Editing Falco (SSBM)/Down special

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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.
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 it's 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]]''.
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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