Ffamran
The Smooth Devil Mod
- Joined
- Aug 25, 2014
- Messages
- 14,629
That's interesting. I'm going to guess that the differences between the 366 and 367 angles and the differences between the set knockback of his Nair and Fair are why Nair isn't connecting well in Ultimate compared to 1.0.8 Smash 4. The way the wiki words it and other explanations on how autolink angles work, 367 is good for grounded and aerial targets. It's also good for characters who move fast in one direction which for Falco and 1.0.8 Nair was vertically. Falco jumps high and falls fast letting rising and falling Nair work well. At the same time, he doesn't move fast horizontally in the air, so he could drag people horizontally with Nair to chain them at low percents.The loop hits use 366° autolinks in Ultimate.
Falco's Fair on the other hand is primarily used against airborne targets and he doesn't really do much besides hit them with it. Fast-falling to spike with it doesn't exist anymore with the changes to the 366 angle in 1.0.4 Smash 4 for Falco at least since Fox was able to do it with his Fair in Smash 4. Rising Fair isn't really a thing either since it's not a good out of shield option and when it is being used from a rise, it's usually to catch an opponent at the apex of his jump or double jump. He can do falling Fair confirms, but that's just abusing its much lower landing lag in this game and being able to cause hit stun with the loop hits, but not send them anywhere. Falling Nair is the same thing, but has lower landing lag.
Nair chains is one reason I can think of why they would change the hit angle from 367 to 366 since Ultimate Falco's Nair dropped down from Smash 4's 15 landing lag to Brawl's 9 and he does move faster, so I could see Falco being able to do even more dumb things with Nair. Instead of trading Brawl's falling Nair confirms for frame sync Nairs, rising/falling/better connecting Nairs, Falco could have had both. That said, it exacerbates the issue Falco had in Smash 4 with Nair and Fair being too similar moves. Nair was good for comboing and edgeguarding and so was Fair, but Fair could kill. In Ultimate, Fair can do pretty much everything Nair can while connecting better in return for being 4 frames slower on startup, frame 7, having 6 more frames of landing lag, and doing less total damage which doesn't really matter at kill percents when the last hit of Fair has higher growth than Nair -- in Smash 4 at least.
For frame sync Nairs, the last hit having higher base knockback could stop Falco from being able to follow up much less combo from frame synced Nairs assuming frame syncing still exists. Aside from giving it a landing hit which would make it even more degenerate of a move or increasing its landing lag severely, I can't think of anything to do with falling Nairs. Whatever.
Still not sure why the loop hits of Zelda's Nair didn't keep the 366 autolink angles.
Also, assuming you have access to the game files and are able to find this stuff, is his Bair basically the same in Ultimate where the only difference is the frame 9 startup? Even then, man, would Fox and Wolf have killed for his Bair. You don't have to look into this. I'm thankful for all the people working on this and patiently waiting for whenever and however every characters' knockback, hit angle, and other values are made available.
SSB wiki: https://www.ssbwiki.com/Autolink_angle.
TheLobsterCopter5000's thread on autolink angles: https://smashboards.com/threads/how-all-the-autolink-angles-work-in-ssb4.452659/.
Ruben's guess on how 366 hit angles work: https://twitter.com/Ruben_dal/status/837031271188598794.
DRAFIX's demonstration of how 367 hit angles work: https://twitter.com/drafix570/status/1032644437757767680?s=19.
TheLobsterCopter5000's thread on autolink angles: https://smashboards.com/threads/how-all-the-autolink-angles-work-in-ssb4.452659/.
Ruben's guess on how 366 hit angles work: https://twitter.com/Ruben_dal/status/837031271188598794.
DRAFIX's demonstration of how 367 hit angles work: https://twitter.com/drafix570/status/1032644437757767680?s=19.
Edit: Forgot that there might be difference in hitboxes as Ultimate seems to have started using more ground and aerial hitboxes.
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