Falco (SSBU): Difference between revisions

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m (the word "followups" has been replaced with "follow-ups" and "followup" has been replaced with "follow-up")
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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, fires at a faster rate while grounded, 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 his other moves have been made more usable as well: his [[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 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. Finally, the nerfs to air dodging further compliment 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''.
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, fires at a faster rate while grounded, 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 his other moves have been made more usable as well: his [[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 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. Finally, the nerfs to air dodging further compliment 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 noticeable nerfs, which worsen some of his worst traits, including his [[recovery]]. Though he does possess 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. Meanwhile, Falco's other recovery option in [[Fire Bird]] is also still extremely linear and easy to exploit. Furthermore, the nerfs to air dodges make both of his recovery options even more linear and exploitable than before. Additionally, while many of his combo-centric moves were made more effective through reduced lag, they have also been weakened (forward tilt, up tilt, [[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 even harder for him to close a stock. Moves such as neutral attack and forward smash no longer move him forward as much, reducing their range, while up smash's hitbox was altered to such an extent that it will completely miss against grounded opponents unless they are right in front of Falco. Finally, {{b|Reflector|Falco}} no longer has a bonus chance to [[trip]] opponents, removing its utility for followups and worsening its overall safety. As a result, while Falco may have more effective combos and spacing abilities than before, many of his weaknesses are even more defined.
However, Falco has also received noticeable nerfs, which worsen some of his worst traits, including his [[recovery]]. Though he does possess 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. Meanwhile, Falco's other recovery option in [[Fire Bird]] is also still extremely linear and easy to exploit. Furthermore, the nerfs to air dodges make both of his recovery options even more linear and exploitable than before. Additionally, while many of his combo-centric moves were made more effective through reduced lag, they have also been weakened (forward tilt, up tilt, [[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 even harder for him to close a stock. Moves such as neutral attack and forward smash no longer move him forward as much, reducing their range, while up smash's hitbox was altered to such an extent that it will completely miss against grounded opponents unless they are right in front of Falco. Finally, {{b|Reflector|Falco}} no longer has a bonus chance to [[trip]] opponents, removing its utility for follow-ups and worsening its overall safety. As a result, while Falco may have more effective combos and spacing abilities than before, many of his weaknesses are even more defined.


Overall, Falco is considered to be much better than his appearance in ''SSB4'', since his key strengths are more threatening than before, and his neutral game has seen noticeable improvements. Although his player base is still somewhat small, he has nonetheless achieved very good results thanks to many good players such as {{Sm|Larry Lurr}}, {{Sm|Kofi}}, {{Sm|PiXL}}, and {{Sm|Juice}}. The general consensus is that he is an upper-mid/lower-high tier character.
Overall, Falco is considered to be much better than his appearance in ''SSB4'', since his key strengths are more threatening than before, and his neutral game has seen noticeable improvements. Although his player base is still somewhat small, he has nonetheless achieved very good results thanks to many good players such as {{Sm|Larry Lurr}}, {{Sm|Kofi}}, {{Sm|PiXL}}, and {{Sm|Juice}}. The general consensus is that he is an upper-mid/lower-high tier character.
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|fthrowname= 
|fthrowname= 
|fthrowdmg=4% (hit), 3% (throw)
|fthrowdmg=4% (hit), 3% (throw)
|fthrowdesc=Slams the opponent forward with his right arm. Has no true followups at 0%, though it can followup with dash attack. At around 40%, it causes opponents to tumble, allowing setups such as a lock from neutral attack or Blaster, or tech chases if the opponent rolls. Otherwise, this throw is mostly used to send opponents offstage.
|fthrowdesc=Slams the opponent forward with his right arm. Has no true follow-ups at 0%, though it can follow-up with dash attack. At around 40%, it causes opponents to tumble, allowing setups such as a lock from neutral attack or Blaster, or tech chases if the opponent rolls. Otherwise, this throw is mostly used to send opponents offstage.
|bthrowname= 
|bthrowname= 
|bthrowdmg= 6% (throw), 3% (Blaster shot)
|bthrowdmg= 6% (throw), 3% (Blaster shot)
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|dthrowname= 
|dthrowname= 
|dthrowdmg=2% (throw), 3% (Blaster shot)
|dthrowdmg=2% (throw), 3% (Blaster shot)
|dthrowdesc=Lays the opponent on the ground before firing a point-blank Blaster shot. It is an effective combo throw like up throw, though it is more focused on grounded followups. Combos into neutral attack, dash attack, forward tilt, up smash, neutral aerial, forward aerial, Blaster, and [[Falco Phantasm]]. It can also set up for Blaster locks.
|dthrowdesc=Lays the opponent on the ground before firing a point-blank Blaster shot. It is an effective combo throw like up throw, though it is more focused on grounded follow-ups. Combos into neutral attack, dash attack, forward tilt, up smash, neutral aerial, forward aerial, Blaster, and [[Falco Phantasm]]. It can also set up for Blaster locks.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%