Super Smash Bros. Melee

Captain Falcon (SSBM)/Forward aerial: Difference between revisions

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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
{{disambig2|the hitbox visualization in ''Super Smash Bros. Melee''|the move itself|Knee Smash}}


==Overview==
==Overview==
[[File:Captain Falcon Knee Smash Hitbox Melee.gif|thumb|250px|Forward aerial's hitbox duration.]]
[[File:Captain Falcon Knee Smash Hitbox Melee.gif|thumb|250px|Forward aerial's hitbox duration.]]
Formally known as the '''[[Knee Smash]]''', Captain Falcon sticks out his knee. If it lands during the initial frames, the opponent is electrocuted and suffers extremely high knockback, with the move being difficult to [[DI]] out of. If it lands any other time, the move is very weak with little knockback, though it can be chained into another Knee, and it can [[gimp]] some recoveries (such as {{SSBM|Falco}}'s) in certain situations. Captain Falcon can also [[SHFFL]] this move so he can effectively follow up with his other great aerials, including itself. Considered one of the best moves in ''Melee'' and the most powerful forward aerial. Can impressively KO as low as 60% off stage.  
Formally known as the '''Knee Smash''', Captain Falcon sticks out his knee. If it lands during the initial frames, the opponent is [[electric|electrocuted]] and suffers extremely high knockback, with the move being difficult to [[DI]] out of. If it lands any other time, the move is very weak with little knockback, though it can be comboed into another Knee, and it can [[gimp]] some recoveries (such as {{SSBM|Falco}}'s) in certain situations. Captain Falcon can also [[SHFFL]] this move so he can effectively follow up with his other great aerials, including itself. Considered one of the best moves in ''Melee'' and the most powerful forward aerial. Can impressively KO as low as 60% off stage.  


It can be utilized in many of Captain Falcon's aerial [[combo]]s, being an excellent combo finisher and versatile part of his combos alike, as well as a generally great KO move and [[edgeguarder]]. At low percentages on grounded opponents, the move can also chain into itself. A clean knee can even be followed up with an aerial [[Falcon Punch]] in the legendary "[[Sacred Combo]]".
It can be utilized in many of Captain Falcon's aerial [[combo]]s, being an excellent combo finisher and versatile part of his combos alike, as well as a generally great KO move and [[edgeguarder]]. At low percentages on grounded opponents, the move can also combo into itself. A clean knee can even be followed up with an aerial [[Falcon Punch]] in the legendary "[[Sacred Combo]]".


==Hitboxes==
==Hitboxes==

Latest revision as of 00:51, November 7, 2024

This article is about the hitbox visualization in Super Smash Bros. Melee. For the move itself, see Knee Smash.

OverviewEdit

 
Forward aerial's hitbox duration.

Formally known as the Knee Smash, Captain Falcon sticks out his knee. If it lands during the initial frames, the opponent is electrocuted and suffers extremely high knockback, with the move being difficult to DI out of. If it lands any other time, the move is very weak with little knockback, though it can be comboed into another Knee, and it can gimp some recoveries (such as Falco's) in certain situations. Captain Falcon can also SHFFL this move so he can effectively follow up with his other great aerials, including itself. Considered one of the best moves in Melee and the most powerful forward aerial. Can impressively KO as low as 60% off stage.

It can be utilized in many of Captain Falcon's aerial combos, being an excellent combo finisher and versatile part of his combos alike, as well as a generally great KO move and edgeguarder. At low percentages on grounded opponents, the move can also combo into itself. A clean knee can even be followed up with an aerial Falcon Punch in the legendary "Sacred Combo".

HitboxesEdit

NTSCEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean
0 0 18% 0   24 100 0 5.0778 7 4.2966 0.0 0.0             Kick
1 0 18% 0   24 100 0 3.5154 4 4.2966 0.0 0.0             Kick
Late
0 0 6% 0   35 80 0 5.0778 7 4.2966 0.0 0.0             Kick
1 0 6% 0   35 80 0 3.5154 4 4.2966 0.0 0.0             Kick

PALEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean
0 0 18% 0   24 100 0 5.0778 7 4.2966 0.0 0.0             Kick
1 0 18% 0   24 100 0 3.5154 4 4.2966 0.0 0.0             Kick
Late
0 0 3% 0   30 80 0 5.0778 7 4.2966 0.0 0.0             Kick
1 0 3% 0   30 80 0 3.5154 4 4.2966 0.0 0.0             Kick

SummaryEdit

  •   Late hit does -3% damage and has -5 base knockback.

TimingEdit

AttackEdit

Initial autocancel 1-6
Clean hit 14-16
Late hit 17-30
Ending autocancel 35-
Interruptible 36
Animation length 39
                                                                             
                                                                             

Landing lagEdit

Animation length 19
L-cancelled animation length 9
Normal                                       
L-cancelled                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible

Similar movesEdit