Super Smash Bros. Ultimate

Captain Falcon (SSBU)/Neutral special: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
{{competitive expertise}}
{{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Falcon Punch}}
{| class="wikitable" style="float:right; margin:4pt;"
{| class="wikitable" style="float:right; margin:4pt;"
|-
|-
Line 13: Line 13:
| |[[File:CaptainFalconFalconPunchGroundedReversedSSBU.gif|350px]] || [[File:CaptainFalconFalconPunchAerialReversedSSBU.gif|330px]]
| |[[File:CaptainFalconFalconPunchGroundedReversedSSBU.gif|350px]] || [[File:CaptainFalconFalconPunchAerialReversedSSBU.gif|330px]]
|}
|}
==Overview==
==Overview==
Captain Falcon performs his signature move: Falcon Punch. It KOs incredibly early due to its high damage output and knockback. However, the move is easily the least useful of his special moves due to its high startup which make it easily punishable. Acts as a high-risk read tool and nothing else.
Captain Falcon winds up his fist and announces his signature move '''Falcon Punch'''. Although it possesses humongous [[knockback]] and [[damage]] potential from the move alone upon hitting an opponent, the move can easily be [[shield]]ed, unable to break a full shield despite dealing more shieldstun. As a result of its lengthy endlag, foes can retaliate and initiate a variety of follow up moves, causing Falcon to waste inititiative. Falcon Punch finds use only after shield break scenarios, where he can exploit the opponent’s helplessness. Due to how situational the move is, many players consider it to be the least useful special move, and by extension, his least useful move overall.
{{clr}}


==Hitboxes==
==Hitboxes==
Landing any hitbox produces a [[Special Zoom]].
===Grounded===
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Grounded|24}}
{{HitboxTableTitle|Normal|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 80: Line 82:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Aerial|24}}
{{HitboxTableTitle|Reversed|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=22.0%
|damage=28.0%
|angle=361
|angle=361
|bk=93
|bk=85
|ks=59
|ks=65
|fkv=0
|fkv=0
|r=5.175
|r=4.5
|bn=armr
|bn=armr
|xpos=-1.0
|xpos=-1.0
Line 103: Line 105:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=22.0%
|damage=28.0%
|angle=361
|angle=361
|bk=93
|bk=85
|ks=59
|ks=65
|fkv=0
|fkv=0
|r=2.875
|r=2.5
|bn=shoulderr
|bn=shoulderr
|xpos=-2.5
|xpos=-2.5
Line 123: Line 125:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=22.0%
|damage=28.0%
|angle=361
|angle=361
|bk=93
|bk=85
|ks=59
|ks=65
|fkv=0
|fkv=0
|r=4.6
|r=4.0
|bn=armr
|bn=armr
|xpos=4.2
|xpos=4.2
Line 141: Line 143:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Grounded reversed|24}}
|}
 
===Aerial===
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Normal|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=28.0%
|damage=22.0%
|angle=361
|angle=361
|bk=93
|bk=93
|ks=59
|ks=59
|fkv=0
|fkv=0
|r=4.5
|r=5.175
|bn=armr
|bn=armr
|xpos=-1.0
|xpos=-1.0
Line 164: Line 170:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=28.0%
|damage=22.0%
|angle=361
|angle=361
|bk=93
|bk=93
|ks=59
|ks=59
|fkv=0
|fkv=0
|r=2.5
|r=2.875
|bn=shoulderr
|bn=shoulderr
|xpos=-2.5
|xpos=-2.5
Line 184: Line 190:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=28.0%
|damage=22.0%
|angle=361
|angle=361
|bk=93
|bk=93
|ks=59
|ks=59
|fkv=0
|fkv=0
|r=4.0
|r=4.6
|bn=armr
|bn=armr
|xpos=4.2
|xpos=4.2
Line 202: Line 208:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Aerial reversed|24}}
{{HitboxTableTitle|Reversed|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 264: Line 270:
}}
}}
|}
|}
===Differences for {{SSBU|Kirby}}'s [[Copy Ability]]===
*{{change|The hitboxes have different sizes (4.5u/2.5u/4u → 2.5u/5u/4u) and offsets (X: -1u/-2.5u/4.2u → -3u/1u/5u; Z: 0u → 2u), with the ID 1 hitbox also being assigned to a different [[bone]] ("shoulderr" → "armr"), better matching Kirby's proportions.}}
**{{nerf|Kirby's aerial Falcon Punch does not have larger hitboxes than the grounded version (5.175u/2.875u/4.6u → 2.5u/5u/4u).}}
*{{nerf|Kirby's aerial Falcon Punch deals less knockback (93 base/59 scaling → 58/68), and does not deal more damage when reversed (base: 25% → 22%). This makes it considerably weaker, with the normal and reversed versions KOing around 13% and 26% later (respectively) from center stage compared to Captain Falcon's.}}
==Timing==
==Timing==
===Regular===
===Normal===
The move can be reversed on frame 15. For the aerial version, the control stick is checked on frame 51 to apply vertical momentum in the chosen direction; additionally, a small, set amount of upward momentum (0.2) is applied upon initiation.
{|class="wikitable"
{|class="wikitable"
!Hitbox
!Hitbox
Line 280: Line 293:
|}
|}
{{FrameStripStart}}
{{FrameStripStart}}
|'''Grounded''' {{FrameStrip|t=Lag|c=52}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=46}}{{FrameStrip|t=Interruptible|c=12}}{{FrameStrip|t=Blank|c=9}}
!Grounded {{FrameStrip|t=Lag|c=52}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=46}}{{FrameStrip|t=Interruptible|c=12}}{{FrameStrip|t=Blank|c=9}}
|-
|-
|'''Aerial''' {{FrameStrip|t=Lag|c=52}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=46}}{{FrameStrip|t=Interruptible|c=21}}
!Aerial {{FrameStrip|t=Lag|c=52}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=46}}{{FrameStrip|t=Interruptible|c=21}}
{{FrameStripEnd}}
{{FrameStripEnd}}


===Reversed===
===Reversed===
For the aerial version, the control stick is checked on frame 60 to apply vertical momentum in the chosen direction.
{|class="wikitable"
{|class="wikitable"
!Transition start
|15
|-
!Turnaround
!Turnaround
|15
|35
|-
|-
!Hitbox
!Hitbox
Line 297: Line 314:
|-
|-
!Animation length (grounded)
!Animation length (grounded)
|138
|123
|-
|-
!Animation length (aerial)
!Animation length (aerial)
Line 303: Line 320:
|}
|}
{{FrameStripStart}}
{{FrameStripStart}}
|'''Grounded''' {{FrameStrip|t=Lag|c=14|e=LagStateS}}{{FrameStrip|t=Lag|c=47|s=LagStateE}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=51}}{{FrameStrip|t=Interruptible|c=21}}
!Grounded {{FrameStrip|t=Lag|c=14|e=LagStateS}}{{FrameStrip|t=Lag|c=20|s=LagStateE|e=LagStateS}}{{FrameStrip|t=Lag|c=27|s=LagStateE}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=51}}{{FrameStrip|t=Interruptible|c=6}}{{FrameStrip|t=Blank|c=10}}
|-
|-
|'''Aerial''' {{FrameStrip|t=Lag|c=14|e=LagStateS}}{{FrameStrip|t=Lag|c=47|s=LagStateE}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=51}}{{FrameStrip|t=Interruptible|c=16}}{{FrameStrip|t=Blank|c=5}}
!Aerial {{FrameStrip|t=Lag|c=14|e=LagStateS}}{{FrameStrip|t=Lag|c=20|s=LagStateE|e=LagStateS}}{{FrameStrip|t=Lag|c=27|s=LagStateE}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=51}}{{FrameStrip|t=Interruptible|c=16}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|state=y}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|state=y}}
===Differences for Kirby's Copy Ability===
*{{buff|Both aerial versions have a shorter animation (124 frames → 119 (normal), 133 → 129 (reversed)), allowing Kirby to do airborne actions such as fast falling and grabbing ledges earlier without interrupting the move.}}
**{{nerf|However, the grounded reversed version has a longer animation instead (123 frames → 129).}}
==Parameters==
===Move===
{|class="wikitable"
!Momentum forward
|1
|-
!Stick sensitivity for vertical boost in midair
|0.25 to 0.65
|-
!Maximum vertical boost in midair
|0.92
|-
!Travel angle with vertical boost
|35°
|}
===Special Zoom===
{|class="wikitable"
!Duration
|40 frames
|-
!Slowdown magnitude
|2
|-
!Zoom rate
|4.5 (Captain Falcon)<br>4 (Kirby)
|-
!Time before zoom
|3 frames
|-
!Background duration (non-1v1)
|30 frames
|}


{{MvSubNavCaptainFalcon|g=SSBU}}
{{MvSubNavCaptainFalcon|g=SSBU}}

Latest revision as of 13:04, June 17, 2022

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Falcon Punch.
Captain Falcon neutral special hitbox visualizations.
Grounded Aerial
CaptainFalconFalconPunchGroundedSSBU.gif CaptainFalconFalconPunchAerialSSBU.gif
Grounded reversed Aerial Reversed
CaptainFalconFalconPunchGroundedReversedSSBU.gif CaptainFalconFalconPunchAerialReversedSSBU.gif

OverviewEdit

Captain Falcon winds up his fist and announces his signature move Falcon Punch. Although it possesses humongous knockback and damage potential from the move alone upon hitting an opponent, the move can easily be shielded, unable to break a full shield despite dealing more shieldstun. As a result of its lengthy endlag, foes can retaliate and initiate a variety of follow up moves, causing Falcon to waste inititiative. Falcon Punch finds use only after shield break scenarios, where he can exploit the opponent’s helplessness. Due to how situational the move is, many players consider it to be the least useful special move, and by extension, his least useful move overall.

HitboxesEdit

Landing any hitbox produces a Special Zoom.

GroundedEdit

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
Normal
0 0 0 25.0% 0   Standard 93 59 0   4.5 armr -1.0 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
1 0 0 25.0% 0   Standard 93 59 0   2.5 shoulderr -2.5 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
2 0 0 25.0% 0   Standard 93 59 0   4.0 armr 4.2 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
Reversed
0 0 0 28.0% 0   Standard 85 65 0   4.5 armr -1.0 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
1 0 0 28.0% 0   Standard 85 65 0   2.5 shoulderr -2.5 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
2 0 0 28.0% 0   Standard 85 65 0   4.0 armr 4.2 0.0 0.0 1.5× 1.0× 0%               Kick   All All            

AerialEdit

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
Normal
0 0 0 22.0% 0   Standard 93 59 0   5.175 armr -1.0 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
1 0 0 22.0% 0   Standard 93 59 0   2.875 shoulderr -2.5 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
2 0 0 22.0% 0   Standard 93 59 0   4.6 armr 4.2 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
Reversed
0 0 0 25.0% 0   Standard 93 59 0   5.175 armr -1.0 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
1 0 0 25.0% 0   Standard 93 59 0   2.875 shoulderr -2.5 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
2 0 0 25.0% 0   Standard 93 59 0   4.6 armr 4.2 0.0 0.0 1.5× 1.0× 0%               Kick   All All            

Differences for Kirby's Copy AbilityEdit

  •   The hitboxes have different sizes (4.5u/2.5u/4u → 2.5u/5u/4u) and offsets (X: -1u/-2.5u/4.2u → -3u/1u/5u; Z: 0u → 2u), with the ID 1 hitbox also being assigned to a different bone ("shoulderr" → "armr"), better matching Kirby's proportions.
    •   Kirby's aerial Falcon Punch does not have larger hitboxes than the grounded version (5.175u/2.875u/4.6u → 2.5u/5u/4u).
  •   Kirby's aerial Falcon Punch deals less knockback (93 base/59 scaling → 58/68), and does not deal more damage when reversed (base: 25% → 22%). This makes it considerably weaker, with the normal and reversed versions KOing around 13% and 26% later (respectively) from center stage compared to Captain Falcon's.

TimingEdit

NormalEdit

The move can be reversed on frame 15. For the aerial version, the control stick is checked on frame 51 to apply vertical momentum in the chosen direction; additionally, a small, set amount of upward momentum (0.2) is applied upon initiation.

Hitbox 53-57
Interruptible 104
Animation length (grounded) 115
Animation length (aerial) 124
Grounded                                                                                                                                                                                                                                                         
Aerial                                                                                                                                                                                                                                                         

ReversedEdit

For the aerial version, the control stick is checked on frame 60 to apply vertical momentum in the chosen direction.

Transition start 15
Turnaround 35
Hitbox 62-66
Interruptible 118
Animation length (grounded) 123
Animation length (aerial) 133
Grounded                                                                                                                                                                                                                                                                           
Aerial                                                                                                                                                                                                                                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
State change
 
Interruptible

Differences for Kirby's Copy AbilityEdit

  •   Both aerial versions have a shorter animation (124 frames → 119 (normal), 133 → 129 (reversed)), allowing Kirby to do airborne actions such as fast falling and grabbing ledges earlier without interrupting the move.
    •   However, the grounded reversed version has a longer animation instead (123 frames → 129).

ParametersEdit

MoveEdit

Momentum forward 1
Stick sensitivity for vertical boost in midair 0.25 to 0.65
Maximum vertical boost in midair 0.92
Travel angle with vertical boost 35°

Special ZoomEdit

Duration 40 frames
Slowdown magnitude 2
Zoom rate 4.5 (Captain Falcon)
4 (Kirby)
Time before zoom 3 frames
Background duration (non-1v1) 30 frames