Super Smash Bros. Ultimate

Captain Falcon (SSBU)/Forward tilt: Difference between revisions

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==Application==
==Application==
The two main purposes of this move are as a ranged poke in [[neutral]]] or on shield and a safe, versatile combo finisher. In neutral its relatively low lag, decent range, and angling allow it to keep opponents at bay and remain functionally safe of shield should the opponent defend in time. The angling allows Captain Falcon to space the [[sweetspot]] as it will not reach as far when not pointed straight out. The extra damage from angling and the [[sweetspot]] increase shield safety frame-wise while losing some [[range]]. This can be combined with sliding tilt attacks (done by canceling the running turnaround animation with a tilt attack) to increase safety when retreating with the move, or to increase range when approaching.
The two main purposes of this move are as a ranged poke in [[neutral]] or on shield and a safe, versatile combo finisher. In neutral its relatively low lag, decent range, and angling allow it to keep opponents at bay and remain functionally safe of shield should the opponent defend in time. The angling allows Captain Falcon to space the [[sweetspot]] as it will not reach as far when not pointed straight out. The extra damage from angling and the [[sweetspot]] increase shield safety frame-wise while losing some [[range]]. This can be combined with sliding tilt attacks (done by canceling the running turnaround animation with a tilt attack) to increase safety when retreating with the move, or to increase range when approaching.


As a combo finisher, forward tilt is very consistent with a frame 7 startup, solid range, and angling. Landing with moves at low percent such as up air, neutral air, or back air will reliably combo into this, racking on easy damage. The main benefit to using this move as a combo finisher is to set up for a [[tech chase]]. At anywhere from 10-50% Forward Tilt sends at a low angle with [[tumble]] to force an opponent to [[tech]], which Captain Falcon is good at chasing down. This move does not however start any combos, though can put an opponent in a difficult position for further followup.
As a combo finisher, forward tilt is very consistent with a frame 7 startup, solid range, and angling. Landing with moves at low percent such as up air, neutral air, or back air will reliably combo into this, racking on easy damage. The main benefit to using this move as a combo finisher is to set up for a [[tech chase]]. At anywhere from 10-50% Forward Tilt sends at a low angle with [[tumble]] to force an opponent to [[tech]], which Captain Falcon is good at chasing down. This move does not however start any combos, though can put an opponent in a difficult position for further followup.

Latest revision as of 21:15, August 4, 2024

Captain Falcon forward tilt hitbox visualizations.
CaptainFalconFTiltUpSSBU.gif
CaptainFalconFTiltSSBU.gif
CaptainFalconFTiltDownSSBU.gif

Overview[edit]

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Captain Falcon does a roundhouse kick and comes to a rest after pivoting back around to his starting position. The move can be angled up or down allowing for better coverage of the air or smaller characters, with a slightly stronger sweetspot on the foot that does 1% extra base damage. Angling either up or down adds 1% damage as well, almost always being preferable to no angle at all. The attack comes out on frame 7 and does 10% base damage when both angled and sweetspotted.

Application[edit]

The two main purposes of this move are as a ranged poke in neutral or on shield and a safe, versatile combo finisher. In neutral its relatively low lag, decent range, and angling allow it to keep opponents at bay and remain functionally safe of shield should the opponent defend in time. The angling allows Captain Falcon to space the sweetspot as it will not reach as far when not pointed straight out. The extra damage from angling and the sweetspot increase shield safety frame-wise while losing some range. This can be combined with sliding tilt attacks (done by canceling the running turnaround animation with a tilt attack) to increase safety when retreating with the move, or to increase range when approaching.

As a combo finisher, forward tilt is very consistent with a frame 7 startup, solid range, and angling. Landing with moves at low percent such as up air, neutral air, or back air will reliably combo into this, racking on easy damage. The main benefit to using this move as a combo finisher is to set up for a tech chase. At anywhere from 10-50% Forward Tilt sends at a low angle with tumble to force an opponent to tech, which Captain Falcon is good at chasing down. This move does not however start any combos, though can put an opponent in a difficult position for further followup.

Other applications for Forward Tilt include as a ledge trapping tool. Not only can angling the move down hit many characters hanging from ledge, but the solid four active frames help cover getup options such as neutral getup. And with the low endlag and decent shield safety a missed ledge trap attempt is often of little consequence. Having the same startup as dash attack, and the previously mentioned sliding tilt technique, lend to Forward Tilt being a decent whiff punishing tool as well.

Update History[edit]

Super Smash Bros. Ultimate 3.1.0

  • Buff It deals more base knockback (50 → 60).

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Unangled
0 0 0 8.0% 0 Sakurai angle Forward 60 58 0 HitboxTableIcon(False).png 4.3 legr 3.5 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 8.0% 0 Sakurai angle Forward 60 58 0 HitboxTableIcon(False).png 4.3 hip 0.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 9.0% 0 Sakurai angle Forward 60 58 0 HitboxTableIcon(False).png 5.3 kneer 5.5 -1.0 0.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Angled up or down
0 0 0 9.0% 0 Sakurai angle Forward 60 58 0 HitboxTableIcon(False).png 4.3 legr 3.5 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 9.0% 0 Sakurai angle Forward 60 58 0 HitboxTableIcon(False).png 4.3 hip 0.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 10.0% 0 Sakurai angle Forward 60 58 0 HitboxTableIcon(False).png 5.3 kneer 5.5 -1.0 0.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Hitboxes 7-10
Interruptible 30
Animation length 35
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(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(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
Hitbox
Hitbox
Interruptibility
Interruptible