Super Smash Bros. 4

Falco (SSB4)/Forward aerial: Difference between revisions

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[[File:FalcoFAir.gif|thumb|270px|Hitbox visualization showing Falco's forward aerial.]]
[[File:FalcoFAir.gif|thumb|270px|Hitbox visualization showing Falco's forward aerial.]]
[[File:FalcoFAirLanding.gif|thumb|270px|Hitbox visualization showing Falco's forward aerial's landing.]]
[[File:FalcoFAirLanding.gif|thumb|270px|Hitbox visualization showing Falco's forward aerial's landing.]]
{{competitive expertise}}
 
{{technical data}}
==Overview==
Falco performs a corkscrew attack. The move hits multiple times, and the multi-hits have the autolink angle, which allow it to combo into the hits reliably. The long lasting hitboxes and knockback of the final hit make it a very good edgeguarding tool, coupled with the disjoint. The autolink angle allows Falco to pseudo-meteor smash opponents if he fast falls during the move. which can possibly lead into a footstool or outright prevent them from recovering if they end up too low, making the move very dangerous offstage. Onstage, it has a landing hitbox, which can occasionally be linked into if the final hit is out right as Falco lands, increasing the damage of the move. If Falco lands after the five frame autocancel window at the start of the move, forward aerial can effectively be made faster, at the expense of less damage and knockback. At lower-mid percents, it is possible to chain into another forward aerial.
 
The move is hampered however by somewhat slow speed, and the inability to short hop autocancel the move makes it easier for Falco to get punished. Despite the weaknesses however, it is a very good attack that is a force to be reckoned with offstage.
 
==Update history==
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]/{{GameIcon|ssb4-wiiu}} 1.0.0'''
*{{buff|Landing hit damage (2% → 5%).}}
*{{buff|Landing hit z positions (11/8 → 12/7), giving it more range.}}
 
{{GameIcon|ssb4}} [[1.0.8]]
*{{buff|Startup lag (frame 12 → 10).}}
*{{buff|Ending lag (FAF 59 → 51).}}
*{{buff|Landing lag (32 frames → 25).}}
*{{buff|Auto-cancel (frame 54 → 46).}}
*{{nerf|Duration (frames 12-34/35-36 → 10-27/28-29).}}
**{{buff|The shorter duration allows Falco to complete the move in a short hop, which he previously could not do.}}
*{{buff|The loop hits have a shorter rehit rate (6 → 4). This gives forward aerial an extra loop despite its shorter duration, increasing its maximum damage (8% → 9%) as well as making it connect more reliably.}}
*{{nerf|Landing hit damage (5% → 3%). It only received an increase to its base knockback (30 → 50), hindering its KO potential.}}


==Hitboxes==
==Hitboxes==
Looping hit rehits every 4 frames.
Looping hit rehits every 4 frames.


{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader|special=y}}
{{HitboxTableTitle|Looping hit|42}}
{{HitboxTableTitle|Looping hit|42}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=0
|id=0
|part=0
|part=0
|damage=1%
|damage=1%
|rehit=4
|angle=366
|angle=366
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
Line 31: Line 50:
|slvl=S
|slvl=S
}}
}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=1
|id=1
|part=0
|part=0
|damage=1%
|damage=1%
|rehit=4
|angle=366
|angle=366
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
Line 52: Line 73:
}}
}}
{{HitboxTableTitle|Final hit|42}}
{{HitboxTableTitle|Final hit|42}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=0
|id=0
|part=0
|part=0
|damage=4%
|damage=4%
|angle=361
|angle=361
|af=3
|bk=55
|bk=55
|ks=145
|ks=145
Line 65: Line 87:
|ypos=5.5
|ypos=5.5
|zpos=12.0
|zpos=12.0
|ystretch=5.5
|zstretch=8.0
|effect=Slash
|effect=Slash
|type=Head
|type=Head
Line 74: Line 98:
}}
}}
{{HitboxTableTitle|Landing|42}}
{{HitboxTableTitle|Landing|42}}
{{SSB4HitboxTableRow
{{SSB4SpecialHitboxTableRow
|id=0
|id=0
|part=0
|part=0
|damage=3%
|damage=3%
|angle=45
|angle=45
|bk=30
|bk=50
|ks=160
|ks=160
|fkv=0
|fkv=0
Line 87: Line 111:
|ypos=5.5
|ypos=5.5
|zpos=12.0
|zpos=12.0
|ystretch=5.5
|zstretch=7.0
|clang=f
|clang=f
|rebound=f
|rebound=f
Line 99: Line 125:
|}
|}


==Timing==
===Attack===
{|class="wikitable
!Initial autocancel
|1-5
|-
!Looping hits
|10-27
|-
!Final hit
|28-29
|-
!Ending autocancel
|46-
|-
!Interruptible
|51
|-
!Animation length
|61
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=18|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=21}}{{FrameStrip|t=Interruptible|c=11}}
|-
{{FrameStrip|t=Autocancel|c=5}}{{FrameStrip|t=Blank|c=40}}{{FrameStrip|t=Autocancel|c=16}}
{{FrameStripEnd}}
===[[Landing lag]]===
{|class="wikitable"
!Hitbox
|1
|-
!Animation length
|25
|}
{{FrameStripStart}}
{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=24}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}


{{MvSubNavFalco|g=SSB4}}
{{MvSubNavFalco|g=SSB4}}
[[Category:Falco (SSB4)]]
[[Category:Falco (SSB4)]]
[[Category:Forward aerials (SSB4)]]
[[Category:Forward aerials (SSB4)]]

Latest revision as of 03:57, July 21, 2023

Hitbox visualization showing Falco's forward aerial.
Hitbox visualization showing Falco's forward aerial's landing.

Overview[edit]

Falco performs a corkscrew attack. The move hits multiple times, and the multi-hits have the autolink angle, which allow it to combo into the hits reliably. The long lasting hitboxes and knockback of the final hit make it a very good edgeguarding tool, coupled with the disjoint. The autolink angle allows Falco to pseudo-meteor smash opponents if he fast falls during the move. which can possibly lead into a footstool or outright prevent them from recovering if they end up too low, making the move very dangerous offstage. Onstage, it has a landing hitbox, which can occasionally be linked into if the final hit is out right as Falco lands, increasing the damage of the move. If Falco lands after the five frame autocancel window at the start of the move, forward aerial can effectively be made faster, at the expense of less damage and knockback. At lower-mid percents, it is possible to chain into another forward aerial.

The move is hampered however by somewhat slow speed, and the inability to short hop autocancel the move makes it easier for Falco to get punished. Despite the weaknesses however, it is a very good attack that is a force to be reckoned with offstage.

Update history[edit]

Super Smash Bros. for Nintendo 3DS 1.0.4/Super Smash Bros. for Wii U 1.0.0

  • Buff Landing hit damage (2% → 5%).
  • Buff Landing hit z positions (11/8 → 12/7), giving it more range.

Super Smash Bros. 4 1.0.8

  • Buff Startup lag (frame 12 → 10).
  • Buff Ending lag (FAF 59 → 51).
  • Buff Landing lag (32 frames → 25).
  • Buff Auto-cancel (frame 54 → 46).
  • Nerf Duration (frames 12-34/35-36 → 10-27/28-29).
    • Buff The shorter duration allows Falco to complete the move in a short hop, which he previously could not do.
  • Buff The loop hits have a shorter rehit rate (6 → 4). This gives forward aerial an extra loop despite its shorter duration, increasing its maximum damage (8% → 9%) as well as making it connect more reliably.
  • Nerf Landing hit damage (5% → 3%). It only received an increase to its base knockback (30 → 50), hindering its KO potential.

Hitboxes[edit]

Looping hit rehits every 4 frames.

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
Looping hit
0 0 4 1% 0 Autolink angle (366) Forwards 0 100 60 5.0 0 0.0 5.5 12.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Head (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 4 1% 0 Autolink angle (366) Forwards 0 100 60 5.0 0 0.0 5.5 8.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Head (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Final hit
0 0 0 4% 0 Sakurai angle Forwards 55 145 0 6.0 0 0.0 5.5 12.0 1.0x 2.5x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Head (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 0.0 5.5 8.0
Landing
0 0 0 3% 0 AngleIcon45.png Standard 50 160 0 5.0 0 0.0 5.5 12.0 0.0x 2.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Typeless (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsIndirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 0.0 5.5 7.0

Timing[edit]

Attack[edit]

Initial autocancel 1-5
Looping hits 10-27
Final hit 28-29
Ending autocancel 46-
Interruptible 51
Animation length 61
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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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(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 FrameIcon(Interruptible).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Hitbox 1
Animation length 25
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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Auto-canceling
Autocancel
Interruptibility
Interruptible