Captain Falcon (SSBU)/Neutral attack/Infinite: Difference between revisions
m (Added description.) Tag: Mobile edit |
No edit summary |
||
(3 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:CaptainFalconRapidJabSSBU.gif|thumb| | [[File:CaptainFalconRapidJabSSBU.gif|thumb|250px|Hitbox visualization showing Captain Falcon's rapid jab.]] | ||
[[File:CaptainFalconRapidJabFinisherSSBU.gif|thumb| | [[File:CaptainFalconRapidJabFinisherSSBU.gif|thumb|250px|Hitbox visualization showing Captain Falcon's rapid jab finisher.]] | ||
==Overview== | ==Overview== | ||
Captain Falcon performs a series of rapid punches forward. It has a great connecting ability and has low enough of base knockback to keep opponents in place. Additionally, the first hit has increased [[hitstun]] and [[shieldstun]]. This prevents the opponent from doing any other action. The hitboxes also appear to be disjointed away from his arm. | Captain Falcon performs a series of rapid punches forward. It has a great connecting ability and has low enough of base knockback to keep opponents in place. Additionally, the first hit has increased [[hitstun]] and [[shieldstun]]. This prevents the opponent from doing any other action. The hitboxes also appear to be disjointed away from his arm. | ||
==Hitboxes== | ==Hitboxes== | ||
The scripts only specify hitstun and shieldstun modifiers for the ID 1 hitboxes of the rapid jab portion, as well as an ID 0 hitbox that does not exist. However, [[Hitstun#List of moves with hitstun modifiers|due to a glitch]] with hitstun and shieldstun modifiers, they also apply to the ID 2 hitbox regardless. | |||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
! Hitstun | ! Hitstun | ||
Line 17: | Line 16: | ||
|damage=0.6% | |damage=0.6% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=8 | |bk=8 | ||
|ks=15 | |ks=15 | ||
Line 33: | Line 33: | ||
}} | }} | ||
|'''+2''' frames | |'''+2''' frames | ||
| | |9× | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
|damage=0.6% | |damage=0.6% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=8 | |bk=8 | ||
|ks=15 | |ks=15 | ||
Line 53: | Line 54: | ||
|slvl=S | |slvl=S | ||
}} | }} | ||
|— | |||
|— | |||
{{HitboxTableTitle|Rapid jab finisher|42}} | {{HitboxTableTitle|Rapid jab finisher|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
Line 58: | Line 61: | ||
|damage=3.0% | |damage=3.0% | ||
|angle=45 | |angle=45 | ||
|af=3 | |||
|bk=110 | |bk=110 | ||
|ks=55 | |ks=55 | ||
Line 72: | Line 76: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
|— | |||
|— | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=3.0% | |damage=3.0% | ||
|angle=45 | |angle=45 | ||
|af=3 | |||
|bk=110 | |bk=110 | ||
|ks=55 | |ks=55 | ||
Line 90: | Line 97: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
|— | |||
|— | |||
|} | |} | ||
==Timing== | ==Timing== | ||
Interruptibility and animation length are | After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only. | ||
{|class="wikitable" | {|class="wikitable" | ||
!Rapid | !Loop points | ||
|5, 7, 9, 11 | |2-3, 19-20 | ||
|- | |||
!Rapid jab | |||
|5, 7, 9, 11, 13, 15, 17, 19 | |||
|- | |- | ||
!Finisher | !Finisher |
Latest revision as of 19:34, May 25, 2022
Overview[edit]
Captain Falcon performs a series of rapid punches forward. It has a great connecting ability and has low enough of base knockback to keep opponents in place. Additionally, the first hit has increased hitstun and shieldstun. This prevents the opponent from doing any other action. The hitboxes also appear to be disjointed away from his arm.
Hitboxes[edit]
The scripts only specify hitstun and shieldstun modifiers for the ID 1 hitboxes of the rapid jab portion, as well as an ID 0 hitbox that does not exist. However, due to a glitch with hitstun and shieldstun modifiers, they also apply to the ID 2 hitbox regardless.
Timing[edit]
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points | 2-3, 19-20 |
---|---|
Rapid jab | 5, 7, 9, 11, 13, 15, 17, 19 |
Finisher | 6-7 |
Interruptible | 50 |
Animation length | 49 |
Lag time |
Hitbox |
Loop point |
Interruptible |
|