Falco (SSBB): Difference between revisions

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**{{nerf|Fire Bird travels a shorter distance and causes Falco to lose all momentum after using the move, drastically lowering his already slow air speed until he lands. The dashing portion of the move now also consists of nine hits instead of a single hit, which have redistributed damage outputs (16% → 3% (hit 1)/2% (hits 2-9)), knockback that doesn't properly match Falco's travel speed (30 (base)/50 (scaling)), and an above-average SDI multiplier (1.5×), while the last hit launches at a lower angle (80° → 361°) and its knockback was barely compensated (80 (base)/60 (scaling) → 70/90). This makes the move much harder to connect, despite the dashing portion's second to eight hits using the autolink angle (80° → 365°), and leaves it unable to KO until very high percents, removing nearly all its offensive utility.}}
**{{nerf|Fire Bird travels a shorter distance and causes Falco to lose all momentum after using the move, drastically lowering his already slow air speed until he lands. The dashing portion of the move now also consists of nine hits instead of a single hit, which have redistributed damage outputs (16% → 3% (hit 1)/2% (hits 2-9)), knockback that doesn't properly match Falco's travel speed (30 (base)/50 (scaling)), and an above-average SDI multiplier (1.5×), while the last hit launches at a lower angle (80° → 361°) and its knockback was barely compensated (80 (base)/60 (scaling) → 70/90). This makes the move much harder to connect, despite the dashing portion's second to eight hits using the autolink angle (80° → 365°), and leaves it unable to KO until very high percents, removing nearly all its offensive utility.}}
*{{b|Reflector|Falco}}
*{{b|Reflector|Falco}}
**{{change|Reflector now behaves differently: Falco kicks his reflecting device forward, and it then comes back to him as if magnetized, instead of him activating and holding it in place like [[Reflector (Fox)|Fox's version of the move]].}}
**{{change|Reflector now behaves differently: Falco now kicks his reflecting device forward, and it then comes back to him as if magnetized, instead of him activating and holding it in place like [[Reflector (Fox)|Fox's version of the move]].}}
***{{buff|Due to its different behavior, Reflector has more horizontal range and its hitbox lasts longer (frame 1 → 4-13). It also reflects projectiles immediately (frame 4 → 1) without incurring additional lag upon reflection, deals [[shield damage]] (0 → 5), has received a below-average hitlag multiplier (0.5×) making it harder to react to, and cannot be SDIed (0×).}}
***{{buff|Due to its different behavior, Reflector has more horizontal range and its hitbox lasts longer (frame 1 → 4-13). It also reflects projectiles immediately (frame 4 → 1) without incurring additional lag upon reflection, deals [[shield damage]] (0 → 5), has received a below-average hitlag multiplier (0.5×) making it harder to react to, and cannot be SDIed (0×).}}
**{{nerf|Reflector no longer grants [[intangibility]], no longer stalls in midair, and cannot be extended, instead having a set duration with more ending lag than when not extended in ''Melee'' (frame 40 → 51). Due to its different behavior, it also cannot reflect projectiles from behind. Furthermore, it can no longer be jump canceled, and its hitbox has more startup (frame 1 → 4), deals less damage (8% → 6%), and launches at a lower angle (84° → 361°) with less knockback (110 (base)/50 (scaling) → 35/30), removing Falco's shine combos entirely, which were his most lethal form of [[punishment]] in ''Melee''. While it has gained a [[trip]] chance of 40%, its ending lag is too high for it to be followed up on, while making it unsafe on hit if it does not trip. Altogether, these changes significantly weaken the move's utility.}}
**{{nerf|Reflector no longer grants [[intangibility]], no longer stalls in midair, and cannot be extended, instead having a set duration with more ending lag than when not extended in ''Melee'' (frame 40 → 51). Due to its different behavior, it also cannot reflect projectiles from behind. Furthermore, it can no longer be jump canceled, and its hitbox has more startup (frame 1 → 4), deals less damage (8% → 6%), and launches at a lower angle (84° → 361°) with less knockback (110 (base)/50 (scaling) → 35/30), removing Falco's shine combos entirely, which were his most lethal form of [[punishment]] in ''Melee''. While it has gained a [[trip]] chance of 40%, its ending lag is too high for it to be followed up on, while making it unsafe on hit if it does not trip. Altogether, these changes significantly weaken the move's utility.}}
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