}}
*{{buff|The ability to [[run cancel]] any move significantly benefits Falcon's grounded neutral game and punish game. This allows him to pressure the opponent easier by canceling into a neutral or tilt attack, especially if pivot canceled.}}
*{{nerf|The ability to [[tech]] aerial [[footstool]]s prevents Falcon from repeatedly footstooling and meteor smashing opponents back into the air with his down aerial, removing one of his most potent damage racking options.}}
*{{nerf|The ability to [[tech]] aerial [[footstool]]s prevents Falcon from repeatedly footstooling and meteor smashing opponents back into the air with his down aerial, removing one of his most potent damage racking options.}}
*{{nerf|The strengthening of [[dash-dancing]] hurts Falcon's grounded movement due to the animation of his initial dash being fairly slow, as it hinders its mindgame potential.}}


===Ground attacks===
===Ground attacks===
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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|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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**{{buff|It has less ending lag (FAF 52 → 46). Combined with Falcon's faster jumpsquat and jump speed, this allows it to true combo into an up and forward aerial from low to mid percents.}}
**{{buff|It has less ending lag (FAF 52 → 46). Combined with Falcon's faster jumpsquat and jump speed, this allows it to true combo into an up and forward aerial from low to mid percents.}}
**{{buff|Both hits have a longer duration (hit 1: frame 22 → frames 22-23; hit 2: 28 → 28-29), and grant Falcon intangibility on his respective legs, making the move safer to use against opposing aerial attacks.}}
**{{buff|Both hits have a longer duration (hit 1: frame 22 → frames 22-23; hit 2: 28 → 28-29), and grant Falcon intangibility on his respective legs, making the move safer to use against opposing aerial attacks.}}
**{{buff|Both hits deal more damage (hit 1: 6%/11% → 7%/12%; hit 2: 13%/12% → 14%/13%). Thanks to this and the changes made to the second hit’s knockback, it is now tied with {{SSBU|Lucas}}'s up smash as the second strongest in the game.}}
**{{buff|Both hits deal more damage (hit 1: 6%/11% → 7%/12%; hit 2: 13%/12% → 14%/13%). Thanks to this and the changes made to the second hit’s knockback, it is now tied with {{SSBU|Lucas}}'s up smash as the second strongest in the game if both sweetspots connect.}}
**{{buff|One of the first hit's hitboxes (hitbox ID 1 → 0) outprioritizes the other (hitbox ID 0 → 1). The hitboxes also have slightly altered angles (95°/110°/80°/90° → 96°/110°/80°/80°) and knockback values (hitbox 0: 140 set → 150; hitbox 1: 120 → 90; hitbox 3: 30 base/20 set → 8 base/10 set). These changes make the first hit connect better into the second hit.}}
**{{buff|One of the first hit's hitboxes (hitbox ID 1 → 0) outprioritizes the other (hitbox ID 0 → 1). The hitboxes also have slightly altered angles (95°/110°/80°/90° → 96°/110°/80°/80°) and knockback values (hitbox 0: 140 set → 150; hitbox 1: 120 → 90; hitbox 3: 30 base/20 set → 8 base/10 set). These changes make the first hit connect better into the second hit.}}
**{{change|The second hit has more base knockback, but less knockback scaling (30 base/104/106/112 scaling → 70 base/72/74/80 scaling).}}
**{{change|The second hit has more base knockback, but less knockback scaling (30 base/104/106/112 scaling → 70 base/80/81/88 scaling).}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has an altered animation where Falcon kicks lower to the ground, allowing it to hit smaller and crouching opponents more easily. In spite of this animation change, its horizontal reach is unaffected.}}
**{{buff|Down smash has an altered animation where Falcon kicks lower to the ground, allowing it to hit smaller and crouching opponents more easily. In spite of this animation change, its horizontal reach is unaffected.}}
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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.}}
**{{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%), albeit with a little bit of its knockback scaling compensated (93 → 81). This damage increase also makes it much harder to punish on landing if shielded.}}
**{{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|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|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.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{nerf|It deals less knockback (25 base/100 scaling → 27/97), KOing slightly later.}}
**{{nerf|It has slightly less knockback overall (25 base/100 scaling → 27/97).}}
*[[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 takes much longer to complete 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%).}}
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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|All grabs have less range on aerial opponents (standing/pivot: 3.3u 1.65; dash: 2.6u → 1.3).}}
**{{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|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 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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*[[Falcon Punch]]:
*[[Falcon Punch]]:
**{{buff|It has less ending lag when not reversed (FAF 110 → 104).}}
**{{buff|It has less ending lag when not reversed (FAF 110 → 104).}}
**{{buff|It has significantly altered knockback (grounded/aerial/aerial reversed: 0 base/90 scaling → 93/59; grounded reversed: 0 base/90 scaling → 85/65). This makes it no longer unsafe on hit at low percents (as in previous games), and significantly increases its KO power despite its reduced knockback scaling (for reference, it can KO middleweights at 55% from the center of {{SSBU|Final Destination}}).}}
**{{buff|It has significantly altered knockback (grounded/aerial/aerial reversed: 0 base/90 scaling → 93/59; grounded reversed: 0 base/90 scaling → 85/65). This makes safe on hit at low percentages (unlike in ''Smash 4'') and significantly improves its KO potential despite its reduced knockback scaling (for reference, it can KO middleweights at 55% from the center of {{SSBU|Final Destination}}).}}
***{{nerf|However, this results in its usefulness in [[Home-Run Contest]] being reduced yet again, being the least useful in this game than in any other game the mode appears in.}}
***{{nerf|However, this results in its usefulness in [[Home-Run Contest]] being reduced yet again, being the least useful in this game than in any other game the mode appears in.}}
**{{buff|Both versions have larger hitboxes (grounded/reversed: 4.0u/2.5u/3.5u → 4.5/2.5/4.0; aerial/aerial reversed: 4.6u/2.875u/4.025u → 5.175/2.875/4.6).}}
**{{buff|Both versions have larger hitboxes (grounded/reversed: 4.0u/2.5u/3.5u → 4.5/2.5/4.0; aerial/aerial reversed: 4.6u/2.875u/4.025u → 5.175/2.875/4.6).}}
**{{buff|Falcon slides backwards slightly at the end of the move, somewhat improving its safety, especially on shield.}}
**{{buff|Falcon slides backwards slightly at the end of the move, somewhat improving its safety, especially on shield.}}
**{{nerf|Falcon Punch does not move Falcon as far when 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 model than in ''Smash 4''. In addition, the falcon 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), with knockback not compensated on the aerial version, improving the meteor smash's 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.}}
**{{buff|Grounded Raptor Boost has less startup (inert detector: frame 16 → 10), and less ending lag if it misses (FAF 80 → 72).}}
**{{buff|Grounded Raptor Boost has less startup (inert detector: frame 16 → 10), and less ending lag if it misses (FAF 80 → 72).}}
**{{buff|Falcon has damage-based [[armor]] (10%, 12% in 1v1) on the grounded version right before the uppercut comes out (frames 1-5), akin to how Heavy Raptor Boost in ''Smash 4'' had Super Armor. This improves its use for zonebreaking, although the active armor frames make it difficult to use reliably.}}
**{{buff|Falcon has damage-based [[armor]] (10%, 12% in 1v1) on the grounded version right before the uppercut comes out (frames 1-5), akin to how Heavy Raptor Boost in ''Smash 4'' had Super Armor. This improves its use for zonebreaking, although the active armor frames make it difficult to use reliably.}}
**{{buff|The uppercut has a reduced hitlag multiplier (2.0x → 1.5x), making it harder to DI.}}
**{{buff|The uppercut has a reduced hitlag multiplier (2.0x → 1.5x), making it harder to DI.}}
**{{nerf|The uppercut has more startup (frame 4 → 5).}}
**{{nerf|The uppercut has more startup (frame 4 → 5).}}
***{{buff|However, it has much less ending lag (FAF 36 → 29) and has gained a [[hitstun modifier]] of 3, combined with Falcon's faster jumpsquat it greatly improves its combo potential.}}
***{{buff|However, it has much less ending lag (FAF 36 → 28) and has gained a [[hitstun modifier]] of 3. Combined with Falcon's faster jumpsquat, this greatly improves its combo potential.}}
**{{buff|Aerial Raptor Boost no longer causes [[helplessness]] or landing lag if the overhand is activated, increasing its safety.}}
**{{buff|Aerial Raptor Boost no longer causes [[helplessness]] or landing lag if the overhand is activated, increasing its safety.}}
**{{buff|One of the overhand's sourspots has been removed, with the meteor smash hitbox having the highest priority, improving its reliability.}}
**{{buff|One of the overhand's sourspots has been removed, with the meteor smash hitbox having the highest priority, improving its reliability and making the meteor smash easier to land.}}
**{{change|The uppercut sends deals much less knockback (100 base/75 scaling → 82/30). This significantly improves its combo potential, although it significantly reduces its KO power, no longer KOing opponents at realistic percentages.}}
**{{change|The uppercut has a lot less knockback (100 base/75 scaling → 82/30). Combined with the previous changes, this significantly improves its combo potential, but significantly reduces its KO potential, no longer killing at realistic percentages.}}
**{{nerf|The uppercut has altered hitboxes, which are attached to Falcon's body (startup: 7.0u → 6.0/5.5; ending: 7.0u → 4.5). This reduces its range.}}
**{{nerf|The uppercut has altered hitboxes, which are attached to Falcon's body (startup: 7.0u → 6.0/5.5; ending: 7.0u → 4.5). This reduces its range.}}
**{{change|The move has a slightly altered animation.}}
**{{change|The move has a slightly altered animation.}}
*[[Falcon Dive]]:
*[[Falcon Dive]]:
**{{buff|It covers more horizontal range and travels higher, and reversing it no longer decreases its horizontal distance.}}
**{{buff|It covers more horizontal distance and travels higher, and reversing it no longer decreases its horizontal distance.}}
**{{buff|It has less landing lag (30 frames → 24).}}
**{{buff|It has less landing lag (30 frames → 24).}}
**{{buff|One of the move's grabboxes has increased size (4.5u → 5.0), and a higher position (Y-axis displacement: 12.0 → 13.0), improving the move's protection from above, as well as its reach, while only marginally reducing its consistency against grounded opponents.}}
**{{buff|One of the move's grabboxes has increased size (4.5u → 5.0), and a higher position (Y-axis displacement: 12.0 → 13.0), improving the move's protection from above, as well as its reach, while only marginally reducing its consistency against grounded opponents.}}
**{{buff|The throw has less ending lag (FAF 61 → 55).}}
**{{buff|The throw has significantly less ending lag (FAF 61 → 24), greatly reducing the effectiveness of [[Tech Check]]ing, and thus improving the safety of Falcon's recovery.}}
**{{buff|The throw deals more damage (12% → 13%; 17% → 18% total) and has altered knockback (40 base/82 scaling → 85/62). Overall, this improves its KO potential.}}
**{{buff|The throw deals more damage (12% → 13%; 17% → 18% total) and has altered knockback (40 base/82 scaling → 85/62). Overall, this improves its KO potential.}}
**{{buff|The hitbox when Falcon latches onto an opponent deals knockback to bystanders (50 base/100 scaling, at an angle of 361), instead of simply damaging them, making the move safer to use in [[doubles]] or free-for-alls.}}
**{{buff|The hitbox when Falcon latches onto an opponent deals knockback to bystanders (50 base/100 scaling, at an angle of 361), instead of simply damaging them, making the move safer to use in [[doubles]] or free-for-alls.}}
**{{bugfix|Connecting with the throw no longer gives [[RCO lag]].}}
**{{bugfix|Connecting with the throw no longer gives [[RCO lag]].}}
**{{change|Falcon Dive has Captain Falcon flash with an orange tint when grabbing an opponent. It additionally has a new animation, in which he grabs his opponent with one hand while leaning more similar to [[Dark Dive]] in ''SSB4'' onward, and the flip after grabbing an opponent has him spin slightly.}}
**{{change|Falcon Dive has Captain Falcon flash with an orange tint when grabbing an opponent. It additionally has a new animation, in which he grabs his opponent with one hand while leaning more similar to [[Dark Dive]] in ''SSB4'' onward, and the flip after grabbing an opponent has him spin slightly.}}
**{{change|The move's sound effects no longer cut off when grabbing an opponent.}}
**{{change|The move's sound effects no longer cut off when grabbing an opponent at point-blank range. However, they will still cut off if Falcon gets hold of an opponent early on but not point-blank.}}
*[[Falcon Kick]]:
*[[Falcon Kick]]:
**{{buff|Grounded Falcon Kick has less startup (frame 18 → 13), with its total duration reduced as well (FAF 74 → 69).}}
**{{buff|Grounded Falcon Kick has less startup (frame 18 → 13), with its total duration reduced as well (FAF 74 → 69).}}
**{{buff|The grounded version's clean hit deals more damage (13% → 15%), all of its hits have more knockback scaling (clean: 60 → 84; mid: 40 → 60; late: 60 → 65), and they launch at a much more horizontal angle (clean: 80° → 52°; mid: 68° → 52°; late: 50° → 46°). This increases its KO ability overall, with the clean hit remaining mostly the same from center stage save for its angle, which allows it to KO earlier near edges.}}
**{{buff|The grounded version's clean hit deals more damage (13% → 15%), all of its hits have more knockback scaling (clean: 60 → 84; mid: 40 → 60; late: 60 → 65), and they launch at a much more horizontal angle (clean: 80° → 52°; mid: 68° → 52°; late: 50° → 46°). This increases its KO potential overall, with the clean hit remaining mostly the same from center stage save for its angle, which allows it to KO earlier near edges.}}
**{{buff|Aerial Falcon Kick has much less landing lag (48 frames → 36), making it safer as a landing option.}}
**{{buff|Aerial Falcon Kick has much less landing lag (48 frames → 36), making it safer as a landing option.}}
**{{buff|The aerial version deals more knockback (clean: 40 base/60 scaling → 80/52; mid/late: 40 base/65 scaling → 80/46; landing: 20 scaling → 35). This improves the clean hit's KO potential (KOing at around 150% from center stage) and makes the entire move safer on hit.}}
**{{buff|The aerial version deals more knockback (clean: 40 base/60 scaling → 80/52; mid/late: 40 base/65 scaling → 80/46; landing: 20 scaling → 35). This improves the clean hit's KO potential (killing at around 150% from center stage) and makes the entire move safer on hit.}}
**{{buff|The aerial version's landing hit sends at a lower angle (80 → 60). This makes it harder to punish.}}
**{{buff|The aerial version's landing hit sends at a lower angle (80 → 60). This makes it harder to punish.}}
**{{nerf|The aerial version's mid and late hits deal less damage (mid: 13% → 12%; late: 11% → 9%). This worsens their KO potential despite their higher knockback.}}
**{{nerf|The aerial version's mid and late hits deal less damage (mid: 13% → 12%; late: 11% → 9%). This worsens their KO potential despite their higher knockback.}}
*[[Blue Falcon]]:
*[[Blue Falcon]]:
**{{nerf|The starting hit has smaller hitboxes (19.0u/22.0u/19.0u → 16.0/18.0/16.0) with altered displacements (hitbox 0: 10.0 Z-axis displacement → 13; hitbox 2: 50.0 Z-axis displacement → 45). This significantly reduces its range, especially right in front of Falcon.}}
**{{nerf|The starting hit has smaller hitboxes (19.0u/22.0u/19.0u → 16.0/18.0/16.0) with altered displacements (hitbox 0: 10.0 Z-axis displacement → 13; hitbox 2: 50.0 Z-axis displacement → 45). This significantly reduces its range, especially right in front of Falcon.}}
**{{nerf|The finishing hit has significantly lower knockback scaling (165 → 135), no longer being a potential One-hit KO, and rendering it fairly average in strength overall, even despite the general nerfs to final smashes in general.}}
**{{nerf|The finishing hit has significantly lower knockback scaling (165 → 135), no longer being a potential One-hit KO and becoming fairly average in strength overall, even despite the general nerfs to Final Smashes.}}
**{{change|Blue Falcon releases flames on both sides when the Blue Falcon itself is on the racetrack, making it appear much like a falcon itself.}}
**{{change|Blue Falcon releases flaming wings on both sides when the Blue Falcon itself is on the racetrack, making it appear much like a falcon itself.}}
**{{change|The track Captain Falcon drives on sports a new design with no side rails, better matching the rail-less sections of ''F-Zero'' race tracks.}}
**{{change|The track Captain Falcon drives on sports a new design with no side rails, more closely resembling the railless sections of ''F-Zero'' racetracks.}}
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