Editing Falco (SSBM)/Neutral special

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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. Melee]]''|the move itself|Blaster (Falco)}}
==Overview==
==Overview==
[[File:Falco Neutral Special Hitbox Melee.gif|thumb|The hitbox of Falco's Blaster, used on the ground.]]
[[File:Falco Neutral Special Hitbox Melee.gif|thumb|The hitbox of Falco's Blaster, used on the ground.]]
[[File:Falco Neutral Special Hitbox Aerial Melee.gif|thumb|The hitbox of Falco's Blaster, used in the air.]]
[[File:Falco Neutral Special Hitbox Aerial Melee.gif|thumb|The hitbox of Falco's Blaster, used in the air.]]
Falco's neutral special move is known as '''[[Blaster]]'''. Compared to {{mvsub|Fox|SSBM|neutral special|alt=Fox's Blaster}}, it is slower, but causes the opponent to [[flinch]]. Because of this, Falco's lasers are extremely useful for disrupting [[approach]]es and [[camping]] from opponents. To avoid the high [[startup]] and [[ending lag]] of the move, Falco can [[short hop laser]]. This allows the move to be used constantly whilst not leaving Falco [[punish]]able. Lasers greatly help Falco's neutral game because when used properly, they can cover several of the opponent's options and force them into bad positions, or even bait out a mistimed reaction for Falco to punish.
Compared to Fox's [[Blaster]], Falco's version is slower but causes the opponent to flinch like {{SSB|Fox}}'s {{mvsub|Fox|SSB|neutral special|alt=Blaster}} in the original ''Smash Bros.'' Because the lasers cause the opponent to flinch, they are extremely useful for disrupting their approach and camping. Falco can [[short hop laser]] while approaching to avoid lag. If he is close enough, the laser can stun the opponent so that Falco can follow up with a grab or a move like a {{mvsub|Falco|SSBM|down special|alt=shine}}, {{mvsub|Falco|SSBM|up tilt}}, or even an {{mvsub|Falco|SSBM|forward smash}}.
 
If Falco has the opportunity to safely punish the opponent after hitting them with a laser, he can followup with a grab or a move such as a {{mvsub|Falco|SSBM|down special|alt=shine}} or {{mvsub|Falco|SSBM|forward smash}}. The latter is very common when the move is used as a [[jab reset|reset]]; if Falco uses a short hop laser to hit an opponent who is lying down on the ground (after missing a [[tech]]), then they will be forced into their getup animation, much like a normal jab reset.


==Hitboxes==
==Hitboxes==
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|bk=0
|bk=0
|ks=100
|ks=100
|fkv=5
|fkv=101
|r=300
|r=300
|bn=0
|bn=0
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|rebound=0
|rebound=0
|effect=Normal
|effect=Normal
|slvl=M
|slvl=S
|sfx=Punch
|sfx=Punch
|blockable=1
|blockable=1
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|bk=0
|bk=0
|ks=100
|ks=100
|fkv=5
|fkv=101
|r=300
|r=300
|bn=0
|bn=0
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|rebound=0
|rebound=0
|effect=Normal
|effect=Normal
|slvl=M
|slvl=S
|sfx=Punch
|sfx=Punch
|blockable=1
|blockable=1
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|bk=0
|bk=0
|ks=100
|ks=100
|fkv=5
|fkv=101
|r=300
|r=300
|bn=0
|bn=0
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|rebound=0
|rebound=0
|effect=Normal
|effect=Normal
|slvl=M
|slvl=S
|sfx=Punch
|sfx=Punch
|blockable=1
|blockable=1
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|bk=0
|bk=0
|ks=100
|ks=100
|fkv=5
|fkv=101
|r=300
|r=300
|bn=0
|bn=0
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|rebound=0
|rebound=0
|effect=Normal
|effect=Normal
|slvl=M
|slvl=S
|sfx=Punch
|sfx=Punch
|blockable=1
|blockable=1
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|-
|-
!Shot
!Shot
|23-121
|23
|-
|-
!Last loop frame
!Last loop frame
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Blank|c=22}}{{FrameStrip|t=Hitbox|c=99}}
{{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=Lag|c=16|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=8|s=LagPropE|e=LagLoopS}}{{FrameStrip|t=Lag|c=27|s=LagLoopE}}
|-
{{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=Lag|c=16|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=8|s=LagPropE|e=LagLoopS}}{{FrameStrip|t=Lag|c=27|s=LagLoopE}}{{FrameStrip|t=Blank|c=64}}
|-
|-
{{FrameStrip|t=Blank|c=6|e=BlankLoopS}}{{FrameStrip|t=Blank|c=8|s=BlankLoopE}}{{FrameStrip|t=Continuable|c=14}}{{FrameStrip|t=Blank|c=2|e=BlankLoopS}}{{FrameStrip|t=Blank|c=91|s=BlankLoopE}}
{{FrameStrip|t=Blank|c=6|e=BlankLoopS}}{{FrameStrip|t=Blank|c=8|s=BlankLoopE}}{{FrameStrip|t=Continuable|c=14}}{{FrameStrip|t=Blank|c=2|e=BlankLoopS}}{{FrameStrip|t=Blank|c=27|s=BlankLoopE}}
{{FrameStripEnd}}
{{FrameStripEnd}}


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|-
|-
!Shot
!Shot
|13-111
|13
|-
|-
!Last loop frame
!Last loop frame
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Blank|c=12}}{{FrameStrip|t=Hitbox|c=99}}
{{FrameStrip|t=Lag|c=4|e=LagLoopS}}{{FrameStrip|t=Lag|c=8|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=8|s=LagPropE|e=LagLoopS}}{{FrameStrip|t=Lag|c=22|s=LagLoopE}}
|-
|-
{{FrameStrip|t=Lag|c=4|e=LagLoopS}}{{FrameStrip|t=Lag|c=8|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=8|s=LagPropE|e=LagLoopS}}{{FrameStrip|t=Lag|c=22|s=LagLoopE}}{{FrameStrip|t=Blank|c=69}}
{{FrameStrip|t=Blank|c=4|e=BlankLoopS}}{{FrameStrip|t=Continuable|c=12|s=ContinuableLoopE}}{{FrameStrip|t=Blank|c=4|e=BlankLoopS}}{{FrameStrip|t=Blank|c=22|s=BlankLoopE}}
|-
{{FrameStrip|t=Blank|c=4|e=BlankLoopS}}{{FrameStrip|t=Continuable|c=12|s=ContinuableLoopE}}{{FrameStrip|t=Blank|c=4|e=BlankLoopS}}{{FrameStrip|t=Blank|c=91|s=BlankLoopE}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|loop=y|continuable=y|prop=y}}
{{FrameIconLegend|lag=y|loop=y|continuable=y|prop=y}}
 
==Properties==
{|class="wikitable"
!Shot lifetime
|99 frames
|}


==Similar Moves==
==Similar Moves==
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[[Category:Falco (SSBM)]]
[[Category:Falco (SSBM)]]
[[Category:Neutral special moves (SSBM)]]
[[Category:Neutral special moves (SSBM)]]
[[Category:Projectiles]]

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