Captain Falcon (SSBM)/Neutral attack: Difference between revisions
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The knee hit is commonly known as the [[Gentleman]] when used without the subsequent rapid jabs. In NTSC versions of the game, Falcon automatically moves into the rapid jabs unless both the previous links of the move were continued after their completion (i.e. there was idle time between each of the first three hits). In the PAL version, the punches will not initiate automatically, instead requiring a button press during the third hit. | The knee hit is commonly known as the [[Gentleman]] when used without the subsequent rapid jabs. In NTSC versions of the game, Falcon automatically moves into the rapid jabs unless both the previous links of the move were continued after their completion (i.e. there was idle time between each of the first three hits). In the PAL version, the punches will not initiate automatically, instead requiring a button press during the third hit. | ||
For technical data of each individual hit, see: | For technical data of each individual hit, see: | ||
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{{MvSubNavCaptainFalcon|g=SSBM}} | {{MvSubNavCaptainFalcon|g=SSBM}} | ||
[[Category:Captain Falcon (SSBM)]] | [[Category:Captain Falcon (SSBM)]] | ||
[[Category: | [[Category:Neutral attacks (SSBM)]] |
Latest revision as of 11:01, July 21, 2024
Overview[edit]
A natural combo involving two punches, a knee, and rapid jabs.
The knee hit is commonly known as the Gentleman when used without the subsequent rapid jabs. In NTSC versions of the game, Falcon automatically moves into the rapid jabs unless both the previous links of the move were continued after their completion (i.e. there was idle time between each of the first three hits). In the PAL version, the punches will not initiate automatically, instead requiring a button press during the third hit.
For technical data of each individual hit, see:
- Captain Falcon (SSBM)/Neutral attack/Hit 1
- Captain Falcon (SSBM)/Neutral attack/Hit 2
- Captain Falcon (SSBM)/Neutral attack/Hit 3
- Captain Falcon (SSBM)/Neutral attack/Infinite
Timing[edit]
Earliest[edit]
This timing also assumes the infinite hit is held for the shortest amount of time, which involves six hits of the infinite (five of one loop and one of another).
Continuation window | 1-8 |
---|---|
Hit 1 | 3-5 |
Continuation window | 9-16 |
Hit 2 | 12-14 |
Continuation window | 17-28 |
Hit 3 (clean) | 22-25 |
Hit 3 (late) | 26-28 |
Hits 4-10 | 38-39, 46-47, 54-55, 62-63, 69-70, 78-79 |
Animation length | 88 |
Latest[edit]
Continuation window | 1-24 |
---|---|
Hit 1 | 3-5 |
Idle | 22-24 |
Continuation window | 25-48 |
Hit 2 | 29-31 |
Idle | 45-48 |
Continuation window | 49-78 |
Hit 3 (clean) | 54-57 |
Hit 3 (late) | 58-60 |
Loops between | 84-123 |
Hits 4-9 | 88-89, 96-97, 104-105, 112-113, 119-120 |
Breakpoints | 89, 97, 105, 113, 120 |
Animation length | 132 |
Lag time |
Hitbox |
Hitbox change |
Loop point |
State change |
Continuable |
Earliest continuable point |
|