Super Smash Bros. Brawl

Falco (SSBB)/Down tilt: Difference between revisions

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(New Page: {{ArticleIcons|ssbb=y}} ==Overview== {{competitive expertise}} ==Hitboxes== {{technical data}} ==Timing== {|class="wikitable" !Hitboxes |7-9 |- !Interruptible |28 |- !Animation length...)
 
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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
 
[[File:FalcoDTiltSSBB.gif|thumb|400px|Hitbox visualization showing Falco's down tilt.]]
==Overview==
==Overview==
{{competitive expertise}}
{{competitive expertise}}
A tail swipe. Deals 9% on the tip of the tail, and 12% up close. It comes out on frame 7 and is -16 on shield. While it can be effective for poking an opponent’s shield, due to its minuscule hitbox and weak knockback (though it can KO at very high percentages), in most scenarios, there are better options to choose from.
==Hitboxes==
==Hitboxes==
{{technical data}}
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableRow
|bn=19
|id=0
|damage=12%
|angle=75
|fkv=0
|ks=90
|sd=0
|bk=25
|r=144000
|xpos=0
|ypos=0
|zpos=0
|trip=24000
|ff=60000
|sdi=60000
|rawflags=00111110000000110000011010000010
}}
{{BrawlHitboxTableRow
|bn=19
|id=1
|damage=12%
|angle=75
|fkv=0
|ks=90
|sd=0
|bk=25
|r=210000
|xpos=360000
|ypos=0
|zpos=0
|trip=24000
|ff=60000
|sdi=60000
|rawflags=00111110000000110000011010000010
}}
{{BrawlHitboxTableRow
|bn=19
|id=2
|damage=9%
|angle=75
|fkv=0
|ks=90
|sd=0
|bk=25
|r=198000
|xpos=720000
|ypos=0
|zpos=0
|trip=24000
|ff=60000
|sdi=60000
|rawflags=00111110000000110000011010000010
}}
|}
 
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"

Latest revision as of 22:13, May 27, 2024

Hitbox visualization showing Falco's down tilt.

Overview[edit]

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.

A tail swipe. Deals 9% on the tip of the tail, and 12% up close. It comes out on frame 7 and is -16 on shield. While it can be effective for poking an opponent’s shield, due to its minuscule hitbox and weak knockback (though it can KO at very high percentages), in most scenarios, there are better options to choose from.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 12% 0 AngleIcon75.png 25 90 0 2.4 19 0.0 0.0 0.0 1.0x 1.0x 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Tail (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
1 0 12% 0 AngleIcon75.png 25 90 0 3.5 19 6.0 0.0 0.0 1.0x 1.0x 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Tail (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
2 0 9% 0 AngleIcon75.png 25 90 0 3.3 19 12.0 0.0 0.0 1.0x 1.0x 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Tail (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png

Timing[edit]

Hitboxes 7-9
Interruptible 28
Animation length 29
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(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible