Falco (SSB4): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(lots of grammar fixes. Also more info)
Line 46: Line 46:


==Changes from ''Brawl''==
==Changes from ''Brawl''==
Falco has received a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4''. Even though the former are more than the latter, he is considered to be significantly nerfed overall, due to his neutral game being drastically weakened.
Falco has received a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4''. Even though the former are of greater quantity than the latter, he is considered to be significantly nerfed overall, due to his neutral game being drastically weakened.


Falco's power has been improved significantly, removing his main weakness from ''Brawl''. His down tilt has regained its lost power from ''Melee'' and his smash attacks are stronger. His forward aerial is stronger and unaffected by [[SDI]], his up aerial has consistent power and more vertical knockback, and his back aerial has much more power, to the point of being the eighth strongest overall in the game. In addition, his grab game has had its consistency drastically improved, with up throw and down throw having comboing abilities, and back throw now having KO power. His recovery, another severe weakness he has had since ''Melee'', has been heavily buffed. While Falco Phantasm can no longer be interrupted, it no longer puts Falco in [[helpless]] state, allowing Fire Bird to be used immediately after, with the latter also granting more distance than before. Due to being slow, both moves also benefit a lot from the removal of [[edge-hogging]].
Falco's power has been improved significantly, removing his main weakness from ''Brawl''. His down tilt has regained its lost power from ''Melee'' and his smash attacks are stronger. His forward aerial is stronger and unaffected by [[SDI]], his up aerial has consistent power and more vertical knockback, and his back aerial has much more power, to the point of being the eighth strongest overall in the game. In addition, his grab game has had its consistency drastically improved, with up throw and down throw having comboing abilities, and back throw now having KO power. His recovery, another severe weakness he has had since ''Melee'', has been heavily buffed. While Falco Phantasm can no longer be interrupted, it no longer puts Falco in [[helpless]] state, allowing Fire Bird to be used immediately after, with the latter also granting more distance than before. Due to being slow, both moves also benefit a lot from the removal of [[edge-hogging]].


However, the few nerfs Falco received created new weaknesses that were harsh enough to cripple his neutral game. The removal of DACUS (and subsequently the Gatling Combo) prevents his newly buffed up smash to be used as an approach option or a combo finisher. The removal of chain grabbing is a double-edged sword for Falco. While he is no longer adversely affected by it, his ability to easily rack up large amounts of damage is no longer present. Down aerial, a staple in ''Melee'' and ''Brawl'', has been drastically slowed down, to the point where it is now useless outside of [[edgeguarding]]. Finally, his Blaster, formerly one of the most reliable tools for approaching and pressuring, is slower and incapable of autocancelling. These changes make Falco much less of a threat in the neutral game, as it is considerably harder for him to put his high power to good use.  
However, the few nerfs Falco received created new weaknesses that were harsh enough to cripple his neutral game. The removal of DACUS (and subsequently the Gatling Combo) prevents his newly buffed up smash from being used as an approach option or a combo finisher. The removal of chain grabbing is a double-edged sword for Falco. While he is no longer adversely affected by it, his ability to easily rack up large amounts of damage is no longer present. Down aerial, a staple in ''Melee'' and ''Brawl'', has been drastically slowed down, to the point where it is now useless outside of [[edgeguarding]]. Finally, his Blaster, formerly one of the most reliable tools for approaching and pressuring, is slower and incapable of autocancelling. These changes make Falco much less of a threat in the neutral game, as it is considerably harder for him to put his high power to good use.  


Due to these nerfs, Falco considered to be one of the characters to get truly nerfed in the initial transition from ''Brawl'', alongside {{SSB4|Meta Knight}}, {{SSB4|Marth}}, {{SSB4|King Dedede}}, {{SSB4|Jigglypuff}} and {{SSB4|Olimar}}, though the former two are still considered solid characters in competitive play due to both the buffs they have received in their transitions from ''Brawl'', as well as the buffs they received in game updates, all of which are much more noticeable buffs when compared to Falco.
Due to these nerfs, Falco considered to be one of the characters to get truly nerfed in the initial transition from ''Brawl'', alongside {{SSB4|Meta Knight}}, {{SSB4|Marth}}, {{SSB4|King Dedede}}, {{SSB4|Jigglypuff}} and {{SSB4|Olimar}}, though the former two are still considered solid characters in competitive play due to both the buffs they had received in their transitions from ''Brawl'', as well as the buffs they later received in game updates, all of which are much more noticeable buffs when compared to Falco.


===Aesthetics===
===Aesthetics===
Line 63: Line 63:
*{{buff|Falco's [[air speed]] is faster (0.893 → 0.93).}}
*{{buff|Falco's [[air speed]] is faster (0.893 → 0.93).}}
*{{buff|Falco's [[air acceleration]] is faster (0.07 → 0.09).}}
*{{buff|Falco's [[air acceleration]] is faster (0.07 → 0.09).}}
*{{buff|Falco jumps significantly higher.}}
*{{change|Falco [[falling speed|falls]] faster (1.708 → 1.8). This improves his vertical endurance, but makes him more susceptible to combos.}}
*{{change|Falco [[falling speed|falls]] faster (1.708 → 1.8). This improves his vertical endurance, but makes him more susceptible to combos.}}
*{{buff|Falco's [[fast fall]]ing speed is faster (2.3912 → 2.88), improving his air game and making him less susceptible to juggling.}}
*{{buff|Falco's [[fast fall]]ing speed is faster (2.3912 → 2.88), improving his air game and making him less susceptible to juggling.}}
*{{change|Falco's [[gravity]] is higher (0.112 → 0.13). This improves his aerial mobility, but hinders his horizontal endurance.}}
*{{change|Falco's [[gravity]] is higher (0.112 → 0.13). This improves his aerial mobility, but hinders his horizontal endurance and air time.}}
*{{buff|Soft landing is faster (3 frames → 2).}}
*{{buff|Soft landing is faster (3 frames → 2).}}
*{{nerf|[[Item throw]] is weaker (1 → 0.94).}}
*{{nerf|[[Item throw]] is weaker (1 → 0.94).}}
*{{change|The removal of [[chain grab]]bing both helps and hinders Falco. It significantly improves his endurance, but hinders his approach.}}
*{{change|The removal of [[chain grab]]bing both helps and hinders Falco. It significantly improves his endurance, but hinders the utility of his down throw, by removing its powerful chaingrabs.}}


===Ground attacks===
===Ground attacks===
Line 74: Line 75:
*{{nerf|The first and second hit of neutral attack no longer have [[set knockback]] (5 set/100 scaling → 35 base/30 scaling (first hit), 20 set/100 scaling → 30 base/30 scaling (second hit)), and the second hit has less [[reach]] (6u → 5u). The first and rapid hits also deal less damage (4% → 3% (first hit), 1% → 0.4 (rapid hits)).}}
*{{nerf|The first and second hit of neutral attack no longer have [[set knockback]] (5 set/100 scaling → 35 base/30 scaling (first hit), 20 set/100 scaling → 30 base/30 scaling (second hit)), and the second hit has less [[reach]] (6u → 5u). The first and rapid hits also deal less damage (4% → 3% (first hit), 1% → 0.4 (rapid hits)).}}
*{{change|The first and second hit of neutral attack have altered knockback angles (80° → 68°/77°/80° (first hit), 50° → 80°/50°/45° (second hit)).}}
*{{change|The first and second hit of neutral attack have altered knockback angles (80° → 68°/77°/80° (first hit), 50° → 80°/50°/45° (second hit)).}}
*{{buff|[[Dash attack]] has increased knockback (40/30 base/90 scaling → 80/70/70). Also has a new animation where Falco instead kicks while leaning away from his kicking-direction and recovers with a forward lean brake (a bit different from Fox's recovery animation for his dash attack), somewhat altering his hurtbox position.}}
*{{buff|[[Dash attack]] has increased knockback (40/30 base/90 scaling → 80/70/70). It also has a new animation where Falco instead kicks while leaning away from his kicking-direction and recovers with a forward lean brake (in a slightly different fashion than Fox's dash attack), somewhat altering his hurtbox position.}}
*{{nerf|Dash attack has doubled startup lag (frame 4 → 8).}}
*{{nerf|Dash attack has noticeably increased startup lag (frame 4 → 8).}}
*{{nerf|[[Up tilt]] has more startup (frame 4 → 5).}}
*{{nerf|[[Up tilt]] has more startup (frame 4 → 5).}}
*{{buff|[[Down tilt]] has an altered animation where rather than spinning around in place with his tail out, Falco steps forward slightly and sweeps his tail in front of him, which somewhat increases its reach. It also has more base knockback (25 → 50/35), restoring its KOing potential from ''Melee''. The changes to [[hitstun]] cancelling also makes it a good combo starter at low percents.}}
*{{buff|[[Down tilt]] has an altered animation where rather than spinning around in place with his tail out, Falco steps forward slightly and sweeps his tail in front of him, which somewhat increases its reach. It also has more base knockback (25 → 50/35), restoring its KOing potential from ''Melee''. The changes to [[hitstun]] cancelling also make it a good combo starter at low percents.}}
*{{nerf|The sourspot hitboxes of down tilt have less knockback scaling (90 → 88), and the middle hitbox deals less damage (12% → 11%).}}
*{{nerf|The sourspot hitboxes of down tilt have less knockback scaling (90 → 88), and the middle hitbox deals less damage (12% → 11%).}}
*{{buff|[[Forward smash]] has increased knockback (40 base/88 scaling → 42/90/93/96 (clean hit), 10 base → 30 (late hit)).}}
*{{buff|[[Forward smash]] has increased knockback (40 base/88 scaling → 42/90/93/96 (clean hit), 10 base → 30 (late hit)).}}
*{{nerf|Forward smash hits 1 frame later (frame 16 → 17) and the late hit has less reach (9u → 6u).}}
*{{nerf|Forward smash has 1 frame more starting lag (16 → 17) and the late hit has less reach (9u → 6u).}}
*{{change|Forward smash has increased [[hitlag]] (0.5× → 1× (clean hit), 0.3× → 0.5× (late hit)). This makes it safer on shield, but easier to DI.}}
*{{change|Forward smash has increased [[hitlag]] (0.5× → 1× (clean hit), 0.3× → 0.5× (late hit)). This makes it safer on shield, but easier to DI.}}
*{{buff|Falco has a new [[up smash]] animation, a sideways-flipping kick that hits with both legs with the following-legged hit re-positioning him forward. It deals 2% more damage (14% → 16%) and hits twice instead of once, with the first hit leading into the second and leaving no [[sourspot]] behind Falco, and dealing more knockback than his previous up smash (20 base/98 scaling → 31/104). It also comes out 1 frame earlier (frame 8 → 7), hits better against crouching opponents and grants intangibility frames on Falco's legs. These changes make it stronger overall in terms of racking up damage.}}
*{{buff|Falco has a new [[up smash]] animation, a sideways-flipping kick that hits with both legs with the following-legged hit re-positioning him forward. It deals 2% more damage (14% → 16%) and hits twice instead of once, with the first hit leading into the second and leaving no [[sourspot]] behind Falco. It also has increased knockback (20 base/98 scaling → 31/104). Furthermore, it comes out 1 frame earlier (frame 8 → 7), hits better against crouching opponents and grants intangibility frames on Falco's legs. These changes make it stronger overall in terms of racking up damage.}}
*{{nerf|Up smash causes Falco to recover in a slight pose, causing more ending lag. The removal of [[DACUS]] also eliminates its use as an approach option, combo finisher (in the form of the [[Gatling Combo]]) or KO follow-up after a down throw.}}
*{{nerf|Up smash causes Falco to recover in a slight pose, causing more ending lag. The removal of [[DACUS]] also eliminates its use as an approach option, combo finisher (in the form of the [[Gatling Combo]]) or KO follow-up after a down throw.}}
*{{buff|[[Down smash]] has higher knockback scaling (70 → 78). It also has intangibility on his legs, restoring the move's usefulness from ''[[Falco (SSBM)/Down smash|Melee]]''.}}
*{{buff|[[Down smash]] has higher knockback scaling (70 → 78). It also has intangibility on his legs, restoring the move's usefulness from ''[[Falco (SSBM)/Down smash|Melee]]''.}}
Line 91: Line 92:
*{{change|The final hit of neutral aerial, all hits of forward aerial, and the clean of down aerial have increased hitlag (1x → 2x (neutral), 0.7× → 1× (forward aerial looping hits), 2× → 2.5× (forward aerial final hit), 1× → 2× (down)). This makes them safer on shield, but easier to DI.}}
*{{change|The final hit of neutral aerial, all hits of forward aerial, and the clean of down aerial have increased hitlag (1x → 2x (neutral), 0.7× → 1× (forward aerial looping hits), 2× → 2.5× (forward aerial final hit), 1× → 2× (down)). This makes them safer on shield, but easier to DI.}}
*{{buff|Each hit of [[neutral aerial]] has more reach (5u → 6u (multi-hits), 5u → 8u (final hit)). The final hit via a new animation (where Falco leans forward with his left side a bit more) also has increased knockback (40 base/100 scaling → 55/130).}}
*{{buff|Each hit of [[neutral aerial]] has more reach (5u → 6u (multi-hits), 5u → 8u (final hit)). The final hit via a new animation (where Falco leans forward with his left side a bit more) also has increased knockback (40 base/100 scaling → 55/130).}}
*{{nerf|Neutral aerial has more landing lag (9 frames → 15).}}
*{{nerf|Neutral aerial has much more landing lag (9 frames → 15).}}
*{{nerf|[[Forward aerial]] deals 2% less damage (11% → 9%) and has more startup (6 frames → 10). The final hit also has an increased [[SDI]] multiplier (0× → 1×) and less reach (8u → 6u).}}
*{{nerf|[[Forward aerial]] deals 2% less damage (11% → 9%) and has more startup (6 frames → 10). The final hit also has an increased [[SDI]] multiplier (0× → 1×) and less reach (8u → 6u).}}
*{{buff|Forward aerial now has a finishing hit that deals more knockback (80 base/60 scaling → 55/145), making it a very reliable KOing option offstage. Its also has less landing lag (33 frames → 25), less ending lag (58 → 50), autocancels earlier (frame 49 → 46), and has a new landing hitbox that deals 3% and high knockback (30 base/160 scaling) that can KO at 160% near the ledge, as well as making it harder to punish.}}
*{{buff|Forward aerial now has a finishing hit that deals more knockback (80 base/60 scaling → 55/145), making it a very reliable KOing option offstage. Its also has less landing lag (33 frames → 25), less ending lag (58 → 50), autocancels earlier (frame 49 → 46), and has a new landing hitbox that deals 3% and high knockback (30 base/160 scaling) that can KO at 160% near the ledge, as well as making it harder to punish.}}
*{{buff|Falco's [[back aerial]] has a new animation with Falco kicking more horizontally while leaning more away from his direction (akin to his dash attack), which narrows Falco's own hurtbox somewhat. It now has much higher knockback scaling (103 → 130), now being one of the strongest of its kind if landed clean; the horizontal hitbox also makes it a bit more suitable to use during a short-hop.}}
*{{buff|Falco's [[back aerial]] has a new animation with Falco kicking more horizontally while leaning further away (akin to his dash attack), which narrows Falco's own hurtbox somewhat. It now has much higher knockback scaling (103 → 130), now being one of the strongest of its kind if landed clean; the horizontal hitbox also makes it a bit more suitable to use during a short-hop.}}
*{{nerf|Back aerial's new animation now gives it a slightly more narrow hitbox on top of with less reach on both sides of Falco (6u → 4.8u) with no extra hitboxes on his left leg, and its lingering hitbox has been shortened by 8 frames.}} This drastically reduces the move's overall utility.
*{{nerf|Back aerial's new animation now gives it a slightly more narrow hitbox on top of with less reach on both sides of Falco (6u → 4.8u) with no extra hitboxes on his left leg, and its lingering hitbox has been shortened by 8 frames. This drastically reduces the move's overall utility.}}
*{{nerf|[[Up aerial]] deals 1% less damage (11% → 10%).}}
*{{nerf|[[Up aerial]] deals 1% less damage (11% → 10%).}}
*{{buff|Up aerial has less startup (frame 10 → 7), deals more knockback (27/30 base/100/20 scaling → 35/90), and has more reach (4.8u → 5u). Each hitbox also now launches opponents at a more vertical angle (68°/80° → 65°/75°/85°), improving its follow-up and KO potential. All of this also removes its sourspot.}}
*{{buff|Up aerial has less startup (frame 10 → 7), deals more knockback (27/30 base/100/20 scaling → 35/90), and has more reach (4.8u → 5u). Each hitbox also now launches opponents at a more vertical angle (68°/80° → 65°/75°/85°), improving its follow-up and KO potential. It also no longer has a sourspot.}}
*{{buff|The clean hit of [[down aerial]] has a different launch angle on aerial opponents (280° → 285°), allowing it to [[gimp]] offstage opponents more easily. Due to its 2× hitlag multiplier, the move also benefits heavily from [[frame cancelling]] upon landing.}}
*{{buff|The clean hit of [[down aerial]] has a different launch angle on aerial opponents (280° → 285°), allowing it to [[gimp]] offstage opponents more easily. Due to its 2× hitlag multiplier, the move also benefits heavily from [[frame cancelling]] upon landing.}}
*{{change|The clean hit of down aerial has a different launch angle on grounded opponents (280° → 80°). This makes it stronger and prevents [[tech]]ing, but also removes its follow-ups at high percentages.}}
*{{change|The clean hit of down aerial has a different launch angle on grounded opponents (280° → 80°). This makes it stronger and prevents [[tech]]ing, but also removes its follow-ups at high percentages.}}
*{{nerf|Down aerial has altered animations, both as drastically more startup where Falco delays for a stomp (frame 5 → 16) and increased landing lag (12 frames → 23). These drastically worsen its utility and prevent it from [[autocancelling]] in a short hop. Its clean hit also has lower knockback scaling (100 → 80) and less reach (5.5u → 4.2u (clean hit), 5.5u → 5.3u (late hit)).}}
*{{nerf|Down aerial has an altered animation, resulting in drastically more startup while Falco delays before stomping (frame 5 → 16) and increased landing lag (12 frames → 23). These drastically worsen its utility and prevent it from [[autocancelling]] from a short hop. Its clean hit also has lower knockback scaling (100 → 80) and less reach (5.5u → 4.2u (clean hit), 5.5u → 5.3u (late hit)).}}


===Throws/other attacks===
===Throws/other attacks===
Line 115: Line 116:
*{{buff|Blaster has less startup (frame 12 → 11 (grounded), frame 10 → 9 (aerial)).}}
*{{buff|Blaster has less startup (frame 12 → 11 (grounded), frame 10 → 9 (aerial)).}}
*{{buff|[[Falco Phantasm]] no longer dashes over edges when used on the ground. It also has less landing lag when used in the air. It no longer leaves Falco [[helpless]] when used in midair and gives Falco some forward momentum after the move ends. The introduction of ledge-trumping also allows it to be used for gimping opponents after trumping the edge.}}
*{{buff|[[Falco Phantasm]] no longer dashes over edges when used on the ground. It also has less landing lag when used in the air. It no longer leaves Falco [[helpless]] when used in midair and gives Falco some forward momentum after the move ends. The introduction of ledge-trumping also allows it to be used for gimping opponents after trumping the edge.}}
*{{nerf|Falco Phantasm has increased startup (17 frames → 18). It can also no longer be interrupted, removing Falco's recovery mix-up options.}}
*{{nerf|Falco Phantasm has increased startup (17 frames → 18). It can also no longer be interrupted, removing Falco's recovery mix-up options. The move also dashes more slowly, and the attack has less range, due to the hitbox ending before he has dashed forward the full distance.}}
*{{buff|[[Fire Bird]] covers more distance, has less startup (frame 21 → 20), and has a decreased SDI multiplier (1.5× → 0.8×).}}
*{{buff|[[Fire Bird]] covers more distance, has less startup (frame 21 → 20), and has a decreased SDI multiplier (1.5× → 0.8×).}}
*{{nerf|Fire Bird no longer gives Falco a slight vertical boost at the end of the move, making it slightly harder to recover if Falco overshoots the ledge from behind.}}
*{{nerf|Fire Bird no longer gives Falco a slight vertical boost at the end of the move, making it slightly harder to recover if Falco overshoots the ledge from behind.}}