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CvTW Falcon

Characters CvTW Falcon 2026-08-27

Images
From SeanAltly's Capcom vs. The World fullgame.

Originally planned to be a normal AI Patch, I noticed a few bugs with Falcon and a few stuff that I felt needed to be changed up a little for balancing purposes. Hence why this is a Modification Patch. You'll still get the same general experience that the original provides, just with a few bugfixes and polishes. This is a really fun character! and I especially enjoy how much personality he has, SeanAltly especially did a great job with the voice acting.

Changelist:
Bugfixes:
  • Rising part of Falcon Sniper is now an aerial state. Previously if Falcon got hit while he was rising he would get stuck in the air since the attack was considered a grounded state.
  • You can now hit Falcon out of all variations of Falcon Sniper.
  • Fixed a duplicate trigger10 bug only present in Non-Power Drive Supers.
Trade-Offs:
- Gave more fitting guardstun times to normals. There weren't any guardstun modifiers prior and due to this, some normals had VERY low guardstun to the point where you couldn't even properly combo cancelled normals on guard. So I gave most normals reasonable guardstun. I also nerfed Falcon Arrow's Guardstun which for some reason had A LOT of guardstun. I suspect that this could be an issue with not being in the fullgame
Buffs:
  • Crouching Attacks are now Air Unblockable, this mainly rewards his launcher as it allows falcon to get an item toss confirm or an aerial combo. I added this since it felt fair to reward Falcon for hitting relatively risky Anti-Airs and as a way to gain powerstones against guard heavy opponents since prior, guarding was a REALLY hard counter against Falcon.
  • Iframe times on Falcon Cannon and all of his supers (Except Streak Dash) have been changed in some way.
- Falcon Upper's Iframes start on frame one, the iframes are locked behind getting all powerstones AND this moves Iframes aren't even that good, only covering a few move properties so I felt this was a reasonable enough change.
- Super Falcon Cannon now has some Iframes too it, prior there wasn't any reason to use this move. Super Falcon Arrow did more damage in combos, during launchers, you were much better off throwing an Item to get a Gem or using your basic aerial combo (Both of which do more damage than Super Falcon Cannon). And while you can now combo into it from normal Falcon Canon after the Trigger10 bugfix I added, Falcon Cannon isn't a move Falcon should be using without getting all the power stones due to how risky it is when you have much safer Anti-Air options. So giving it some Iframes makes it serve a niche normal Falcon has as a reward for getting meter.
- Super Falcon Arrow has some Iframes simply to make sure the Pause plays, this should never be used as a reversal unless if it's a hard read or a back punish.
- Power Drive Homing Missiles and Power Drive Hurricane Aura Iframes begin during the full startup. This prevents an audio bug while also rewarding Falcon for getting all 3 Power Stones.
Nerfs:
  • None of Falcon's Attacks can be canceled out of landing lag anymore (This was changed since most of Falcons normals weren't landing lag cancellable while a few were)
  • Mentioned in Bugfixes but noted here due to how insane this was: You can now hit Falcon out of all variations of Falcon Sniper. Two versions of Falcon Sniper made falcon unhittable until he lands. You could potentially be very trolly with this and this also just did not seem intentional at all so I gave these two moves reasonable hitboxes. The move is still a pretty good mix-up option overall
  • Super Falcon Cannon is now considered and Air Move when Falcon does the attack which can make punishes against it a bit more harsher
  • You can no longer jump cancel Falcon's launcher on guard
Other:
  • New Custom AI
  • Configuration File. Only settings at the moment are choosing how many power stones Falcon starts with and AI Level

Basic AI Summary:
Falcon Plays relatively risky when he's under 3 power stones, usually running in and mixing up his movements with back dashes and using an item throw every now and then and even throwing out his command grab sometimes. Falcon's Punish game under 3 bars is relatively mediocre without meter since he only really has his grab at the moment. When Falcon does manage to get 3 bars, he plays a bit safer and uses a lot of different combos. Falcon will not hesitate to punish when he can utilize his uppercut or one of his Power Drive Supers and will throw items a lot less but will still throw them out every now and then. Falcon Sniper is a move that's also used sometimes as a mixup and can sometimes bait other AI's into doing bad options against Falcon.
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