Falco (SSB4)/Down aerial: Difference between revisions
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Falco turns diagonally and, with one foot extended, performs a downward corkscrew stomp. This move is a decently strong [[meteor smash]] on aerial opponents. Grounded opponents are sent upwards instead, which leaves them open to other moves and prevents them from [[teching]]. | Falco turns diagonally and, with one foot extended, performs a downward corkscrew stomp. This move is a decently strong [[meteor smash]] on aerial opponents. Grounded opponents are sent upwards instead, which leaves them open to other moves and prevents them from [[teching]]. | ||
This move has a few interesting properties. As a carryover from ''[[Melee]]'', it is one of the few meteor smashes that sends opponents diagonally downwards, making it more difficult for them to reach the stage. It also benefits a | This move has a few interesting properties. As a carryover from ''[[Melee]]'', it is one of the few meteor smashes that sends opponents diagonally downwards, making it more difficult for them to reach the stage. It also benefits a great amount from [[frame cancelling]] due to its high [[hitlag]], which will almost eliminate the otherwise high landing lag Falco would suffer. The late hit can also [[jab reset]] any floored opponent, leaving them wide open to anything Falco decides to use. In spite of these valuable assets, this move is rarely used as an [[approach]], due to its slow startup and high landing lag. It is most commonly used in [[edgeguarding]] or as a folow-up after a down throw. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 14:33, February 20, 2016
Overview
Falco turns diagonally and, with one foot extended, performs a downward corkscrew stomp. This move is a decently strong meteor smash on aerial opponents. Grounded opponents are sent upwards instead, which leaves them open to other moves and prevents them from teching.
This move has a few interesting properties. As a carryover from Melee, it is one of the few meteor smashes that sends opponents diagonally downwards, making it more difficult for them to reach the stage. It also benefits a great amount from frame cancelling due to its high hitlag, which will almost eliminate the otherwise high landing lag Falco would suffer. The late hit can also jab reset any floored opponent, leaving them wide open to anything Falco decides to use. In spite of these valuable assets, this move is rarely used as an approach, due to its slow startup and high landing lag. It is most commonly used in edgeguarding or as a folow-up after a down throw.
Hitboxes
Timing
Attack
Initial autocancel | 1-3 |
---|---|
Clean hit | 16-19 |
Late hit | 20-30 |
Ending autocancel | 38 |
Interruptible | 52 |
Animation length | ? |
Landing lag
Animation length | 23 |
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Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|