Bent 00
Longtime Limit Breaker
Can we revisit this? I don't recall getting any solid feedback regarding it:
Some things [about Captain Falcon] I'd like to see addressed are...
A.) The Side Taunt Cancel being moved from frame 99 to 90, and
B.) Should Falcon's horizontal momentum halt (or just be reduced) at the end of aerial Raptor Boost?
[Other] lingering issues...
C.) Falcon Punch could link into the final hit better.
D.) By the time Falcon can do Jab > Jab > Grab without triggering Rapid Jab, the foe can interrupt or escape.
Some things [about Captain Falcon] I'd like to see addressed are...
A.) The Side Taunt Cancel being moved from frame 99 to 90, and
B.) Should Falcon's horizontal momentum halt (or just be reduced) at the end of aerial Raptor Boost?
Currently, aerial Raptor Boost momentum is like...
->->->-\
..............\
................\
I'm thinking Falcon's recovery may benefit if it was more like...
->->->-\
.............|
.............|
Because the way it is now, Falcon occasionally gets carried too far under the stage when he's trying to recover horizontally with Raptor Boost, like this:
................_____
->->->-\...\_
..............\..|\.\__
................\|..\......
..................|\./.....
.................V........
Raptor Boost Trajectory
Falcon Dive Trajectory
With less momentum, it could work better, like this:
...............¢_____
->->->-\...\_
.............|.../..\__
.............|./...........
.............||.............
Raptor Boost Trajectory
Falcon Dive Trajectory
Ledge Snap -> Ledge Grab
Anyone else think it's worth experimenting with? IIRC, Smash 4's aerial Raptor Boost trajectory is very similar to what I'm proposing (except it puts Falcon into Special Fall).
Alternately, this minor problem could be fixed by simply allowing aerial Raptor Boost to be interrupted earlier.
->->->-\
..............\
................\
I'm thinking Falcon's recovery may benefit if it was more like...
->->->-\
.............|
.............|
Because the way it is now, Falcon occasionally gets carried too far under the stage when he's trying to recover horizontally with Raptor Boost, like this:
................_____
->->->-\...\_
..............\..|\.\__
................\|..\......
..................|\./.....
.................V........
Raptor Boost Trajectory
Falcon Dive Trajectory
With less momentum, it could work better, like this:
...............¢_____
->->->-\...\_
.............|.../..\__
.............|./...........
.............||.............
Raptor Boost Trajectory
Falcon Dive Trajectory
Ledge Snap -> Ledge Grab
Anyone else think it's worth experimenting with? IIRC, Smash 4's aerial Raptor Boost trajectory is very similar to what I'm proposing (except it puts Falcon into Special Fall).
Alternately, this minor problem could be fixed by simply allowing aerial Raptor Boost to be interrupted earlier.
[Other] lingering issues...
C.) Falcon Punch could link into the final hit better.
D.) By the time Falcon can do Jab > Jab > Grab without triggering Rapid Jab, the foe can interrupt or escape.
Mainly, the parts about Raptor Boost and Rapid Jab. And maybe this, too?Bent 00 said:Was moving the Rapid Jab to Z really the best idea? I used to Jab > Jab > Grab (Z) a lot, but now that usually ends up in a Rapid Jab, when I would have preferred a grab. Perhaps the Rapid Jab window could be pushed back a few frames? Personally, I rarely triggered Rapid Jab by accident back when it wasn't confined to Z.
- Possible 64 Up Smash? Falcon does need a good OoS move. Either that or the return of the vBrawl-size hitbox; current Up Smash is lacking.
- I still feel like Flaming Taunt should have some [Minusy quirk added to it].