Try to remember how it was in Brawl for a second.
...it should be pretty obvious then.
Falco could easily sideB through his opponents ALL THE TIME without someone being able to react to it (and get hit) while being pretty safe afterwards even if he didn't hit / it got shielded. I mean yeah the lasers helped, but still. In Smash4 I sometimes had Falco sideB through me and it kinda feels good not to get hit, lol. Though it does seem a little wierd. They could give the latter part a non-spike hitbox, then it could combo into aerials like Fox', but that could be super annoying, so maybe just low hitstun on it.
I know and I think PM Falco has the same Brawl Falco Phantasm. It was fast and it was ridiculous. Fox and Falco can still do IAI/P (instant aerial Illusion/Phantasm), but they're nowhere near this fast. Seriously, look at this:
https://www.youtube.com/watch?v=s4Ifo7uiIsg. Also, apparently, Fox Illusion and Falco Phantasm were intangible, but I don't know where... Startup, maybe? If so, then they were Smash 4 Sheik's Vanish, but linear and much more spammable.
In Smash 4, no intangibility frames from what I know and they don't travel as fast. Falco Phantasm's end lag was also changed from 50 total frames to 61 total frames. Yeah... Let's sum up Brawl Falco as bad ideas upon bad ideas... For Falco, it's worse in a sense that it was changed and I think it resembles Melee Falco Phantasm where it's not as stupid; it's slightly slower with 61 total frames instead of Melee's 59 and both are more reasonable than Brawl's. The major difference is the hitbox which is more of an issue with safety and function rather than let's make this Brawl Falco Phantasm. No. Of all the moves Falco has, only Blaster and Falco Phantasm pales in comparison to Brawl, but for good reason since Brawl's were just utterly broken. Compared to Melee, they're worse, but closer and less abusive. For normals such as jab, tilts, Smashes, and aerials, that's up to you, but I prefer Smash 4's since he feels so strong and they function and work together well. Dair? Well, it was broken in Melee - programming error - and left as is in Brawl. Frame 5 spike that you couldn't tech because of a programming error in Melee and it was just stupidly fast for how strong it is. If it was like Ryu's where it was fast, didn't have a lot of range or active frames, and was a weak spike, that would be fine, but frame 5?
As of right now, Falco Phantasm has 3 hitboxes: a ground hitbox, a ground target hitbox, and an air target hitbox. The ground and ground target both do 7% with the ground target doing more knockback and the air target is the one that spikes. What they could do is put a late hit that does say, 2% just for safety. So half the move is sweet-spot and where you want to aim for damage, comboing - Falco can setup a Bair using Falco Phantasm on the ground and grounded opponents - and spiking if you manage to land it while the late hit is just there for safety which this move doesn't really have compared to Fox Illusion. At the same time, it wouldn't change that Falco Phantasm trails behind Falco which lets him do this:
https://www.youtube.com/watch?v=ffJebEF8dQs.
Before it starts, my thoughts on Falco lasers:
I don't know why everyone keeps suggesting Falco get better lasers, when the rest of his moves (aerials, smashes, tilts, [non neutral B] specials) are all pretty good. Every single move doesn't have to be good in this game. This isn't PM, where they failed to notice that Ganon's up tilt and Olimar's chain recovery were purposefully designed to be bad (and had to fix it). There are moves in this game, that just aren't good. We should honestly focus on how the character, as a collection of moves works, instead of wanting old gimmicks back (without offering valid reasoning why Smash 4 Falco needs buffed lasers). He can't chaingrab or have hyper defensive auto canceling lasers, because this game functions differently than Brawl. Something like that just wouldn't work in this game. The closest thing that would, is Mega Man's 2/1% non auto canceling pellets. They travel half the distance of lasers, MM has less aerial speed than Falco, and MM sacrifices his jab, ftilt, and nair to use them. Buffed lasers would be insane, and would completely invalidate characters like Robin (Falco vs Robin already sounds rough as it is. Just imagine Falco had a way to safely harass one of the slowest characters in the game).
As an occasional poster/lurker, this bi-weekly "give Falco his old lasers" topic is getting a tad annoying. He's completely different to Brawl Falco, which was completely different to Melee Falco.
A lot of people want Brawl Falco back and a lot of people want Melee Falco back. Reason why PM was created and a reason why people did not like Smash 4 Falco. It doesn't help that Falco is a different character in each game including PM despite how close that Falco is to Melee Falco. ZeRo suggested that Falco get his auto-cancel lasers back, people want his old Dair back, people want his shine back, and people want all sorts of things back for Falco, but few people think about the consequences of those tools. Case in point: people hated Brawl Meta Knight because he was broken and wanted him banned in Brawl and nerfed in Smash 4. Well, he was "nerfed" or toned down in Smash 4 and people refuse to play him because he isn't Brawl Meta Knight. Hypocrites. The consequences of a Brawl Meta Knight in Smash 4 would be extreme and Meta Knight already proves he's a dangerous character, but what if he was much more overwhelming? Do we want another #1 character who overwhelms the entire cast?
Define "better". When I ask for Falco's Blaster to be "buffed" or changed, I'm not asking for auto-cancel back or severely reduced end lag that lets Falco mimic auto-canceling or following projectiles like Guile and King can do with Sonic Boom and Venom Strike. Those options are "better", but in a way that would significantly hurt other characters as we all know from Melee and Brawl. What about PM? Every character there was made significantly stronger than in other games, so their options are much stronger, but even still, you can see PM Falco interrupting your actions heavily by using Blaster. So, I don't want what Luigi's Fireballs, Mega Man's lemons, or Sheik's single Needle do, but some people do. What I want is something similar to Kyo's Yamibarai where getting hit by 1 of Falco's laser only puts you at most, 0 frames of advantage at max range. 0 frames means it's a guessing game of what Falco and the other character will do. Right now, it's negative on hit regardless of where Falco fires and it's made worse by Fox having reduced end lag on all of his Blasters. It's not just a bad projectile, but a bad projectile overall where its reward is just pathetic compared to every projectile in the game.
While I agree with that not all moves should be good, but you can define that differently as well. Take Ganondorf's Up Tilt, the Volcano Kick, and Captain Falcon's Knee. Are they good moves? No. You cannot throw these moves out willy-nilly like with their Uairs or Nairs. At the same time, they are good moves. Why? Punishment. These moves punish the hell out of people and they serve that function well. We've seen this countless times when people air dodge Captain Falcon and people who misjudge the timing of Ganondorf's Volcano Kick. PM's philosophy while deeply influenced by Melee is very much different than 64, Brawl, Smash 4 and other games and developers' philosophies. You can't really say they "fixed" Ganondorf's Utilt when they changed it to function differently and work with a different Ganondorf, a Ganondorf who is more of a brutal brawler than a meticulous counter-fighter. Their ideas of what Ganondorf should be is different from what Sora Ltd. and Nintendo think and what other people think. Some people want a sword-wielding Ganondorf, so want him with a trident and be more magically-inclined, and some want him to be an evil rainbow lobbing madman who uses capoeira. Fixing for me is when something clearly doesn't work as intended such as Wolf's 60 frame meteor cancel compared to everyone's which was around 25. That's something that seems really off or something like Smash 4 where multi-hit moves could spike people when they shouldn't like Meta Knight's Bair and Falco's Fair, especially when those two can go really deep off stage.
The idea I want when it comes to "buffing" and "nerfing" is refinement. What does Falco's Blaster do? In Melee, Brawl, and PM, it forced approaches and was used to approach... heavily and overwhelmingly alongside quick, chipping damage that interrupted you, sometimes followups, and edgeguarding by messing with your momentum. In Smash 4? Approaching? Nope, too much end lag. Force approaches? Too much end lag. Damage? Yes. Followups? Yes. Edgeguarding? Sometimes, but mostly through gimping by abusing the 30 frame can't grab ledge after getting hit. Here's the thing, almost every projectile can do the last 3, damage, followups, and edgeguarding and some more like Triple D's Gordos are traps and Zelda's Din's Fire and Sheik's Burst Grenade kills if you manage to land them. Falco's doesn't do any of that and does them worse compared to Fox's default and Impact Blaster. Falco's Burst Blaster even does them worse than Fox's default Blaster. There's a difference between having a bad move and a move that is just strictly under-performing compared to everything else. What I want is refinement of what Falco's Blaster does. Force approaches by making you think you have to approach like Ryu's Hadouken and Kyo's Yamibarai? Hell yes. Forcing approaches and approaching like Sheik's Needles and King's Venom Strike? Hell no, especially when you consider that a lot of characters have issues with projectiles compared to other fighting games. Approaching like Leona's Earring Bombs would be fine since there's a ton of startup letting you see her use it, proceed to approach, and you can think of a plan to stop it, but Sheik and King's projectiles come out quickly, so that's not much room to think other than, "Great... Sheik stuff".
That idea of refinement can be applied to every character. Diddy, Fox, and Marth's jab, Charizard's U-throw and D-throw, Dr. Mario's Up Smash, Fox's Blaster, Robin's Thunder, and Ike's almost everything. The idea is not "let's make this character super powerful", but "let's make this character or move work better under its role if it has one and if not, then let's define one". You could look at Ganondorf's jab and think about it. What does it do? Well, it's a jab, but more often then not, Ganondorf players will use Ftilt and Dtilt to push people back and measure space. And for quick attacks and get off me options, Ganondorf players will be inclined to use Nair and Uair instead. Ganondorf's jab is good since you can get decent damage and it has decent range, but bad in a sense that it doesn't do anything better that his other moves do. So, relative to his moveset, it's okay, but relative to other characters, it's not good. It's like people saying pre-patch Diddy's jab was bad. Relative to his moveset, it was bad, but relative to other characters, it was probably decent. Now, it's good since it links better. It was refined to work better by linking to rapid jab better. So, what do we do with Ganondorf's jab? Not by making it frame 3 like in Melee, but perhaps doing something about the end lag, damage, or startup, so something like frame 5 or making the end lag short enough where Ganondorf can jab, measure space quickly, challenge you quickly, and bait you quickly, but not so fast where he can start jab chaining people which wouldn't work since the knockback is fairly strong on his jab.