Here is a List of buffs, I want to see for Falco (should we get another patch).
While I truly main + love Falco and I have good uderstanding of smash mechanics, these numbers are ONLY ROUGH indicators, of what I would want to suggest. There are not final OR the "only way to go".
I want to spark a Discussion, so Falcos player can come in and leave their feedback.
Note: I want to ceate a good, but well balanced Falco. I'm not aiming to make him a solo God-Tier, meta braking or broken character. Solid high tier is what I aimed at.
"Let's get to it, Einsetein!"
Something I never understood: Falcos vertical air mobility with his high jumps is AMAZING. His horizontal air speed is utter crap. Falco is a brid. Air game > Ground game.
Why? Falco has amazing air combos, but only on heavy weights and combo fooder characters (like Captain Falcon, …)
Medium and light weigths just slip out of his air combos, by a tiny bit. Increased air speed would let him true combo the big(er) part of the cast, instead of only the minority.
"Personally, I prefer the air"
Falco has the 10th best walking speed, but the 43th best running speed, which makes little to no sense. Even after the buff he would be still a ton slower than fox. By actually having a difference between his walking and running speed, Falcos neutral options would improve a lot: A more serious dash grab and more ways to get around your opponent.
His low-% throw follow ups are great, but at mid and high-% throw follow ups are barely functional (beside UpThrow). The window for Nair cancels (on the ground) into more Nairs strings and throw follow ups wolud shift from only low to low and mid %.
Okay, auto-cancel lasers will NOT happen. Smash 4 is a way slower game than Melee. Good players can deal with ac-lasers, bad players or casuals can NOT. While it is fun to play with ac lasers as Falco, it is NOT fun to play against ac lazer spam Falco. Probably the reason he lost this on his way from Brawl to 4.
HOWEVER: The move as is now, is pretty much useless. A single projectile which takes a full second (59 frames) from start to finish, does laughable 3% dmg and only makes opponents flinch and can't kill anyone. The only use is locking opponents, who missed a tech. Or be annoying very, VERY slow characters on max range. And even then, there are straight up better specials in the game. By far.
Why? Falcos approaches have never been good. His buffed neutral special can now force opponents to approach you, while you are a lot more safe by doing so. Close range lasers should still get you punished, but atleast at medium range you can hold off enemies.
Additional changes:
UpThrow is in this weird spot. It neither a decent kill throw or his throw kill settup. If the laser connects (wich can be avoided by DI rather easy) it kills around ~ 150% on a stage with medium celing. At lower % you can sometimes follow up your UpThrow with a UpAir (thanks to his amazing jump power) for the kill. But only on some fast fallers (works only a selected few, maybe 30% of the cast).
The reduction of the thorws KBG should give Falco a better follow up, even if he has rage. Most of the times opponents go to high, as soon as you get a little rage on you.
The increase on the lasers KBG should increase the kill power, once the shot connects. With the reduced lag your UpThrow follow ups should be a lot easier.
If people DI your second hit at higher percent, you should be able to follow up with a UpAir for the kill (Thanks to the reduced lag). Or maybe get them in a bad position and secure the kill by a mix up.
Increase the kill power of his UpAir, this move lacks in kill power, while keeping his low – mid% combo potential. Less landing lag for better low percent follow ups (on the ground).
High % SideB into BAir/ UpAir set ups would make this a decent kill setup at higher %.
This would bring his DAir closer to his melee one. The increased window for the sweet spot should make hitting easier, while shortened late hitbox and reduced lag should make the move a little safer to use, once you whiff.
!The base nerf, because Down Throw into Dair would now be a serious option. Grabbing someone at the end of a stage would result into a low-% DThrow into DAir follow up, which would hurt character with bad recoveries way to much.
No.
If we get atleast the major 3 buffs, I can see him rise from lower Mid-tier to solid High-tier (Or atleast lower High-tier).
He still has problems approaching and rather unsafe moves on shield. With the laser and air + running speed buffs he can force opponents (better) to approach him. And punish more efficentely, when you get your opponent.
Thoughts?
Glossar (by Kurogane Hammer): http://kuroganehammer.com/Glossary
Sorry for my english and the spelling errors, this isn't my native language >.<
While I truly main + love Falco and I have good uderstanding of smash mechanics, these numbers are ONLY ROUGH indicators, of what I would want to suggest. There are not final OR the "only way to go".
I want to spark a Discussion, so Falcos player can come in and leave their feedback.
Note: I want to ceate a good, but well balanced Falco. I'm not aiming to make him a solo God-Tier, meta braking or broken character. Solid high tier is what I aimed at.
"Let's get to it, Einsetein!"
3 core changes:
(The most important ones, to keep it realistic)
Air Speed:
0,93 [46th] - > 1,06 [24th , tied with Shulk]
(The most important ones, to keep it realistic)
Air Speed:
0,93 [46th] - > 1,06 [24th , tied with Shulk]
Something I never understood: Falcos vertical air mobility with his high jumps is AMAZING. His horizontal air speed is utter crap. Falco is a brid. Air game > Ground game.
Why? Falco has amazing air combos, but only on heavy weights and combo fooder characters (like Captain Falcon, …)
Medium and light weigths just slip out of his air combos, by a tiny bit. Increased air speed would let him true combo the big(er) part of the cast, instead of only the minority.
"Personally, I prefer the air"
Running Speed:
1,472 [43th] -> 1,56 [around 33th, tied with Rob]
1,472 [43th] -> 1,56 [around 33th, tied with Rob]
Falco has the 10th best walking speed, but the 43th best running speed, which makes little to no sense. Even after the buff he would be still a ton slower than fox. By actually having a difference between his walking and running speed, Falcos neutral options would improve a lot: A more serious dash grab and more ways to get around your opponent.
His low-% throw follow ups are great, but at mid and high-% throw follow ups are barely functional (beside UpThrow). The window for Nair cancels (on the ground) into more Nairs strings and throw follow ups wolud shift from only low to low and mid %.
Blaster (NeutralSpecial):
End lag: FAF 59 -> 44; 15 frames lag removed
Landing lag: 50 -> 35; 15 frames lag removed
Damage: 3% -> 3,5%
End lag: FAF 59 -> 44; 15 frames lag removed
Landing lag: 50 -> 35; 15 frames lag removed
Damage: 3% -> 3,5%
Okay, auto-cancel lasers will NOT happen. Smash 4 is a way slower game than Melee. Good players can deal with ac-lasers, bad players or casuals can NOT. While it is fun to play with ac lasers as Falco, it is NOT fun to play against ac lazer spam Falco. Probably the reason he lost this on his way from Brawl to 4.
HOWEVER: The move as is now, is pretty much useless. A single projectile which takes a full second (59 frames) from start to finish, does laughable 3% dmg and only makes opponents flinch and can't kill anyone. The only use is locking opponents, who missed a tech. Or be annoying very, VERY slow characters on max range. And even then, there are straight up better specials in the game. By far.
Why? Falcos approaches have never been good. His buffed neutral special can now force opponents to approach you, while you are a lot more safe by doing so. Close range lasers should still get you punished, but atleast at medium range you can hold off enemies.
Additional changes:
UpThrow:
FAF reduced by ~2 or 3 frames
First hit (throw): KBG (first hit) 100 -> 85
Second hit (laser): KBG 80 -> 95
FAF reduced by ~2 or 3 frames
First hit (throw): KBG (first hit) 100 -> 85
Second hit (laser): KBG 80 -> 95
UpThrow is in this weird spot. It neither a decent kill throw or his throw kill settup. If the laser connects (wich can be avoided by DI rather easy) it kills around ~ 150% on a stage with medium celing. At lower % you can sometimes follow up your UpThrow with a UpAir (thanks to his amazing jump power) for the kill. But only on some fast fallers (works only a selected few, maybe 30% of the cast).
The reduction of the thorws KBG should give Falco a better follow up, even if he has rage. Most of the times opponents go to high, as soon as you get a little rage on you.
The increase on the lasers KBG should increase the kill power, once the shot connects. With the reduced lag your UpThrow follow ups should be a lot easier.
If people DI your second hit at higher percent, you should be able to follow up with a UpAir for the kill (Thanks to the reduced lag). Or maybe get them in a bad position and secure the kill by a mix up.
UpAir:
KBK 90 -> 105
Landing Lag: 15 -> 13
KBK 90 -> 105
Landing Lag: 15 -> 13
Increase the kill power of his UpAir, this move lacks in kill power, while keeping his low – mid% combo potential. Less landing lag for better low percent follow ups (on the ground).
Falco Phantasm (SideSpecial):
Hitbox now travels from roughly 66% of the distance to ~ 85%
His SideB at the end has a dead zone and I needs to go. This would not only make his recovery safer (trough colliding and canceling some ground moves), but also allow for easier and more reliable set ups. To challenge his SideB off stage would also be more dangerous.Hitbox now travels from roughly 66% of the distance to ~ 85%
High % SideB into BAir/ UpAir set ups would make this a decent kill setup at higher %.
DownAir:
Hitbox active (early hit): 16-19 -> 15-20; (late hit): 20-30 -> 20-27
BKB: 10 -> 7
KBG: 80 -> 90
Landing Lag: 23 -> 21
Hitbox active (early hit): 16-19 -> 15-20; (late hit): 20-30 -> 20-27
BKB: 10 -> 7
KBG: 80 -> 90
Landing Lag: 23 -> 21
This would bring his DAir closer to his melee one. The increased window for the sweet spot should make hitting easier, while shortened late hitbox and reduced lag should make the move a little safer to use, once you whiff.
!The base nerf, because Down Throw into Dair would now be a serious option. Grabbing someone at the end of a stage would result into a low-% DThrow into DAir follow up, which would hurt character with bad recoveries way to much.
IS HE S-TIER NOW?!
No.
If we get atleast the major 3 buffs, I can see him rise from lower Mid-tier to solid High-tier (Or atleast lower High-tier).
He still has problems approaching and rather unsafe moves on shield. With the laser and air + running speed buffs he can force opponents (better) to approach him. And punish more efficentely, when you get your opponent.
Thoughts?
Glossar (by Kurogane Hammer): http://kuroganehammer.com/Glossary
Sorry for my english and the spelling errors, this isn't my native language >.<
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