Considering falco's poor tournament results and placement on the tier list, It seems that he will get a huge buff in the next patch. I doubt that the developers will make his Dair have less startup or his blaster auto cancel since camping and meteor smashes were nerfed significantly in this game. I doubt running and air speed will be buffed either. Here's what i would like falco to have in the next update.
I'm going to have to explain some of this...
Make falco's nair a frame 1 move, This would allow him to escape from combo's more easily and improve his awful disadvantageous state
This would be broken as hell. The only character I believe that has a frame 1 Nair is Little Mac and it's a single hit move that's out for a couple of frames and has a small hitbox angled down along with little knockback and damage. Falco's Nair is a multi-hit move that's out for 20 frames. That would make Mach Tornado look like sad since Falco can instantly cover himself in hitboxes in 1 frame or 1/60th of a second as SSB4 runs at 60FPS. I suggested that Falco get back his Melee and Brawl Bair that was a sex kick, a move that covers both his front and back well and lingers well. For reference, Falco's old Bair was this which was kept in Project M. Funny enough, there was an early image of SSB4 Falco in a similar pose. Link:
http://fc03.deviantart.net/fs71/i/2...o_screenshots__by_nobunagasmash94-d75dw95.png.
See how Falco's front leg is slightly out? That's a hitbox and as a frame 4 move in all games including this one, it would let Falco interrupt combos and have a better disadvantage without having a broken move. To this day, I still don't know why the devs felt like giving Wolf's Bair to Falco. There was absolutely no reason for Falco to have Wolf's Bair and lose a sex kick that could help him. It would be a literal kick in the face if Wolf comes back with Falco's Bair meaning Wolf would have a sex kick and a "traditional" Nair that would make his disadvantage good if not godplayer like Sheik since Brawl Wolf's air speed was awesome and he had power to his Bair.
Change his d-throw so that it has minimal knockback and no knockback scaling. This will get him a plethora of combo options and kill setups
That might not be a good idea since Falco can already combo from D-throw, combo out, kill with, and put people in bad situations with of U-throw, and F-throw can be comboed out early on, but not as well as D-throw or U-throw.
Look up Brawl Wolf, his D-throw caused people to slide which is a bit different, but if Falco's D-throw had little to no knockback, it could potentially allow people to tech it instantly and punish Falco. If anything, it could gain more damage or keep its 9% from Brawl since chain grabbing doesn't exist and grab resets are difficult.
Change Dash Attack to brawl falco's dash attack
SSB4 Falco's Dash Attack is frame 8 while in Melee, Brawl, and PM, it's a frame 4. I don't know why the devs felt like he should have double the startup since the move wasn't all the great in terms of it was broken like how fast and strong Little Mac's is online. In all the games, it lets Falco combo to and from. That's pretty much it; it can't even kill that well. If anything, it could have been frame 5 or 6 if it was a really an issue. Or it could be stronger since it's Falco's slowest non-Smash move.
I agree with this since it feels like Falco's hand is using Fox's hitbox kinda of like how Ganondorf's grab is a bit wonky. Otherwise, reduce the startup to Melee's; Melee Falco's standing grab was frame 7-8 while SSB4 Falco's is 8-9. In Brawl, it was 6-7 which considering Falco's good throw game in SSB4, would be ridiculous. For reference, Fox's standing grab is 6-7. His grabs, standing, dash, and pivot, startups could just be reduced by 1 frame and Falco would be better off with the minor change.
Decrease endlag of F-Smash and U-Smash
Side Smash's end lag doesn't seem that slow, especially for that kind of range and power. Up Smash on the other hand, does feel slow. Speaking of Up Smash, the first kick shouldn't have any base knockback and the growth should be where the knockback is from since I think the "tiny" 30 BKB and 20 knockback growth is what's causing the stupid first kick to launch people to far. There's also a point where the first kick has 80 for BKB and KBG is 30 and the frame 9 hitbox has 0 for BKB and 100 for KBG. Utilt's first hit's BKB is 0 and KBG is 100 and rarely do you have the issue of people falling out of Utilt.
That being said, I don't really understand knockback completely, but Up Smash should be tweaked.
Its power should be increased instead. For reference, it's a frame 17 move that does 15%. Diddy's Side Smash is a frame 12 move that does 16%; Diddy's Side Smash is 2 frames slower than if I remember correctly, Samus, Marth, Lucina, and the Pits's.
Reduce endlag of blaster to that of fox's
Covered this in a couple posts above. To summarize, it should be similar to Luigi or Brawl Wolf's end lag on their projectiles. That way, auto-cancel might not even matter since Falco can fire once, put it away quickly, and continue on like Luigi and Wolf.
Decrease endlag of Fair and Dair
Fair's end lag in the air is fine since it stays out for 24 frames. It could have less startup, so a frame 8-10 move instead of Brawl's frame 6 move. With how multi-hit moves connect in this game, a frame 6 Fair would be godplayer since Falco can gimp you like no tommorow. Landing lag at least has a hitbox out and I'd argue it's fine since Fair shouldn't be abused on-stage. It's more of an off-stage or full hop move.
For Dair, yeah, landing lag should be reduced since Falco doesn't have Captain Falcon's speed to whiff a Dair and run or Ganondorf's durability to whiff a Dair and survive. If anything, it could be a frame 12 Dair instead since while it's strong, Falco's mobility isn't up there to spike like Captain Falcon and he's not as strong as Ganondorf to instant spike you at 0%; Ganondorf will kill anyone with his Dair at 0%. Maybe not the Pits, Kirby, Meta Knight, and Jigglypuff, but everyone else will die to the King of Evil.
The alternative which might involve re-programming and re-animating Falco's Dair is to return it to a frame 5 Dair or maybe a frame 6 or 8 Dair and make it a very weak spike, like weaker than Kirby's Dair spike or about the same strength as Falco Phantasm. Why? It means he can spike quickly, but he'll need to work for it, but not as hard as reading the right situation to land a frame 16 spike.
Increase D-tilt's knockback scaling
As it stands, the body hitbox has a base knockback of 50 and knockback growth of 90 which explains why it kills at 130%, but you need to be close. The tail and disjoint have a BKB of 35 and a KBG of 88. 5 more BKB might be okay since the KBG is already good from the looks of it.
Make it so that the entity of Falco Phantasm has a hitbox like in brawl and melee
Everyone agrees on this because Falco Phantasm is not even a good move. It's a situational soft spike, doesn't kill until at around 470% when used on the ground or 300% when used in the air on a grounded opponent. With customs on, it gets outclassed by Fast Fire Bird as a burst movement. There is no major reason why it shouldn't have a full hitbox.
If customs are getting tweaked, Falco Charge should gain super armor, less startup, more power, or something. It's kind of stupid as a move to be a frame 21 move that doesn't kill until 175% which is about 60% more than Side Smash while being 4 frames slower and making Falco's horizontal recovery worse.
Increase knockback scaling of Falco's B-Throw
B-throw's throw base knockback is 80 with a knockback growth of 60; the laser's BKB is 60 with a KBG of 100. At center, B-throw won't do much, especially at higher percents, but at the ledge, it's likely going to kill at 140% if the laser hits. I don't know why since people should be able to DI it however they want at center stage and at the ledge, but it feels like they can't DI as well near the blast zone.
Instead of increasing the knockback, it might be better to decrease it. Why? If the throw's knockback is reduced, then the laser will probably be able to hit more easily at higher percents. Increasing knockback might make the laser even more unreliable since Falco will just chuck the person away and the laser wouldn't even be able to hit someone traveling that far and that quickly. That's just a theory and a flawed one since I don't really know how knockback works well enough.
Increase knockback of Falco's D-Smash
A frame 7 move that covers both sides of Falco, does 15% with the legs, 12% with the body, and has his legs be intangible is already good in my opinion. Intangibility is sort of like making Falco's legs disjointed which allows him to challenge things like a Luigi Missile heading towards the ledge. As it stands, the BKB is 20 and the KBG is 76 which is amplified by its hit angle, 25 degrees - a little above horizontal -, and damage. Down Smash isn't a move you're going to actively look for kills without, but out of shield (OOS), it's a fantastic option to push people away and punish (and kill) someone doing something stupid while near the ledge.
For me, I don't really care about Rapid Jab Finisher's end lag, but allowing Falco to Jab cancel faster would be much, much better than having less end lag since Falco wouldn't even have to use Rapid Jab and its Finisher. He would just Jab 1 or 2 to grab, tilts, Smashes, Reflector (Void), etc. Might as well get rid of Rapid Jab and just have the Finisher be the third hit. Or make it so Falco can Gentleman the Jab.