Captain Falcon (SSBU)/Down tilt: Difference between revisions
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==Overview== | ==Overview== | ||
A sweep kick that with above average startup and [[endlag]] but keeps [[Captain Falcon]] low to the ground. Because of the angle it sends at, [[down tilt]] sets up for potent | A sweep kick that with above average startup and [[endlag]] but keeps [[Captain Falcon]] low to the ground. Because of the angle it sends at, [[down tilt]] sets up for potent edgegaurding, especially against characters with poor recoveries. The high [[knockback]], when combined with the low angle, make this move a solid KO option starting above 100%. Its startup of 11 and [[knockback]] gives down tilt the role of a pseudo-smash attack when the slow startup of [[Captain Falcon]]'s actual smash attacks would otherwise not suffice. The aforementioned low animation also gives this move solid potential for punishing high-hitting grounded moves and aerials. The last big application of this moves comes as a 2-frame/ledgetrap option, with down tilt hitting all character's ledge hang, and ledge grab, animations, though some may be low enough that only the middle hitbox will connect. | ||
==Update History== | ==Update History== |
Latest revision as of 19:46, September 30, 2024
Overview[edit]
A sweep kick that with above average startup and endlag but keeps Captain Falcon low to the ground. Because of the angle it sends at, down tilt sets up for potent edgegaurding, especially against characters with poor recoveries. The high knockback, when combined with the low angle, make this move a solid KO option starting above 100%. Its startup of 11 and knockback gives down tilt the role of a pseudo-smash attack when the slow startup of Captain Falcon's actual smash attacks would otherwise not suffice. The aforementioned low animation also gives this move solid potential for punishing high-hitting grounded moves and aerials. The last big application of this moves comes as a 2-frame/ledgetrap option, with down tilt hitting all character's ledge hang, and ledge grab, animations, though some may be low enough that only the middle hitbox will connect.
Update History[edit]
- Down tilt has more knockback scaling (80 → 86).
Hitboxes[edit]
Timing[edit]
Hitboxes | 11-12 |
---|---|
Interruptible | 35 |
Animation length | 49 |
Lag time |
Hitbox |
Interruptible |
Trivia[edit]
- The move has a 50% trip chance that can only happen on slants due to the launch angle.
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