Super Smash Bros.

Captain Falcon (SSB)/Down tilt: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m ("hit box")
No edit summary
Line 3: Line 3:
==Overview==
==Overview==
[[File:DTilt_CFalcon_64.gif|thumb|Captain Falcon's Down Tilt in Smash for Nintendo 64.]]
[[File:DTilt_CFalcon_64.gif|thumb|Captain Falcon's Down Tilt in Smash for Nintendo 64.]]
Captain Falcon's down tilt is an edgeguarding move. It hits just below him on the first 2 frames, covering the ledge. Its first hitbox comes out on frame 8, its last hitbox comes out on frame 15, and it cools down for the next 15 frames. it has a good [[interruptibility]] frame, lessening the 1/4 second cool down time. The tilt's entire hitbox is slightly disjointed.
Captain Falcon's down tilt is an edgeguarding move. It hits just below him on the first 2 frames, covering the ledge. Its first hitbox comes out on frame 8, its last hitbox comes out on frame 15, and it cools down for the next 15 frames. The tilt's entire hitbox is slightly disjointed.
{{technical data}}
{{competitive expertise}}
 
==Hitboxes==
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|damage=11%
|sd=0
|angle=30
|bk=25
|ks=80
|fkv=0
|r=100
|bn=21
|xpos=-40
|effect=Normal
|slvl=M
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|damage=11%
|sd=0
|angle=30
|bk=25
|ks=80
|fkv=0
|r=100
|bn=21
|xpos=180
|effect=Normal
|slvl=M
|sfx=Kick
}}
|}
 
==Timing==
{|class="wikitable"
!Hitboxes
|8-15
|-
!Animation length
|30
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=8}}{{FrameStrip|t=Lag|c=15}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y}}


{{MvSubNavCaptainFalcon|g=SSB}}
{{MvSubNavCaptainFalcon|g=SSB}}

Revision as of 08:40, May 26, 2020

Overview

Captain Falcon's Down Tilt in Smash for Nintendo 64.

Captain Falcon's down tilt is an edgeguarding move. It hits just below him on the first 2 frames, covering the ledge. Its first hitbox comes out on frame 8, its last hitbox comes out on frame 15, and it cools down for the next 15 frames. The tilt's entire hitbox is slightly disjointed.

Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 11% 0 AngleIcon30.png 25 80 0 100 21 -40 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 11% 0 AngleIcon30.png 25 80 0 100 21 180 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Timing

Hitboxes 8-15
Animation length 30
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox