Editing Falco (SSBM)/Down special

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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. Melee]]''|the move itself|Reflector (Falco)}}


==Overview==
==Overview==
[[File:Falco Down Special Hitbox Melee.gif|thumb|The hitbox of Falco's shine.]]
[[File:Falco Down Special Hitbox Melee.gif|thumb|The hitbox of Falco's shine.]]
[[File:Falco Shine Frame 1 Melee.png|thumb|Falco's hitbox and intangibility can be seen on frame 1.]]
Falco's [[Reflector#Falco|Reflector]], known informally as a '''Shine''', can reflect projectiles that are fired on Falco back at the opponent. Being one of the 2 best moves in the game, Falco's shine is the crux of his entire metagame and is the single biggest factor in his dominance as a character. The potency of shine is attributed to 2 things. One, the initial hit of shine comes out without any delay (on frame 1) and two, it can be jump canceled 2 frames after the initial hit. This allows Falco hit an oppponent and then leave the shine extremely early either by jumping out right away or wavedashing out of it (called waveshining). Unlike Fox's reflector which knockback is semi-spike trajectory, Falco's shine sends opponents diagonally upward, setting up aerial follow ups perfectly, most notably his [[Falco (SSBM)/Down aerial|down air]], which directly combos back into the shine. This potentially endless cycle of shines and down airs is known as Pillaring and is the central engine of all of Falco's combos. The basic form of pillaring can be expanded on by including up tilts, nairs and bairs in between shines and down airs for devastating effect.  
Widely considered Falco's principal move, Falco's '''[[Reflector (Falco)|Reflector]]''' (informally known as a shine) is the crux of his entire [[metagame]] and is among his greatest strengths as a character. The potency of the shine is attributed to two attributes: 1) the initial hit of shine comes out without any delay (on [[frame]] 1), and 2) it can be [[jump cancel]]ed as fast as frame 4, letting Falco act out of shine as fast as ¹⁄₃₀ of a second. This allows Falco to hit an opponent and then leave the shine extremely early either by jumping out right away or [[wavedash]]ing out of it (called [[waveshining]]). Falco's shine sends opponents upward with a slight diagonal tilt, [[tumbling]] all characters at 0% (thanks to the move's incredibly high [[Knockback#Basic physics|base knockback]], the highest in the game), even when [[crouch cancel]]ling, and setting up aerial follow ups perfectly, most notably his {{mvsub|Falco|SSBM|down aerial}}, which directly combos back into the shine. This potentially endless cycle of shines and down airs is known as [[pillaring]] and is the central engine of all of Falco's combos. The basic form of pillaring can be expanded on by including {{mvsub|Falco|SSBM|up tilt}}s, {{mvsub|Falco|SSBM|neutral aerial}}s and {{mvsub|Falco|SSBM|back aerial}}s in between shines and down aerials for devastating effect, and is usually finished with a down aerial off-stage or a {{mvsub|Falco|SSBM|forward smash}} on-stage, which can lead to [[edgeguard]]s or KO the opponent outright.


The uses of shine are not just limited to [[combo]]ing, however. With its instant [[startup]] and intangibility on frame 1, the shine can be used as a wake-up option when being [[tech-chase]]d, and can even beat grab. The shine can also be done [[out of shield]], allowing Falco to change the tide of the match to his favor. The fact that the shine can be jump canceled allows Falco to continue chaining multiple shines into each other (either by [[pseudo-jump-cancel]]ing new shines, a technique known as [[multi shine|multi shining]], or waveshining back and forth) should the first shine be shielded, giving Falco enormous shield-pressure capabilities, though it should be noted it's not as strong as Fox's, due to Falco's slower [[jumpsquat]], as well as the fact that he gets less follow-ups off of shine-grab, making that option less threatening.
The uses of shine are not just limited to comboing however. With it's 1 frame startup, shine can be used as a substitute to the shield when facing a slow, powerful move. The shine can also be done out of shield allowing Falco to change the tide of the match to his favor. The fact that the shine can be jump canceled allows Falco to continue chaining multiple shines into each other (either by jump canceling directly into a new shine or waveshining back and forth) should the first shine be shielded. Additionally, since there is only a 2 frame delay between each consecutive shine, Falco can shine pressure faster than the opponent can jump out of the shield, meaning the opponent will eventually take a hit or have the shield be broken. Sometimes if Falco mistimes the shield pressure, the opponent can roll away and use the intangibility from the roll to escape subsequent shines. However, even this option is easily punishable as Falco can wavedash in the direction of the roll and continue throwing shines out.
 
Falco's shine can reflect projectiles with a 1.5x damage multiplier. Despite this, many competitive players will not opt to use shine for this purpose and instead attempt to [[powershield]] projectiles, as powershielding projectiles is faster, less punishable, and easier to follow up on; powershield frames become active on frame 1 of the shield (reflection takes place on frame 4 as detailed below), and furthermore, upon reflecting something with the shine, Falco will experience hitlag than he cannot jump out of (and consequently cannot waveshine out of), negating any sort of follow up ability off reflection and potentially allowing opponents to punish Falco for shining projectiles. However, it still sees use as a reflector in the air, where Falco cannot shield, especially against powerful KO moves like Samus's fully-charged [[Samus (SSBM)/Neutral special|charge shot]] or Peach's Stitch Face.
 
The move's flaws, though few, do exist. In order for it to hit the opponent, Falco must be in range before activating it, thanks to a single active frame. If used to reflect projectiles, it will shatter if it bounces back the same projectile too many times due to an upper limit to how much base damage the reflected projectile should have before making contact with the Reflector. When this happens, Falco will go through the stun animation and be completely vulnerable to attack. If it's used against opponents who have been knocked down and are lying prone, and the move is sufficiently [[stale]]d, there's a chance the opponent will be launched upwards, becoming actionable ⅕ of a second later while still suffering knockback, making them seemingly "float" in the air, the entire phenomenon of which is referred to as ''spooky stun''.


==Hitboxes==
==Hitboxes==
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|ks=50
|ks=50
|fkv=0
|fkv=0
|r=1536
|r=6.144
|bn=3
|bn=3
|rebound=n
|rebound=n
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|-
|-
!Jump-cancellable
!Jump-cancellable
|4-21
|-
!Turnaround possible
|4-21
|4-21
|-
|-
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|39
|39
|}
|}
{{FrameStripStart}}
{{FrameStripStart}}
!Hitboxes {{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Reflect|c=18}}{{FrameStrip|t=Lag|c=18}}
|-
|-
!Body {{FrameStrip|t=Intangible|c=1}}{{FrameStrip|t=Vulnerable|c=38}}
{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Reflect|c=18}}{{FrameStrip|t=Lag|c=18}}
|-
|-
!Jump-cancel {{FrameStrip|t=Blank|c=3}}{{FrameStrip|t=Continuable|c=18}}{{FrameStrip|t=Blank|c=18}}
{{FrameStrip|t=Intangible|c=1}}{{FrameStrip|t=Vulnerable|c=38}}
{{FrameStripEnd}}
|}
 
===In general===
===In general===
{|class="wikitable"
{|class="wikitable"
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|-
|-
!Jump-cancellable
!Jump-cancellable
|4-[release+1]
|-
!Turnaround possible
|4-[release+1]
|4-[release+1]
|-
|-
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|[release+19]
|[release+19]
|}
|}
{{FrameStripStart}}
{{FrameStripStart}}
!Hitboxes {{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2|e=LagLoopS}}{{FrameStrip|t=Reflect|c=28|s=ReflectLoopE|e=ReflectLoopS}}{{FrameStrip|t=Lag|c=18|s=LagLoopE}}
|-
|-
!Body {{FrameStrip|t=Intangible|c=1}}{{FrameStrip|t=Vulnerable|c=2|e=VulnerableLoopS}}{{FrameStrip|t=Vulnerable|c=28|s=VulnerableLoopE|e=VulnerableLoopS}}{{FrameStrip|t=Vulnerable|c=18|s=VulnerableLoopE}}
{{FrameStrip|t=Hitbox|c=1|z=13}}{{FrameStrip|t=Lag|c=2|e=LagLoopS|z=13}}{{FrameStrip|t=Reflect|c=28|s=ReflectLoopE|e=ReflectLoopS|z=13}}{{FrameStrip|t=Lag|c=18|s=LagLoopE|z=13}}
|-
|-
!Jump-cancel {{FrameStrip|t=Blank|c=3|e=BlankLoopS}}{{FrameStrip|t=Continuable|c=28|s=ContinuableLoopE|e=ContinuableLoopS}}{{FrameStrip|t=Blank|c=18|s=BlankLoopE}}
{{FrameStrip|t=Intangible|c=1|z=13}}{{FrameStrip|t=Vulnerable|c=2|e=VulnerableLoopS|z=13}}{{FrameStrip|t=Vulnerable|c=28|s=VulnerableLoopE|e=VulnerableLoopS|z=13}}{{FrameStrip|t=Vulnerable|c=18|s=VulnerableLoopE|z=13}}
{{FrameStripEnd}}
|}


{{FrameIconLegend|lag=y|hitbox=y|vulnerable=y|loop=y|reflect=y|intangible=y|continuable=y}}
{{FrameIconLegend|lag=y|hitbox=y|vulnerable=y|loop=y|reflect=y|intangible=y}}
Turning around disables jump-canceling for 3 frames. These frames will always reflect, regardless of release time. If the reflect window was increased that way, the ending lag will also increase by the same amount.


==Properties==
==Properties==
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==Similar moves==
==Similar moves==
*[[Fox (SSBM)/Down special|Fox's shine]]
*[[Fox (SSBM)/Down special]]
 
{{MvSubNavFalco|g=SSBM}}


[[Category:Falco (SSBM)]]
[[Category:Falco]]
[[Category:Down special moves (SSBM)]]
[[Category:Down special moves]]
[[Category:Reflectors]]
[[Category:Reflectors]]

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