Editing Falcon Dive
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When the move connects with foes, it will strongly launch them at a 45° angle. It does a solid 20% damage upon connection with high knockback (average KO is around 130%). As with all of Falcon's special moves, it had 2D rendered sprites as special effects. The move also has a very fast start-up hitbox making it useful for grabbing shielding opponents, characters on platforms, and especially Yoshi's recovery. | When the move connects with foes, it will strongly launch them at a 45° angle. It does a solid 20% damage upon connection with high knockback (average KO is around 130%). As with all of Falcon's special moves, it had 2D rendered sprites as special effects. The move also has a very fast start-up hitbox making it useful for grabbing shielding opponents, characters on platforms, and especially Yoshi's recovery. | ||
Perhaps to compensate for its KO potential, Falcon Dive is one of the worst recovery moves in the game. In addition to the mediocre vertical boost it offers, Falcon Dive has high [[end lag]] upon hit and while ending, making it susceptible to [[edge-hogging]] if Falcon is forced to | Perhaps to compensate for its KO potential, Falcon Dive is one of the worst recovery moves in the game. In addition to the mediocre vertical boost it offers, Falcon Dive has high [[end lag]] upon hit and while ending, making it susceptible to [[edge-hogging]] if Falcon is forced to Up B at low percents. Fox, for example, can [[shine]] Falcon if he connects an Up B below 30% or Kirby can Down Air leading to low percent [[gimp]]s. Multiple moves per character can also easily outspace the hitbox while recovering. Top level Falcon mains, however, have mitigated these issues by fading in and out and by mixing fall speeds with immediate up Bs, making the move much less predictable. | ||
A string of multiple up aerial attacks from Captain Falcon followed by a Falcon Dive, throughout all of the games in the Smash Bros. series, is commonly referred to as an "SSB64 Combo", as this was a very common combo in said game. In Smash 64, this string is also referred to as the [[Stairway to Heaven]]. | A string of multiple up aerial attacks from Captain Falcon followed by a Falcon Dive, throughout all of the games in the Smash Bros. series, is commonly referred to as an "SSB64 Combo", as this was a very common combo in said game. In Smash 64, this string is also referred to as the [[Stairway to Heaven]]. | ||
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'''Tokyo drift''' is an [[advanced technique]] in ''Ultimate'' involving Falcon Dive's start-up aerial animation. Up until frame 14, when the grabbox comes out, so long as Captain Falcon is airborne, it's possible to input forwards or backwards to dramatically improve Falcon Dive's horizontal reach. Additionally, this can be used with Falcon Dive's innate reversibility, giving the player a significant amount of control over the move. | '''Tokyo drift''' is an [[advanced technique]] in ''Ultimate'' involving Falcon Dive's start-up aerial animation. Up until frame 14, when the grabbox comes out, so long as Captain Falcon is airborne, it's possible to input forwards or backwards to dramatically improve Falcon Dive's horizontal reach. Additionally, this can be used with Falcon Dive's innate reversibility, giving the player a significant amount of control over the move. | ||
While seemingly intended for improving Falcon Dive as a [[recovery]] tool, it's possible to use Tokyo drift for [[out of shield]] purposes as well, allowing Captain Falcon to check moves that aren't safe on shield which would otherwise be difficult to punish. It's also possible to buffer Tokyo drift through inputting a [[short hop]] [[up aerial]], before immediately holding a forward/backward + | While seemingly intended for improving Falcon Dive as a [[recovery]] tool, it's possible to use Tokyo drift for [[out of shield]] purposes as well, allowing Captain Falcon to check moves that aren't safe on shield which would otherwise be difficult to punish. It's also possible to buffer Tokyo drift through inputting a [[short hop]] [[up aerial]], before immediately holding a forward/backward + B input during [[jumpsquat]]. This guarantees maximum drift when using the technique, making it consistent for punishing moves out of shield.<ref>[https://www.youtube.com/watch?v=ZKXXbcn5z60&ab_channel=GraceAndGlorySmash NEW OPTIMIZATION! Tokyo Drift Up B: Maximum Velocity]</ref> | ||
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