Super Smash Bros. Brawl

Captain Falcon (SSBB)/Down smash: Difference between revisions

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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
[[File:CaptainFalconDSmashSSBB.gif|thumb|400px|Hitbox visualization showing Captain Falcon's down smash.]]
==Overview==
Captain Falcon kicks forward and then backward. The first hit executes on frame 19 and the second hit on frame 29, with the attack finishing on frame 38. With good reach and relatively low lag, his down smash is a capable move for KOing, spacing, and punishing rolls. Although it is considered to be a good attack in his kit, its higher lag and more specific roles lead it to have slightly less utility compared with his [[Captain Falcon (SSBB)/Up aerial|up aerial]] and [[Captain Falcon (SSBB)/Neutral attack|neutral attack]]. This can potentially combo with the first hit of his [[Captain Falcon (SSBB)/Neutral aerial|Neutral aerial]], though the technique can be difficult to pull off due to down smash’s lag and how situational it is to set up.


==Overview==
{{competitive expertise}}
==Hitboxes==
==Hitboxes==
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{HitboxTableTitle|Hit 1|24}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=captain falcon
|bn=13
|bn=13
|id=0
|id=0
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}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=captain falcon
|bn=13
|bn=13
|id=1
|id=1
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}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=captain falcon
|bn=12
|bn=12
|id=2
|id=2
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}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=captain falcon
|bn=0
|bn=0
|id=3
|id=3
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{{HitboxTableTitle|Hit 2|24}}
{{HitboxTableTitle|Hit 2|24}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=captain falcon
|bn=13
|bn=13
|id=0
|id=0
|part=1
|damage={{ChargedSmashDmgSSBB|16}}
|damage={{ChargedSmashDmgSSBB|16}}
|angle=361
|angle=361
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}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=captain falcon
|bn=13
|bn=13
|id=1
|id=1
|part=1
|damage={{ChargedSmashDmgSSBB|16}}
|damage={{ChargedSmashDmgSSBB|16}}
|angle=361
|angle=361
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}}
}}
{{BrawlHitboxTableRow
{{BrawlHitboxTableRow
|char=captain falcon
|bn=12
|bn=12
|id=2
|id=2
|part=1
|damage={{ChargedSmashDmgSSBB|16}}
|damage={{ChargedSmashDmgSSBB|16}}
|angle=361
|angle=361

Latest revision as of 12:28, May 21, 2024

Hitbox visualization showing Captain Falcon's down smash.

Overview[edit]

Captain Falcon kicks forward and then backward. The first hit executes on frame 19 and the second hit on frame 29, with the attack finishing on frame 38. With good reach and relatively low lag, his down smash is a capable move for KOing, spacing, and punishing rolls. Although it is considered to be a good attack in his kit, its higher lag and more specific roles lead it to have slightly less utility compared with his up aerial and neutral attack. This can potentially combo with the first hit of his Neutral aerial, though the technique can be difficult to pull off due to down smash’s lag and how situational it is to set up.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 18% 0 Sakurai angle 30 85 0 6.0 13 0.0 5.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 18% 0 Sakurai angle 30 85 0 5.0 13 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
2 0 18% 0 Sakurai angle 30 85 0 4.0 12 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
3 0 6% 0 AngleIcon50.png 30 85 23 3.5 0 0.0 4.0 2.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png M Kick SpecialsIndirect.png
Hit 2
0 1 16% 0 Sakurai angle 20 90 0 5.0 13 0.0 5.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 1 16% 0 Sakurai angle 20 90 0 4.5 13 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
2 1 16% 0 Sakurai angle 20 90 0 4.0 12 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png

Timing[edit]

Charges between 11-12
Hit 1 19-21
Hit 2 29-31
Interruptible 49
Animation length 59
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(LagChargeS).png FrameIcon(LagChargeE).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(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(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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible