As a projectile, frame advantages, evens, and disadvantages are all different depending on range and how the projectile functions like Fox's default Blaster will always be disadvantaged since it does no hit stun, but depending how far he uses it, that's not going to matter if you can't cover the distance. Falco's default Blaster is even on hit at max range which is kind of bad when you consider how slow he moves. At midrange and close range, it's negative on hit which is horrible. It's not because it has set knockback which is what makes it unique as projectile, but also allows it to gimp because it sends you nowhere, instead, it just stuns you for a bit, you continue your momentum, and you suffer from a 30 frame can't grab ledge because of hit stun. Here's the thing, Fox can do that too and all you need is 1 laser from Impact Blaster.
With the changes to Fox's Blaster, Fox's total frames for default and Impact Blaster is 39 frames and Charge Blaster is 78 frames. This means Fox can't act until frame 40 for default and Impact and 79 for Charge. For Falco, his total frames for default is 58 on the ground and 49 in the air, Explosive Blaster is 71, and Burst Blaster is 39. Falco can't act until frames 59 on the ground or 50 in the air for default, 72 for Explosive, and 40 for Burst Blaster. Between Fox's default Blaster and Falco's Burst Blaster, Fox is doing more damage at any range - Fox's does 3% up close, 2% midrange, and 1.4% at long range whereas Falco's does 2% close range and 1% mid to long range - with only 2 more frames of startup than Falco's Burst Blaster which shoots at frame 9. Yeah, pretty much outclasses Falco's custom especially when you consider than Fox runs faster and his default Blaster has more range than Falco's. Between Impact Blaster and Falco's default... Yeah... It already had low end lag compared to Falco's and while it does less damage, it doesn't matter when it does what Falco wished his Blaster did.
Moving onto another game, look at what
Kyo Kusanagi's Yamibarai does in The King of Fighters XIII. Remember that games function differently. Except for the EX version, Yamibarai only does set knockback where it doesn't move people. I'm going to type up something that Juicebox says about Yamibarai: "You can't really jump until it's [Yamibarai] all the way over there. Kyo can't use it to approach his opponent like say, King, Andy, Kensou, Mai, Mature - his fireball is designed only to annoy or to make your opponent feel like they need to move, so that they might jump into your uppercut [Oniyaki] or so that they try to jump at you in the air, so then you can get a jumping C+D or something else. Don't use this too much."
Kyo's Yamibarai is more like Fox's Blaster, Ryu's Hadouken and Shakunetsu, or Mario's Fireballs. You don't approach with them nor do you truly force approaches. What do I mean by "truly force approaches"? Yamibarai is not a threat. All it does it chip away at you; it's annoyance, harassment, and zoning by controlling space. You don't fire a Hadouken and run behind it; Ryu's end lag on his Hadouken is actually the same as Falco's, but Ryu can vary its speed, it does more damage, there's a larger hitbox, and Ryu can even change the way it hits with Shakunetsu. Ryu's more likely going to control space, make you feel like you have do something, then he'll vary the speed punishing your option pick or fakes a pattern and then punishes you with input Shoryuken for jumping towards him. Fox's Blaster has no hit stun, but do you really want to deal with lasers flying away at you, chipping away damage, and then watch as Fox runs away or punishes you? Mario? Mario's going to jump, toss Fireballs that arc down, and he'll keep doing that while retreating or moving in and retreating. It's like Wolf drifting in and out with his Blaster. You don't really have to do anything since it's not going to kill you like a charged Shadow Ball nor do they really setup into anything like Sheik's Needles or Lucario's Aura Sphere. It's just there to **** you off. For frame data, Kyo's Yamibarai has a startup of 16 for the light, 15 for the heavy, and 13 for the EX version with recovery frames of 30 (L), 33 (H), and 27 (EX). This means Kyo can't act until frame 46 (L), 48 (H), and 40 (EX).
Now, look at
King's Venom Strike and
Leona's Earring Bomb. Venom Strike pushes back people ever so slightly. Like he said, "overall, you just want to control space" which for King, makes sense as she's considered a zoning character who has a strong close combat game. Guess who else is a zoning character with a strong close combat game? Melee, Brawl, and PM Falco. While he couldn't vary his laser's speed, he could vary their height. In Melee it wasn't as extreme as he couldn't fire twice before touching the ground, but it's the same idea where M/B/PM Falco can control space or just follow his lasers and use them to approach. Is this a bad thing? Absolutely not when done right. Done wrong like in Melee and Brawl - PM made everyone strong, so that doesn't really matter -, a projectile like that is more than overwhelming. Falco when auto-canceling his Blaster virtually had no end lag. Her startup for Venom Strikes are 12 (L), 9 (H), and 10 (EX) which is surprisingly similar to Falco's Blaster. Recovery are frames 32 (L), 37 (H), and 30 (EX); King can't act until frame 44 (L), 46 (H), and 40 (EX). King has end lag, but low enough where she can still run behind her Venom Strikes. Also, Venom Strike travels fairly quickly compared to Yamibarai.
Moving onto Leona's Earring Bomb which does knockback sort of like Sheik's Needles if they were jewelry grenades... Anyway, long startup for the regular ones at 40 (L) and 45 (H) while the EX version only has 12 frames of startup. For recovery, you're looking at 15 (L), 18 (H), and 24 (EX) meaning Leona acts at frame 45 (L), 63 (H), and 36 (EX). End lag seems long compared to Kyo's, right? It's the startup skewing everything. Quoting Juicebox again: "All of the Earring Bombs have the same purpose. The purpose of the Earring Bomb is you recover so quickly that you can occupy multiple parts of the screen if you wish. If you were to jump and hit light kick, they would have to deal with the ground earring and deal with your jumping normal at the same time. If they were to jump at you, they would probably get hit by this. Another thing you can do with the earring is follow it in on the ground... plus you'll actually get there just as the earring goes off and if you get there as the earring goes off - if it hits - you can see that and go into a combo, but if it doesn't hit - let's say they block it -, then you can use that block stun to get pressure started. M'kay, so they don't want to get hit by it and they don't want to block it, so what you want to do is you want to try occupying different parts of the screen at the same time, so that you can try to force them to move."
Guess who does that? Not really anyone since nobody has a projectile with that kind of startup and low recovery, but the closest thing would be M/B/PM Falco, Peach, the Links, Mega Man, Pac-Man, Diddy, and perhaps Luigi and Sheik. It's mostly Peach, the Links, Mega Man, Pac-Man, and Diddy, but the startup is mostly from getting their projectiles out in hand like Link's Bombs. The principles of following the projectile is there along with being able to occupy multiple parts of the screen which Peach, the Links, Mega Man, Pac-Man, and Diddy. What M/B/PM Falco does is the low end lag thing due to auto-canceling Blaster allowing him to follow the laser. Sheik does that too, but without auto-canceling anything, instead, it's the hit stun on a 1% single Needle or 11.4% or 7.2% 6 Needles - close up, it does 1.9% while at range it does 1.2% along with the low end lag similar to Luigi. Getting hit by any of their projectiles is bad from not just purely damage, but the fact they can setup out of them. Shielding them is mostly bad from M/B/PM Falco's part because he can just stop and pick another option while the others do commit and shielding them isn't as bad.
Why this long writeup about projectiles in another game? It's to show that projectiles do different things. Now what does Falco's Blaster even do? Nothing. It does absolutely nothing better than any projectile in this entire game. It does not kill, it does not edgeguard well, it does not force approaches, it does work as an approach, nor does it even harass well. All it does is damage and if you want damage, you're better off using Burst Blaster or picking another projectile-using character entirely. You can't frame trap or distract like with Triple D's Gordos, you can't rack up damage like with Fox's Blaster, you can't edgeguard like with Greninja's charged Water Shuriken or the Pits' Bows, you can't approach like Mega Man, you can't confirm stuff like Sheik's Needles, and you can't even kill like with Zelda's Din's Fire or Phantom Slash.
Falco's Blaster at best is a rare gimp tool, a combo followup which Fox can do too and much safely, and an inconvenience to the opponent. It's not like Fox, Ryu, or Mega Man where they will annoy you with projectiles. Falco's Blaster end lag is so punishable that you can as Captain Falcon, jump and Falcon Punch him. It's so pathetic enough that Ganondorf can just tank through his lasers and kill him while DK forces Falco to approach. DK, a character with no projectiles, a character with a massive hurtbox, and a character who considered by many, should be the one approaching, but no, Falco's slower than DK and his lasers are just flies hovering around DK.
If Falco has something like King's Venom Strike, he'd probably be a dangerous if not an overwhelming character like he was in Melee and Brawl. Fire a laser, follow it, and force you to pick options. No character in this game does that and with that much range Falco and King have. Luigi can sort of do it, but his Fireballs don't travel that far. Now, something like Kyo's Yamibarai, that might be better and would work better. Falco can't approach with Blaster, he can't truly force approaches, and is more of harassing you and making you think you have to approach. Right now, he can't do that, but he could with lowered end lag. Here's the issue, lowering the end lag too much could end up with a (stronger) Venom Strike which would be something like +20 frames reduced end lag; Falco who could act at 39 on the ground and 30 in the air with Blaster would be too much. 49 on the ground and 40 in the air might be the sweet-spot.
Falco's saving grace is his close range game and so is Kyo and King's. Kyo and King aren't NESTS Kyo, Shen Woo, Claw Iori - the Smash equivalents would be something like Fox, Ganondorf, and Captain Falcon -, but they work well up-close. Now, remove or severely nerf Kyo's Yamibarai and King's Venom Strike. You'd end up with an inferior NESTS Kyo and a zoning character who is now force to play only footsies and up-close. Who does that remind you of? If Falco's close combat game was bad, he'd undoubtedly be the the worst character in the game. He'd be a laughing stock who cannot fight at any range. Even Melee Pichu and Brawl Ganondorf would do better than him.
He's not an honest character; no character is honest. Have you ever died because you didn't know his lasers function differently with his U-throw and B-throw? Have you ever died because you didn't know his Side Smash had transcendent priority, but you were using a character like Toon Link who by all means you be shredding his wings? And have you ever died because you were caught by a lingering hitbox that sent you out too little?
Sources: Fox (and everyone's) changes:
http://smashboards.com/threads/tour...nity-patch-notes.412130/page-15#post-19800013.
KoF XIII's frame data:
https://docs.google.com/spreadsheet...EVZYVCR7F2aSrzhh65U/edit?pli=1#gid=1551678957.