Notable Buffs I thought
-Increase the hitboxes of the clean hit of his B-air a bit and lower on the Y-axis the hitbox around his feet a bit to back hit with it much easier. (Hitbox 4.8/3.2 >> 5.6/4.2; Y-axis 0 >> -0.9/0) Falco's B-air is actually quite bad due to how poorly placed the hitboxes are, resulting in it being very hard to land, despite having a bigger hitbox than Fox's, Fox's still has more reach and can safely apply shield pressure due to i's positioning.
- Fire Bird startup 20 >> 10. Falco's Up B is just a inferior version of Fox's, it travels half as far but still has the same start up and can't KO like Fox's, so make it's startup twice the speed. This specifically will drastically improve Falco as it'll allow him to be for aggressive off stage.
- Increase and lower slightly one of the hitboxes to the backswing of his U-tilt to make it so that targets behind and next to him don't fall out. (Hitbox 4/4/5 >> 5/4/5; X-axis -1/1/5, -1/1/6.2 >> -1.5/1/5, -1.5/1/6.2)
- Jab Startup 11 >> 7. Why so slow?
- D-tilt angle 80 >> 90, BKB/KBG 20/120 >> 60/80. This makes it into a better setup tool.
- N-air hitboxes on the final hit 4/4/6/6 >> 5/5/6/6. Multi-hits got buffed, but not to the final hits which are smaller, so this makes them bigger.
- F-air Damage 20%/4%/4%/4% >> 12%/8%/8%/10%. BKB 24/5/5/5 >> 48/25/25/25; KBG 95/80/80/96 >> 88/80/80/96. Active Frame of the sweetspot extended to whole duration; Also increase hitbox size of sweetspot 1.9 >> 2.9. FAF 53 >> 35; Landing Lag 23 >> 16; Autocancel 1-3, 50> >> 1-3, 32>. There is no point in her F-air being just an inferior versino of her B-air, this'll actually give it its own unique utility in her tool kit.
- B-air Autocancel 1-2, 52> >> 1-2, 40>. B-air con now autocancel out of SH making it a good out-of-shield option.
- Allow her to use Din's Fire in the air without entering the helpless state.
- Enable all direction ledge grabbing after reappearing from Farore's Wind. If Zelda appears above the ledge without snapping, even if the ledge is right in front of her, she won't grab it for several frames after appearing, resulting in her falling to her death.
- N-air startup 12 >> 6. A much better combo starter.
- B-air FAF 55 >> 45. Can now perform anther action in the air if you FH B-air, giving the attack more utility.
- U-air Startup 13 >> 11. Better at following in the air and performing 50/50s.
- Grab Range slightly increased. He actually has a shorter grab reach than marth, and he relies heavily on his grabs.
- Jab 1 Angle 361 >> 80; transition allowed frame 12 >> 10. Fixes her 1, 2 Jab.
- F-tilt BKB 20/20/30/30 >> 30; KBG 70/70/100/100 >> 100. Prevent enemies from hitting her out of her F-tilt at low %s.
- U-tilt (ground-targets) Angle 270 >> 85; BKB 40 >> 20. Cannot be teched, is also a KO tool on grounded opponents.
- D-tilt KBG 48 >> 60. A KO tool now, but not too absurd since it does have massive range and shield pressure for a frame 6 attack.
- U-smash gets new hitboxes attached to the 0x0 Bone ID positioned at +/-10 X-axis and 8 Y-axis with the pull in hit having a 110 angle. This'll make it function more in line with other U-smashes like Mewtwo's, or Zelda's.
- D-smash BKB 70 >> 46/48; KBG 46/48 >> 90. Is an actual smash attack that can kill.
- U-air multi-hit angle 80 >> 366. Enemies cannot fall out of the attack, making this attack function like other screwing aerials like Shiek's or Greninja's U-airs.
- Allow charging her Charge Shot in the air. Why is she the only one that cannot charge in the air.
- Increase Screw attack hitbox size of multi-hits 4 >> 8 while compensation X-axis stretch +/-5 >> +/-3. Adjust angle of multi hits: Hit 1 95 >> 110; Hits 2-4 96 >> 366/366/100; Hits 5-10 110/110/100 >> 366/366/100. Final hit of the Ground variant only angle 70 >> 80. These'll fix a lot of the issues of enemies falling out or not getting hit by all the middles hits that currently exist as well as give it kill power without letting her cheese too hard like ZSS.
Notable Nerfs I thought
- F-air Landing Lag 18 >> 24. A spiking aerial that also deals massive shield stun with this little landing? No...
- U-air startup 7 >> 8. Late hit duration 10-25 >> 10-15 without altering FAF. Autocancel 26> >> 36>
- B-air Landing Lag 14 >> 18. Too little landing for how much shield stun it does. I think this is a prettty universally consented nerf people want, but I'd also add that the lingering hit should be reduced also, getting rid of the stupid juggling it can do.
- Limit Cross Slash KBG 153 >> 140. Too powerful for how versatile this attack is, it's like having a frame 6 smash attack that you can unleash anywhere with more power than several smash attacks. This would nerf it's kill power by about 13%.
- Regular Climdhazard ledge snap changed to frame 12 with the untechable frames removed. With all the heavy nerf to his on stage neutral, he needs a little something in return.
- Aerial Finishing Touch Angle 80 >> 60; KBG 359/335 >> 347/330. This'll fix a lot of the team dynamic as it reduces the aerial variant's kill power by about 64%.
- Remove stat buffs while in Limit. I understand why he gains charge from dealing and taking damage, that's how it is in his game, but he does not gain passive buffs while his limit is charged.
- N-air FAF 33 >> 43. Too lagless for a move that ends on frame 25.
- F-air (Hit 1) FAF 27 >> 32. Remove F-air 1 gimps Bayo's get on certain characters.
- U-air angle 75 >> 70; BKB 40 >> 0; KBG 90 >> 120. FAF 30 >> 35. Prevents her from finishing elevators with an U-air kill, but it still retains it's regular kill power. It also has more lag so she can't spam U-airs on you and still hit you.
- B-air FAF 30 >> 40. This is as powerful as Marth's tipper B-air and has about the same reach...it needs more aerial lag.
- Severe degradation on un-triggered Witch Time (it only degrades when triggered). Counter trigger startup 5 >> 7 with its intangibility of 5-16 >> 7-9. Witch Time has more risk to it's use now.
- Separate the hitboxes of her Witch Twist between an Aerial-Target Variant and a Ground-Target variant. Aerial stays the same while Ground-Target only variant is small to remove absurd sharking. Rather than nerf the combo ability of her Witch twist, it just can't shark the ledge anymore so now you can ledge guard her.
- On top of the existing special landing lag, add a new category that results in using an normal aerial when landing adding that aerials landing lag on top of the accumulated special landing lag.
- D-tilt FAF 19 >> 21. BKB 15 >> 75. No longer converts to smashes but still retains aerial follow up capabilites.
- Monkey Flip Special Landing Lag 30 >> 40; Attack FAF 30 >> 40. Less safe to throw on shields.
I got plenty more notes, and for almost every character with most having actually been rigorously tested myself.