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

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Tag: Mobile edit
Tag: Mobile edit
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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.}}
**{{change|It no longer moves Falcon forward with each use, which makes it safer to use for spacing, but reduces its range slightly.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{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°).}}
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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%).}}
**{{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|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/72/74/80 scaling).}}