I played around with blaster and could find no changes.
Dair seems unchanged too.
Dair seems unchanged too.
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Thanks for the confirmation. Welp, looks like this patch, 1.0.3 (3DS)/ 1.0.6 (Wii U) and patch 1.0.5 (3DS)/ 1.0.2 (Wii U) will be the easiest to summarize.I played around with blaster and could find no changes.
Dair seems unchanged too.
As I mentioned earlier, Falco's jab 2 can be cancelled into the rapid 2 frames earlier now.
Gif comparison: left is pre-patch, right is post-patch.
Unfortunately I've already patched all my games, so I can't check anymore. However, owing to the fact that I've been playing Falco since October, neither I nor anyone I've fought have noticed any difference in walk or run speed, or even dash. As for the jab, I feel like that's Sakurai trying to fix our jab however little it matters. It's the thought that counts? :/I can't say for ground speed since I don't have 2 3DSes or a way to record things reliably and nobody's checked yet, but aside from Up Smash linking better, no confirmed changes are known. There's this, but Thinkaman couldn't replicate it.
Oh yeah, I've been using up smash far more often now. It dishes out a lot of damage, and on certain characters you can follow up dthrow with it at low percents, great damage builder and kill move. It's such a small change, but it's definitely a buff in my book.I can say though, I like that the up-smash is reliable, it has pretty good kill power and the percentage dished out is great as well. I will start using it more, but I've conditioned myself to not use it much until now. It helped me clutch out a win against a Mewtwo today.
If anything, Zelda's Up and Side Smashes have this listed as changes:So, I've hesitated to quantify this, but I think visually there is a slight difference in the location of the victim for the 2nd hit of Falco's u-smash in 1.0.6 next to 1.0.5. I'm not sure if I'm imagining it or not--I AM looking for it, so it's very likely.
Confirmed Changes
Zelda
Forward Smash Loop Hit angles lowered, 60/160 -> 20/170 (Inner hit-box / Outer hit-box.)
Phantom Slash
Endlag very slightly decreased.
Destroyed Phantom regeneration timer increased, 6 seconds -> 9 seconds.
Phantom stands out for roughly 1/4 of a second longer after attacking.
Seemingly unchanged
WHAT DOES THIS MEAN? It doesn't mean they aren't changed, it means that any changes are either superficial, apply to another character more, or are knockback based and are better off waiting for data dumps rather than attempting to confirm them.
1.0.4 3DS / 1.0.1 WiiU Community Patch Notes
Confirmed Changes
Engine
- A + B together produces smash attacks
- Tilting the analog stick + smash stick together no longer produces tilts, but rather smash attacks. [NOOOOOOOOOOO]
- Tilts/smashes while holding an item has been removed (Link, Megaman, Peach, etc)
- Lylat Cruise edges (including Omega) changed to "slope" recoveries (https://www.youtube.com/watch?v=_1KfENM50ME)
Falco's forward throw is 2 hits. It would be a 3 hit combo if the jab counted.Edit Edit: jab to grab front throw will come out as a two hit combo. Falco will rise again
Alright so this is what I have found out after testing falco other than the up smash,
- His Nair properly connects multi hit move instead of whiff (drags opponent to each hit to behind falco). Nair sucks opponent into multi hit move even when grounded. Less landing lag when I fast fall
- Up tilt end frames are reduced (meaning he can follow up with Bair)
-His down throw knock back is reduced, which is great, because falco can now combo with D Throw-> Fast fall Uair, Up tilt-> Nair or Bair (if Bair then a Upsmash) at lower percents, leading to 54% combo with Bair and upsmash or 37% with Nair at low percents (it was on Dk so maybe I'm wrong).
- Is Bair Sourspot seems to have reduced Knockback and it feels harder to sweet spot it.
I might be wrong and it might just be a placebo but can someone confirm the Nair for be because I was testing it on different characters but after using it on Olimar It gives be that gut feeling. I also found myself stage spiking with reverse hairs offstage
Edit: You can jab cancel with falco (one jab that is) and it also seems that they extended his grab range. If you don't believe me, jab once then use your reflector and see how fast it comes out.
Edit Edit: jab to grab front throw will come out as a two hit combo. Falco will rise again
- His Nair properly connects multi hit move instead of whiff (drags opponent to each hit to behind falco). Nair sucks opponent into multi hit move even when grounded. Less landing lag when I fast fall
The thing about Falco's Nair is that it's hit or miss most of the time if you try to hit it with the front part of Falco. I believe @berserker. figured that his Nair connects better from the back for some unknown reason and it's probably been like this since Brawl. It's probably one of the few RAR Nairs you should use. It might be the way he attacks since while spinning, Falco's arms are angled slightly down and perhaps the hitboxes are "called" from the back or something that I honestly don't know. So, word to wise, if you're using Falco's Nair, try RARing it.I might be wrong and it might just be a placebo but can someone confirm the Nair for be because I was testing it on different characters but after using it on Olimar It gives be that gut feeling. I also found myself stage spiking with reverse hairs offstage
We'd need side by side evidence for this and since we don't have IASA frames, this will stay unconfirmed and nobody, but you mentioned it here or in the patch thread. It's probably a placebo since Falco could Utilt to Nair since release which means he can do Bair too, if the opponent DI's badly since there's only a 1 frame difference between Nair and Bair.- Up tilt end frames are reduced (meaning he can follow up with Bair)
This will need to wait until Dantarion releases the patch data dump since knockback numbers can be found there. Or it's the hit angle that people are launched. We're just going to have to wait on this.-His down throw knock back is reduced, which is great, because falco can now combo with D Throw-> Fast fall Uair, Up tilt-> Nair or Bair (if Bair then a Upsmash) at lower percents, leading to 54% combo with Bair and upsmash or 37% with Nair at low percents (it was on Dk so maybe I'm wrong).
Falco's strong hit/clean hit is from frames 4-5. In other words, you have 1/60th of a second to land that as SSB4 runs at 60 FPS (frames per second), but if you can, it's one of the strongest Bairs out there along with being the fastest Bair tied with Sheik, Mega Man, and Wii Fit Trainer's. So it was always difficult to land since you need to react right at the moment Falco's in range.- Is Bair Sourspot seems to have reduced Knockback and it feels harder to sweet spot it.
Falco could always Jab cancel with Jab 1 or Jab 2 since Brawl and SSB4 kept it, but I believe the delay is longer from what someone said way back.Edit: You can jab cancel with falco (one jab that is) and it also seems that they extended his grab range. If you don't believe me, jab once then use your reflector and see how fast it comes out.
Someone already said it where F-throw is a two hit move, so it's not a true combo.Edit Edit: jab to grab front throw will come out as a two hit combo. Falco will rise again
Check the slightly outdated frame data thread: http://smashboards.com/threads/ill-...moveset-data-will-be-outdated-by-4-15.387402/.Thank you @Fframran
You should test the up throw and back throw. I was running some games with my brother and back throw kills by the edge around 120%, and up throw around 158% or above (not including heavyweight characters, and percentage between of 50-80% damage on Falco).
You can still space a reverse Up Smash so only the second hit connects since the second hit has a bit more range, but it might depend on characters since the first hit looks like it ends a bit higher up than the second hit. So, you could space and hit only with the 12% on ROB, but maybe not on Bowser. Eh, it's all good since it's 4% more damage since both hits connect and it's more consistent now.I'd like to point out that before 1.06 I would pivot before a JC-U-smash so only the strong hit would connect. But after the patch if you pivot, both weak and strong hits will connect.
If I remember correctly, someone said Dantarion was out for a week, so maybe 2 weeks from the patch?Grumble grumble, when will the frame data get here? Not to sound impatient but I want to re-educate myself on safe options against fast characters as soon as I can. D:
Pre patch Dsmash would pop people vertically for a follow up when you Dsmash while they're really close to falco like almost centered within him.Is it just me, or has Dsmash been knocking people vertically upwards for some of you guys too?.... I don't recall this being in effect Pre-1.0.6 at all
Like BltzZ said, Down Smash has a body hitbox that knocks people up and does 12% instead of 15%. You're probably not going to hit with it often, but it's something to know. I'm not sure if Fox has the same thing going on with his Down Smash.Is it just me, or has Dsmash been knocking people vertically upwards for some of you guys too?.... I don't recall this being in effect Pre-1.0.6 at all
I am very positive that that isn't the case for Fox's Dsmash, I recently picked up Falco again, and thus was wondering if this was new or old.Like BltzZ said, Down Smash has a body hitbox that knocks people up and does 12% instead of 15%. You're probably not going to hit with it often, but it's something to know. I'm not sure if Fox has the same thing going on with his Down Smash.
EDITTTT: I think i was hallucinating or something but now Fair does 9% instead consistently. and the last hit does 3%? Also KB changecant confirm for nair, but what they did to dair... dair into dair is now possible follow up... it may even have combo potential with dthrow
EDIT : there is something weird with fair, I did like all aerial hits and the final hit on the ground on Samus, which made 17% damage
Lasers from both bthrow and uthrow dont seem to miss their target anymore at high percent,
upair is coming out faster
can someone confirm ?
EDIT 2 : I managed to get upair into 1st jab as a 2 hit combo, same with upair into utilt, here is our new approach tool...
I locked Dair on mario :VTested D-Throw to D-Air lock on Fox at 0. D-Air can't lock anymore.