Falco has always been about zone control, just as much as Fox is a rushdown character and is centered around getting in and never letting up. [...] Falco, as you know, has a wonderful long range game, with lasers and phantasm, though most people don't realize his CQC game is great too with the jab combo being just as much a centerpiece to Falco as the lasers.
His weak point, however, is the middle range I.E. where characters like Marth feel the most comfortable in. All Falco can do is throw out his shine at midrange, a punishable attack originally. The new shine remedies it to a certain degree by bringing Falco's opponent into CQC range (but mostly I supported it because it really deepened his combo game, and by extention was an incentive to be aggressive with him rather than just pew pew pew all day). And 'control' is why partially why I spoke for Melee SHLs as well, though again the primary reason was something else I.E. making some of Falco's matchups not so one-sided while helping him with some others.
Well, not so one sided in the sense that all he really has to do to beat Ganon/Bowser/Dk/Dedede/Snake is pew pew pew all day.
But the point is they weren't useless buffs or changes that didn't compliment his playstyle. In fact, they fit right in with giving Falco more control.
Anyway, [the current incarnation of Falco] should really be enough to make Falco be complete, and if nothing else happens to him, I'll be very happy with the end result. The hitbox increase only on the shine that Orca brought up isn't worth fighting for. That doesn't deepen Falco's game, [it] just makes it easier to hit people with the shine, so I won't personally back it. But the dual shine plays right into 'control'. It can either pull in an opponent into Falco's CQC range, or push them back ala normal Brawl's shine to keep them at bay for a long range barrage. And it's completely dependent on how the player spaces: if they misspace, they get an undesirable result but are rewarded for knowing the shine's different spacing and hitbox properties. It really gives the player the feeling of 'control', to really have a choice over where you want your opponent to be and keeping them there, provided you know how to correctly space the move.
Of course, as it'll be significantly easier to pull in, since the pull in hitbox overrides the push out hitbox, making the pull in smaller would give the player more choice and control over the result they desire...and not to mention you won't be pulled into combos as frequently, which I know [quinnydinny will and hopefully others will too] appreciate, since the hitbox you're used to should be smaller.
But of course, since this is a
wildly unnecessary change (Falco is great as is), I'm ready to take some
wildly unnecessary nerfs for it. Such as all the ones I listed on my last post [
here], [a few of which] are very real concerns, like Falco's jab, which [people in MD/VA who fight me] ***** about
much more than the lasers.
But the point is, ideally we would be getting an increased normal shine hitbox, trading it off for the 2% laser damage nerf (which was going to be reverted back to 3% with Melee SHLs), smaller pull in range, a phantasm that is significantly easier to hit Falco out of, nerfed jabs (I haven't figured out what exactly), and an overall lower damage output, which I think is a fair trade off given that Falco needed some of this anyway and is only receiving a relatively small, but gameplay-layering compensation for it.