Super Smash Bros. Ultimate

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

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{{competitive expertise}}
{{competitive expertise}}
{| class="wikitable" style="float:right; margin:4pt;"
{| class="wikitable" style="float:right; margin:4pt;"
|-
!colspan=5| Captain Falcon Up Special Hitbox Visualizations
!colspan=5| Captain Falcon Up Special Hitbox Visualizations.
|-
|-
! Grounded || Aerial
! Grounded || Aerial
|-
|-
| |[[File:CaptainFalconFalconDiveSSBU.gif|228px]] || [[File:CaptainFalconFalconDiveAerialSSBU.gif|300px]]
| |[[File:CaptainFalconFalconDiveSSBU.gif|125px]] || [[File:CaptainFalconFalconDiveAerialSSBU.gif|165px]]
|-
|-
|}
|}


[[File:CaptainFalconFalconDiveHitSSBU.gif|thumb|300px|Hitbox visualization showing Captain Falcon's up special, Falcon Dive, after it connects.]]
[[File:CaptainFalconFalconDiveHitSSBU.gif|thumb|250px|Hitbox visualization showing Captain Falcon's up special, Falcon Dive, after it connects.]]
 
==Overview==
==Overview==
Captain Falcon begins to dive diagonally upward after a short delay, as Captain Falcon's main recovery move. The move's grab hitbox begins on frame 14, allowing it to be used as an out of shield option. Captain Falcon will be put into [[helpless]] immediately after, but will be able to drift forward decently fast, allowing for some surprisingly long high recoveries, usually as a recovery mix-up. However, if Captain Falcon happens to grab an opponent during his upward movement, he will launch the opponent with an explosion (usually toward the stage), and will not be put into helpless. The move is great as a late percent KO move, especially near the ledge. At certain percentages, the move will eventually become untechable and slightly dangerous to challenge.
However, the move is not without its weaknesses. The overall recovery portion of the move is average, and it has no damaging hitbox but only a grab hitbox, meaning any meaningful disjoint can easy hit the move without risking being grabbed. Furthermore, despite an endlag reduction buff, it is still possible to [[Tech Check]] the move. As an out of shield option, because Captain Falcon is put into helpless, the move is relatively easy to punish after a whiff.
==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Captain Falcon}}
{{UpdateList (SSBU)/11.0.0|char=Captain Falcon}}
==Hitboxes, Grabboxes and throw==
==Hitboxes, grabboxes and throw==
{{UltimateGrabboxTableHeader}}
{{UltimateGrabboxTableHeader}}
{{HitboxTableTitle|Early Grabboxes|24}}
{{HitboxTableTitle|Early grab|24}}
{{UltimateGrabboxTableRow
{{UltimateGrabboxTableRow
|id=0
|id=0
|r=5.0
|r=5.0
|bn=top
|bn=top
|xpos=0.0
|ypos=13.0
|ypos=13.0
|zpos=7.0
|zpos=7.0
Line 32: Line 35:
|r=5.5
|r=5.5
|bn=top
|bn=top
|xpos=0.0
|ypos=8.8
|ypos=8.8
|zpos=13.7
|zpos=13.7
|a=f
|a=f
}}
}}
{{HitboxTableTitle|Late Grabboxes|24}}
{{HitboxTableTitle|Late grab|24}}
{{UltimateGrabboxTableRow
{{UltimateGrabboxTableRow
|id=0
|id=0
|r=5.0
|r=5.0
|bn=top
|bn=top
|xpos=0.0
|ypos=15.0
|ypos=15.0
|zpos=6.0
|zpos=6.0
Line 50: Line 51:
|r=5.0
|r=5.0
|bn=top
|bn=top
|xpos=0.0
|ypos=11.0
|ypos=11.0
|zpos=6.0
|zpos=6.0
Line 56: Line 56:
|}
|}
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Collateral|24}}
{{HitboxTableTitle|Hit 1|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=5.0%
|damage=5.0%
|angle=361
|angle=361
|af=3
|bk=50
|bk=50
|ks=100
|ks=100
Line 66: Line 67:
|r=9.6
|r=9.6
|bn=rot
|bn=rot
|xpos=0.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Typeless
|effect=Flame
|effect=Flame
|sfx=None
|sfx=None
Line 86: Line 82:
|ks=62
|ks=62
|fkv=0
|fkv=0
|ff=0.0
|sfx=Fire
|effect=Flame
|slvl=L
}}
{{UltimateThrowTableRow
|kind=1
|id=0
|type=Throwing
|damage=8.0%
|angle=0
|bk=100
|ks=10
|fkv=0
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=S
}}
}}
|}
|}
==Timing==
==Timing==
===Rising===
===Rising===
The move enables ledge grabs from the front starting on frame 20, and from behind starting on frame 37. Captain Falcon can also [[fast fall]] as early as frame 50.
To [[B-reverse]] the move, the control stick has to be held backward on frame 14.
{|class="wikitable"
{|class="wikitable"
!Early grabboxes
!Optional reverse
|14
|-
!Early grab
|14
|14
|-
|-
!Late grabboxes
!Late grab
|15-30
|15-30
|-
|-
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=13}}{{FrameStrip|t=Hitbox|c=1|e=GrabChangeS}}{{FrameStrip|t=Grab|c=16|s=GrabChangeE}}{{FrameStrip|t=Lag|c=36}}
{{FrameStrip|t=Lag|c=13}}{{FrameStrip|t=Hitbox|c=1|e=GrabChangeS}}{{FrameStrip|t=Grab|c=16|s=GrabChangeE}}{{FrameStrip|t=Lag|c=36}}
|-
{{FrameStrip|t=Vulnerable|c=13|e=VulnerableStateS}}{{FrameStrip|t=Vulnerable|c=53|s=VulnerableStateE}}
{{FrameStripEnd}}
{{FrameStripEnd}}


===Throw===
===Throw===
The throw portion enables ledge grabs from the front starting on frame 61.
{|class="wikitable"
{|class="wikitable"
!Hitbox
!Hitbox
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|-
|-
!Interruptible
!Interruptible
|67
|40
|-
|-
!Animation length
!Animation length
|91
|71
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=e}}{{FrameStrip|t=Lag|c=13|e=LagThrowS}}{{FrameStrip|t=Lag|c=23|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=52}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=e}}{{FrameStrip|t=Lag|c=13|e=LagThrowS}}{{FrameStrip|t=Lag|c=23|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=32}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|grabchange=y|grab=y|interruptible=y}}
===Landing===
{{clr}}
{|class="wikitable"
!Interruptible
|25
|-
!Animation length
|35
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=11}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|grabchange=y|grab=y|state=y|interruptible=y}}
 
==Parameters==
{|class="wikitable"
!Horizontal speed multiplier
|1.1 (grounded)<br>0.95 (aerial)
|-
!Horizontal speed limit
|6
|-
!Gravity
|0.103
|-
!Stick sensitivity to reverse
|0.25
|-
!Helplessness air speed multiplier
|0.7
|-
!Helplessness landing lag
|24 frames
|}
 
{{MvSubNavCaptainFalcon|g=SSBU}}
{{MvSubNavCaptainFalcon|g=SSBU}}
[[Category:Captain Falcon (SSBU)]]
[[Category:Captain Falcon (SSBU)]]
[[Category:Special moves (SSBU)]]
[[Category:Special moves (SSBU)]]
[[Category:Up special moves (SSBU)]]
[[Category:Up special moves (SSBU)]]

Latest revision as of 08:19, April 12, 2024

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Falcon Dive.
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You can discuss this issue on the talk page or edit this page to improve it.
Captain Falcon Up Special Hitbox Visualizations
Grounded Aerial
CaptainFalconFalconDiveSSBU.gif CaptainFalconFalconDiveAerialSSBU.gif
Hitbox visualization showing Captain Falcon's up special, Falcon Dive, after it connects.

Overview[edit]

Captain Falcon begins to dive diagonally upward after a short delay, as Captain Falcon's main recovery move. The move's grab hitbox begins on frame 14, allowing it to be used as an out of shield option. Captain Falcon will be put into helpless immediately after, but will be able to drift forward decently fast, allowing for some surprisingly long high recoveries, usually as a recovery mix-up. However, if Captain Falcon happens to grab an opponent during his upward movement, he will launch the opponent with an explosion (usually toward the stage), and will not be put into helpless. The move is great as a late percent KO move, especially near the ledge. At certain percentages, the move will eventually become untechable and slightly dangerous to challenge.

However, the move is not without its weaknesses. The overall recovery portion of the move is average, and it has no damaging hitbox but only a grab hitbox, meaning any meaningful disjoint can easy hit the move without risking being grabbed. Furthermore, despite an endlag reduction buff, it is still possible to Tech Check the move. As an out of shield option, because Captain Falcon is put into helpless, the move is relatively easy to punish after a whiff.

Update History[edit]

Super Smash Bros. Ultimate 11.0.0

  • Buff Falcon Dive's throw has significantly less ending lag (FAF 55 → 24), making it considerably harder to Tech Check Falcon's recovery.

Hitboxes, grabboxes and throw[edit]

ID Radius Bone Offset G A
Early grab
0 5.0 top 0.0 13.0 7.0 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png
1 5.5 top 0.0 8.8 13.7 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png
Late grab
0 5.0 top 0.0 15.0 6.0 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png
1 5.0 top 0.0 11.0 6.0 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png
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
Hit 1
0 0 0 5.0% 0 Sakurai angle Forward 50 100 0 HitboxTableIcon(False).png 9.6 rot 0.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (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
Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw
Throw 0 13.0% AngleIcon50.png Forward 85 62 0 0.0× Normal (effect) Throwing (type) L Fire
Break 0 8.0% AngleIcon0.png Forward 100 10 0 0.0× Normal (effect) Throwing (type) S Kick

Timing[edit]

Rising[edit]

The move enables ledge grabs from the front starting on frame 20, and from behind starting on frame 37. Captain Falcon can also fast fall as early as frame 50.

To B-reverse the move, the control stick has to be held backward on frame 14.

Optional reverse 14
Early grab 14
Late grab 15-30
Animation length 66
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 Icon for frames just before a grab changes in frame strips. Icon for frames just after a grab changes in frame strips. FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).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(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(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(VulnerableStateS).png FrameIcon(VulnerableStateE).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 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

Throw[edit]

The throw portion enables ledge grabs from the front starting on frame 61.

Hitbox 2-3
Throw release 17
Interruptible 40
Animation length 71
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(LagThrowS).png FrameIcon(LagThrowE).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 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 FrameIcon(Interruptible).png

Landing[edit]

Interruptible 25
Animation length 35
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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
Grab
Grab
Interruptibility
Interruptible

Parameters[edit]

Horizontal speed multiplier 1.1 (grounded)
0.95 (aerial)
Horizontal speed limit 6
Gravity 0.103
Stick sensitivity to reverse 0.25
Helplessness air speed multiplier 0.7
Helplessness landing lag 24 frames