Captain Falcon (SSB4): Difference between revisions

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===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|Neutral attack's second hit can now either transition into the [[Gentleman]] alone, or skip to the neutral infinite if the attack button is pressed repeatedly, instead of performing both in succession. This makes the move much more versatile, allowing it to either quickly launch targets away with the Gentleman, or rack up damage more reliably with the infinite. Gentleman also launches at a lower angle (70° [[Sakurai angle|361°]]) and has drastically more knockback, akin to its ''Melee'' iteration (10/0 (base), 50/70 (scaling) → 70/100), making it safer on hit and allowing it to KO near edges.}}
**{{nerf|Neutral attack's first hit deals less damage (3% → 2%).}}
**{{nerf|All hits of neutral attack except the second hit deal less damage (3% → 2% (hit 1), 6% (clean)/5% (late) → 5% (Gentleman), 2% (near)/1% (far) → 1% (infinite)). The first hit also has more ending lag (FAF 16 → 18), worsening its [[jab cancel]]ing ability. Lastly, the Gentleman has slightly smaller hitboxes (6.2u → 6u), its duration is shorter (frames 6-9 → 6-8) due to the late hit being removed and since it can no longer lead into the rapid jab, this significantly decreases neutral attack's damage racking potential.}}
**{{nerf|The first hit has more ending lag (FAF 16 → 18).}}
**{{change|Gentleman has a higher [[hitlag]] multiplier (1× → 1.2×). This makes it safer on [[shield]], but easier to [[DI]].}}
**{{change|Neutral attack's second hit can now either transition into the [[Gentleman]] (the third hit) only, or skip to the neutral infinite if the attack button is pressed repeatedly, rather than only being able to transition into the third hit which can then lead into the infinite.}}
**{{buff|Neutral infinite has different angles (361°/90° → 85°/75°/90°), slightly higher knockback (0 (base), 50/20 (scaling) → (15/8)/(50/30)), and deals no hitlag due to its much lower multiplier (1× → 0.3×), making it impossible to [[SDI]]. One of its hitboxes is also larger (4u → 4.2u) and positioned directly in front of Captain Falcon for every hit, regardless of the punches' different angles. Altogether, these changes allow it to connect much more reliably. Lastly, neutral infinite has received a finisher, an underhanded punch.}}
***{{buff|This makes the move much more versatile, allowing the player to either quickly launch opponent away with the Gentleman, or rack up more damage with the infinite.}}
***{{nerf|However, this also hinders neutral attack's damage racking potential, as the third hit can no longer lead into the infinite.}}
**{{buff|To support its separation from the infinite, the third hit launches opponents at a consistent angle (70° (clean)/[[Sakurai angle|361°]] (late) → 361°) and it deals drastically higher knockback (10/0 (base), 50/70 (scaling) → 70/100), with the move now being a viable KO option near horizontal blastzones.}}
**{{buff|The third hit's knee hitbox is now static and it has been moved further away from Captain Falcon, improving its range.}}
**{{nerf|The third hit deals less damage compared to its previous clean counterpart (6% (clean)/5% (late) → 5%).}}
**{{nerf|The third hit has a shorter duration (frame 6-7 (clean)/8-9 (late) → 6-8).}}
**{{nerf|The third hit's knee hitbox is slightly smaller compared to its previous clean counterpart (6.2u → 6u) and the back leg hitbox has been removed.}}
**{{nerf|The third hit has a higher [[hitlag]] multiplier (1× → 1.2×), making it easier to [[DI]].}}
**{{buff|The infinite launches opponents at higher angles (361°/361°/90° → 85°/75°/90°) and it deals more knockback (0 (base), 50/20 (scaling) → (15/8)/(50/30)), making it connect more reliably.}}
**{{buff|The infinite has a much lower hitlag multiplier (1× → 0.3×) along with a lower [[SDI]] multiplier (1x → 0.7x), making it much more difficult to escape from.}}
**{{change|The infinite's previous body hitbox has now become a static hitbox in front of Captain Falcon. This gives the move less range inside of Captain Falcon but it also gives the move more consistent vertical range.}}
***{{buff|This hitbox is slightly larger (4u → 4.2u).}}
**{{nerf|The infinite deals lower consistent damage (2% (near)/1% (far) → 1%).}}
**{{buff|The infinite has received a finisher, an underhanded punch which deals 2% and high horizontal knockback at lower percents.}}
**{{nerf|The finisher has much more ending lag than the previous ending animation (FAF 10 → 40).}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has less ending lag when not angled and when angled downward (FAF 37 (non-angled)/32 (down) → 32/31).}}  
**{{buff|Forward tilt has less ending lag when not angled and when angled downward (FAF 37 (non-angled)/32 (down) → 32/31).}}  
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