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'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{buff|Falco's [[air speed]] | *{{buff|Falco's [[air speed]] is higher (0.893 → 0.93).}} | ||
*{{buff|Falco's [[air acceleration]] increased | *{{buff|Falco's [[air acceleration]] increased (0.07 → 0.09).}} | ||
*{{buff| | *{{buff|The first two hits of neutral attack now always launch opponents in the direction Falco is facing, improving their reliability.}} | ||
*{{buff| | *{{buff|The near hitboxes on the first hit of neutral attack are larger (3u (middle)/2u (near) → 3.2u/2.5u)), with the near hitbox being positioned closer to Falco (x offset: 0 → -0.5).}} | ||
*{{ | *{{change|The near and far hitboxes on the first hit of neutral attack have swapped priority.}} | ||
*{{ | *{{change|The near hitboxes on the first hit of neutral attack launch opponents at lower angles (80° → 68° (near)/77° (middle)).}} | ||
*{{buff| | *{{change|The first hit of neutral attack has more base knockback (30 → 35). This improves its jab canceling potential, but hinders its ability to lead into the second hit.}} | ||
*{{buff| | *{{buff|The second hit of neutral attack's near hitbox is much larger (2u → 5u) and it is positioned closer to Falco (x offset: 0 → -0.5).}} | ||
*{{ | *{{change|The second hit of neutral attack's near hitbox launches opponents at a lower angle (50° → 45°).}} | ||
*{{buff| | *{{buff|Neutral infinite's near hitboxes are larger (3u (middle)/2u (near) → 3.2u/2.7u).}} | ||
*{{buff| | *{{change|Up smash's first hit's late foot hitbox now overrides the early foot hitbox.}} | ||
*{{ | **{{nerf|This means that the foot hitbox can no longer hit grounded opponents above Falco, preventing it from hitting opponents on higher platforms.}} | ||
*{{buff| | **{{buff|However, the move always failed to lead into the second hit against opponents on higher platforms, allowing Falco to simply land the second hit, which is much more powerful.}} | ||
*{{buff| | *{{buff|Up smash's second hit has less startup lag with a longer duration (frames 14-19 → 13-20). The animation was unchanged, giving the move more range below Falco.}} | ||
*{{ | *{{change|Up smash's second hit now has a part value of 1 on its hitboxes. As the first hit's hitboxes are deleted, this has no affect.}} | ||
*{{buff|Neutral aerial's loop hits have more set knockback (15 → 22) and they now use the auto-link angle (110° → 367°). These changes greatly improve neutral aerial's reliability.}} | |||
*{{buff|Neutral aerial's loop hits have a larger middle hitbox (4u → 6u) and it is now static, now fully covering Falco's body.}} | |||
{| | *{{nerf|Neutral aerial's second hit deals less damage (3% (hit 2)/12% (total) → 2%/11%).}} | ||
*{{buff|Neutral aerial's final hit has higher base knockback (40 → 55), improving its KO potential.}} | |||
*{{buff|Neutral aerial's final hit now uses one large extended hitbox rather than multiple smaller hitboxes (4u/4u/3u/3u → 8u), giving it more range overall.}} | |||
| | *{{buff|Neutral aerial's final hit now always launches opponents in the direction Falco is facing, making it more consistent.}} | ||
|- | *{{change|Neutral aerial's final hit has considerably more hitlag (1x → 2x). This makes it benefit more from [[frame canceling]] (even with its higher knockback) but this also makes it easier to DI and it significantly hinders the move's safety on shield.}} | ||
**The changes to shields in [[1.1.0]] and [[1.1.1]] would remove the shield safety disadvantage caused by the higher hitlag. | |||
*{{nerf|Neutral aerial's final hit has startup lag with a shorter duration (frames 21-24 → 23-24).}} | |||
*{{buff|Forward aerial has less startup lag (frame 12 → 10), ending lag (FAF 59 → 51) and landing lag (32 frames → 25).}} | |||
| | *{{nerf|Forward aerial has a a shorter duration (frames 12-34/35-36 → 10-27/28-29).}} | ||
| | **{{buff|However, the final hit's lower startup lag allows Falco to complete the move in a short hop, which he previously could not do.}} | ||
*{{buff|Forward aerial's loop hits have a shorter rehit rate (6 → 4). This gives forward aerial an extra loop despite its shorter duration, increasing its maximum damage (8% → 9%) as well as making it connect more reliably and making it harder to escape on shield.}} | |||
*{{nerf|Forward aerial's landing hit damage (5% → 3%) without full compensation on its base knockback (30 → 50), significantly hindering its KO potential.}} | |||
| | *{{buff|Up aerial has less startup lag (frame 10 → 7).}} | ||
**{{nerf|However, its total duration was not fully compensated (FAF 36 → 35), giving it more ending lag.}} | |||
*{{buff|Up aerial auto-cancels earlier (frame 26 → 23).}} | |||
*{{nerf|Up aerial has a shorter initial auto-cancel (frames 1-6 → 1-3).}} | |||
*{{buff|Up aerial's foot hitbox is slightly larger (4.8u → 5u).}} | |||
*{{nerf|Up aerial deals less damage (11% → 10%), with the foot and leg hitboxes also dealing less knockback (27 (base), 100 (scaling) → 35/90), considerably hindering its KO potential.}} | |||
| | *{{nerf|Up aerial's foot hitbox launches opponents at a lower angle (68° → 65°), hindering its KO potential along with its lower damage and knockback.}} | ||
*{{buff|Up aerial's leg and body hitboxes launch opponents at higher angle (68°/80° → 75°/85°), with it no longer being possible to LSI the leg hitbox.}} | |||
*{{buff|Up aerial's body hitbox deals drastically more knockback (30 (base), 20 (scaling) → 35/90). When combined with its higher launch angle, this transforms the hitbox from a drastically weaker sourspot to the move's sweetspot.}} | |||
**{{nerf|However, this also removes the hitbox's ability to lead into followups at higher percents, including potential KO confirms.}} | |||
| | *{{buff|Down aerial's clean hit has a longer duration (frames 16-18 → 16-19).}} | ||
| | *{{buff|Down aerial's late hit has a slightly larger hitbox (5u → 5.3u).}} | ||
*{{buff|Down aerial's clean now launches grounded opponents upwards with a less horizontal angle (285° → 80°). This means that the move can no longer be [[tech]]ed at higher percents, giving it much more consistent followup potential as well as granting it KO potential at very high percents.}} | |||
**{{nerf|However, this also removes down aerial's ability to lock and trip at lower percents, hindering its followup potential at lower percents in certain scenarios.}} | |||
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'''{{GameIcon|ssb4}} [[1.1.4]]''' | '''{{GameIcon|ssb4}} [[1.1.4]]''' |
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