4,053
edits
(→Changes from Super Smash Bros. 4: All data has been taken from https://rubendal.github.io/ssbu/#/Character and https://rubendal.github.io/Sm4sh-Calculator/scripts.html. I knew Falcon had changed, but not to such extent. Yikes.) |
m (→Ground attacks: An oversight while I was editing. Never gets old.) |
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**{{buff|The first hit has an altered animation, with Falcon jabbing underhanded. This slightly lowers its position, allowing it to hit shorter and crouching characters.}} | **{{buff|The first hit has an altered animation, with Falcon jabbing underhanded. This slightly lowers its position, allowing it to hit shorter and crouching characters.}} | ||
**{{buff|The first hit transitions into the second faster (frame 8 → 5), which transitions into either of the subsequent hits faster (frame 10 → 8).}} | **{{buff|The first hit transitions into the second faster (frame 8 → 5), which transitions into either of the subsequent hits faster (frame 10 → 8).}} | ||
**{{buff|The infinite has faster startup (frame 9 → 5), a much shorter gap reduced knockback (15/15/8 base/50/50/30 scaling → 8 base/15 scaling | **{{buff|The infinite has faster startup (frame 9 → 5), a much shorter gap between hits (5 frames → 2) and reduced knockback (15/15/8 base/50/50/30 scaling → 8 base/15 scaling), in addition to keeping opponents on the ground, allowing it to connect much more reliably.}} | ||
**{{buff|The infinite's finisher deals more damage (2% → 3%), though with its knockback scaling compensated (70 → 55).}} | **{{buff|The infinite's finisher deals more damage (2% → 3%), though with its knockback scaling compensated (70 → 55).}} | ||
**{{nerf|The first two hits and the infinite deal less damage (2% → 1.5% (hits 1-2), 1% → 0.6% (infinite)).}} | **{{nerf|The first two hits and the infinite deal less damage (2% → 1.5% (hits 1-2), 1% → 0.6% (infinite)).}} |