Falco (SSBU): Difference between revisions

→‎Attributes: Minor grammar fixes.
(→‎Changes from Super Smash Bros. 4: Slight info additions.)
Tag: Mobile edit
(→‎Attributes: Minor grammar fixes.)
Tag: Mobile edit
Line 33: Line 33:
Falco's special moveset can also provide unique benefits. [[Blaster]] is his primary ranged option, with it being an effective disruptor due to its fast projectile and greatly reduced ending lag. Its shots can be used to pressure and halt sluggish opponents, and snipe double jumps or even outright gimp poor recoveries. [[Falco Phantasm]] has little startup and dashes very quickly, making it great for horizontal recovery. Its grounded version can start combos at low to mid percents and even setup KOs with back aerial at high percents, while its aerial version can meteor smash careless edgeguarders. [[Fire Bird]] is his main recovery option and grants respectable distance in any chosen direction. It also can work as a niche damage option due to having damaging hitboxes throughout and can deal well over 30% if all hitboxes connect. Lastly, [[Reflector]] allows Falco to counter camping and as well as having a hitbox that serves as a decent poking tool.
Falco's special moveset can also provide unique benefits. [[Blaster]] is his primary ranged option, with it being an effective disruptor due to its fast projectile and greatly reduced ending lag. Its shots can be used to pressure and halt sluggish opponents, and snipe double jumps or even outright gimp poor recoveries. [[Falco Phantasm]] has little startup and dashes very quickly, making it great for horizontal recovery. Its grounded version can start combos at low to mid percents and even setup KOs with back aerial at high percents, while its aerial version can meteor smash careless edgeguarders. [[Fire Bird]] is his main recovery option and grants respectable distance in any chosen direction. It also can work as a niche damage option due to having damaging hitboxes throughout and can deal well over 30% if all hitboxes connect. Lastly, [[Reflector]] allows Falco to counter camping and as well as having a hitbox that serves as a decent poking tool.


In spite of Falco's well-balanced strengths, he has numerous weaknesses. His most prominent flaws are his recovery and his inconsistency. Despite being a lightweight, Falco is vulnerable to combos due to his fast falling speed and lack of escape options. Although Falco's recovery grants respectable distance, it is linear. Falco Phantasm no longer passes shields, making it far easier to corner Falco from his recovery. Without his double jump, Falco is in great danger offstage due to the nerfs to air dodging and how Fire Bird is still slow and predictable. Regarding his moveset, Falco has several moves that do not function properly and can even work against him. Up tilt has a sourspot near the end of the its first hit with set knockback, making it unsafe on hit. Up smash's hitbox has large blindspots that only allow medium sized or larger characters that are directly next to Falco to be hit, leaving him extremely vulnerable against small or crouching opponents. Additionally, plaguing him since "Smash 4", both up tilt and up smash are prone to failing to properly connect against aerial opponents. While Blaster and Reflector have reduced lag, the former is still unsafe on hit even from a distance, while the latter still has a misleadingly small hitbox and its removed trip chance ironically make it even more unsafe on hit overall than in "Smash 4". Most notoriously however, are Falco's back and up throws. Due to changes in the game's physics, the laser from both throws are even more prone to being easily DI'd than before, allowing opponents to survive in excess of what would've been a KO. This compounds Falco's other more defined weakness of struggling to secure a KO. Like fellow representatives {{SSBU|Fox}} and {{SSBU|Wolf}}, Falco's strongest moves are also his slowest in terms of startup and/or endlag, requiring careful execution to avoid heavy punishment. Lastly, Falco's damage output and range has been nerfed from "Smash 4". This is especially noteworthy due to the majority of the cast receiving buffs in these aspects and the prominence of swordfighters and zoners in "Ultimate".
In spite of Falco's well-balanced strengths, he has numerous weaknesses. His most prominent flaws are his recovery and his inconsistency. Despite being a lightweight, Falco is vulnerable to combos due to his fast falling speed and lack of escape options. Although Falco's recovery grants respectable distance, it is linear. Falco Phantasm no longer passes shields, making it far easier to corner Falco from his recovery. Without his double jump, Falco is in great danger offstage due to the nerfs to air dodging and how Fire Bird is still slow and predictable. Regarding his moveset, Falco has several moves that do not function properly and can even work against him. Up tilt has a sourspot near the end of the its first hit with set knockback, making it unsafe on hit. Up smash's has large blindspots that only allow medium sized or larger characters that are directly next to and only in front Falco to be hit, leaving him extremely vulnerable against small or crouching opponents. Additionally, plaguing him since ''Smash 4'', both up tilt and up smash are prone to failing to properly connect against aerial opponents. While Blaster and Reflector have reduced lag, the former is still unsafe on hit even from a distance, while the latter still has a misleadingly small hitbox and its removed trip chance ironically make it even more unsafe on hit overall than in ''Smash 4''. Most notoriously however, are Falco's back and up throws. Due to changes in the game's physics, the laser from both throws are even more prone to being easily DI'd than before, allowing opponents to survive in excess of what would've been a KO. This compounds Falco's other more defined weakness of struggling to secure a KO. Like fellow representatives {{SSBU|Fox}} and {{SSBU|Wolf}}, Falco's strongest moves are also his slowest in terms of startup and/or endlag, requiring careful execution to avoid heavy punishment. Lastly, Falco's damage output and range has been nerfed from ''Smash 4''. This is especially noteworthy due to the majority of the cast receiving buffs in these aspects and the prominence of swordfighters and zoners in ''Ultimate''.


Overall, Falco has the tools that let him defensively pressure his opponent, then effectively capitalize on their errors with his strong juggling and edgeguarding capabilities. Although he can score early KOs through a well-executed edgeguard or hard read, Falco must be careful not to let opponents take advantage of his own weaknesses to avoid being combo'd and KO'd early himself.
Overall, Falco has the tools that let him defensively pressure his opponent, then effectively capitalize on their errors with his strong juggling and edgeguarding capabilities. Although he can score early KOs through a well-executed edgeguard or hard read, Falco must be careful not to let opponents take advantage of his own weaknesses to avoid being combo'd and KO'd early himself.
87

edits