Anyone bothered by Captain Falcon's Up Smash disjoint:
http://www.youtube.com/watch?v=UMOeS5F6sfQ? Like his rapid jab finisher disjoint it and his Side Smash disjoints should be removed. Now, hear me out before you start complaining about how the Capt. is getting nerfed too much.
The disjoint should be removed, but something else should be given to compensate. Right now, it's a two-hit move; first hit frame 22 move that does 6% at the "start" and 11% when he's kicking above his head and the second hit is frame 28 does 13% and apparently 12%, but I don't know where. Usually, you'll get the 6% and 13% for 19%. Best case scenario is if you manage to hit the 11% with the 13% to get 24% and worst case is you hit with the 11% or 13% and get little knockback, especially with the 11% which has some weighted knockback. Also, you can't act until frame 52. Ganondorf, the semi-clone, has a frame 21-26 Up Smash that does 21% or 24% tippered and he gets to act at frame 42. Yeah, Ganondorf? The "slower, stronger Captain Falcon" actually has a faster and safer Up Smash that's also more consistent.
It's a shame really since Captain Falcon's Up Smash is animated beautifully, but it's just slow, slower than Ganondorf while being more committal and inconsistent, and the Capt. has many other options than Up Smash. So, what do we do? One: remove the disjoint and in return do one or even two of these things: partial invincibility on his legs or speed up his Up Smash. Partial invincibility means that Captain Falcon will have a really safe anti-air. Land trap with Uair to Up Smash and you cannot challenge it all. Speeding it up might scare people, but remember that Captain Falcon like Sonic are really fast on the ground, but their moves are kind of average-speed to make them less oppressive. Strong, fast-moving, but average hit speed to stop Sonic and Captain Falcon having Fox, Sheik, Mario, or Luigi-levels of hit speed while having much stronger and moving much faster than any of them. So, what speed? How about frame 16? Pretty fast, but still somewhat react-able. In comparison, Wolf's two-hit Up Smash was frame 13 and did 6% + 12% for a total of 18%, but Wolf moved on the ground much slower than Captain Falcon. Hell, in comparison, Falco's is frame 8 and does 4% + 12% for 16%, but like Wolf, he moves much slower than Captain Falcon. Wolf and Falco's knockback are also lower than Captain Falcon's Up Smash and they only do constant damage while the Capt. can do 19% to 24%. If need be, it could be frame 16 with reduced damage since some people might find a frame 16 move capable of doing 19% to 24% a little absurd. Then again... Fox with his frame 8, 16% Up Smash of doom. Precision's required, yes, but Fox players can set that monster up like nobody's business.
Side Smash should get a similar treatment of being sped up while removing the disjoint. It's frame 19-22 right now. Removing the disjoint does hurt Captain Falcon even though he leans into his weird elbow thrust. It kind of makes "sense" for Ganondorf to have a disjoint because of magic, but Captain Falcon? It's like trying to explain his rapid jab disjoint and only being able to say the Capt. punches so hard he breaks the sound barrier or trying to explain any of his Falcon moves that are wreathed in fire. Anyway, how about frame 15-18? Also, what hurts Captain Falcon and players even more... He had a perfectly good Side Smash in 64 that could justify the range. It also sounded much cooler than his current Side Smash; 64's was "
YEEEEEAH" instead of the current "
TOWAH". Hopefully, Smash 5 Captain Falcon has his 64 Side Smash so Ganondorf can keep "a will be his own Side Smash" and so it can justify the range.
Also, maybe something should be done to his Down Smash as well... It's 4 frames slower than Ganondorf's while doing less damage. Even Ike has a faster Down Smash than Captain Falcon's; it's faster by 6 frames! Maybe make it frame 14 like Sonic's and maybe reduce the damage if necessary. I just find it weird how Captain Falcon's Smashes are that slow compared to his other moves and in some cases, "stupid" things like disjoints added on are just poor compensation when there could have been something else to refine what Captain Falcon's Smashes do. Right now, Side Smash is probably his best Smash followed by Down Smash for roll punishing. Up Smash is kind of there and I remember a study into his jump-canceled Up Smash as it was stronger and safer than his Raptor Boost, but compared to his jab, Dtilt, Nair, Uair, Bair, and even Fair, Dair, and Falcon Kick, Captain Falcon has many other options that are less of a hassle to use. So, let's refine the Capt. and other characters. I could also talk about how Ganondorf's jab should be a two-hit move so the 4% sour-spot can be reincorporated instead of being a stupid hitbox that kind of makes Ganondorf's jab there.
Also, someone should have
64 Captain Falcon's Up Smash. Brawl to Smash 4 Wolf dash attack change? Smash 5 Falco with a different dash attack?
If Marth is so physically "weak," why/how can his throw do only 4% and his throws have enough knockback that you can (almost literally) never combo a follow up? That makes neither gameplay sense or logical sense.
It's also the animation. Do you think someone flinging you like that does much damage? Compared to what Bowser, Captain Falcon, ZSS, Zelda, and Ness do to you, it's probably not that painful (until you land hard on the ground). I mean, if someone had Nightmare's
Jade Crusher or Kazuya's
Ultimate Punches, then they would be doing a lot of damage and you'd be questioning if those violent moves should even be in this game. And yeah, video game logic. Jigglypuff's throws shouldn't be doing 10% each, but they do.
Random question, what's the most damaging throw in the game? I know Ganon's F-throw is 13% (13.65 fresh), but I remember there being one throw that beat it in terms of damage.
Shulk? Buster Art with B-throw or F-throw might do more than 14%. Normally, B-throw does 12% while F-throw does 11%.