Falco (SSB4): Difference between revisions

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'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Falco's [[air speed]] increased|0.893|0.93.}}
*{{buff|Falco's [[air speed]] is higher (0.893 0.93).}}
*{{buff|Falco's [[air acceleration]] increased|0.07|0.09.}}
*{{buff|Falco's [[air acceleration]] increased (0.07 0.09).}}
*{{buff|Neutral attack improved. It keeps opponents in place more reliably for all of its hits and its hitboxes' sizes increased.}}
*{{buff|The first two hits of neutral attack now always launch opponents in the direction Falco is facing, improving their reliability.}}
*{{buff|Neutral aerial improved. It keeps opponents in place more reliably for all of its hits, its hitboxes' sizes increased, and it always launches in the direction Falco faces.}}
*{{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).}}
*{{nerf|Neutral aerial deals 1% less damage|12%|11%.}}
*{{change|The near and far hitboxes on the first hit of neutral attack have swapped priority.}}
*{{buff|Forward aerial deals 1% more damage if all aerial hits connect|5%|6%.}}
*{{change|The near hitboxes on the first hit of neutral attack launch opponents at lower angles (80° → 68° (near)/77° (middle)).}}
*{{buff|Forward aerial's start-up and landing lag decreased: 12 frames 10 (start-up), 32 frames 25 (landing).}}
*{{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|Forward aerial overall lag decreased|58 frames|50, giving it follow-up potential.}}
*{{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).}}
*{{nerf|Forward aerial's landing hit deals 2% less damage|5%|3%.}}
*{{change|The second hit of neutral attack's near hitbox launches opponents at a lower angle (50° 45°).}}
*{{buff|Up aerial's start-up decreased|10 frames|7.}}
*{{buff|Neutral infinite's near hitboxes are larger (3u (middle)/2u (near) → 3.2u/2.7u).}}
*{{buff|Up aerial's hitbox sizes increased and deal more vertical knockback.}}
*{{change|Up smash's first hit's late foot hitbox now overrides the early foot hitbox.}}
*{{change|Up aerial's sourspot removed, leaving it with a single hitbox that deals 1% less damage than its previous sweetspot|11%|10%. This makes its utility much more consistent at the cost of an extra powerful 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|Sweetspotted down aerial's duration increased by 1 frame.}}
**{{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|Sourspotted down aerial's hitboxes' sizes increased.}}
*{{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|Sweetspotted down aerial no longer [[meteor smash]]es grounded opponents. Instead, it now launches opponents at a slightly diagonal trajectory. This makes it incapable of being [[tech]]ed at the cost of removing its follow-up potential at high percentages.}}
*{{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.}}
'''Technical changelist 1.0.8'''
*{{buff|Neutral aerial's loop hits have a larger middle hitbox (4u → 6u) and it is now static, now fully covering Falco's body.}}
{| class="wikitable sortable" style="text-align:center"
*{{nerf|Neutral aerial's second hit deals less damage (3% (hit 2)/12% (total) → 2%/11%).}}
! Change!!Old value!!New value
*{{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.}}
|Jab 1 hitboxes 0 and 2 switched|| ||
*{{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.}}
|Jab 1 base knockback||30||35
**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).}}
|Jab 1 angle (hitboxes 0-1)||80°||68°/77°
*{{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).}}
|Jab 1 size (hitboxes 0-1)||2/3||2.5/3.2
**{{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.}}
|Jab 1 Z-offset (hitbox 0)||0||-0.5
*{{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).}}
|Jab 2 hitbox 2 angle||50°||45°
**{{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).}}
|Jab 2 hitbox 2 size||2||5
*{{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).}}
|Jab 2 Z-offset (hitbox 2)||0||-0.5
*{{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.}}
|Transition from Jab 2 to Jab 3||frame 10||frame 9
*{{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.}}
|Rapid jab loop hitbox sizes||2/3||2.7/3.2
**{{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).}}
|Neutral air weight-based knockback increased||| ||
*{{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.}}
|Neutral air hitbox sizes increased || ||
**{{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.}}
|-
|Neutral air (hit 2) damage||3%||2%
|-
|Neutral air hits now auto link || ||
|-
|Neutral air's final hit now forces front-facing knockback || ||
|-
|Animation speed 1.33× for frames 0-37 || ||
|-
|Looping hits refresh time||6||4
|-
|Number of looping hits||3||5
|-
|Forward air landing damage||5%||3%
|-
|Forward air base knockback||30||50
|-
|Up air damage||11%||10%
|-
|Up air angle||68°/68°/80°||65°/75°/85°
|-
|Up air base knockback || 27/27/30 || 35/35/35
|-
|Up air knockback scaling || 100/100/20 || 90/90/90
|-
|Up air hitbox 0 size||4.8||5
|-
| Animation speed 1.5× for frames 0-8 || ||
|-
|Up air startup||10 frames||7 frames
|-
|Down air sweetspot produces a different hitbox with a nonmeteor angle on grounded opponents || 285° || 80°
|-
|Down air sourspot replaces sweetspot one frame later || 19 || 20
|-
|Down air sourspot hitbox size||5||5.3
|}


'''{{GameIcon|ssb4}} [[1.1.4]]'''
'''{{GameIcon|ssb4}} [[1.1.4]]'''
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