Super Smash Bros. Melee

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

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==Overview==
==Overview==
[[File:Captain Falcon Forward Smash Hitbox Melee.gif|thumb|right|250px|Forward smash hitbox duration.]]
[[File:CFalcon Forward Smash.gif|thumb|250px|Forward smash hitbox duration.]]
Nicknamed "The People's Elbow", Captain Falcon rears back and thrusts his elbow in a fast-moving motion, dealing fire damage to anyone it connects with. This is one of the most powerful forward smashes in ''Melee'', being the third most powerful forward smash overall with especially high knockback scaling (while Ganondorf's produces slightly stronger knockback, the fact Ganondorf's hits vertically allows Falcon's to KO faster on [[fast faller]]s and stages with high ceilings). However, it is difficult to land, with slow start-up lag and rather small hitboxes (though since Falcon lunges far with it, it reaches far regardless). It is additionally very [[punish]]able, with a heavy 39 frames of ending lag. As such, despite its great power, the move is not seen much in competitive play, especially when Falcon has access to a much easier to land and much safer move with comparable power in his [[Captain Falcon (SSBM)/Forward aerial|Knee Smash]]. With a successful hard [[read]] though, it can potentially get a KO as early as 80% from center stage, and with its very high damage output, it can [[outprioritise]] up to moderate damage dealing ground attacks.
Nicknamed '''The People's Elbow''', Captain Falcon rears back and thrusts his elbow in a fast-moving motion, dealing [[flame]] damage to anyone it connects with. This is one of the most powerful forward smashes in ''Melee'', being the third most powerful forward smash overall with especially high knockback scaling (while Ganondorf's produces slightly stronger knockback, the fact Ganondorf's hits vertically allows Falcon's to KO faster on [[fast faller]]s and stages with high ceilings). However, it is difficult to land, with slow start-up lag and rather small hitboxes (though since Falcon lunges far with it, it reaches far regardless). It is additionally very [[punish]]able, with a heavy 39 frames of ending lag. As such, despite its great power, the move is not seen much in competitive play, especially when Falcon has access to a much easier to land and much safer move with comparable power in his {{mvsub|Captain Falcon|SSBM|forward aerial|alt=Knee Smash}}. With a successful hard [[read]] though, it can potentially get a KO as early as 80% from center stage, and with its very high damage output, it can [[outprioritise]] up to moderate damage dealing ground attacks.


==Hitboxes==
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}
{{HitboxTableTitle|Angled up|18}}
{{HitboxTableTitle|Angled up|19}}
{{MeleeHitboxTableRow
{{MeleeHitboxTableRow
|id=0
|id=0
|damage={{DamageWhenCharged|21}}
|damage={{ChargedSmashDmgSSBM|21}}
|angle=361
|angle=361
|bk=24
|bk=24
|ks=100
|ks=100
|fkv=0
|fkv=0
|r=3.6
|r=900
|bn=23
|bn=23
|clang=1
|clang=1
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{{MeleeHitboxTableRow
{{MeleeHitboxTableRow
|id=1
|id=1
|damage={{DamageWhenCharged|21}}
|damage={{ChargedSmashDmgSSBM|21}}
|angle=361
|angle=361
|bk=24
|bk=24
|ks=100
|ks=100
|fkv=0
|fkv=0
|r=3.6
|r=900
|bn=24
|bn=24
|clang=1
|clang=1
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|sfx=Burn
|sfx=Burn
}}
}}
{{HitboxTableTitle|Angled side|18}}
{{HitboxTableTitle|Angled side|19}}
{{MeleeHitboxTableRow
{{MeleeHitboxTableRow
|id=0
|id=0
|damage={{DamageWhenCharged|20}}
|damage={{ChargedSmashDmgSSBM|20}}
|angle=361
|angle=361
|bk=24
|bk=24
|ks=100
|ks=100
|fkv=0
|fkv=0
|r=3.6
|r=900
|bn=23
|bn=23
|clang=1
|clang=1
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{{MeleeHitboxTableRow
{{MeleeHitboxTableRow
|id=1
|id=1
|damage={{DamageWhenCharged|20}}
|damage={{ChargedSmashDmgSSBM|20}}
|angle=361
|angle=361
|bk=24
|bk=24
|ks=100
|ks=100
|fkv=0
|fkv=0
|r=3.6
|r=900
|bn=24
|bn=24
|clang=1
|clang=1
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|sfx=Burn
|sfx=Burn
}}
}}
{{HitboxTableTitle|Angled down|18}}
{{HitboxTableTitle|Angled down|19}}
{{MeleeHitboxTableRow
{{MeleeHitboxTableRow
|id=0
|id=0
|damage={{DamageWhenCharged|19}}
|damage={{ChargedSmashDmgSSBM|19}}
|angle=361
|angle=361
|bk=24
|bk=24
|ks=100
|ks=100
|fkv=0
|fkv=0
|r=3.6
|r=900
|bn=23
|bn=23
|clang=1
|clang=1
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{{MeleeHitboxTableRow
{{MeleeHitboxTableRow
|id=1
|id=1
|damage={{DamageWhenCharged|19}}
|damage={{ChargedSmashDmgSSBM|19}}
|angle=361
|angle=361
|bk=24
|bk=24
|ks=100
|ks=100
|fkv=0
|fkv=0
|r=3.6
|r=900
|bn=24
|bn=24
|clang=1
|clang=1
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==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
|-
|-
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=10|e=LagChargeS}}{{FrameStrip|t=Lag|c=7|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=38}}{{FrameStrip|t=Interruptible|c=5}}
{{FrameStrip|t=Lag|c=10|e=LagChargeS}}{{FrameStrip|t=Lag|c=7|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=38}}{{FrameStrip|t=Interruptible|c=5}}
|}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|charge=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|charge=y|interruptible=y}}
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*[[Ganondorf (SSBM)/Forward smash]]
*[[Ganondorf (SSBM)/Forward smash]]


[[Category:Captain Falcon]]
{{MvSubNavCaptainFalcon|g=SSBM}}
[[Category:Forward smashes]]
 
[[Category:Captain Falcon (SSBM)]]
[[Category:Forward smashes (SSBM)]]

Latest revision as of 09:29, April 12, 2023

Overview[edit]

Forward smash hitbox duration.

Nicknamed The People's Elbow, Captain Falcon rears back and thrusts his elbow in a fast-moving motion, dealing flame damage to anyone it connects with. This is one of the most powerful forward smashes in Melee, being the third most powerful forward smash overall with especially high knockback scaling (while Ganondorf's produces slightly stronger knockback, the fact Ganondorf's hits vertically allows Falcon's to KO faster on fast fallers and stages with high ceilings). However, it is difficult to land, with slow start-up lag and rather small hitboxes (though since Falcon lunges far with it, it reaches far regardless). It is additionally very punishable, with a heavy 39 frames of ending lag. As such, despite its great power, the move is not seen much in competitive play, especially when Falcon has access to a much easier to land and much safer move with comparable power in his Knee Smash. With a successful hard read though, it can potentially get a KO as early as 80% from center stage, and with its very high damage output, it can outprioritise up to moderate damage dealing ground attacks.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Angled up
0 0 21% 0 Sakurai angle 24 100 0 3.5154 23 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 21% 0 Sakurai angle 24 100 0 3.5154 24 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
Angled side
0 0 20% 0 Sakurai angle 24 100 0 3.5154 23 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 20% 0 Sakurai angle 24 100 0 3.5154 24 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
Angled down
0 0 19% 0 Sakurai angle 24 100 0 3.5154 23 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 19% 0 Sakurai angle 24 100 0 3.5154 24 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn

Timing[edit]

Charges between 10-11
Hitbox 18-21
Interruptible 60
Animation length 64
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(LagChargeS).png FrameIcon(LagChargeE).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(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(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible

Similar moves[edit]