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Falco (SSBM)/Neutral special: Difference between revisions

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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. Melee]]''|the move itself|Blaster (Falco)}}
==Overview==
==Overview==
[[File:Falco Neutral Special Hitbox Melee.gif|thumb|The hitbox of Falco's Blaster, used on the ground.]]
[[File:Falco Neutral Special Hitbox Melee.gif|thumb|The hitbox of Falco's Blaster, used on the ground.]]
[[File:Falco Neutral Special Hitbox Aerial Melee.gif|thumb|The hitbox of Falco's Blaster, used in the air.]]
[[File:Falco Neutral Special Hitbox Aerial Melee.gif|thumb|The hitbox of Falco's Blaster, used in the air.]]
Compared to Fox's [[Blaster]], Falco's version is slower but causes the opponent to flinch like {{SSB|Fox}}'s {{mvsub|Fox|SSB|neutral special|alt=Blaster}} in the original ''Smash Bros.'' Because the lasers cause the opponent to flinch, they are extremely useful for disrupting their approach and camping. Falco can [[short hop laser]] while approaching to avoid lag. If he is close enough, the laser can stun the opponent so that Falco can follow up with a grab or a move like a {{mvsub|Falco|SSBM|down special|alt=shine}}, {{mvsub|Falco|SSBM|up tilt}}, or even an {{mvsub|Falco|SSBM|forward smash}}.
Falco's neutral special move is known as '''[[Blaster]]'''. Compared to {{mvsub|Fox|SSBM|neutral special|alt=Fox's Blaster}}, it is slower, but causes the opponent to [[flinch]]. Because of this, Falco's lasers are extremely useful for disrupting [[approach]]es and [[camping]] from opponents. To avoid the high [[startup]] and [[ending lag]] of the move, Falco can [[short hop laser]]. This allows the move to be used constantly whilst not leaving Falco [[punish]]able. Lasers greatly help Falco's neutral game because when used properly, they can cover several of the opponent's options and force them into bad positions, or even bait out a mistimed reaction for Falco to punish.
 
If Falco has the opportunity to safely punish the opponent after hitting them with a laser, he can followup with a grab or a move such as a {{mvsub|Falco|SSBM|down special|alt=shine}} or {{mvsub|Falco|SSBM|forward smash}}. The latter is very common when the move is used as a [[jab reset|reset]]; if Falco uses a short hop laser to hit an opponent who is lying down on the ground (after missing a [[tech]]), then they will be forced into their getup animation, much like a normal jab reset.


==Hitboxes==
==Hitboxes==
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|bk=0
|bk=0
|ks=100
|ks=100
|fkv=101
|fkv=5
|r=300
|r=300
|bn=0
|bn=0
Line 20: Line 24:
|rebound=0
|rebound=0
|effect=Normal
|effect=Normal
|slvl=S
|slvl=M
|sfx=Punch
|sfx=Punch
|blockable=1
|blockable=1
Line 33: Line 37:
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=101
|fkv=5
|r=300
|r=300
|bn=0
|bn=0
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|rebound=0
|rebound=0
|effect=Normal
|effect=Normal
|slvl=S
|slvl=M
|sfx=Punch
|sfx=Punch
|blockable=1
|blockable=1
Line 53: Line 57:
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=101
|fkv=5
|r=300
|r=300
|bn=0
|bn=0
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|rebound=0
|rebound=0
|effect=Normal
|effect=Normal
|slvl=S
|slvl=M
|sfx=Punch
|sfx=Punch
|blockable=1
|blockable=1
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|bk=0
|bk=0
|ks=100
|ks=100
|fkv=101
|fkv=5
|r=300
|r=300
|bn=0
|bn=0
Line 80: Line 84:
|rebound=0
|rebound=0
|effect=Normal
|effect=Normal
|slvl=S
|slvl=M
|sfx=Punch
|sfx=Punch
|blockable=1
|blockable=1
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|-
|-
!Shot
!Shot
|23
|23-121
|-
|-
!Last loop frame
!Last loop frame
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6|e=LagLoopS|z=13}}{{FrameStrip|t=Lag|c=16|s=LagLoopE|e=LagPropS|z=13}}{{FrameStrip|t=Lag|c=8|s=LagPropE|e=LagLoopS|z=13}}{{FrameStrip|t=Lag|c=27|s=LagLoopE|z=13}}
{{FrameStrip|t=Blank|c=22}}{{FrameStrip|t=Hitbox|c=99}}
|-
|-
{{FrameStrip|t=Blank|c=6|e=BlankLoopS|z=13}}{{FrameStrip|t=Blank|c=8|s=BlankLoopE|z=13}}{{FrameStrip|t=Continuable|c=14|z=13}}{{FrameStrip|t=Blank|c=2|e=BlankLoopS|z=13}}{{FrameStrip|t=Blank|c=27|s=BlankLoopE|z=13}}
{{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=Lag|c=16|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=8|s=LagPropE|e=LagLoopS}}{{FrameStrip|t=Lag|c=27|s=LagLoopE}}{{FrameStrip|t=Blank|c=64}}
|}
|-
{{FrameStrip|t=Blank|c=6|e=BlankLoopS}}{{FrameStrip|t=Blank|c=8|s=BlankLoopE}}{{FrameStrip|t=Continuable|c=14}}{{FrameStrip|t=Blank|c=2|e=BlankLoopS}}{{FrameStrip|t=Blank|c=91|s=BlankLoopE}}
{{FrameStripEnd}}


===Air===
===Air===
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|-
|-
!Shot
!Shot
|13
|13-111
|-
|-
!Last loop frame
!Last loop frame
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4|e=LagLoopS|z=13}}{{FrameStrip|t=Lag|c=8|s=LagLoopE|e=LagPropS|z=13}}{{FrameStrip|t=Lag|c=8|s=LagPropE|e=LagLoopS|z=13}}{{FrameStrip|t=Lag|c=22|s=LagLoopE|z=13}}
{{FrameStrip|t=Blank|c=12}}{{FrameStrip|t=Hitbox|c=99}}
|-
|-
{{FrameStrip|t=Blank|c=4|e=BlankLoopS|z=13}}{{FrameStrip|t=Continuable|c=12|s=ContinuableLoopE|z=13}}{{FrameStrip|t=Blank|c=4|e=BlankLoopS|z=13}}{{FrameStrip|t=Blank|c=22|s=BlankLoopE|z=13}}
{{FrameStrip|t=Lag|c=4|e=LagLoopS}}{{FrameStrip|t=Lag|c=8|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=8|s=LagPropE|e=LagLoopS}}{{FrameStrip|t=Lag|c=22|s=LagLoopE}}{{FrameStrip|t=Blank|c=69}}
|}
|-
 
{{FrameStrip|t=Blank|c=4|e=BlankLoopS}}{{FrameStrip|t=Continuable|c=12|s=ContinuableLoopE}}{{FrameStrip|t=Blank|c=4|e=BlankLoopS}}{{FrameStrip|t=Blank|c=91|s=BlankLoopE}}
{{FrameIconLegend|lag=y|loop=y|continuable=y|prop=y}}
{{FrameStripEnd}}


==Properties==
{{FrameIconLegend|lag=y|hitbox=y|loop=y|continuable=y|prop=y}}
{|class="wikitable"
!Shot lifetime
|99 frames
|}


==Similar Moves==
==Similar Moves==
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[[Category:Falco (SSBM)]]
[[Category:Falco (SSBM)]]
[[Category:Neutral special moves (SSBM)]]
[[Category:Neutral special moves (SSBM)]]
[[Category:Projectiles]]

Latest revision as of 04:56, June 27, 2020

This article is about the hitbox visualization in Super Smash Bros. Melee. For the move itself, see Blaster (Falco).

OverviewEdit

 
The hitbox of Falco's Blaster, used on the ground.
 
The hitbox of Falco's Blaster, used in the air.

Falco's neutral special move is known as Blaster. Compared to Fox's Blaster, it is slower, but causes the opponent to flinch. Because of this, Falco's lasers are extremely useful for disrupting approaches and camping from opponents. To avoid the high startup and ending lag of the move, Falco can short hop laser. This allows the move to be used constantly whilst not leaving Falco punishable. Lasers greatly help Falco's neutral game because when used properly, they can cover several of the opponent's options and force them into bad positions, or even bait out a mistimed reaction for Falco to punish.

If Falco has the opportunity to safely punish the opponent after hitting them with a laser, he can followup with a grab or a move such as a shine or forward smash. The latter is very common when the move is used as a reset; if Falco uses a short hop laser to hit an opponent who is lying down on the ground (after missing a tech), then they will be forced into their getup animation, much like a normal jab reset.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound Blockable Reflectable Absorbable
0 0 3% 0   0 100 5 1.1718 0 0.0 0.0 -0.7812             Punch      
1 0 3% 0   0 100 5 1.1718 0 0.0 0.0 -3.644298             Punch      
2 0 3% 0   0 100 5 1.1718 0 0.0 0.0 -6.507396             Punch      
3 0 3% 0   0 100 5 1.1718 0 0.0 0.0 -9.3744             Punch      

TimingEdit

GroundEdit

First loop frame 7
Repeat window 15-28
Shot 23-121
Last loop frame 30
Animation length 57
                                                                                                                                                                                                                                                 
                                                                                                                                                                                                                                                 
                                                                                                                                                                                                                                                 

AirEdit

First loop frame 4
Repeat window 5-16
Shot 13-111
Last loop frame 20
Animation length 42
                                                                                                                                                                                                                             
                                                                                                                                                                                                                             
                                                                                                                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
 
Continuable
  
Prop event

Similar MovesEdit