Falco (SSBU): Difference between revisions

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Falco was previously a lackluster character in ''SSB4'', due to harsh nerfs it received in the previous game as well as gameplay mechanics working adversely towards him. Likely owing to this, Falco has received a mix of buffs and nerfs in the transition to ''Ultimate'', being greatly buffed overall.
Falco was previously a lackluster character in ''SSB4'', due to harsh nerfs it received in the previous game as well as gameplay mechanics working adversely towards him. Likely owing to this, Falco has received a mix of buffs and nerfs in the transition to ''Ultimate'', being greatly buffed overall.


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, now fires at the same rate while grounded as it does in the air, 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 Falco's other moves have been made more usable as well. [[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 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, now fires at the same rate while grounded as it does in the air, 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 Falco's other moves have been made more usable as well. [[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.


Changes to gameplay mechanics have been kind to Falco. His 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. The nerfs to air dodging further strengthen 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''.
Changes to gameplay mechanics have been kind to Falco. His 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. The nerfs to air dodging further strengthen 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''.