Falco (SSBU): Difference between revisions

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Likely owing to his low-tier placement in ''SSB4'', Falco has received a mix of buffs of nerfs in the transition to ''Ultimate'', being buffed overall.
Likely owing to his low-tier placement in ''SSB4'', Falco has received a mix of buffs of nerfs in the transition to ''Ultimate'', being 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, 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. Finally, 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. 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 received noticeable nerfs as well, which worsen some of his weakest traits, including his [[recovery]]. Though he does possess the highest jump in the game, Falco has had his already poor recovery ability nerfed as [[Falco Phantasm]] now travels slightly less distance and stops on shield, 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. 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. 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 received noticeable nerfs as well, which worsen some of his weakest 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 stops on shield, 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.


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 playerbase is still somewhat small, he has still achieved good results thanks to many players such as {{Sm|Larry Lurr}}, {{Sm|Kofi}}, {{Sm|PiXL}}, and {{Sm|Juice}}. Several top players also think very highly of Falco, as they believe that he has the tools to be a viable threat in the metagame. This, however, is debatable.  
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 playerbase is still somewhat small, he has still achieved good results thanks to many players such as {{Sm|Larry Lurr}}, {{Sm|Kofi}}, {{Sm|PiXL}}, and {{Sm|Juice}}. Several top players also think very highly of Falco, as they believe that he has the tools to be a viable threat in the metagame. This, however, is debatable.