Falco (SSB4): Difference between revisions

1,773 bytes added ,  5 years ago
Line 47: Line 47:


==Changes from ''Brawl''==
==Changes from ''Brawl''==
Falco has received a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4''. Even though the former are of greater quantity than the latter, he is considered to be significantly nerfed overall, due to his neutral game being drastically weakened.
Falco has received a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4''. Even though the former are technically of greater quantity than the latter, he is considered to be significantly nerfed overall, due to his neutral game being drastically weakened and the nerfs he received are far more severe than the buffs he received.


Falco's power has been improved significantly, removing his main weakness from ''Brawl''. His down tilt has regained its lost power from ''Melee'' and his smash attacks are stronger. His forward aerial is stronger and unaffected by [[SDI]], his up aerial has consistent power and more vertical knockback, and his back aerial has much more power, to the point of being the eighth strongest overall in the game. In addition, his grab game has had its consistency drastically improved, with up throw and down throw having comboing abilities, and back throw now having KO power. His recovery, another severe weakness he has had since ''Melee'', has been heavily buffed. While Falco Phantasm can no longer be shortened, it no longer puts Falco in [[helpless]] state, allowing Fire Bird to be used immediately after, with the latter also granting more distance than before. Due to being slow, both moves also benefit a lot from the removal of [[edge-hogging]].
Falco's power has been improved significantly, removing his main weakness from ''Brawl''. His down tilt has regained its lost power from ''Melee'' and his smash attacks are stronger. His forward aerial is stronger and unaffected by [[SDI]], his up aerial has consistent power and more vertical knockback, and his back aerial while having a shorter duration and less range around him has much more power, to the point of being the eighth strongest overall in the game while also being the fastest in the game. In addition, his grab game has seen some improvements, with up throw having comboing abilities, and back throw now having KO power. His recovery has also been noticeably buffed. While Falco Phantasm can no longer be shortened and its hitbox was noticed nerfed, it no longer puts Falco in [[helpless]] state, allowing Fire Bird to be used immediately after, with the latter also granting more distance than before. Due to being slow, both moves also benefit a lot from the removal of [[edge-hogging]].


However, the few nerfs Falco received created new weaknesses that were harsh enough to cripple his neutral game. The removal of DACUS (and subsequently the Gatling Combo) prevents his newly buffed up smash from being used as an approach option or a combo finisher. The removal of chain grabbing is a double-edged sword for Falco. While he is no longer adversely affected by it, his ability to easily rack up large amounts of damage is no longer present. Down aerial, a staple in ''Melee'' and ''Brawl'', has been drastically slowed down, to the point where it is now useless outside of [[edgeguarding]]. Finally, his Blaster, formerly one of the most reliable tools for approaching and pressuring, is slower and incapable of autocancelling. These changes make Falco much less of a threat in the neutral game, as it is considerably harder for him to put his high power to good use.  
However, the nerfs Falco received created new weaknesses that were harsh enough to cripple his neutral game. The removal of DACUS (and subsequently the Gatling Combo) prevents his newly buffed up smash from being used as an approach option or a combo finisher. The removal of chain grabbing is a double-edged sword for Falco. While he is no longer adversely affected by it, his ability to easily rack up large amounts of damage with his down throw is no longer present. His down throw was also directly nerfed as it deals less damage and has higher knockback hindering its combo potential. Down aerial, a staple in ''Melee'' and ''Brawl'', has been drastically slowed down having immensely increased startup lag and no longer [[auto-canceling]] in a short hop. These changes hinder down aerial so much to the point where it is now useless outside of [[edgeguarding]] and even then, down aerial has reduced knockback. Falco Phantasm has increased startup lag, travels more slowly and its hitbox no longer lasts for its entire duration moving forwards greatly hindering its use on stage and it can no longer be shortened hindering its mixup potential. Finally, his Blaster, formerly one of the most reliable tools for approaching and pressuring, is slower and incapable of autocancelling. These changes make Falco much less of a threat in the neutral game, as it is considerably harder for him to put his high power to good use.  


Due to these nerfs, Falco considered to be one of the characters to get truly nerfed in the initial transition from ''Brawl'', alongside {{SSB4|Meta Knight}}, {{SSB4|Marth}}, {{SSB4|King Dedede}}, {{SSB4|Jigglypuff}} and {{SSB4|Olimar}}, though the former two are still considered solid characters in competitive play due to both the buffs they had received in their transitions from ''Brawl'', as well as the buffs they later received in game updates, all of which are much more noticeable buffs when compared to Falco.
Overall, most of Falco's buffs are not highly beneficial while the nerfs he received practically removed some of his previous best tools. The general changes to the mechanics also did not help him as much as some other characters while taking away a few of his key traits. Due to these nerfs, Falco is considered to be one of the characters to get nerfed the most severely in the initial transition from ''Brawl'' to ''Smash 4'', alongside {{SSB4|Meta Knight}}, {{SSB4|Marth}}, {{SSB4|King Dedede}}, {{SSB4|Jigglypuff}} and {{SSB4|Olimar}}. His changes overall has resulted in many players having fairly poor opinions about him and he has seen far less success in tournamnets.


===Aesthetics===
===Aesthetics===
Line 64: Line 64:
*{{buff|Falco [[dash]]es faster (1.432 → 1.472).}}
*{{buff|Falco [[dash]]es faster (1.432 → 1.472).}}
*{{buff|Falco's [[air speed]] is faster (0.893 → 0.93).}}
*{{buff|Falco's [[air speed]] is faster (0.893 → 0.93).}}
*{{buff|Falco's [[air acceleration]] is faster (0.07 → 0.09).}}
*{{buff|Falco's additional [[air acceleration]] is faster (0.07 → 0.09).}}
*{{buff|[[Jump]] is significantly higher.}}
*{{buff|[[Jump]] is significantly higher.}}
*{{change|Falco [[falling speed|falls]] faster (1.708 → 1.8). This improves his vertical endurance, but makes him more susceptible to combos.}}
*{{change|Falco [[falling speed|falls]] faster (1.708 → 1.8). This improves his vertical endurance, but makes him more susceptible to combos.}}
*{{buff|Falco's [[fast fall]]ing speed is faster (2.3912 → 2.88), improving his air game and making him less susceptible to juggling.}}
*{{buff|Falco's [[fast fall]]ing speed is faster (2.3912 → 2.88), improving his air game and making him less susceptible to juggling.}}
*{{change|Falco's [[gravity]] is higher (0.112 → 0.13). This improves his aerial mobility, but hinders his horizontal endurance and air time.}}
*{{change|Falco's [[gravity]] is higher (0.112 → 0.13). This improves his aerial mobility, but hinders his horizontal endurance and air time and makes him more susceptible to combos.}}
*{{buff|Soft landing is faster (3 frames → 2).}}
*{{buff|Soft landing is faster (3 frames → 2).}}
*{{nerf|[[Item throw]] is weaker (1 → 0.94).}}
*{{nerf|[[Item throw]] is weaker (1 → 0.94). Additionally, the removal of [[glide toss]]ing greatly hinders his approach with items.}}
*{{buff|The removal of [[chain grab]]bing significantly improves Falco's endurance.}}
*{{change|The removal of [[chain grab]]bing significantly improves Falco's endurance however, it also removes the chain grabs he used to possess.}}
*{{buff|[[Roll]]s have less ending lag (frame 32 → 30).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-16).}}
*{{buff|Air dodge has less startup (frame 4 → 2) and ending lag (frame 50 → 32).}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-26).}}
*{{nerf|[[Spotdodge]] has a shorter duration (frames 2-20 → 2-16) and more ending lag (frame 23 → 26) no longer being one of the fastest spotdodges in the game.}}


===Ground attacks===
===Ground attacks===
Line 83: Line 88:
*{{change|Down tilt's middle and tipper hitboxes have lower knockback scaling (90 → 88), although it is compensated by their increased base knockback.}}
*{{change|Down tilt's middle and tipper hitboxes have lower knockback scaling (90 → 88), although it is compensated by their increased base knockback.}}
*{{buff|[[Dash attack]] has increased knockback (40/30 (base)/90 (scaling) → 80/70/70). It also has a new animation where Falco instead kicks while leaning away from his kicking-direction and recovers with a forward lean brake (in a slightly different fashion than Fox's dash attack), somewhat altering his hurtbox position and making him harder to hit.}}
*{{buff|[[Dash attack]] has increased knockback (40/30 (base)/90 (scaling) → 80/70/70). It also has a new animation where Falco instead kicks while leaning away from his kicking-direction and recovers with a forward lean brake (in a slightly different fashion than Fox's dash attack), somewhat altering his hurtbox position and making him harder to hit.}}
*{{nerf|Dash attack has more startup with a shorter duration (frames 4-17 → 8-18), and more ending lag (frame 36 → 40).}}
*{{nerf|Dash attack has more startup with a shorter duration (frames 4-17 → 8-18), and more ending lag (frame 36 → 40). Additionally if it connects, it can no longer be cancelled into an up smash via the [[Gatling Combo]]).}}
*{{buff|[[Forward smash]] has increased knockback (clean hit: 40 (base)/88 (scaling) → 42 (base)/90/93/96 (scaling), late hit: 10 (base) → 30), improving its KO potential.}}
*{{buff|[[Forward smash]] has increased knockback (clean hit: 40 (base)/88 (scaling) → 42 (base)/90/93/96 (scaling), late hit: 10 (base) → 30), improving its KO potential.}}
*{{nerf|Forward smash has a shorter duration (frames 17-22 → 17-20), and the late hit has less reach (9u → 6u).}}
*{{nerf|Forward smash has a shorter duration (frames 17-22 → 17-20), and the late hit has less reach (9u → 6u).}}
*{{change|Forward smash has increased [[hitlag]] (0.5× → 1× (clean hit), 0.3× → 0.5× (late hit)). This makes it safer on shield, but easier to DI.}}
*{{change|Forward smash has increased [[hitlag]] (0.5× → 1× (clean hit), 0.3× → 0.5× (late hit)). This makes it safer on shield, but easier to DI.}}
*{{buff|Falco has a new [[up smash]], a sideways-flipping kick that hits with both legs with the following-legged hit re-positioning him forward. It hits twice instead of once, dealing more total damage (14% → 16%) and having no late hit behind Falco. It also has less startup with a longer duration (frames 8-17 → 7-12/13-20), hits crouching opponents more easily, and grants [[intangibility]] on Falco's legs while the hitboxes are active. These changes greatly improve its utility.}}
*{{buff|Falco has a new [[up smash]], a sideways-flipping kick that hits with both legs with the following-legged hit re-positioning him forward. It hits twice instead of once, dealing more total damage (14% → 16%) and having no late hit behind Falco. It also has less startup with a longer duration (frames 8-17 → 7-12/13-20), hits crouching opponents more easily, and grants [[intangibility]] on Falco's legs while the hitboxes are active. These changes greatly improve its ability to challenge opponent's defence.}}
*{{nerf|Up smash has more ending lag (frame 44 → 50). The removal of [[DACUS]] also eliminates its use as an approach option and combo finisher (in the form of the [[Gatling Combo]]).}}
*{{nerf|Up smash has more ending lag (frame 44 → 50). The removal of [[DACUS]] also immensely hinders its approach potential making it a more difficult to use as a KO option.}}
*{{change|The second hit of up smash has an altered angle (95° → 80°), and higher knockback values than the previous single hit (20 (base)/98 (scaling) → 31 (base)/104 (scaling)) to compensate for its lower individual damage output (14% → 12%). It also has increased hitlag (1× → 1.3×), making it safer on shield, but easier to DI.}}
*{{change|The second hit of up smash has an altered angle (95° → 80°), and higher knockback values than the previous single hit (20 (base)/98 (scaling) → 31 (base)/104 (scaling)) to compensate for its lower individual damage output (14% → 12%). It also has increased hitlag (1× → 1.3×), making it safer on shield, but easier to DI.}}
*{{buff|[[Down smash]] has higher knockback scaling (70 → 78), improving its KO and edgeguarding potential.}}
*{{buff|[[Down smash]] has higher knockback scaling (70 → 78), improving its KO and edgeguarding potential.}}
Line 98: Line 103:
*{{nerf|Neutral aerial has more landing lag (9 frames → 15).}}
*{{nerf|Neutral aerial has more landing lag (9 frames → 15).}}
*{{change|Neutral aerial now has a [[slash]] effect instead of a normal effect.}}
*{{change|Neutral aerial now has a [[slash]] effect instead of a normal effect.}}
*{{buff|Forward aerial's looping hits have set knockback (0 (base)/40 (scaling) → 60 (set)/100 (scaling)), a faster rehit rate (8 → 4), and use a different autolink angle (365° → 366°), which alongside the weakening of SDI allows them to connect much more effectively, despite their SDI multiplier being increased (0.8× → 1×). The final hit also deals more damage (3% → 4%) and knockback (80 (base)/60 (scaling) → 55/145), and launches at a lower angle (50° → [[Sakurai angle|361°]]), making it a reliable edgeguarding option. Furthermore, the move has less ending lag (frame 58 → 50), landing lag (33 frames → 25), [[autocancel]]s earlier (frame 49 → 46), and possesses a new landing hitbox with high hitlag, making it harder to punish. These changes drastically improve its utility, and it is no longer one of the worst forward aerials.}}
*{{buff|Forward aerial's looping hits have set knockback (0 (base)/40 (scaling) → 60 (set)/100 (scaling)), a faster rehit rate (8 → 4), and use a different autolink angle (365° → 366°), which alongside the weakening of SDI allows them to connect much more effectively, despite their SDI multiplier being increased (0.8× → 1×). The final hit also deals more damage (3% → 4%) and knockback (80 (base)/60 (scaling) → 55/145), and launches at a lower angle (50° → [[Sakurai angle|361°]]), making it a reliable edgeguarding option. Furthermore, the move has less ending lag (frame 58 → 50), landing lag (33 frames → 25), [[auto-cancel]]s earlier (frame 49 → 46), and possesses a new landing hitbox with high hitlag, making it harder to punish. These changes drastically improve its utility, and it is no longer one of the worst forward aerials.}}
*{{nerf|[[Forward aerial]] has more startup with a shorter duration (frames 6-33/34-35 → 10-27/28-29), and the looping hits deal less damage (2% → 1%), reducing its total damage output without the landing hit (11% → 9%). The final hit also has an increased SDI multiplier (0× → 1×) and less reach (8u → 6u).}}
*{{nerf|[[Forward aerial]] has more startup with a shorter duration (frames 6-33/34-35 → 10-27/28-29), and the looping hits deal less damage (2% → 1%), reducing its total damage output without the landing hit (11% → 9%). The final hit also has an increased SDI multiplier (0× → 1×) and less reach (8u → 6u).}}
*{{buff|[[Back aerial]] has a new animation, with Falco kicking more horizontally while leaning further away (akin to his dash attack), which narrows his hurtbox somewhat. The clean hit has much higher knockback scaling (103 → 130), improving its KO potential to the point of becoming one of the strongest back aerials in the game. It also autocancels earlier (frame 23 → 15), and benefits from the increased [[shieldstun]], now being safe on shield if its autocancel is timed properly.}}
*{{buff|[[Back aerial]] has a new animation, with Falco kicking more horizontally while leaning further away (akin to his dash attack), which narrows his hurtbox somewhat. The clean hit has much higher knockback scaling (103 → 130), improving its KO potential to the point of becoming one of the strongest back aerials in the game. It also auto-cancels earlier (frame 23 → 15), and benefits from the increased [[shieldstun]], now being safe on shield if its autocancel is timed properly.}}
*{{nerf|Back aerial has less reach (4.5u/6u/4u → 4.8u/3.2u), and its sourspot in front of Falco has been removed. It also has a shorter duration (frames 4-7 (clean)/8-19 (late) → 4-5/6-11).}}
*{{nerf|Back aerial has less reach (4.5u/6u/4u → 4.8u/3.2u), and its sourspot in front of Falco has been removed. It also has a shorter duration (frames 4-7 (clean)/8-19 (late) → 4-5/6-11).}}
*{{nerf|Up and down aerials have shorter initial autocancel windows (frames 1-6 → 1-3 (up), frames 1-4 → 1-3 (down)).}}
*{{nerf|Up and down aerials have shorter initial autocancel windows (frames 1-6 → 1-3 (up), frames 1-4 → 1-3 (down)).}}
Line 106: Line 111:
*{{nerf|Up aerial deals less damage (11% → 10%) with knockback not fully compensated on its sweetspots (27 (base)/100 (scaling) → 35/90), hindering its KO potential.}}
*{{nerf|Up aerial deals less damage (11% → 10%) with knockback not fully compensated on its sweetspots (27 (base)/100 (scaling) → 35/90), hindering its KO potential.}}
*{{buff|The removal of [[meteor canceling]] improves [[down aerial]]'s reliability for edgeguarding. Due to its 2× hitlag multiplier, it also benefits heavily from [[frame cancelling]] upon landing.}}
*{{buff|The removal of [[meteor canceling]] improves [[down aerial]]'s reliability for edgeguarding. Due to its 2× hitlag multiplier, it also benefits heavily from [[frame cancelling]] upon landing.}}
*{{nerf|Down aerial has an altered animation, resulting in over three times the startup lag (frame 5 → 16), more ending lag (frame 50 → 52), almost twice the landing lag (12 frames → 23) and a slower autocancel (frame 27 → 38). This drastically worsens its utility and prevent it from autocanceling in a short hop. It also has less reach (5.5u → 4.2u (clean hit)/5.3u (late hit)), and lower knockback scaling on its clean hit (100 → 80).}}
*{{nerf|Down aerial has an altered animation, resulting in over three times the startup lag (frame 5 → 16), more ending lag (frame 50 → 52), almost twice the landing lag (12 frames → 23) and a slower auto-cancel (frame 27 → 38). This drastically worsens its utility and prevent it from autocanceling in a short hop. It also has less reach (5.5u → 4.2u (clean hit)/5.3u (late hit)), and lower knockback scaling on its clean hit (100 → 80).}}
*{{change|The clean hit of down aerial has a different launch angle on grounded opponents (280° → 80°) and aerial opponents (280° → 285°). In the former case, this improves its KO potential, but removes its follow-ups at high percentages and removes its ability to [[trip]] opponents.}}
*{{change|The clean hit of down aerial has a different launch angle on grounded opponents (280° → 80°) and aerial opponents (280° → 285°). In the former case, this improves its KO potential, but removes its follow-ups at high percentages and removes its ability to [[trip]] opponents at lower percents.}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|Standing and pivot [[grab]]s have slower startup (standing: frame 6 → 8, pivot: frame 9 → 11).}}
*{{nerf|Standing and pivot [[grab]]s have slower startup (standing: frame 6 → 8, pivot: frame 9 → 11) and ending lag (standing: frame 30 → 32, pivot: frame 36 → 38).}}
*{{buff|Dash grab has faster startup (frame 11 → 10).}}
*{{buff|Dash grab has faster startup (frame 11 → 10).}}
*{{buff|Excluding [[forward throw]], all throws now consist of one strong Blaster shot instead of three weak shots (four in the case of down throw), which deal more knockback (30 (base)/100 (scaling) → 60/80). This makes back and up throws more reliable for damage racking, especially at high percents. They also benefit from the weakening of [[DI]], as opponents can no longer DI out of the lasers' line of fire as effectively.}}
*{{buff|Excluding [[forward throw]], all throws now consist of one strong Blaster shot instead of three weak shots (four in the case of down throw), which deal more knockback (30 (base)/100 (scaling) → 60/80). This makes back and up throws more reliable for damage racking, especially at high percents. They also benefit from the weakening of [[DI]], as opponents can no longer DI out of the lasers' line of fire as effectively.}}
Line 116: Line 121:
*{{change|Back throw's angles have been altered (33° (throw)/361° (laser) → 35°/50°). Its throw also has lower knockback scaling (80 → 60), though this is more than compensated by its higher damage output.}}
*{{change|Back throw's angles have been altered (33° (throw)/361° (laser) → 35°/50°). Its throw also has lower knockback scaling (80 → 60), though this is more than compensated by its higher damage output.}}
*{{buff|[[Up throw]] launches at more vertical angles (107° (throw)/361° (laser) → 94°/90°), and deals more knockback due to both the throw and laser's higher individual damage outputs (2% → 4%), despite the former's lower base knockback (70 → 60). Combined with the previous points and the changes to hitstun canceling, this grants it utility as a combo starter from mid to high percents. It also benefits from the new [[rage]] mechanic, which makes it a reliable KO throw on stages with platforms.}}
*{{buff|[[Up throw]] launches at more vertical angles (107° (throw)/361° (laser) → 94°/90°), and deals more knockback due to both the throw and laser's higher individual damage outputs (2% → 4%), despite the former's lower base knockback (70 → 60). Combined with the previous points and the changes to hitstun canceling, this grants it utility as a combo starter from mid to high percents. It also benefits from the new [[rage]] mechanic, which makes it a reliable KO throw on stages with platforms.}}
*{{buff|The changes to hitstun canceling make [[down throw]] a better combo starter at low to mid percents, particularly into dash attack, up smash, neutral aerial, back aerial and forward aerial.}}
*{{change|The changes to hitstun canceling allows [[down throw]] to maintain its combo potential at low to mid percents despite its higher knockback now putting opponents into [[tumble]] at 0%).}}
*{{nerf|Down throw deals less total damage (9% → 5%) due to firing one laser instead of four, despite the throw's higher damage output (1% → 3%). Combined with the removal of chain grabbing, this hinders its damage racking potential. The throw also deals more knockback (45 (base)/130 (scaling) → 60/110), making it more difficult to follow up on at higher percents.}}
*{{nerf|Down throw deals less total damage (9% → 5%) due to firing one laser instead of four, despite the throw's higher damage output (1% → 3%). Combined with the removal of chain grabbing, this hinders its damage racking potential. The throw also deals more knockback (45 (base)/130 (scaling) → 60/110), hindering its followup potential especially with the removal of DACUS.}}
*{{change|Down throw's laser has a different angle (361° → 50°).}}
*{{change|Down throw's laser has a different angle (361° → 50°).}}
*{{buff|[[Floor attack]]s deal more damage (6% → 7%) and [[shield damage]] (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).}}
*{{buff|[[Floor attack]]s deal more damage (6% → 7%) and [[shield damage]] (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).}}
Line 127: Line 132:
*{{nerf|{{B|Blaster|Falco}} has a longer delay between consecutive shots (24 frames → 29 (grounded), 16 frames → 24 (aerial)), and can no longer [[autocancel]], removing silent lasers and making the aerial speed increase significantly lower than in ''Brawl''. While it can still be used to [[lock]], [[laser lock]]ing is no longer possible due to its slower speed. Blaster shots also travel a much shorter distance. These changes have removed nearly all of this move's utility in [[approach]]ing and [[camp]]ing.}}
*{{nerf|{{B|Blaster|Falco}} has a longer delay between consecutive shots (24 frames → 29 (grounded), 16 frames → 24 (aerial)), and can no longer [[autocancel]], removing silent lasers and making the aerial speed increase significantly lower than in ''Brawl''. While it can still be used to [[lock]], [[laser lock]]ing is no longer possible due to its slower speed. Blaster shots also travel a much shorter distance. These changes have removed nearly all of this move's utility in [[approach]]ing and [[camp]]ing.}}
*{{buff|Blaster has less startup lag (frame 12 → 11 (grounded), frame 10 → 9 (aerial)).}}
*{{buff|Blaster has less startup lag (frame 12 → 11 (grounded), frame 10 → 9 (aerial)).}}
*{{buff|[[Falco Phantasm]] no longer dashes over edges when used on the ground, and has less landing lag when used in the air. It also no longer leaves Falco [[helpless]] when used in midair, and gives Falco some forward momentum after the move ends. Lastly, the introduction of [[ledge trump]]ing allows it to be used for gimping opponents after trumping the edge.}}
*{{buff|[[Falco Phantasm]] no longer dashes over edges when used on the ground, and has less landing lag when used in the air. It also no longer leaves Falco [[helpless]] when used in midair, and gives Falco some forward momentum after the move ends. Lastly, the introduction of [[ledge trump]]ing allows it to be used for gimping opponents after trumping the edge and the removal of meteor canceling improves its reliability.}}
*{{nerf|Falco Phantasm has slightly increased startup lag (frame 17 → 18), and can also no longer be shortened, hindering Falco's recovery mix-up options. The move also dashes more slowly, and the attack has less range, due to the hitbox ending before Falco dashes forward the full distance.}}
*{{nerf|Falco Phantasm has slightly increased startup lag (frame 17 → 18), and can also no longer be shortened, hindering Falco's recovery mix-up options. The move also dashes more slowly, and the attack has less range, due to the hitbox ending before Falco dashes forward the full distance.}}
*{{buff|[[Fire Bird]] covers much more distance, and has less startup lag (frame 21 → 20). The charging portion's hits also have decreased SDI multipliers (1.5× → 0.8×), which alongside the weakening of SDI makes them harder to escape, although they still do not link very well.}}
*{{buff|[[Fire Bird]] covers much more distance, and has less startup lag (frame 21 → 20). The charging portion's hits also have decreased SDI multipliers (1.5× → 0.8×), which alongside the weakening of SDI makes them harder to escape, although they still do not link very well.}}
6,521

edits