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 has a slightly altered [[dashing]] animation where he keeps his fists clenched.}}
*{{change|Captain Falcon has a slightly altered [[dashing]] animation where he keeps his fists 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.}}
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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.}}
*{{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), slightly surpassing his ''Brawl'' air speed.}}
*{{buff|Captain Falcon's [[air speed]] is faster (1.1 → 1.218), slightly surpassing his ''Brawl'' air speed.}}
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*{{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 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, further exacerbated by Falcon's heavy reliance on dash-dancing and grounded movement when compared to other characters.}}


===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|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%), 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 has slightly more base knockback (25 → 27), but slightly less knockback scaling (100 → 97). This hinders its KO potential overall, although it doesn't KO that much 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 a lot longer 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 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|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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**{{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.}}
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