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After @YAYCONFORMITY ragged on Charizard for lackingI'm gonna have to disagree with a lot of what you said. The endlag from his moves sucks, but nair makes up for this (as you mentioned) but fair does as well. Both of these moves can be auto-canceled from a shorthop, making the lag you were talking almost non existent. Use bair offstage, not on the stage unless you know its going to connect. I don't really think it matters that much how much it takes to kill at the very center of the stage especially since Charizard wants to get people off stage, but just as a reference point, bair will kill mario sweetspotted, center stage, 64%.
I also strongly disagree with what you said about his specials. Flamethrower is much better than is was in brawl due to how much you can angle it now, and the new traits of flamethrower actually help him out. Charizard doesn't like people being right in front of his face, and also in Brawl by the time Flamethrower ended, since it didn't push him away from his enemy, your opponent could often run up and punish the end lag of the move, something that just doesn't happen anymore if you use it correctly. I'll admit that Flare Blitz is overrated and its uses are situational, but in those situations it's godlike. First it's a great recovery, would be one of the best if he didn't hurt himself in the process. If you sweetspot the ledge than you are almost ungimpable. Because Charizard has super armor everywhere on his body during the move (the active hitbox only has heavy armor) you can practically nullify even the most potent of offstage games. And if you sweet spot the ledge, Chard only takes 4% damage upon activation, which is a small price to pay if you ask me in exchange for being almost ungimpable. FB is easy to spot and block on reaction, so it's uses don't really cover when Chard is in disadvantage and neutral, but in advantage its fantastic. Enemy over committing to projectiles? Flare Blitz. Rolling too much? Flare Blitz. Need a reliable tech chase option? Flare Blitz. Enemy used their double jump and is landing on stage? Flare Blitz. (usually an air dodge can't work here because Chard's hitbox lasts the duration of the dodge and then some. Sometimes. It's all about timing, but you can condition people easily for a more reliable hit.) In extension to the last one, miss your Flare Blitz double jump chase because your opponent used his recovery move to dodge it? Flare Blitz AGAIN in the opposite direction, actually making for a more reliable hit. Enemy recovering too high? Flare Blitz. Instant death. (If you are at least two steps away from the ledge when you FB, you cannot self destruct. Of course, this varies from stage to stage, but I've tested it on FD stages, battlefield, and smashville) And my personal favorite, enemy respecting your dair/other aerial options too much off stage and recovers low? Jump over them, fast fall, Flare Blitz towards the stage just barely below the ledge. Stage spiked(nuked). Instant death no matter what. Nobody here is saying FB is the best move or anything, but you'll be hard pressed to convince me that it's anything but a great attack.
Rock Smash is underrated. It's almost like a completely different move now, but just cause you can't use it like you used to people are underselling it. I think you're kinda shrugging off the fact that it's got crazy super armor throughout the duration of the move. Rock smash can single handedly turn a bad situation into a great situation. A good hit can do 35% which is no laughing matter. The sliding rock smash tech increases it's utility. Like all his other special moves, it's great if you use it sparingly. Fly is good because not only is it armor, but it can kill extremely quick. jab jab up b combos to certain percents, and fly can kill at 70% (not factoring in move stale). Though as far as distance goes, it's pretty average as a recovery, especially when compared to large chunk of the cast. The two jumps help a little...
I don't know what you mean by not powerful. Charizard has PLENTY of moves that kill FARRR below 120%. F-smash (which I think is better than Bowser's because it's faster and has invincibility frames not just super armor), d-smash(not a great move though, disgusting end lag) U-Smash (can be used out of shield), Bair(not a could option here), Uair, Flare Blitz(76% Mario center stage, fresh) Fly (also an OoS option), Rock Smash (though not a great choice here). And that's just center stage. One of the things Charizard has over other heavies is his fantastic offstage game. They're easy to land and space, courtesy of his multiple jumps, and if you can hit by any of them (not named nair or fair. though fair can still kill, it'll be most likely stale cause it's a great spacing tool) you're gone. If you get touched by a sweet spotted bair offstage... that my friend is certain death. Another thing that sets him apart from other heavies is that Charizard is that KING of trading. Though heavies can naturally live long due to how fat they are, Charizard's got super armor on his kit in all the right places. With a good read, Charizard can COMPLETELY IGNORE death flat out with this. I think he'a berserker of sorts, and that's what sets him apart. If used correctly Chard can live up to higher percents than the rest of the cast (This does NOT mean he can survive longer. as much of his damage given comes from FB recoil or trading.) Chard's already one of the most physically powerful characters, so when Charizard gets in rage mode, ohhh boy. It's scary.
Basically... I'm not saying Charizard is top tier. Not saying he's high tier. I'm not even saying he's MID TIER! (though I hope he will be ) All I'm saying is that there's no way he's like the worst in the game... Well maybe there is a way he's worst in the game haha, but I'm not convinced.
you are not valuing Falco's reflector enough.The match-up chart even lacks one fighter who he said was bad and never defended why: .
Personally, with Falco's sluggishness and range compared to Shulk, I think Falco is at a disadvantage. Granted, if Falco can get in, then Falco has the advantage because of raw power. I'm not a good Falco player, so take what I said with a grain of salt.
Kirby? Disadvantage? Stretching.Are you high? You have a HELLA inflated opinion of Shulk. First, this match-up is even at the absolute best for Shulk. Your match-up chart shows either a lack of understanding for Shulk or half the cast. Captain Falcon, for example, should beat Shulk cleanly. I think you highly undersell Marth in that list and, by extension, Lucina. Have you ever played Shulk vs. a DK worth a damn (read: Will)? Why in God's name do you not have him losing to Kirby?
Those are just a couple of the grievous examples.
I love you, and I enjoy talking to you, but the post I just quoted is so gross I need to go take a shower.
What a ****ing jokah.
Peace.
I play vs a good Lucario pretty regularly.
So... about that air mobility. Don't you find it hard to space, since Shulk has really poor aerial deceleration (change of direction in the air)? (Also, no momentum shifting b-reverses outside of MA which need to be timed). Jump's max speed is great, but that only makes the spacing harder, doesn't it?So what do you really do? You spend your time as either one of the fastest characters on the ground, or one of the fastest characters in the air with the benefit of being disjointed.
Lag nullifies everything Falco can do. All Falco can do with Lag is delay the inevitable: defeat. Also, Reflector can only do so much alongside Blaster which out-ranges Shulk's Monado. The issue is getting in and that's one of Falco's biggest issues made worst by his air movement speed, somewhat of his ground speed, range, and Lag, especially Lag. Whenever I encounter a Shulk online, unless the player's just bad, then it's pretty much a challenge since it's difficult to get in when the Monado's range is enormous and Shulk's Nair is just the bee's knees compared to Ike's Nair.you are not valuing Falco's reflector enough.
Shulk isn't a character meant to be polarizing or shutdown everyone and their mom.
Y'all want the secret truth?
Jump and Speed are 2/5ths of your option. Air/ground speed respectively.
Regular smash has no real value at low %'s.
Regular shield has no real value at 0%'s. Very niche use early that can be played around anyways.
Buster is more about 30%+ life. "Shield safety" isn't well exploited in general (at least for the moment)?
So what do you really do? You spend your time as either one of the fastest characters on the ground, or one of the fastest characters in the air with the benefit of being disjointed.
It would be broken but Shulk has enough lag on moves that he doesn't wall anyone out. So most of his matchups will be even.
Luigi won 3 Xanadus, but people don't really consider Xanadu as much as it's not national...
In the neutral game, I feel ROB is decent but not outstanding - his projectiles are great, he has reasonable range at a decent speed and an excellent DSmash for close quarters. However, he lacks combos (though is very good at tacking on damage with laser and gyro) and is very easily comboed himself, and struggles when juggled. His recovery is a mixed blessing - he has the distance to do some quite effective gimping but also suffers from being relatively easy to gimp himself. My impression is that he is best to try recover from under the stage where he is harder to spike and a good player can tech potential gimps. He has a lot of strengths but some very exploitable weaknesses.I'd like to Bring up ROB for discussion if anyone would be interested. I haven't found an awful match up yet, but I must admit the vast majority of my experiences have been devoid of a good amount of the available characters. I rarely see Bowser Jr, Robin, WFT, Villager, Megaman, and quiet a few other characters. So do you guys think ROB has any weakness or not?
I rarely use Jump on-stage I think I've noted that between here and the shulk boards as well. Im probably the biggest Decisive speed advocate you'll find. Truth remains that out of the 5. Two are rarely factors until high %'s. So you're left with Buster/Jump and Speed. Buster doesn't work too well due to lack of hitstun at a very low level. You'd exploit vanilla but the majority of upper characters have projectiles or are speed monsters themselves that warrant Speed so you can punish such small windows.So... about that air mobility. Don't you find it hard to space, since Shulk has really poor aerial deceleration (change of direction in the air)? (Also, no momentum shifting b-reverses outside of MA which need to be timed). Jump's max speed is great, but that only makes the spacing harder, doesn't it?
Speed is amazing though, and takes care of this problem. I just don't see Jump being good for approaches because of the deceleration issue. Am I missing something, because I've stopped looking at him as a spacing character and more of a rush down combo guy with a big sword who has some decent spacing tools (BAir).
I often see this sentiment expressed in these forums- that his reflector is a good spacing tool.you are not valuing Falco's reflector enough.
I think Shield & Smash have some application at low %'s. Shield's actual shield buff might help (I don't know if this is true, but it'd be cool if shield stun was less in shield mode). and Smash gets you out of combos. Vanilla allows you to MA cancel, which will eventually be amazing.I rarely use Jump on-stage I think I've noted that between here and the shulk boards as well. Im probably the biggest Decisive speed advocate you'll find. Truth remains that out of the 5. Two are rarely factors until high %'s. So you're left with Buster/Jump and Speed. Buster doesn't work too well due to lack of hitstun at a very low level. You'd exploit vanilla but the majority of upper characters have projectiles or are speed monsters themselves that warrant Speed so you can punish such small windows.
I believe we have a similar perspective, but I don't see Shulk as far as combos go. He's able to break into their zones with speed and threaten with a grab, which opens up his aerials/tilts and then utilize the stage control to get his off-stage game going which is strong because of movement speed + range. Other character's don't do it the same because they don't have the same effective range as shulk. Buster has the difference that it'll be safer on shield to make up for it to be harder to get the grab. Speed and Buster pressure shield differently to achieve the same result but with rather different rewards.
It is a good spacing tool, but it's more for spacing at mid range. So, in terms of spacing, it's like Ftilt then Reflector followed by Blaster. Each one gains range, but gains more end lag with Blaster having start-up and end lag.I often see this sentiment expressed in these forums- that his reflector is a good spacing tool.
It has a similar cooldown to many smash attacks, is completely punishable on block, but has significantly less reward. 5% with no kill power or potential followups is garbage risk:reward. At best it can be used rarely as a mix-up because it has decent range.
I think you're talking about the hitsun, not shield stun. Because of the increased weight, you take less hitsun. You can get out of most early percentage combos because most attacks deal really low hitsun on you when you're on shield.I think Shield & Smash have some application at low %'s. Shield's actual shield buff might help (I don't know if this is true, but it'd be cool if shield stun was less in shield mode)
God this character gets more and more interesting the more I learn about him. I was thinking about shield stun because I know his shield is harder to break when in shield mode, but I didn't know he got less hit stun. That sounds super useful in matchups where you don't get camped out in shield mode.I think you're talking about the hitstun, not shield stun. Because of the increased weight, you take less hitstun. You can get out of most early percentage combos because most attacks deal really low hitstun on you when you're on shield.
Which we played with a bit on the shulk boards, but the problem becomes "which moves" fall apart on Shield at low % and we talked about using Smash vs Lucario for instance, but regular Monado doesn't really confirm much at all with Smash. Jigglypuff? Perhaps because of just how light she is if you can manage a repeated edgeguard but on a general note which is why I told him typically, Smash and shield are high % tools. Very little research was done onto their low % value, and so far we haven't found much. It would be reaching for me to tell anyone the value of low % Shield or Smash, when the Shulk community as a whole doesn't have much factual evidence of what either can accomplish and we certainly don't use it in the current meta.I think you're talking about the hitsun, not shield stun. Because of the increased weight, you take less hitsun. You can get out of most early percentage combos because most attacks deal really low hitsun on you when you're on shield.
Shulk's Monado Arts reminds me of Dante's Styles in DMC4... They're both complex respectively to their games. Mastering their styles lets you destroy stuff. Unfortunately, Shulk lacks Dante's Royal Guard...God this character gets more and more interesting the more I learn about him. I was thinking about shield stun because I know his shield is harder to break when in shield mode, but I didn't know he got less hit stun. That sounds super useful in matchups where you don't get camped out in shield mode.
Shulk has definitely moved up in my list of characters I want to learn at a decently high level. Meanwhile, I'll just let you guys do the legwork on finding out how to make him work.
Solid advantage: Bowser Jr., Doctor Mario, Ganondorf, DDD, Lucina, Meta Knight, Mii Swordfighter, Mr. G&W, Robin, Samus, WFT, Zelda
*raises eyebrow*
Robin beats Shulk slightly. Even at best.
Shulk doesn't lose to a character as bad as Robin.
I'm gonna give you a chance to explain yourself before I drop the book Ryker and I wrote on this match-up.
Oh god we're entering this phase againAre you high? You have a HELLA inflated opinion of Shulk. First, this match-up is even at the absolute best for Shulk. Your match-up chart shows either a lack of understanding for Shulk or half the cast. Captain Falcon, for example, should beat Shulk cleanly. I think you highly undersell Marth in that list and, by extension, Lucina. Have you ever played Shulk vs. a DK worth a damn (read: Will)? Why in God's name do you not have him losing to Kirby?
Those are just a couple of the grievous examples.
I love you, and I enjoy talking to you, but the post I just quoted is so gross I need to go take a shower.
What a ****ing jokah.
Peace.
I don't use shield at early %'s myself and I also don't really buy that idea of Smash art being useful for escaping combos. However, I'm only speaking of this based on some post in the metagame thread recently (who explained his experience on using shield at the start of a match). For example, Mario's d-throw. At early %'s on shield, it does really low hitsun to the point that it's even unsafe. You'll probably notice this more on characters that rely on throw combos but honestly, I can't say much on this matter since I haven't really given the idea of starting a match with shield art a shot. I've already tried smash but it doesn't really do muchWhich we played with a bit on the shulk boards, but the problem becomes "which moves" fall apart on Shield at low % and we talked about using Smash vs Lucario for instance, but regular Monado doesn't really confirm much at all with Smash. Jigglypuff? Perhaps because of just how light she is if you can manage a repeated edgeguard but on a general note which is why I told him typically, Smash and shield are high % tools. Very little research was done onto their low % value, and so far we haven't found much. It would be reaching for me to tell anyone the value of low % Shield or Smash, when the Shulk community as a whole doesn't have much factual evidence of what either can accomplish and we certainly don't use it in the current meta.
It takes at least 4 button presses to go from Speed to Jump, seven to go to Buster from there, eight to go to Smash. Can you say Clunky?The only reason why I'm against Decisive Speed is because I think the ability to change mid-combo is theoretically amazing. Speed to get in, deactivate so you can MA cancel into jump/buster/smash to continue combo shenanigans and end with off stage stuff. What I normally see is people changing in neutral, and I think it has serious potential as a combo tool. We definitely think similarly about the character, which is really cool as I just realized this yesterday and goes against a lot of what I thought about the character before. He's different from the normal sword archetype spacer for sure. Just because he's got amazing range/disjoints doesn't make him a spacing character.
So right now, I think Shulk is kinda not good/has very serious issues approaching unless he's in speed. Like... definitely not near the top of the cast. >.> I think we might disagree here, but since you know his issue with approaching, I'm curious to see what you have to say about it.
what? Surely weight has nothing to do with hitstun? Does he actually suffer less hitstun in shield mode? I know he takes less damage and knockback, and that reduced damage I assumee caused less shield damage, but I didn't know about the hitstun.I think you're talking about the hitsun, not shield stun. Because of the increased weight, you take less hitsun. You can get out of most early percentage combos because most attacks deal really low hitsun on you when you're on shield.
I can't think of any other reason. I don't think shield directly reduces hitsun received. The defense buff (Taking less damage from attacks) also has a role in this. Also, I've been finding some buster combos with Shulk. Like for example, buster n-air to buster f-smash only works on Mario from 49% but it works on Bowser from 58%. From that, I guess it's safe to conclude that weight does have an effect on hitsun received.what? Surely weight has nothing to do with hitstun? Does he actually suffer less hitstun in shield mode? I know he takes less damage and knockback, and that reduced damage I assumee caused less shield damage, but I didn't know about the hitstun.
i need to ditto you or somthing cuz i greatly disagree i just need to see how u play or somthing.Lag nullifies everything Falco can do. All Falco can do with Lag is delay the inevitable: defeat. Also, Reflector can only do so much alongside Blaster which out-ranges Shulk's Monado. The issue is getting in and that's one of Falco's biggest issues made worst by his air movement speed, somewhat of his ground speed, range, and Lag, especially Lag. Whenever I encounter a Shulk online, unless the player's just bad, then it's pretty much a challenge since it's difficult to get in when the Monado's range is enormous and Shulk's Nair is just the bee's knees compared to Ike's Nair.
I did make a point to say I not a good Falco, right? Plus I know that I have bad habits of using Fair on stage, using Dair for no reason and never rolling for some reason - I think I caught the "stigma" of fearing rolling too much. I also have issues landing Bair, Dtilt, not using Ftilt, Uair, Down Smash, or Nair enough, and using Reflector and Side Smash more than Ftilt.i need to ditto you or somthing cuz i greatly disagree i just need to see how u play or somthing.
This post.Definitely not linear.
DMG | Hit Lag | Shield Stun
4 | 5.25 | 3
6 | 6 | 3.5
7 | 6.25 | 3.75
10 | 7.5 | ?
13 | 9.25 | 5.75
19 | 11.25 | 7
3 | 5.25 | 2
Testing this was torturous as a single person on 3DS. So **** all of you I'm not bothering ever again.
Shield stun is really low in this game.
Those are some other factors for this, other than my execution of the comboThat could be more due to hurtbox size differences and fall speed rather than hitstun received.
Hey, I did say theoretical, right?It takes at least 4 button presses to go from Speed to Jump, seven to go to Buster from there, eight to go to Smash. Can you say Clunky?
MA canceling is useful, but it's limited due to internal cooldowns and the very limitations of when you can and cannot change your monado art.
You can approach in Buster. You can approach in Vanilla. And you technically can do so in Jump. Hell you can and likely will approach in Shield eventually. Shield giving you the peace of mind that they won't kill you regardless of what you do. Like Dash-shielding as an approach Monado Shield ends up being an occassional useful tool to bait something out. Reducing damage 33% will cause them to do less shield stun, but it works both ways and your grab game is crap due to your speed. When you can't be punished well for a poor approach though shield does end up useful in that regard. Speeds still the best by far.
oh actual lag lol thought u were talking landing lag xd.I did make a point to say I not a good Falco, right? Plus I know that I have bad habits of using Fair on stage, using Dair for no reason and never rolling for some reason - I think I caught the "stigma" of fearing rolling too much. I also have issues landing Bair, Dtilt, not using Ftilt, Uair, Down Smash, or Nair enough, and using Reflector and Side Smash more than Ftilt.
The fights I remember having against Shulk as Falco, however, were legitimately laggy enough that I there wasn't much I could do since it felt like there was a wall that stopped momentum. Whenever I screw around and there's little lag, then it's fine.
Oh... Well that clears everything. I was about to prepare my butt for getting butt-kicked.oh qctualblag lol thought u were talking landing lag xd.
Is there a full or at least extensive aerial deceleration ranking? All I know from personal experience is that it looks something like this.As for approaching with different arts, you caaan approach... But your aerial approaches are really easy to mess with because of your poor flexibility in the air. I don't think many people know this about Shulk (I didn't until recently) and it changes how you play against him.
Nope. I just noticed I was shield grabbing a lot of Shulk's aerial approaches/messing with his spacing. The guy I was playing could space well when I sat still, but when I started to go towards him, there were problems. I had a hunch for why that was, tried out the character, and confirmed my suspicion that it wasn't good. Then I asked the Shulk boards and they agreed that it's somewhat of a problem. I know no way of putting an actual value on it.Is there a full or at least extensive aerial deceleration ranking? All I know from personal experience is that it looks something like this.
Top: Jigglypuff
High: Wario, Mega Man, G&W?
Bottom: Little Mac
Bring it to the Shulk boards. Not in the match up discussion thread since we're discussing something another character there. Bring it to the FAQ for nowSoooo.. about that whole Shulk vs Robin thing? Anyone willing to finish that discussion because I'm genuinely interested to see how these characters fare against each other.
While he can be juggled, I believe between his nair, side b, and dair, he has a solid chance of turning harass around, but I'll admit I haven't played against high end players. I'm currently in the middle of getting some discussion gong between the Diddy and ROB boards, and so far, it's perceived as an almost equal match up. I haven't played against a good Sheik unfortunately so I can't really comment on that one, but I can see how Mario is viewed as a solid pick into him.In the neutral game, I feel ROB is decent but not outstanding - his projectiles are great, he has reasonable range at a decent speed and an excellent DSmash for close quarters. However, he lacks combos (though is very good at tacking on damage with laser and gyro) and is very easily comboed himself, and struggles when juggled. His recovery is a mixed blessing - he has the distance to do some quite effective gimping but also suffers from being relatively easy to gimp himself. My impression is that he is best to try recover from under the stage where he is harder to spike and a good player can tech potential gimps. He has a lot of strengths but some very exploitable weaknesses.
In terms of matchups I feel he beats out slow and heavy characters quite comfortably due to his combination of projectiles, range, power (USmash is absurd) and weight. However I also feel he loses out to characters who can combo and juggle him well; Sheik and Mario in particular seem to get him up to a high % very easily and sword characters are annoying as their disjoints juggle well (whereas fast fall Nair is very effective against characters with less range). Villager is also incredibly annoying and deserves a special mention as his pocketing the Gyro prevents ROB from pulling out another.
I really like ROB; he is by far my favourite character and I think he is solid enough. However he definitely feels like he has weaknesses and some losing matchups against the top end, and whilst I would expect him in the top half I dont expect him to be amongst the top tier without further discoveries.
lol my falco is quite rusty since iv been kinda soul searching for a third main iv not quite stoped falco i just not sure if hes who i want yet so i started exploring other characters i was really excited about like samus, and now currently cheaking out bowser.Oh... Well that clears everything. I was about to prepare my butt for getting butt-kicked.
I picked Falco up as sort of way to prove that he isn't trash as many people claim. Ike remains as sort of a fall back character now since Fox's voice irritates me to no end - Fox was my crutch character in every SSB game. Yoshi's all right which I never understood since when I played Brawl after a long while, I couldn't use Ike well, but Yoshi was okay. It was weird and it remains the same now. Yoshi being an adorable and goofy dinosaur helps too.lol my falco is quite rusty since iv been kinda soul searching for a third main iv not quite stoped falco i just not sure if hes who i want yet so i started exploring other characters i was really excited about like samus, and now currently cheaking out bowser.
My point is that Falco is anything, but trash. I'd also argue that none of the characters in this game are trash. If you want trash, then look at Brawl Ganondorf. That's trash. SSB4 is much, much balanced, thankfully. With me being vocal about and defending Falco, if that bothers you, I'm sorry; I will try to tone it down.
all it sound like to me is that ur trying to use falco one way or the other. as in rush down or spacer but where his dominance lies is in his pokes.I picked Falco up as sort of way to prove that he isn't trash as many people claim. Ike remains as sort of a fall back character now since Fox's voice irritates me to no end - Fox was my crutch character in every SSB game. Yoshi's all right which I never understood since when I played Brawl after a long while, I couldn't use Ike well, but Yoshi was okay. It was weird and it remains the same now. Yoshi being an adorable and goofy dinosaur helps too.
Captain Falcon is much easier to use compared to Brawl, so he's like the other character I can pick up and have fun along with Ganondorf because why the hell not? He hits like a freaking truck! It's hilarious! Toon Link ended up taking over Link. I guess I like Toon Link's speed more, but I digress.
The more I look at Falco and the more I look back at Brawl, especially Wolf, the more I think that Falco is an imperfect mesh of what defines Falco and what defines Wolf. Falco in Brawl and Melee was his own beast. I don't know him well in either, but Falco seems like a character who has good power moves in contrast to Fox who racks up damage through combos. So, in a way, Falco was the power to Fox's speed. With the issue of speed, melee range, and Blaster defying common sense of pull the trigger and put the stupid thing back in the holster, Falco's approach is lacking.
Strong characters like Ike and Ganondorf make up with range or just pure raw power, but Falco's short range at times makes it annoying to get in. Sometimes, it's better (for me) to just wait and counter. Then I see others who are obviously better than me approaching fine with short hop Uairs, Nairs, and Bairs. Still, it's evident that Falco's speed is an issue.
Wolf, on the other hand or claw if you'd prefer, was his own beast who shared Specials in functionality. He had attacks that moved him in significantly like his infamous Side Smash, his Jab, or his fast moves, or just had damn good range like Ftilt. Wolf could get away with being slow since he had moves that actually moved him or good range. His Blaster is probably the safest Blaster since the bayonet can knock people back and the bolt's hitbox is covers the ground as well compared to Fox's and Falco's thin beams.
So, Falco is unique, but really imperfect compared to Fox who didn't change much after pretty much being "finalized" in Brawl or hell, Ike who's debut in Brawl didn't have much changed in SSB4. Falco's all right, but that feels like that's all he is: all right. He's not this "HOLY CRAP! IT'S FALCO" in Melee and Brawl, but more like "Oh... It's Falco..."
My point is that Falco is anything, but trash. I'd also argue that none of the characters in this game are trash. If you want trash, then look at Brawl Ganondorf. That's trash. SSB4 is much, much balanced, thankfully. With me being vocal about and defending Falco, if that bothers you, I'm sorry; I will try to tone it down.
I end this with if Wolf does return and even if he's just a "port" who's tweaked and balanced, I'd probably end up having Wolf as my main and Falco as my secondary - I just like Wolf's claw fighting style. That's if it's just Brawl Wolf. Now, if Wolf returns, but is really weird or really "bad", then I'm sticking with Falco.