Ftilt vs Dtilt Comparison Info Dump
Hitbox range comparison
-All hitboxes on Ftilt are the same with 9% damage 361 angle (special angle) with 100 KGB. Special feature is ability to angle it up, down, or middle height.
-Dtilt hitboxes all do 75 degree angle with 25 BKB and 90 KGB. The inner two hitboxes do 12% while the tip doe 9%
Data Comparison
Ftilt
-Hitbox Active 6-8
-IASA 27
Dtilt
-Hitbox Active 7-9
-IASA 27
-40% chance for trip.
Reality Check...
-While Ftilt has more range and the ability to be angled, the nature of its hitbox angle and knockback amount is that it always resets the situation to neutral. No decent follow-up ability at all unless it puts someone offstage. Additionally, Falco's foot is still protruding forward some number of frames after the hitbox ends.
-Dtilt has less range than Ftilt and will always sweep lower. However, it is effectively more disjointed horizontally because after the hitbox ends Falco has already swept his protruding hitbox (tail) back to the rest of his body frame. The increased damage increases shield stun and push from shield. This combined with the retreating tail makes it potentially safe on shield against certain characters. Best of all is Dtilt's ability to allow for follow-up which Ftilt cannot do.
-Need more info, but preliminary look gives the idea that provided someone does not jump or has a fast aerial Falco can guarantee a follow-up after Dtilt usage near 0%-70%. Otherwise, the situation after Dtilt is not neutral as Ftilt would give you.
Summary:
Ftilt
+Range
+Ability to Tilt
-Resets to neutral
Dtilt
+Safer on shield
+Very advantageous position after usage
-One frame slower on start-up
-Limited to low sweep near the ground.
TO DO LIST.
IAP Usage on Shield
-Preliminary look seems about 11 frames disadvantage after shield drop. Did not clarify max/min advantage depending upon which hitbox of phantasm hits shield first. Therefore, probably about 11 frame disadvantage and plus or minus 2 frames as a guess.
-Should consider glide tosses as possible means of punishment from diddy/peach. Along with characters with fast dash attacks and range. Recall that turning around always means 1 frame before any other action can occur.
-Theory is that countering phantasm 100% of the time by shielding and punish ending lag might potentially be impossible for certain characters. In which case more reliable strategy is simply to just hit falco out of phantasm with a well-timed hitbox.
Fair is bad
-Don't bother trying to see if its good somehow.
Nair Canceled
-Nair canceled on the ground before final hit actually gives a positive advantage for falco. Due to fixed knockback reliable at all percents.
-Actual advantage dependent upon height relative to the ground, character choice, and frame of hitbox.
-After testing a few characters, fairly confident to say that nair canceled -> jab is guaranteed. Grab/Usmash depending upon opponents actions.
Invincibility on Shine(?)
-When reflecting something on a frame... that very same frame Falco is immune to knockback, but can still take damage?
Boost Pivot Grab
-Which characters can Falco guarantee the ability to boost pivot grab on if done correctly compared to a regular chain grab?
Battlefield top platform shenanigans
-Can land on to platform with Dair and auto-cancel. Can this combo into Usmash at kill percents?
-Can full hop into two lasers with lagless laser possible?
ASDI into Ground?
-Melee has the ability to ASDI certain moves into the ground and due to this can actually tech in place ready for a punish. By personal experience have had this happen before on certain moves like Link's Jabs and other moves in brawl. However, seem to have problems replicating consistently in brawl unlike melee which is simple. What causes this sometimes in brawl, but all the time in melee? How could this be duplicated more reliably and result to tech in place?