Captain Falcon (SSB)/Up special: Difference between revisions

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DI didn't even exist yet.
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{{ArticleIcons|ssb=y}}
{{ArticleIcons|ssb=y}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros.]]''|the move itself|Falcon Dive}}


==Overview==
==Overview==
[[File:Captain Falcon Up Special Ground Hitboxes Smash 64.gif|thumb|Hitboxes of the move when used from the ground.]]
[[File:Captain Falcon Up Special Ground Hitboxes Smash 64.gif|thumb|Hitboxes of the move when used from the ground.]]
[[File:Captain Falcon Up Special Air Hitboxes Smash 64.gif|thumb|Hitboxes of the move when used in the air.]]
[[File:Captain Falcon Up Special Air Hitboxes Smash 64.gif|thumb|Hitboxes of the move when used in the air.]]
Known as '''[[Falcon Dive]]''', Captain Falcon leaps up in the air. If he comes into contact with any opponent, he [[grab]]s them, and launches them on a diagonal upward trajectory, doing 20% damage and some decent knockback accompanied by an explosion and the "YES!" SFX. The move is hard to [[DI]] due to the trajectory. Normally, the move makes Captain Falcon [[helpless]], but if he grabs an opponent, he will be able to use it again. This move is Captain Falcon's primary [[recovery]] move, but it travels a rather short distance, is predictable, and cannot grab [[edgehog]]gers. When combined with Captain Falcon's rather large size, it makes him easy to [[edgeguard]]. However, the move is notable for being a [[combo]] finisher to a string of {{mvsub|Captain Falcon|SSB|up aerial}}s launching the opponent upward. This combo is seen commonly in competitive play due to being easy to perform yet very effective.
Known as '''[[Falcon Dive]]''', Captain Falcon leaps up in the air. If he comes into contact with any opponent, he [[grab]]s them, and launches them on a diagonal upward trajectory, doing 20% damage and some decent knockback accompanied by an explosion and the "YES!" SFX. Normally, the move makes Captain Falcon [[helpless]], but if he grabs an opponent, he will be able to use it again. This move is Captain Falcon's primary [[recovery]] move, but it travels a rather short distance, is predictable, and cannot grab [[edgehog]]gers. When combined with Captain Falcon's rather large size, it makes him easy to [[edgeguard]]. However, the move is notable for being a [[combo]] finisher to a string of {{mvsub|Captain Falcon|SSB|up aerial}}s launching the opponent upward. This combo is seen commonly in competitive play due to being easy to perform yet very effective.


However, if Falcon misses with the move, whether used in a combo or not, he will be left highly vulnerable until he lands; therefore opponents can easily [[punish]] him. This can happen during up aerial combos if the last up aerial is misplaced, or the percentage is high enough so that the Falcon Dive just misses the opponent. If whiffed in general, the move is easily punishable, though Falcon's very high [[falling speed]] can help this problem slightly. Furthermore, the Falcon Dive can be used to [[tech-chase]] opponents as the initial frames allow Falcon to change directions before "diving". This is particularly useful on {{SSB|Dream Land}}, as Falcon can land on the high middle platform if he misses the opponent, resulting in much less significant punishing.
However, if Falcon misses with the move, whether used in a combo or not, he will be left highly vulnerable until he lands; therefore opponents can easily [[punish]] him. This can happen during up aerial combos if the last up aerial is misplaced, or the percentage is high enough so that the Falcon Dive just misses the opponent. If whiffed in general, the move is easily punishable, though Falcon's very high [[falling speed]] can help this problem slightly. Furthermore, the Falcon Dive can be used to [[tech-chase]] opponents as the initial frames allow Falcon to change directions before "diving". This is particularly useful on {{SSB|Dream Land}}, as Falcon can land on the high middle platform if he misses the opponent, resulting in much less significant punishing.
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Captain Falcon can cancel his [[midair jump]] while recovering by using Falcon Dive into an [[edge sweet spot]], allowing him to quickly execute any [[edge]] option immediately after, referred to as a '''Falcon Dive cancel'''. To do it Falcon must use his second jump, then use this move at the exact frame for Falcon to cancel his dive into grabbing the edge. Too far away, or too close, and this would not be realizable. If a player can perform it consistenly, it is quite useful against characters who can [[edgeguard]] well, such as {{SSB|Pikachu}} and {{SSB|Mario}}, as it allows Falcon to reach the edge quickly, to potentially set up ledge play with moves such as up aerial, {{mvsub|Captain Falcon|SSB|back aerial}}, and so on, which is especially helpful against quick recoveries (Pikachu and Mario/{{SSB|Luigi}} to some extent).
Captain Falcon can cancel his [[midair jump]] while recovering by using Falcon Dive into an [[edge sweet spot]], allowing him to quickly execute any [[edge]] option immediately after, referred to as a '''Falcon Dive cancel'''. To do it Falcon must use his second jump, then use this move at the exact frame for Falcon to cancel his dive into grabbing the edge. Too far away, or too close, and this would not be realizable. If a player can perform it consistenly, it is quite useful against characters who can [[edgeguard]] well, such as {{SSB|Pikachu}} and {{SSB|Mario}}, as it allows Falcon to reach the edge quickly, to potentially set up ledge play with moves such as up aerial, {{mvsub|Captain Falcon|SSB|back aerial}}, and so on, which is especially helpful against quick recoveries (Pikachu and Mario/{{SSB|Luigi}} to some extent).


{{technical data}}
==Grabboxes and throw==
 
===Early Grabboxes===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|damage=1%
|sd=0
|angle=361
|bk=0
|ks=100
|fkv=0
|r=100
|ypos=260
|zpos=180
|bn=0
|effect=Grab
|slvl=M
|sfx=Punch
}}
{{SSB64HitboxTableRow
|id=1
|damage=1%
|sd=0
|angle=361
|bk=0
|ks=100
|fkv=0
|r=150
|ypos=260
|zpos=400
|bn=0
|effect=Grab
|a=n
|slvl=M
|sfx=Punch
}}
|}
 
===Late Grabbox===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|damage=1%
|sd=0
|angle=361
|bk=0
|ks=100
|fkv=0
|r=100
|ypos=260
|zpos=180
|bn=0
|effect=Grab
|slvl=M
|sfx=Punch
}}
|}
 
===Throw===
{{SSB64ThrowTableHeader}}
{{SSB64ThrowTableRow
|id=0
|type=Throwing
|damage=20%
|angle=361
|bk=30
|ks=82
|fkv=0
|ff=0.0
|effect=Flame
|sfx=Explosion
|slvl=L
}}
|}
 
==Timing==
===Rising===
{|class="wikitable"
!Early grabboxes
|13
|-
!Late grabbox
|14-44
|-
!Animation length
|64
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Hitbox|c=1|e=GrabChangeS}}{{FrameStrip|t=Grab|c=31|s=GrabChangeE}}{{FrameStrip|t=Lag|c=20}}
{{FrameStripEnd}}
 
===Throw===
{|class="wikitable"
!Throw release
|16
|-
!Animation length
|74
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=15|e=LagThrowS}}{{FrameStrip|t=Lag|c=58|s=LagThrowE}}
{{FrameStripEnd}}
 
===[[Landing lag]]===
{|class="wikitable"
|-
!Animation length
|17
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=17}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|grabchange=y|grab=y}}


==Gallery==
==Gallery==
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