Super Smash Bros. Ultimate

Captain Falcon (SSBU)/Up smash: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:CaptainFalconUSmashSSBU.gif|thumb|400px|Hitbox visualization showing Captain Falcon's up smash.]]
[[File:CaptainFalconUSmashSSBU.gif|thumb|250px|Hitbox visualization showing Captain Falcon's up smash.]]
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
A 540 kick. Despite the move's high startup, its ending lag is very low in comparison. The move is very devastating when both hits connect and works as a strong anti-air, this is made more effective with its intangibility. However, the move has problems connecting on opponents on a platform above him, and makes the move a lot less effective on opponents circle camping.
A 540 kick. Despite the move's high startup, its ending lag is very low in comparison at only 16 frames, which gives it utility for baiting out an approach and punishing with a move like jab, dash attack, or even Falcon Kick. The move is very devastating when both hits connect and works as a strong anti-air, this is made more effective with its leg intangibility. However, the move has problems connecting on opponents on a platform above him, and makes the move a lot less effective on opponents circle camping. In addition to it's use as an anti-air, it can also be used as a callout in the corner due to its large scoop box covering multiple ledge options.
 
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|The second hit has more knockback scaling (72/74/80 → 80/81/88).}}
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
*{{buff|[[Up smash]]'s first hit has swapped priority for its 12% damage hitboxes, and they deal less knockback (30/8 base/20/10 [[set knockback|set]] → 5/0 base/10/0 set), allowing them to connect more reliably into the second hit, especially against opponents on platforms above Captain Falcon.}}


==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Early hit 1|24}}
{{HitboxTableTitle|Early hit 1|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 45: Line 51:
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=3
|damage={{ChargedSmashDmgSSBU|12.0}}
|damage={{ChargedSmashDmgSSBU|12.0}}
|sd=0
|sd=0
|angle=80
|angle=80
|bk=30
|af=3
|bk=5
|ks=90
|ks=90
|fkv=20
|fkv=10
|r=4.8
|r=4.8
|bn=top
|bn=top
Line 63: Line 70:
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=2
|damage={{ChargedSmashDmgSSBU|12.0}}
|damage={{ChargedSmashDmgSSBU|12.0}}
|sd=0
|sd=0
|angle=80
|angle=80
|bk=8
|bk=0
|ks=90
|ks=90
|fkv=10
|fkv=0
|r=4.8
|r=4.8
|bn=top
|bn=top
Line 80: Line 87:
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Late hit 1|24}}
{{HitboxTableRowNote|The ID 2 hitbox uses a [[position vector]] with offsets [5, 29] for 7.5 frames.|50}}
{{HitboxTableTitle|Late hit 1|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=3
|damage={{ChargedSmashDmgSSBU|12.0}}
|damage={{ChargedSmashDmgSSBU|12.0}}
|sd=0
|sd=0
|angle=80
|angle=80
|bk=30
|af=3
|bk=5
|ks=90
|ks=90
|fkv=20
|fkv=10
|r=4.8
|r=4.8
|bn=top
|bn=top
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}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=2
|damage={{ChargedSmashDmgSSBU|12.0}}
|damage={{ChargedSmashDmgSSBU|12.0}}
|sd=0
|sd=0
|angle=80
|angle=80
|bk=8
|bk=0
|ks=90
|ks=90
|fkv=10
|fkv=0
|r=4.8
|r=4.8
|bn=top
|bn=top
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|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Hit 2|24}}
{{HitboxTableRowNote|The ID 2 hitbox uses a position vector with offsets [5, 29] for 7.5 frames.|50}}
{{HitboxTableTitle|Hit 2|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|sd=0
|sd=0
|angle=83
|angle=83
|af=3
|bk=70
|bk=70
|ks=72
|ks=80
|fkv=0
|fkv=0
|r=6.0
|r=6.0
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|sd=0
|sd=0
|angle=85
|angle=85
|af=3
|bk=70
|bk=70
|ks=74
|ks=81
|fkv=0
|fkv=0
|r=5.5
|r=5.5
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|sd=0
|sd=0
|angle=70
|angle=70
|af=3
|bk=70
|bk=70
|ks=80
|ks=88
|fkv=0
|fkv=0
|r=5.0
|r=5.0
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|23
|23
|-
|-
!Right leg intangible
!Right lower leg intangible
|22-23
|22-23
|-
|-
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|28-29
|28-29
|-
|-
!Left leg intangible
!Left lower leg intangible
|28-29
|28-29
|-
|-
Line 220: Line 233:


{{FrameStripStart}}
{{FrameStripStart}}
|'''Hitboxes''' {{FrameStrip|t=Lag|c=8|e=LagChargeS}}{{FrameStrip|t=Lag|c=13|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=16}}{{FrameStrip|t=Interruptible|c=16}}
!Hitboxes {{FrameStrip|t=Lag|c=8|e=LagChargeS}}{{FrameStrip|t=Lag|c=13|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=16}}{{FrameStrip|t=Interruptible|c=16}}
|-
|-
|'''Right leg''' {{FrameStrip|t=Vulnerable|c=21}}{{FrameStrip|t=Intangible|c=2}}{{FrameStrip|t=Vulnerable|c=38}}
!Right lower leg {{FrameStrip|t=Vulnerable|c=21}}{{FrameStrip|t=Intangible|c=2}}{{FrameStrip|t=Vulnerable|c=38}}
|-
|-
|'''Left leg''' {{FrameStrip|t=Vulnerable|c=27}}{{FrameStrip|t=Intangible|c=2}}{{FrameStrip|t=Vulnerable|c=32}}
!Left lower leg {{FrameStrip|t=Vulnerable|c=27}}{{FrameStrip|t=Intangible|c=2}}{{FrameStrip|t=Vulnerable|c=32}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|vulnerable=y|intangible=y|interruptible=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|vulnerable=y|intangible=y|interruptible=y}}
==Trivia==
*Oddly enough, the first hit's hitbox in front of Captain Falcon has no sound effect or attack type set, unlike the other hitboxes. This discrepancy was not present in previous games.


{{MvSubNavCaptainFalcon|g=SSBU}}
{{MvSubNavCaptainFalcon|g=SSBU}}
[[Category:Captain Falcon (SSBU)]]
[[Category:Captain Falcon (SSBU)]]
[[Category:Up smashes (SSBU)]]
[[Category:Up smashes (SSBU)]]

Latest revision as of 02:55, September 21, 2024

Hitbox visualization showing Captain Falcon's up smash.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

A 540 kick. Despite the move's high startup, its ending lag is very low in comparison at only 16 frames, which gives it utility for baiting out an approach and punishing with a move like jab, dash attack, or even Falcon Kick. The move is very devastating when both hits connect and works as a strong anti-air, this is made more effective with its leg intangibility. However, the move has problems connecting on opponents on a platform above him, and makes the move a lot less effective on opponents circle camping. In addition to it's use as an anti-air, it can also be used as a callout in the corner due to its large scoop box covering multiple ledge options.

Update History[edit]

Super Smash Bros. Ultimate 8.0.0

  • Buff The second hit has more knockback scaling (72/74/80 → 80/81/88).

Super Smash Bros. Ultimate 9.0.0

  • Buff Up smash's first hit has swapped priority for its 12% damage hitboxes, and they deal less knockback (30/8 base/20/10 set → 5/0 base/10/0 set), allowing them to connect more reliably into the second hit, especially against opponents on platforms above Captain Falcon.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Early hit 1
0 0 0 7.0% 0 AngleIcon110.png Standard 0 90 150 HitboxTableIcon(False).png 5.7 top 0.0 7.5 10.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 7.0% 0 AngleIcon96.png Standard 0 90 80 HitboxTableIcon(False).png 6.0 top 0.0 17.0 5.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 12.0% 0 AngleIcon80.png Forward 5 90 10 HitboxTableIcon(False).png 4.8 top 0.0 21.0 1.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 12.0% 0 AngleIcon80.png Standard 0 90 0 HitboxTableIcon(False).png 4.8 top 0.0 28.0 5.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
The ID 2 hitbox uses a position vector with offsets [5, 29] for 7.5 frames.
Late hit 1
0 0 0 7.0% 0 AngleIcon110.png Standard 0 90 150 HitboxTableIcon(False).png 5.7 top 0.0 7.5 10.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 12.0% 0 AngleIcon80.png Forward 5 90 10 HitboxTableIcon(False).png 4.8 top 0.0 21.0 1.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 12.0% 0 AngleIcon80.png Standard 0 90 0 HitboxTableIcon(False).png 4.8 top 0.0 28.0 5.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
The ID 2 hitbox uses a position vector with offsets [5, 29] for 7.5 frames.
Hit 2
0 0 0 14.0% 0 AngleIcon83.png Forward 70 80 0 HitboxTableIcon(False).png 6.0 top 0.0 29.0 5.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 14.0% 0 AngleIcon85.png Forward 70 81 0 HitboxTableIcon(False).png 5.5 top 0.0 21.0 2.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 13.0% 0 AngleIcon70.png Forward 70 88 0 HitboxTableIcon(False).png 5.0 top 0.0 16.0 0.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Charges between 8-9
Early hit 1 22
Late hit 1 23
Right lower leg intangible 22-23
Hit 2 28-29
Left lower leg intangible 28-29
Interruptible 46
Animation length 61
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).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(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Right lower 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(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(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 lower 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(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(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
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible

Trivia[edit]

  • Oddly enough, the first hit's hitbox in front of Captain Falcon has no sound effect or attack type set, unlike the other hitboxes. This discrepancy was not present in previous games.