Falco (SSBU): Difference between revisions

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Overall, Falco is considered to be significantly better than his appearance in ''SSB4'', since his key strengths are more threatening than before, and his neutral game has seen noticeable improvements. Although his playerbase is still rather small, he has still achieved very good results thanks to many players such as {{Sm|Larry Lurr}}, {{Sm|Kofi}}, {{Sm|PiXL}}, and {{Sm|Juice}}. Several top players also think highly of Falco, as they believe that he has the tools to be a viable threat in the metagame. This, however, is debatable.  
Overall, Falco is considered to be significantly better than his appearance in ''SSB4'', since his key strengths are more threatening than before, and his neutral game has seen noticeable improvements. Although his playerbase is still rather small, he has still achieved very good results thanks to many players such as {{Sm|Larry Lurr}}, {{Sm|Kofi}}, {{Sm|PiXL}}, and {{Sm|Juice}}. Several top players also think highly of Falco, as they believe that he has the tools to be a viable threat in the metagame. This, however, is debatable.  


===Aesthetics===
{{SSB4 to SSBU changelist|char=Falco}}
*{{change|Falco now wears his flight suit and headset from ''Star Fox Zero'' and his eyes are now colored green, although he still retains some elements of his appearance in ''Super Smash Bros. 4''. His feathers feature simple detailing, similar to ''[[Brawl]]''. Lastly, the aesthetic used in ''Ultimate'' has resulted in Falco's overall color scheme being more subdued.}}
*{{change|Falco's holster has been redesigned indigo with vegas gold tints, and his headset is now entirely gray. These changes are unique to ''Ultimate''.}}
*{{change|[[Idle]], [[sidestep]], and [[roll]] animations have changed slightly.  However, he will revert to his idle animation from ''Brawl'' while holding a small [[item]].}}
*{{change|Falco's initial and secondary falling animations have been altered.}}
*{{change|Much like in ''Melee'', Falco has a voice clip when performing his midair jump. Due to the changes in the last game, he now vocalizes occasionally.}}
*{{change|Falco now says "Come on!" during his side taunt instead of "Get some!".}}
*{{change|Falco now does a different pose in his jumping in the air victory animation.}}
*{{change|Falco has a new [[victory pose]]. He walks up to the camera, shrugs, and says "Sorry! Gotta jet!" while crossing his arms. This line replaces his "You aren't worth the trouble." line from previous games.}}
 
===Attributes===
*{{buff|Like all characters, Falco's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Falco [[run]]s much faster (1.472 → 1.619).}}
**{{buff|His [[initial dash]] speed is faster (1.9 → 2.035).}}
*{{buff|Falco [[walk]]s slightly faster (1.28 → 1.344).}}
*{{buff|Falco's [[air speed]] is slightly higher (0.93 → 0.977).}}
*{{buff|Falco's [[traction]] is significantly higher (0.065 → 0.127).}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag ([[FAF]] 30 → 35).}}
*{{buff|Back roll has a new animation in which Falco jumps backwards after the initial flip. As such it covers even more distance.}}
*{{nerf|[[Spot dodge]] has more startup (frame 2 → 3).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 2-26 → 2-27).}}
*{{nerf|Air dodge has more ending lag (FAF 32 → 44).}}
 
===Ground attacks===
*[[Neutral attack]]:
**{{buff|The first hit transitions into the second faster (frame 9 → 5), which transitions into the neutral infinite faster (frame 10 → 7). The second hit's automatic transition into the infinite (by holding the button when it hits) is also faster (frame 18 → 7).}}
**{{buff|The neutral infinite has faster startup (frame 8 → 5), a much shorter gap between hits (5 frames → 2), and deals less [[hitlag]], in addition to keeping opponents on the ground, allowing it to connect much more reliably and making it harder to escape.}}
**{{change|The neutral infinite's finisher has a new animation: Falco performs a spinning downwards kick instead of a knifehand strike, and backflips upon finishing the attack.}}
**{{buff|Neutral infinite's finisher connects better due to its hitbox change, as it was prone to missing in ''Smash 4''.}}
**{{nerf|All hits except the finisher deal less damage (3% → 1.5% (hit 1), 2% → 1.5% (hit 2), 0.4% → 0.3% (infinite)).}}
**{{nerf|Falco no longer moves forward when performing each hit of neutral attack, decreasing its range. Additionally, the first two hits have a shorter duration (frames 2-4 → 2 (hit 1), frames 3-5 → 3-4 (hit 2)).}}
**{{nerf|The neutral infinite's finisher has one frame more ending lag (FAF 40 → 41).}}
**{{change|The first and second hits have altered angles (68°/77°/80° (hit 1), 80°/50°/45° (hit 2) → 361°/180° (both)) and knockback (35 (base), 30 (scaling) (hit 1), 30/30 (hit 2) → (25/20)/(30/25/20) (both)) to keep opponents close to Falco, akin to other neutral attacks. This allows them to connect better and [[jab lock]], but hinders their guaranteed [[jab cancel]] setups.}}
**{{change|Neutral infinite has a much larger "wind" particle around Falco while he spins.}}
*[[Forward tilt]]:
**{{buff|Forward tilt has less ending lag (FAF 28 → 25).}}
**{{nerf|It deals less damage (9% → 6%), with altered knockback (0 (base), 100 (scaling) → 42/60). While this makes forward tilt slightly safer at lower percents, it hinders its locking potential and greatly reduces its KO potential to the point it can no longer KO under 300% from center stage.}}
*[[Up tilt]]:
**{{buff|Up tilt has much less ending lag (FAF 37 → 30), significantly improving its combo potential.}}
**{{nerf|It deals less damage (4% → 3.5% (hit 1), 3% → 2.7% (hit 1, late tip), 5% → 4% (hit 2)).}}
***{{change|The second hit's knockback was not compensated, further aiding in combos but reducing its KO potential.}}
*[[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.}}
**{{nerf|Down tilt has more startup (frame 7 → 10), with its total duration increased as well to match the change to startup (FAF 29 → 32).}}
*[[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.}}
**{{nerf|It has an altered animation where Falco does not move as far forward, hindering its range.}}
*[[Up smash]]:
**{{change|Up smash has a new animation: a [https://en.m.wikipedia.org/wiki/540_kick 540 kick] while facing the camera (if facing left, his back is toward the camera). In terms of execution, it is similar to {{SSBU|Captain Falcon}}'s up smash.}}
**{{buff|Up smash's second hit deals slightly more damage (12% → 13%), although with its knockback compensated (31 (base), 104 (scaling) → 28/102).}}
**{{nerf|Its animation change lifts its hitboxes much higher from the ground. This prevents it from hitting behind Falco, and reduces its horizontal reach in front of him, with up tilt's first hit having more range; it also limits his ability to hit shorter, crouching or prone opponents with the move, even if they are directly in front of him. This drastically reduces up smash's utility.}}
**{{nerf|The second hit has a shorter duration (frames 13-20 → 13-18).}}
*[[Down smash]]:
**{{buff|Down smash has one extra frame of [[intangibility]] (frames 3-7 → 3-8).}}
**{{nerf|It has more startup lag (frame 7 → 8).}}
**{{change|The sourspot's angle has been altered (80° → 361°).}}
**{{change|Falco's torso faces the camera while performing down smash. He also spreads his palms out towards the camera, with one arm on the ground.}}
 
===Aerial attacks===
*{{buff|All aerials have less landing lag (15 frames → 9 (neutral, up), 25 → 15 (forward), 15 → 13 (back), 23 → 14 (down)).}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial's third and fourth hits have less startup lag (frame 14 → 10 (hit 3), frame 23 → 19 (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.}}
**{{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.}}
**{{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.}}
*[[Forward aerial]]:
**{{buff|Forward aerial has less startup lag (frame 10 → 7).}}
***{{nerf|However, its total duration remains the same, thus slightly increasing its ending lag.}}
**{{buff|It [[auto-cancel]]s earlier (frame 46 → 42).}}
**{{buff|The landing hit deals more base knockback (30 → 50), allowing it to KO more reliably near edges.}}
**{{nerf|The initial auto-cancel window is shorter (frames 1-5 → 1-4).}}
**{{nerf|The last hit has lower knockback scaling (145 → 137).}}
*[[Back aerial]]:
**{{nerf|Back aerial has significantly increased startup lag (frame 4 → 9). This makes it harder for him to hit opponents out of a short hop with the move, and it is no longer one of the fastest-starting back aerials in the game.}}
***{{buff|However, its total duration remains the same, thus reducing its ending lag compared to the hitbox, slightly improving its followup potential.}}
**{{nerf|It auto-cancels later (frame 15 → 20).}}
**{{change|It has a slightly altered animation, with one of Falco's arms facing the camera while he looks back over his shoulder.}}
*[[Up aerial]]:
**{{nerf|Up aerial does less damage (10% → 9%), with its knockback compensated (35 (base), 90 (scaling) → 38/95).}}
**{{change|It has an altered animation where Falco's body faces the side of the screen more than in ''SSB4'', matching the hitboxes more closely.}}
*[[Down aerial]]:
**{{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 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, 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.}}
 
===Throws and other attacks===
*{{buff|All [[grab]]s have less startup lag (frame 8 → 6 (standing), frame 10 → 9 (dash), frame 11 → 10 (pivot).}}
*{{nerf|Standing and dash grab have more ending lag (FAF 32 → 35 (standing), 40 → 43 (dash)).}}
*[[Pummel]]:
**{{nerf|Pummel deals less damage (2% → 1.3%).}}
**{{change|It deals more hitlag (4 frames → 14), but has much less startup (frame 5 → 1) and ending lag (FAF 16 → 7).}}
*{{nerf|As a consequence of the faster knockback physics, [[back throw]] and [[up throw]]'s lasers stop connecting earlier.}}
*[[Back throw]]:
**{{nerf|Back throw's release deals less knockback. However, due to the aforementioned change, this fails to make it connect better into the laser, while reducing the move's KO potential.}}
*[[Up throw]]:
**{{buff|Up throw has increased combo ability due to Falco's faster jumpsquat and jump speed.}}
*[[Down throw]]:
**{{change|Down throw has an altered animation. Falco lays the opponent on the ground and fires a point-blank Blaster shot without slamming the opponent downwards.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}
 
===Special moves===
*{{b|Blaster|Falco}}:
**{{buff|Grounded Blaster fires faster (frame 11 → 8) and has significantly lowered ending lag (FAF 59 → 42).}}
**{{buff|Aerial Blaster fires faster (frame 9 → 7) and has drastically lowered ending lag (FAF 50 → 39). As a result, short hop Blaster shots now cause Falco to experience only 6 frames of landing lag.}}
***{{nerf|Consecutive aerial Blaster shots fire slower.}}
**{{buff|The grounded version has a shorter delay between consecutive shots (29 frames → 26).}}
**{{change|Blaster has different sound effects when fired and when hitting an opponent.}}
*[[Falco Phantasm]]:
**{{buff|Grounded Falco Phantasm has less ending lag on the ground (FAF 61 → 56).}}
**{{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.}}
**{{nerf|Aerial Falco Phantasm travels a slightly shorter distance.}}
**{{nerf|It no longer travels through shields, making it extremely unsafe if blocked.}}
*[[Fire Bird]]:
**{{buff|The charging portion's looping hits launch opponents towards Falco instead of away from him, allowing them to connect much more reliably.}}
**{{buff|The dashing portion's looping hits connect significantly more consistently, due to using a different [[autolink angle]] that lifts opponents off the ground, though it is still prone to launching opponents away at very high percents.}}
**{{buff|Fire Bird is able to deal more damage (31% → 33%)}}
*{{b|Reflector|Falco}}:
**{{buff|Reflector has reduced ending lag (FAF 51 → 47), improving its safety both defensively and offensively.}}
**{{buff|It can no longer be [[reflect]]ed.}}
**{{nerf|It no longer has a bonus [[trip]] chance, removing its followups and safety on hit at close range.}}
**{{change|It now deals [[hitlag]].}}
**{{change|Reflector's ending animation has been altered, with Falco standing upright to catch his Reflector while turned slightly.}}
*[[Final Smash]]:
**{{change|Falco has a new Final Smash, [[Team Star Fox]], which involves him leading an Arwing strike in a similar manner to {{SSBU|Fox}}'s Final Smash, but with a more erratic and aggressive flight pattern. Unlike Fox's version, Falco's sends opponents almost vertically.}}
**{{change|Upon activating, Falco yells, "Showtime!" If the Arwings successfully catch their target, Falco yells, "Time for a little payback!", one of Falco's famous quotes from ''Star Fox 64'' with it captioned on screen during the cinematic.}}
***{{change|If the Final Smash hits multiple opponents, he will yell "We've got multiple bogies inbound!".}} [https://youtu.be/KtieIQtonwA?t=147]
**{{buff|Team Star Fox can potentially deal more damage than Landmaster (although it could also deal a lot less), and the single hit has increased KO power, making it more consistent.}}
**{{nerf|It is much easier to avoid compared to Landmaster, and is overall less versatile.}}
**{{buff|Due to being a cutscene Final Smash, Falco can no longer accidentally [[self-destruct]] like he could in the Landmaster.}}


==Update history==
==Update history==