Editing Captain Falcon (SSB)/Up special
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[[File:Captain Falcon Up Special Ground Hitboxes Smash 64.gif|thumb|Hitboxes of the move when used from the ground.]] | [[File:Captain Falcon Up Special Ground Hitboxes Smash 64.gif|thumb|Hitboxes of the move when used from the ground.]] | ||
[[File:Captain Falcon Up Special Air Hitboxes Smash 64.gif|thumb|Hitboxes of the move when used in the air.]] | [[File:Captain Falcon Up Special Air Hitboxes Smash 64.gif|thumb|Hitboxes of the move when used in the air.]] | ||
Known as '''[[Falcon Dive]]''', Captain Falcon leaps up in the air. If he comes into contact with any opponent, he [[grab]]s them, and launches them on a diagonal upward trajectory, doing 20% damage and some decent knockback accompanied by an explosion and the "YES!" SFX. Normally, the move makes Captain Falcon [[helpless]], but if he grabs an opponent, he will be able to use it again. This move is Captain Falcon's primary [[recovery]] move, but it travels a rather short distance, is predictable, and cannot grab [[edgehog]]gers. When combined with Captain Falcon's rather large size, it makes him easy to [[edgeguard]]. However, the move is notable for being a [[combo]] finisher to a string of {{mvsub|Captain Falcon|SSB|up aerial}}s launching the opponent upward. This combo is seen commonly in competitive play due to being easy to perform yet very effective. | Known as '''[[Falcon Dive]]''', Captain Falcon leaps up in the air. If he comes into contact with any opponent, he [[grab]]s them, and launches them on a diagonal upward trajectory, doing 20% damage and some decent knockback accompanied by an explosion and the "YES!" SFX. The move is hard to [[DI]] due to the trajectory. Normally, the move makes Captain Falcon [[helpless]], but if he grabs an opponent, he will be able to use it again. This move is Captain Falcon's primary [[recovery]] move, but it travels a rather short distance, is predictable, and cannot grab [[edgehog]]gers. When combined with Captain Falcon's rather large size, it makes him easy to [[edgeguard]]. However, the move is notable for being a [[combo]] finisher to a string of {{mvsub|Captain Falcon|SSB|up aerial}}s launching the opponent upward. This combo is seen commonly in competitive play due to being easy to perform yet very effective. | ||
However, if Falcon misses with the move, whether used in a combo or not, he will be left highly vulnerable until he lands; therefore opponents can easily [[punish]] him. This can happen during up aerial combos if the last up aerial is misplaced, or the percentage is high enough so that the Falcon Dive just misses the opponent. If whiffed in general, the move is easily punishable, though Falcon's very high [[falling speed]] can help this problem slightly. Furthermore, the Falcon Dive can be used to [[tech-chase]] opponents as the initial frames allow Falcon to change directions before "diving". This is particularly useful on {{SSB|Dream Land}}, as Falcon can land on the high middle platform if he misses the opponent, resulting in much less significant punishing. | However, if Falcon misses with the move, whether used in a combo or not, he will be left highly vulnerable until he lands; therefore opponents can easily [[punish]] him. This can happen during up aerial combos if the last up aerial is misplaced, or the percentage is high enough so that the Falcon Dive just misses the opponent. If whiffed in general, the move is easily punishable, though Falcon's very high [[falling speed]] can help this problem slightly. Furthermore, the Falcon Dive can be used to [[tech-chase]] opponents as the initial frames allow Falcon to change directions before "diving". This is particularly useful on {{SSB|Dream Land}}, as Falcon can land on the high middle platform if he misses the opponent, resulting in much less significant punishing. |