ShonenSamurai
Smash Rookie
- Joined
- Jan 2, 2015
- Messages
- 2
- 3DS FC
- 5343-9675-2385
Anybody wants to play some matches, now?
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http://smashboards.com/threads/show...nd-player-thread.368970/page-10#post-20008491 Is what you are looking for.Would it be inappropriate to ask for feedback with link to replay in this thread?
Ganon has it. Only Falcon doesn'tWhat air Falcon Kick needs is a hitbox to cover his foot. It's stupid that Sheik and ZSS have hitbox to make their dive kick disjointed but not Falcon or Ganon.
I would love this so much.... Then from there, bring it back. Just like Star Fox, sorta.It's not "a remake is better than nothing". It's "nintendo only has to make F Zero GX HD with online multiplayer". It would be the perfect game.
If you want more feedback on this, I would actually recommend posting this on the competitive viability thread. It's very active, and usually gives alot of feedback on anything about character viability. I completely agree that Falcon should be able to grab these characters better. It's sort of what makes Falcon well.... Falcon. With out being able to grab his opponent properly, you losses the whole point of playing him (bait and punish). Increasing the reach on uair would be a little too much. Yea it would help his MU on shorter characters, but it would exacerbate and affect literally all of his other MU's so I'd leave that move alone. Additionally, having an improved bthrow would probably be too strong. A character as fast as Falcon shouldn't be able to kill people reliably with a throw. It's actually pretty strong as it is (don't be surprised if it actually gets nerfed come next patch. Also, post 100%, bair kills very readily. It just takes one grab, fthrow/bthrow, and one air dodge read to catch someone off stag with bair and kill as early as 80% off stage. A raw Bair will kill most of the cast post 100 percents especially if you are on the right side of the stage. If anything, his specials (aside from sideB) can be buffed. They all kind of serve no real purpose aside from the occasional mixup (where the reward to risk ratio is heavily skewed against you). If Falcon were to get a buff, give Falcon punch some invincibility frames, or up b more KB (would make for some awesome 64-esque uair up b combos), less lag/better disjoint on down B, and so on. Aside from grab range (to reach shorties), Falcon's normals are pretty good where they are (except knee, and slight sweet spot buff would be awesome, but not necessary).On the subject of buffs, I believe Captain Falcon is a very strong character in this game and does not need any drastic changes in order for him to succeed. However, there are a few aspects about the character that are completely unnecessary and are more frustrating than anything. The main issue is the lack of vertical range on most of his attacks. In particular, his grab and his up air. Both of these crucial moves suffer from a very unfortunate problem against all of the smaller characters and even a few of the middle-sized ones in that they will just completely miss against any of the many animations that lowers a character's model. Just for comparison, I loaded up Brawl to perform some tests that I was doing on Smash 4 against crouching opponents.
I went to preface this by saying I understand the difference in the mechanics between both Brawl and Smash 4 in regards to air speed, falling speed and all of that. But in spite of that, I feel that some things should be consistent across the games or modified to accommodate for the change in attributes. Also these tests were done on both sides of the crouching characters, and takes into account periods where their model might momentarily rise or lower during their crouch animation.
Against a crouching Sheik, in Brawl both Falcon's grab and dash grab are able to consistently grab Sheik. His lowest up air is also capable of connecting against her, although it is a bit hard to land. In Smash 4, Falcon's grab and dash grab are very strict about the spacing needed to grab Sheik and are likely to whiff against her. I could not connect the lowest up air on her. Jab seems to have the same properties in both games.
Against a crouching Pikachu, both games allow you to consistently grab Pikachu. In Brawl, a low up air is possible to connect with while in Smash 4 it could not connect. Brawl Falcon's jab seems to be much more consistent to connect with against Pikachu and is more lenient with the spacing, allowing you to jab Pikachu from nearly a character length away. For Smash 4 the jab will miss unless you are much closer.
I also went and messed around with G&W and Jigglypuff, who I think have the lowest crouches in the game. In both games, both of these characters avoid the lowest up air and jabs. It's worth noting that Brawl Falcon can connect a strong knee on G&W, whereas I'm having no success trying that in Smash 4. The big difference is that in Brawl, Falcon's dash grab is fully capable of grabbing a crouching G&W and Jigglypuff, whereas in Smash 4 the characters are pretty much immune to all of his grabs in the crouching state.
That about sums up what I've experimented with. These tests aren't really 100% thorough, but I tried. Keep in mind these were only done against crouching characters. This does not take into account the various animations that can lower a character's hurtbox, such as the jump squat animation, landing, many attacks (Pikachu after performing Thunder as an example, he lowers himself and avoids any grabs), dashing, etc. Falcon's attacks whiffing against them is a very real thing, and can happen very easily. Often times I find myself and other Falcons attempting to punish certain actions, only to have their punish miss and be put into a very disadvantageous position.
I want to point out that Wii Fit Trainer was given a buff that extended the vertical reach of her grab range. Both WFT and Captain Falcon are of a comparable size in height, and both have grabs that share a similar property in that they come out low, and then raise a bit. WFT is actually capable of grabbing a crouching G&W and Jigglypuff. Not consistently mind you, but it is absolutely possible and illustrates that a buff like this for Captain Falcon is not unreasonable.
A lower reaching grab and a lower up air hitbox would really solve a lot of problems. If the up air could start just a little bit lower, almost to the point of matching the visual interpretation of the attack with the whole white line graphic, that would be really great. As it stands, the attack doesn't really start until Captain Falcon is almost completely horizontal, which really does not match what the attack animation conveys. I feel that up air is an extremely important tool and a buff like that would be extremely great.
The only other major problem Captain Falcon has is being able to secure KOs after 100%. Between around like 60%-100% he is able to get very swift KOs with any of his setup options, but after 100% they mostly stop working and the situation gets pretty unpleasant. Raptor Boost and his smash attacks are extremely unsafe and are generally unreliable as a result. So I think a simple solution would be to simply buff his back throw. In 64, back throw was able to safely secure KOs around the early 100s, so restoring that power or at least something close to it would do wonders. The back throw we have is fairly strong, but it doesn't really work early enough in my opinion. It starts working around the later 100s, almost close to 200%.
In a nutshell, make his grab and up air range go lower to the ground, and increase the power of his back throw. I don't think this is unreasonable, and it improves Captain Falcon's issues with smaller characters and KO ability. I still think Captain Falcon is one of the most balanced characters in the game and you only have to change him a little bit just to correct some needless flaws. Nothing about him really needs to be changed mechanically. (Although I don't think anybody would complain about having an auto-cancelled down air again, Falcon Kick having its Melee properties or a 3-frame knee)
That game looks awesome. I'm honestly surprised they didn't show it during their main show, it's a great looking game. Maybe NIntendo feels racing games aren't in right now. Maybe they aren't lol, I dont know.So apparently the same voice actor that spoke during the menus and races in GX is going to be in FAST Racing Neo.
http://www.nintendolife.com/news/20..._for_the_hardcore_science-fiction_racing_fans
I'm happy this guy acknowledges us thirsty F-Zero fans! Not a fan of the whole must get in first to progress thing, but it makes sense and anything that's more F-Zero is very welcome!
I've been gunning for something like this ever since WFT got the buff, would help us out a lot. Playing Mario or MK has always been a secondary to my bad MU's primarily because of height grab issues.I want to point out that Wii Fit Trainer was given a buff that extended the vertical reach of her grab range. Both WFT and Captain Falcon are of a comparable size in height, and both have grabs that share a similar property in that they come out low, and then raise a bit. WFT is actually capable of grabbing a crouching G&W and Jigglypuff. Not consistently mind you, but it is absolutely possible and illustrates that a buff like this for Captain Falcon is not unreasonable.
RIP bairThe fact that this character has received mostly nerfs from the patches is mind boggling. Although I can see the up air reduced knockback as more of a buff, there is no justification for the other nerfs. Captain Falcon has always been a perfectly flawed character, worsening him in any way is just straight up unfair.
Doc is misrepresented as low tier because of his awful recovery. Compare his frame data to Mario's and it's identical to the tee with the exception of 3 or 4 moves lasting 1 frame longer. Doc also boasts better killing power on most of his moves to make up for his poor mobility. I see Falcon in the same regard as having an easily gimpable recovery and being a punching bag for all top tiers. Watching Fatality vs. Mr. R only made me want to drop Falcon to co-main status even more than I already did. I'll be sticking with him until I see what happens with the next patch but I believe you were correct in your statement that Falcon as a single main character will never win a National, he just loses too hard to S and A tier characters, albeit his potential to go toe to toe with them.>I say falcon will never win anything relevant
>nairo just 3-0's freaking ESAM with doc
that shuts me up
Ganondorf's has more distance and an attack hitbox. Plus the grab hitbox on his up B is bigger.Falcon, the way he is right now, will never win a major. He has a pretty strong "good at dishing it out, bad at taking it" archetype, which becomes really troublesome once we reach higher levels of play due to specific terrible MUs.
His recovery isn't that limited in terms of distance (unless we're out of double jump), but it's the third most gimpable in the game, only better than Little Mac and Ganondorf, imo. This coupled with his vulnerability to combos and how easily can people drag us offstage by simply comboing the hell out of Falcon easily curbstomps our chances at succeeding. Add our punishable moveset to the list and we get a character who's losing the neutral frequently, getting in very bad positions for it and finally getting rekt upon being thrown into a bad position.
How frustrating is it to get guaranteed 0~50%'d (if not 0-death'd) by Pikachu, Mario, Sheik, ZSS or even Toon Link?
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Played F-Zero SNES, Maximum Velocity, and X.Out of curiosity, how many Falcon mains here ACTUALLY played F-Zero? (any of them)
& Likewise, who here has NEVER played the games despite maining Falcon?