Super Smash Bros. Ultimate

Captain Falcon (SSBU)/Down tilt: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:CaptainFalconDTiltSSBU.gif|thumb|500px|Hitbox visualization showing Captain Falcon's down tilt.]]
[[File:CaptainFalconDTiltSSBU.gif|thumb|500px|Hitbox visualization showing Captain Falcon's down tilt.]]
{{competitive expertise}}
 
==Overview==
==Overview==
A sweep kick that with above average startup and [[endlag]] but keeps [[Captain Falcon]] low to the ground. Because of the angle it sends at, [[down tilt]] sets up for potent edgegaurding, especially against characters with poor recoveries. The high [[knockback]], when combined with the low angle, make this move a solid KO option starting above 100%. Its startup of 11 and [[knockback]] gives down tilt the role of a pseudo-smash attack when the slow startup of [[Captain Falcon]]'s actual smash attacks would otherwise not suffice. The aforementioned low animation also gives this move solid potential for punishing high-hitting grounded moves and aerials. The last big application of this moves comes as a 2-frame/ledgetrap option, with down tilt hitting all character's ledge hang, and ledge grab, animations, though some may be low enough that only the middle hitbox will connect.
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Down tilt has more knockback scaling (80 → 86).}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
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|angle=25
|angle=25
|bk=38
|bk=38
|ks=80
|ks=86
|fkv=0
|fkv=0
|r=4.8
|r=4.8
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|ypos=-1.0
|ypos=-1.0
|zpos=0.0
|zpos=0.0
|ff=1.0
|trip=50
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
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|angle=25
|angle=25
|bk=38
|bk=38
|ks=80
|ks=86
|fkv=0
|fkv=0
|r=4.8
|r=4.8
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|ypos=0.0
|ypos=0.0
|zpos=0.0
|zpos=0.0
|ff=1.0
|trip=50
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
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|angle=155
|angle=155
|bk=38
|bk=38
|ks=80
|ks=86
|fkv=0
|fkv=0
|r=3.5
|r=3.5
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|ypos=3.5
|ypos=3.5
|zpos=-1.0
|zpos=-1.0
|ff=1.0
|trip=50
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
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{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
==Trivia==
*The move has a 50% trip chance that can only happen on slants due to the launch angle.


{{MvSubNavCaptainFalcon|g=SSBU}}
{{MvSubNavCaptainFalcon|g=SSBU}}
[[Category:Captain Falcon (SSBU)]]
[[Category:Captain Falcon (SSBU)]]
[[Category:Down tilts (SSBU)]]
[[Category:Down tilts (SSBU)]]

Latest revision as of 19:46, September 30, 2024

Hitbox visualization showing Captain Falcon's down tilt.

Overview[edit]

A sweep kick that with above average startup and endlag but keeps Captain Falcon low to the ground. Because of the angle it sends at, down tilt sets up for potent edgegaurding, especially against characters with poor recoveries. The high knockback, when combined with the low angle, make this move a solid KO option starting above 100%. Its startup of 11 and knockback gives down tilt the role of a pseudo-smash attack when the slow startup of Captain Falcon's actual smash attacks would otherwise not suffice. The aforementioned low animation also gives this move solid potential for punishing high-hitting grounded moves and aerials. The last big application of this moves comes as a 2-frame/ledgetrap option, with down tilt hitting all character's ledge hang, and ledge grab, animations, though some may be low enough that only the middle hitbox will connect.

Update History[edit]

Super Smash Bros. Ultimate 8.0.0

  • Buff Down tilt has more knockback scaling (80 → 86).

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
0 0 0 10.0% 0 AngleIcon25.png Standard 38 86 0 HitboxTableIcon(False).png 4.8 kneel 6.5 -1.0 0.0 1.0× 1.0× 50% 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
1 0 0 10.0% 0 AngleIcon25.png Standard 38 86 0 HitboxTableIcon(False).png 4.8 legl 3.5 0.0 0.0 1.0× 1.0× 50% 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
2 0 0 10.0% 0 AngleIcon155.png Standard 38 86 0 HitboxTableIcon(False).png 3.5 top 0.0 3.5 -1.0 1.0× 1.0× 50% 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

Timing[edit]

Hitboxes 11-12
Interruptible 35
Animation length 49
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(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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible

Trivia[edit]

  • The move has a 50% trip chance that can only happen on slants due to the launch angle.