Captain Falcon (SSB4)/Up aerial: Difference between revisions
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==Overview== | ==Overview== | ||
A flip kick. Has fast startup with a decently long duration, good all-around [[range]] (though not directly below him), low [[ending lag]], minimal landing lag, low base [[knockback]] and [[autocancel]]s in a short hop. All these attributes make it an excellent [[combo]] move. Depending on percent and positioning, it combos into itself and any other aerial. At mid to high percents, an up aerial on a grounded opponent can combo into a {{mvsub|Captain Falcon|SSB4|down aerial}} [[meteor smash]], which is deadly at the ledge, or alternatively [[Knee Smash]], usually guaranteeing a [[KO]]. It is also a decent KOing option on its own, KOing below 150% near the upper blast line, and the late hit is a weak semi-spike that is effective against opponents with poor horizontal recoveries. Captain Falcon can also land with an up aerial after hitting an opponent with [[Falcon Dive]], as he sustains less landing lag than the [[RCO lag]] he would sustain otherwise. | A flip kick. Has fast startup with a decently long duration, good all-around [[range]] (though not directly below him), low [[ending lag]], minimal landing lag, low base [[knockback]] and [[autocancel]]s in a short hop. All these attributes make it an excellent [[combo]] move. Depending on percent and positioning, it combos into itself and any other aerial. At mid to high percents, an up aerial on a grounded opponent can combo into a {{mvsub|Captain Falcon|SSB4|down aerial}} [[meteor smash]], which is deadly at the ledge, or alternatively [[Knee Smash]], usually guaranteeing a [[KO]]. It is also a decent KOing option on its own, KOing below 150% near the upper blast line, and the late hit is a weak semi-spike that is effective against opponents with poor horizontal recoveries. Captain Falcon can also land with an up aerial after hitting an opponent with [[Falcon Dive]], as he sustains less landing lag than the [[RCO lag]] he would sustain otherwise. | ||
==Update History== | |||
'''{{GameIcon|ssb4}} [[1.0.8]]''' | |||
*{{nerf|Up aerial deals less damage (13%/12% (clean)/12%/10% (late) → (11%/10%)/(10%/9%)), hindering its KO potential despite its increased base knockback (10 (clean)/8 (late) → 16/10).}} | |||
**{{buff|However, this also improves up aerial's combo potential at higher percents.}} | |||
==Hitboxes== | ==Hitboxes== | ||
{{SSB4HitboxTableHeader}} | {{SSB4HitboxTableHeader}} |
Latest revision as of 11:06, May 1, 2021
Overview[edit]
A flip kick. Has fast startup with a decently long duration, good all-around range (though not directly below him), low ending lag, minimal landing lag, low base knockback and autocancels in a short hop. All these attributes make it an excellent combo move. Depending on percent and positioning, it combos into itself and any other aerial. At mid to high percents, an up aerial on a grounded opponent can combo into a down aerial meteor smash, which is deadly at the ledge, or alternatively Knee Smash, usually guaranteeing a KO. It is also a decent KOing option on its own, KOing below 150% near the upper blast line, and the late hit is a weak semi-spike that is effective against opponents with poor horizontal recoveries. Captain Falcon can also land with an up aerial after hitting an opponent with Falcon Dive, as he sustains less landing lag than the RCO lag he would sustain otherwise.
Update History[edit]
- Up aerial deals less damage (13%/12% (clean)/12%/10% (late) → (11%/10%)/(10%/9%)), hindering its KO potential despite its increased base knockback (10 (clean)/8 (late) → 16/10).
- However, this also improves up aerial's combo potential at higher percents.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Clean hit | 6-10 |
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Late hit | 11-12 |
Ending autocancel | 24- |
Animation length | 33 |
Landing lag[edit]
Animation length | 9 |
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Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|