Super Smash Bros. 4

Falco (SSB4)/Up smash: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
mNo edit summary
 
(12 intermediate revisions by 4 users not shown)
Line 3: Line 3:


==Overview==
==Overview==
{{competitive expertise}}
A double sideways-hitting kick. Falco's legs have intangibility during the [[hitbox]]es, and combined with the hitboxes extending from Falco's legs considerably, it is relatively disjointed and good for catching landings. It comes out relatively fast, but has notable endlag, and usually kills at around 120%, somewhat weak for a smash attack. Opponents may be hit out of the move if the first hit sends them too far for the second to connect, in similar vain to {{SSB4|Charizard}}'s up smash, giving it notable reliability issues as a result. The first kick is also able to hit certain characters hanging on the ledge and stage spike them, such as {{SSB4|Pikachu}}.
A sideways-flipping kick. Falco's legs have intangibility during the [[hitbox]]es. This move is comparable to {{SSB4|Fox}}'s up smash, although this one has more hits while overall less powerful. Update 1.1.4 buffed this move drastically, making it a more reliable move that is less likely to allow an escape before the final kick. [[KO]]s at around 120%, making it a relatively weak smash attack.


==Update history==
==Update history==
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{buff|The first hit's leg hitboxes can now hit grounded opponents, while the early foot hitbox can now hit aerial opponents.}}
*{{nerf|The first hit's leg hitboxes angle (140° → 110°) and knockback (30 (base), 20 (scaling) → 60/25). This makes them connect less reliably into the second hit against aerial opponents.}}
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{change|The first hit's late foot hitbox now overrides the early foot hitbox.}}
**{{nerf|This means that the foot hitbox can no longer hit grounded opponents above Falco, preventing it from hitting opponents on higher platforms.}}
**{{buff|However, the move always failed to lead into the second hit against opponents on higher platforms, allowing Falco to simply land the second hit, which is much more powerful.}}
*{{buff|Second hit startup lag/duration (frames 14-19 → 13-20). The animation was unchanged, giving the move more range below Falco.}}
*{{change|The second hit now has a part value of 1 on its hitboxes. As the first hit's hitboxes are deleted, this has no affect.}}
'''{{GameIcon|ssb4}} [[1.1.4]]'''
'''{{GameIcon|ssb4}} [[1.1.4]]'''
*{{buff|First kick gained leg intangibility|none|frames 7 - 12}}
*{{buff|First hit startup/duration (frame 8 → 7-8). The animation was unchanged, giving the move more range below Falco.}}
*{{buff|First kick startup|frame 8|frame 7}}
*{{buff|Falco now has intangibility on his attacking leg while the hitboxes are active.}}
*{{change|First kick base knockback|60 (hitbox ID 0, 1) / 80 (hitbox ID 2) |70}}
*{{change|First hit knockback (60/80 (base near/far), 25/30 (scaling near/far) 70/18).}}
*{{change|First kick knockback scaling|25 (hitbox ID 0, 1) / 30 (hitbox ID 2)|18}}
*{{change|The first hit is now weight independent.}}
*{{change|First kick (hitbox 0) X position|1.5|2}}
*{{change|Middle hitbox X position (1.5 2).}}
*{{change|First kick (hitbox 2) X position|5|7.7}}
*{{buff|Far hitbox X position (5 7.7 (hit 1 early)/7 (hit  1 late/hit 2)), giving the move more range.}}
*{{change|First kick (late hitbox 2) X position|5|7}}
*{{buff|Second kick knockback (30 (base), 98 (scaling) → 31/104).}}
*{{buff|Second kick startup|frame 13|frame 12}}
*{{buff|Second kick base knockback|30|31}}
*{{buff|Second kick knockback scaling|98|104}}
*{{change|Second kick (hitbox 0) X position|5|7}}
*{{change|Second kick (hitbox 1) X position|1.5|2}}


==Hitboxes==
==Hitboxes==
Line 40: Line 45:
|sdi=1.0
|sdi=1.0
|trip=0
|trip=0
|a=n
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
Line 60: Line 64:
|sdi=1.0
|sdi=1.0
|trip=0
|trip=0
|a=n
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
Line 80: Line 83:
|sdi=1.0
|sdi=1.0
|trip=0
|trip=0
|a=n
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Hit 1 (late)|42}}
{{HitboxTableTitle|Hit 1 (late)|42}}
{{SSB4HitboxTableRow
|id=0
|part=0
|damage={{ChargedSmashDmgSSB4|4}}
|angle=110
|bk=70
|ks=18
|fkv=0
|r=4.0
|bn=9
|xpos=2.0
|ypos=0.0
|zpos=0.0
|type=Foot
|sdi=1.0
|trip=0
|sfx=Kick
|slvl=M
}}
{{SSB4HitboxTableRow
|id=1
|part=0
|damage={{ChargedSmashDmgSSB4|4}}
|angle=110
|bk=70
|ks=18
|fkv=0
|r=3.5
|bn=8
|xpos=0.0
|ypos=0.0
|zpos=0.0
|type=Foot
|sdi=1.0
|trip=0
|sfx=Kick
|slvl=M
}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=2
|id=2
Line 170: Line 210:
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
|-
!Charges between
!Charges between
|2-3
|2-3
|-
|-
!Leg intangibility
!Right leg intangible
|7-12, 13-20
|7-12
|-
|-
!First hitboxes
!Hit 1 (clean)
|7-8
|7-8
|-
|-
!First hitbox (late)
!Hit 1 (late)
|9-12
|9-12
|-
|-
!Second hitboxes
!Left leg intangible
|13-20
|-
!Hit 2
|13-20
|13-20
|-
|-
Line 190: Line 232:
|-
|-
!Animation length
!Animation length
|60
|59
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
|Hitboxes {{FrameStrip|t=Lag|c=2|e=LagChargeS}}{{FrameStrip|t=Lag|c=4|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=29}}{{FrameStrip|t=Interruptible|c=10}}
|'''Hitboxes''' {{FrameStrip|t=Lag|c=2|e=LagChargeS}}{{FrameStrip|t=Lag|c=4|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=29}}{{FrameStrip|t=Interruptible|c=10}}
|-
|-
|Legs {{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Intangible|c=6|e=IntangibleStateS}}{{FrameStrip|t=Intangible|c=8|s=IntangibleStateE}}{{FrameStrip|t=Vulnerable|c=39}}
|'''Right leg''' {{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=47}}
|-
|'''Left leg''' {{FrameStrip|t=Vulnerable|c=12}}{{FrameStrip|t=Intangible|c=8}}{{FrameStrip|t=Vulnerable|c=39}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|vulnerable=y|intangible=y|state=y|interruptible=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y}}
 
==See also==
[[Fox (SSB4)/Up smash]]


{{MvSubNavFalco|g=SSB4}}
{{MvSubNavFalco|g=SSB4}}

Latest revision as of 06:38, September 26, 2023

Hitbox visualization showing Falco's up smash.

Overview[edit]

A double sideways-hitting kick. Falco's legs have intangibility during the hitboxes, and combined with the hitboxes extending from Falco's legs considerably, it is relatively disjointed and good for catching landings. It comes out relatively fast, but has notable endlag, and usually kills at around 120%, somewhat weak for a smash attack. Opponents may be hit out of the move if the first hit sends them too far for the second to connect, in similar vain to Charizard's up smash, giving it notable reliability issues as a result. The first kick is also able to hit certain characters hanging on the ledge and stage spike them, such as Pikachu.

Update history[edit]

Super Smash Bros. 4 1.0.6

  • Buff The first hit's leg hitboxes can now hit grounded opponents, while the early foot hitbox can now hit aerial opponents.
  • Nerf The first hit's leg hitboxes angle (140° → 110°) and knockback (30 (base), 20 (scaling) → 60/25). This makes them connect less reliably into the second hit against aerial opponents.

Super Smash Bros. 4 1.0.8

  • Change The first hit's late foot hitbox now overrides the early foot hitbox.
    • Nerf This means that the foot hitbox can no longer hit grounded opponents above Falco, preventing it from hitting opponents on higher platforms.
    • Buff However, the move always failed to lead into the second hit against opponents on higher platforms, allowing Falco to simply land the second hit, which is much more powerful.
  • Buff Second hit startup lag/duration (frames 14-19 → 13-20). The animation was unchanged, giving the move more range below Falco.
  • Change The second hit now has a part value of 1 on its hitboxes. As the first hit's hitboxes are deleted, this has no affect.

Super Smash Bros. 4 1.1.4

  • Buff First hit startup/duration (frame 8 → 7-8). The animation was unchanged, giving the move more range below Falco.
  • Buff Falco now has intangibility on his attacking leg while the hitboxes are active.
  • Change First hit knockback (60/80 (base near/far), 25/30 (scaling near/far) → 70/18).
  • Change The first hit is now weight independent.
  • Change Middle hitbox X position (1.5 → 2).
  • Buff Far hitbox X position (5 → 7.7 (hit 1 early)/7 (hit 1 late/hit 2)), giving the move more range.
  • Buff Second kick knockback (30 (base), 98 (scaling) → 31/104).

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1 (clean)
0 0 4% 0 AngleIcon110.png 70 18 0 4.0 9 2.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 4% 0 AngleIcon110.png 70 18 0 3.5 8 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
2 0 4% 0 AngleIcon130.png 70 18 0 4.0 9 7.7 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
Hit 1 (late)
0 0 4% 0 AngleIcon110.png 70 18 0 4.0 9 2.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 4% 0 AngleIcon110.png 70 18 0 3.5 8 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
2 0 4% 0 AngleIcon220.png 0 100 15 3.5 9 7.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
Hit 2
0 0 12% 0 AngleIcon80.png 31 104 0 5.0 5 7.0 0.0 0.0 1.0x 1.3x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 12% 0 AngleIcon80.png 31 104 0 3.5 5 2.0 0.0 0.0 1.0x 1.3x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
2 0 12% 0 AngleIcon80.png 31 104 0 3.0 4 0.0 0.0 0.0 1.0x 1.3x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png

Timing[edit]

Charges between 2-3
Right leg intangible 7-12
Hit 1 (clean) 7-8
Hit 1 (late) 9-12
Left leg intangible 13-20
Hit 2 13-20
Interruptible 50
Animation length 59
Hitboxes  FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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 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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Right leg  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Left leg  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Interruptibility
Interruptible