Super Smash Bros. Melee

Falco (SSBM)/Forward tilt: Difference between revisions

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(New Page: {{ArticleIcons|ssbm=y}} ==Overview== thumb|Hitbox duration of Falco's forward tilt. Falco sticks his leg forward to poke the opponent. This...)
 
m (Moved hitbox images to top-level, made it a hitbox visualization table, →‎Overview: Removed hitbox gif, →‎Hitboxes: Corrected x-off to z-off, →‎Gallery: Removed section, →‎Similar moves: Added Fox's f-tilt.)
 
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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
 
{|class="wikitable" style="float:right; margin:4pt;"
!colspan=5|Falco's forward tilt hitbox visualizations
|-
!↗
|[[File:Falco Forward Tilt Hitbox Angled Up Melee.gif|300px]]
|-
!→
|[[File:Falco Forward Tilt Hitbox Melee.gif|300px]]
|-
!↘
|[[File:Falco Forward Tilt Hitbox Angled Down Melee.gif|300px]]
|-
|}
==Overview==
==Overview==
[[File:Falco Forward Tilt Hitbox Melee.gif|thumb|Hitbox duration of Falco's forward tilt.]]
Falco sticks his leg forward to poke the opponent. This move is decent for keeping opponents at bay in close range, and does not have significant [[ending lag]], although it is not too difficult to [[punish]] if overused. It is most commonly used after a [[short hop laser]] on opponents recovering close to the edge, as it can help the laser cover their options. When angled down, it can also [[gimp]] characters with linear recoveries who are recovering low near the edge.
Falco sticks his leg forward to poke the opponent. This move is decent for keeping opponents at bay in close range, and does not have significant [[ending lag]], although it is not too difficult to [[punish]] if overused. It is most commonly used after a [[short hop laser]] on opponents recovering close to the edge, as it can help the laser cover their options. When angled down, it can also [[gimp]] characters with linear recoveries who are recovering low near the edge.


{{technical data}}
==Hitboxes==
{{competitive expertise}}
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableRow
|id=0
|damage=9%
|angle=361
|bk=0
|ks=100
|fkv=0
|r=700
|bn=13
|zpos=1050
|effect=Normal
|slvl=M
|sfx=Kick
}}
{{MeleeHitboxTableRow
|id=1
|damage=9%
|angle=361
|bk=0
|ks=100
|fkv=0
|r=800
|bn=12
|zpos=600
|effect=Normal
|slvl=M
|sfx=Kick
}}
{{MeleeHitboxTableRow
|id=2
|damage=9%
|angle=361
|bk=0
|ks=100
|fkv=0
|r=600
|bn=4
|effect=Normal
|slvl=M
|sfx=Kick
}}
|}
 
==Timing==
{|class="wikitable"
|-
!Hitbox out
|5-9
|-
!Animation length
|26
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=17}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y}}


==Gallery==
==Similar moves==
<gallery>
*{{mvsub|Fox|SSBM|forward tilt|poss=y}}
Falco Forward Tilt Hitbox Angled Up Melee.gif|Hitbox duration of the move when angled up.
Falco Forward Tilt Hitbox Angled Down Melee.gif|Hitbox duration of the move when angled down.
</gallery>


{{MvSubNavFalco|g=SSBM}}
{{MvSubNavFalco|g=SSBM}}

Latest revision as of 10:57, December 14, 2024

Falco's forward tilt hitbox visualizations
Falco Forward Tilt Hitbox Angled Up Melee.gif
Falco Forward Tilt Hitbox Melee.gif
Falco Forward Tilt Hitbox Angled Down Melee.gif

Overview[edit]

Falco sticks his leg forward to poke the opponent. This move is decent for keeping opponents at bay in close range, and does not have significant ending lag, although it is not too difficult to punish if overused. It is most commonly used after a short hop laser on opponents recovering close to the edge, as it can help the laser cover their options. When angled down, it can also gimp characters with linear recoveries who are recovering low near the edge.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 9% 0 Sakurai angle 0 100 0 2.7342 13 0.0 0.0 4.1013 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 9% 0 Sakurai angle 0 100 0 3.1248 12 0.0 0.0 2.3436 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
2 0 9% 0 Sakurai angle 0 100 0 2.3436 4 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Timing[edit]

Hitbox out 5-9
Animation length 26
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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox

Similar moves[edit]