Template:SSB4 to SSBU changelist/Falco: Difference between revisions

no edit summary
No edit summary
Line 42: Line 42:
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|All of down tilt's hitboxes deal more damage (12%/11%/9% (near/mid/far) → 13%/12%/10.5%) and the mid hits have higher base knockback (35 → 40). This improves the move's KO potential, while keeping its combo potential intact due to Falco's faster jumpsquat.}}
**{{buff|All of down tilt's hitboxes deal more damage (12%/11%/9% (near/mid/far) → 13%/12%/10.5%) and the mid hits have higher base knockback (35 → 40). This improves the move's KO potential, while keeping its combo potential intact due to Falco's faster jumpsquat.}}
**{{change|Down tilt launches at a more vertical angle.}}
**{{buff|Down tilt launches at a more vertical angle, allowing it to KO earlier.}}
**{{nerf|Down tilt has slightly more startup (frame 7 → 8), with its total duration increased as well to match the change to startup (FAF 29 → 30).}}
**{{nerf|Down tilt has slightly more startup (frame 7 → 8).}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash deals more damage (15% → 16% (clean), 10% → 12% (late)), with its knockback scaling not fully compensated (90/93/96 → 89/91/93), improving its KO potential.}}
**{{buff|Forward smash deals more damage (15% → 16% (clean), 10% → 12% (late)), with its knockback scaling not fully compensated (90/93/96 → 89/91/93), improving its KO potential.}}
Line 62: Line 62:
*{{buff|All aerials have less landing lag (15 frames → 9 (neutral, up), 25 → 15 (forward), 15 → 13 (back), 23 → 14 (down)).}}
*{{buff|All aerials have less landing lag (15 frames → 9 (neutral, up), 25 → 15 (forward), 15 → 13 (back), 23 → 14 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial's third and fourth hits have less startup lag (frame 14 → 10 (hit 3), frame 23 → 19 (hit 4)).}}
**{{buff|Neutral aerial's third and fourth hits have less startup lag (frame 14 → 10 (hit 3), frame 23 → 17 (hit 4)).}}
***{{nerf|However, the move's total duration remains the same, thus increasing its ending lag. This worsens its ability to combo into other attacks without landing.}}
***{{nerf|However, the move's total duration remains the same, thus increasing its ending lag. This worsens its ability to combo into other attacks without landing.}}
**{{buff|Its reduced landing lag allows it to combo into itself repeatedly near the ground from low to mid percents, drastically improving its damage racking potential.}}  
**{{buff|Its reduced landing lag allows it to combo into itself repeatedly near the ground from low to mid percents, drastically improving its damage racking potential.}}  
**{{buff|Neutral aerial autocancels earlier (frame 43 → 41).}}
**{{nerf|Due to Falco rising faster from his jumps, opponents are more likely to fall out of neutral aerial's looping hits, making it harder to connect.}}
**{{nerf|Due to Falco rising faster from his jumps, opponents are more likely to fall out of neutral aerial's looping hits, making it harder to connect.}}
**{{change|It has a larger "wind" particle around Falco while he spins.}}
**{{change|It has a larger "wind" particle around Falco while he spins.}}
Line 84: Line 85:
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has significantly faster startup (frame 16 → 10), being only twice the startup of Falco's down aerial in ''Brawl''.}}
**{{buff|Down aerial has significantly faster startup (frame 16 → 10), being only twice the startup of Falco's down aerial in ''Brawl''.}}
***{{nerf|However, its total duration remains the same, thus increasing its ending lag.}}
***{{buff|It also has less ending lag (FAF 51 → 43).}}
**{{buff|It auto-cancels earlier (frame 38 → 30), restoring its ability to auto-cancel from a short hop. Combined with its faster startup and lower landing lag (frame 14 → 11) , this significantly improves its previously situational use, making it more reliable for approaching and contesting opposing attacks.}}
**{{buff|It auto-cancels earlier (frame 38 → 30), restoring its ability to auto-cancel from a short hop. Combined with its faster startup and lower landing lag (frame 14 → 12) , this significantly improves its previously situational use, making it more reliable for approaching and contesting opposing attacks.}}
**{{change|Down aerial's clean hit on grounded opponents has more base knockback, but less knockback scaling (10 (base), 80 (scaling) → 55/50). This allows it to start combos at a wider range of percents, but hinders its KO potential.}}
**{{change|Down aerial's clean hit on grounded opponents has more base knockback, but less knockback scaling (10 (base), 80 (scaling) → 55/50). This allows it to start combos at a wider range of percents, but hinders its KO potential.}}


Line 112: Line 113:
**{{change|Blaster has different sound effects when fired and when hitting an opponent.}}
**{{change|Blaster has different sound effects when fired and when hitting an opponent.}}
*[[Falco Phantasm]]:
*[[Falco Phantasm]]:
**{{buff|Grounded Falco Phantasm has less startup (frame 18 → 14), ending lag (FAF 61 → 56), and a longer hitbox duration.}}
**{{buff|Grounded Falco Phantasm has less startup (frame 18 → 13), ending lag (FAF 61 → 50), and a longer hitbox duration (18-24 → 13-22).}}
**{{buff|The grounded version has altered knockback (40 (base), 100 (scaling) → 83/50). Combined with the aforementioned change, and Falco's faster jumpsquat and jump speed, this grants it combo potential from low to mid percents if it hits near the end of the dash.}}
**{{buff|The grounded version has altered knockback (40 (base), 100 (scaling) → 83/50). Combined with the aforementioned change, and Falco's faster jumpsquat and jump speed, this grants it combo potential from low to mid percents if it hits near the end of the dash.}}
**{{buff|Aerial Falco Phantasm has more active frames (18-24 → 18-27).}}
**{{nerf|Aerial Falco Phantasm travels a slightly shorter distance.}}
**{{nerf|Aerial Falco Phantasm travels a slightly shorter distance.}}
**{{nerf|It no longer travels through shields, making it extremely unsafe if blocked.}}
**{{nerf|It no longer travels through shields, making it extremely unsafe if blocked.}}
2,794

edits