Super Smash Bros. 4

Falco (SSB4)/Up special/Default: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:FalcoFireBird.gif|thumb|270px|Hitbox visualization showing Falco's Fire Bird.]]
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. 4]]''|the move itself|Fire Bird}}[[File:FalcoFireBird.gif|thumb|270px|Hitbox visualization showing Falco's Fire Bird.]]
{{competitive expertise}}
 
{{technical data}}
==Overview==
Falco performs the Fire Bird, cloaking himself in fire, before launching off in any direction. It is a very poor recovery move, having long startup, small and weak hitboxes, and when compared to {{SSB4|Fox}}'s [[Fire Fox]], it travels noticeably less distance. Due to these traits, Falco becomes very susceptible to [[gimp]]ing, and combined with his side special also being an easily telegraphed recovery move, Falco's recovery is quite weak.
 
Fire Bird can be mixed up somewhat, via altering angles slightly or [[b-reversing]] the move to shift momentum during the start, thus being able to possibly dodge attacks. Fire Bird as an attack is very weak, with poorly connecting multi-hits and a final hit that has very weak [[knockback growth]], and thus is generally never used as an attack.


==Hitboxes==
==Hitboxes==
Looping hit hits up to 7 times.
Looping hit hits up to 7 times.


{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{HitboxTableTitle|Charge (looping hit)|42}}
{{HitboxTableTitle|Charge (hits 1-7)|42}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
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|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Attack (hit 1)|42}}
{{HitboxTableTitle|Attack (hit 1 (clean))|42}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
Line 53: Line 55:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Attack (hit 2-7, loop)|42}}
{{HitboxTableTitle|Attack (hit 1 (late) + hits 2-7)|42}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
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}}
}}
|}
|}
==Timing==
{|class="wikitable"
!Looping hits (Charge)
|20, 22, 24, 26, 28, 30, 32
|-
!Hit 1 (Attack)
|43-46
|-
!Looping hits (Attack)
|47, 49, 51, 53, 55, 57, 59
|-
!Final hit
|61
|-
!Animation length
|90
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=19}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=29}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitboxchange=y|hitbox=y}}


{{MvSubNavFalco|g=SSB4}}
{{MvSubNavFalco|g=SSB4}}
[[Category:Falco (SSB4)]]
[[Category:Falco (SSB4)]]
[[Category:Special attacks (SSB4)]]
[[Category:Special moves (SSB4)]]
[[Category:Up special moves (SSB4)]]
[[Category:Up special moves (SSB4)]]

Latest revision as of 20:12, April 12, 2022

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Fire Bird.
Hitbox visualization showing Falco's Fire Bird.

Overview[edit]

Falco performs the Fire Bird, cloaking himself in fire, before launching off in any direction. It is a very poor recovery move, having long startup, small and weak hitboxes, and when compared to Fox's Fire Fox, it travels noticeably less distance. Due to these traits, Falco becomes very susceptible to gimping, and combined with his side special also being an easily telegraphed recovery move, Falco's recovery is quite weak.

Fire Bird can be mixed up somewhat, via altering angles slightly or b-reversing the move to shift momentum during the start, thus being able to possibly dodge attacks. Fire Bird as an attack is very weak, with poorly connecting multi-hits and a final hit that has very weak knockback growth, and thus is generally never used as an attack.

Hitboxes[edit]

Looping hit hits up to 7 times.

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Charge (hits 1-7)
0 0 2% 0 AngleIcon70.png 40 40 0 6.0 0 0.0 8.0 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Typeless (type) Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Burn SpecialsDirect.png
Attack (hit 1 (clean))
0 0 3% 0 Sakurai angle 30 50 0 4.0 3 4.2 -3.1 -1.5 0.8x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Body (type) Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Burn SpecialsDirect.png
Attack (hit 1 (late) + hits 2-7)
0 0 2% 0 Autolink angle (365) 30 50 0 4.0 3 4.2 -3.1 -1.5 0.8x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Body (type) Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Burn SpecialsDirect.png
Attack (hit 8)
0 0 2% 0 Sakurai angle 70 90 0 10.0 3 4.2 -3.1 -1.5 0.8x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Body (type) Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png

Timing[edit]

Looping hits (Charge) 20, 22, 24, 26, 28, 30, 32
Hit 1 (Attack) 43-46
Looping hits (Attack) 47, 49, 51, 53, 55, 57, 59
Final hit 61
Animation length 90
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 FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).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 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
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change