Super Smash Bros. Melee

Captain Falcon (SSBM)/Up tilt: Difference between revisions

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(→‎Hitboxes: Fixed Incorrect hitbox size for hitbox 1.)
m (Description added.)
Tag: Mobile edit
 
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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
[[File:CFalcon Up tilt.gif|thumb|400px|Hitbox visualization showing Captain Falcon's up tilt.]]
[[File:CFalcon Up tilt.gif|thumb|400px|Hitbox visualization showing Captain Falcon's up tilt.]]
{{competitive expertise}}
 
==Overview==
==Overview==
Brings his leg up and brings it down in an axe-like fashion. It has incredible [[range]], able to out range many of {{SSBM|Marth}}'s tilts. This move has good horizontal knockback and like his f-tilt, is difficult to [[combo]] from. Due to its low trajectory, one can often follow off the edge of a platform or stage with a falling n-air or non-sweetspotted fair [[edgeguard]], but this is not a true combo. It may be a good idea to [[wavedash]] slightly forward to maintain pressure, and enter a defensive stance. Most players use this move as an edgeguard technique since the heel can extend below the platform. Deals 13% when connected.
==Hitboxes==
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}

Latest revision as of 20:46, February 25, 2021

Hitbox visualization showing Captain Falcon's up tilt.

Overview[edit]

Brings his leg up and brings it down in an axe-like fashion. It has incredible range, able to out range many of Marth's tilts. This move has good horizontal knockback and like his f-tilt, is difficult to combo from. Due to its low trajectory, one can often follow off the edge of a platform or stage with a falling n-air or non-sweetspotted fair edgeguard, but this is not a true combo. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance. Most players use this move as an edgeguard technique since the heel can extend below the platform. Deals 13% when connected.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 13% 0 Sakurai angle 50 80 0 4.6872 14 5.859 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 13% 0 Sakurai angle 50 80 0 3.1248 13 2.7342 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Timing[edit]

Hitboxes 17-21
Interruptible 38
Animation length 39
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(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(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible