Super Smash Bros.

Captain Falcon (SSB)/Down aerial: Difference between revisions

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==Overview==
==Overview==
Captain Falcon stomps below him, doing 14% and the duration of the move lasts for a while. The move functions as a [[meteor smash]], striking airborne opponents downwards when hit by this move in addition of having a hitbox above his legs as well. If the move is used on ground opponents, it will either make them stay in place or send them at a diagonal angle where Captain Falcon can use another move to follow up, such as another dair to send them downward offstage, an fair, a [[Captain Falcon (SSB)/Neutral special|Falcon Punch]] to KO, a grab or a up smash. Captain Falcon can also preform a [[Ken Combo]] variation by jumping, using his fair or uair, jumping again and using a dair to spike the opponent. According to {{Sm|Ken}} himself, the Ken Combo was developed in ''Smash 64'' using Captain Falcon's uair followed by a dair.
[[File:Captain Falcon Down Aerial Hitbox Smash 64.gif|thumb|The [[hitbox]] of Captain Falcon's down aerial.]]
[[File:SSB64 Falcon Ken Combo.gif|thumb|A string of up aerials, with a down aerial being used to finish the combo.]]
Captain Falcon [[stomp (archetype)|stomp]]s below him, dealing 14% [[damage]]. The move's hitbox lasts a very long time, but it has very quick [[startup]]. The move functions as a [[meteor smash]], striking airborne opponents downwards when they are hit by the move. The move's [[reach]] is also extended by a small [[hitbox]] above Captain Falcon's legs. The move is a powerful meteor smash (even if it hits during the latter frames), and it can KO at moderately low percentages offstage. Due to the move having high power throughout the entire duration, it can easily be used after an [[edge]] drop and a [[midair jump]] to cover the area around Falcon, being very difficult for most [[recover]]ing characters to get past. If the move is used on a grounded opponent, it produces very weak knockback that only just lifts them off the ground at around 80-90%, though at around 80% it can lead into an {{mvsub|Captain Falcon|SSB|up smash}} to get the opponent into the air, and at around 100-150% (depending on the falling speed of the opponent) it can lead straight into a {{mvsub|Captain Falcon|SSB|back aerial}} or occasionally a {{mvsub|Captain Falcon|SSB|neutral aerial}} for a KO. Used on a grounded opponent at lower to moderate percentages, it can also [[tech-chase]] rather easily. This can be performed out of a [[short hop]] or after an aerial down aerial onstage. In addition to this, it can be used effectively with the help of [[platform]]s; for example, Falcon can use it almost immediately after dropping through a [[soft platform]]. Additionally, a down aerial can be used on a grounded opponent right next to the edge of the stage to combo into another down aerial, a {{mvsub|Captain Falcon|SSB|forward smash}}, or even a {{mvsub|Captain Falcon|SSB|neutral special|alt=Falcon Punch}}.


{{technical data}}
Captain Falcon can also perform a [[Ken Combo]] variation by jumping, using his back aerial (at lower percentages) or {{mvsub|Captain Falcon|SSB|forward aerial}} (at moderate percentages), jumping again and using a down aerial to meteor smash the opponent. A down aerial can also be used to finish a string of {{mvsub|Captain Falcon|SSB|up aerial}}s. According to {{Sm|Ken}} himself, the Ken Combo was initially developed in ''Smash 64'' using an up aerial → down aerial combo with Captain Falcon.


[[Category:Captain Falcon]]
==Hitboxes==
[[Category:Down aerials]]
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|damage=14%
|angle=-80
|bk=0
|ks=100
|fkv=0
|r=165
|bn=26
|xpos=0
|ypos=120
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|damage=14%
|angle=-80
|bk=0
|ks=100
|fkv=0
|r=95
|bn=5
|xpos=0
|ypos=30
|effect=Normal
|slvl=L
|sfx=Kick
}}
|}
 
==Timing==
===Attack===
{|class="wikitable"
|-
!Initial auto-cancel
|1-6
|-
!Hitboxes
|7-24
|-
!Ending auto-cancel
|25-
|-
!Animation length
|39
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=18}}{{FrameStrip|t=Lag|c=15}}
|-
{{FrameStrip|t=Autocancel|c=6}}{{FrameStrip|t=Blank|c=18}}{{FrameStrip|t=Autocancel|c=15}}
{{FrameStripEnd}}
 
===Landing lag===
{|class="wikitable"
|-
!Animation length
|28
|-
!L-cancelled animation length
|4
|}
 
{{FrameStripStart}}
|Normal {{FrameStrip|t=Lag|c=28}}
|-
|L-cancelled {{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Blank|c=24}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y}}
 
{{MvSubNavCaptainFalcon|g=SSB}}
 
[[Category:Captain Falcon (SSB)]]
[[Category:Down aerials (SSB)]]
[[Category:Meteor smashes (SSB)]]
[[Category:Normal attacks (SSB)]]
[[Category:Stomps (SSB)]]
[[Category:Aerial attacks (SSB)]]

Latest revision as of 11:33, May 3, 2020

Overview[edit]

The hitbox of Captain Falcon's down aerial.
A string of up aerials, with a down aerial being used to finish the combo.

Captain Falcon stomps below him, dealing 14% damage. The move's hitbox lasts a very long time, but it has very quick startup. The move functions as a meteor smash, striking airborne opponents downwards when they are hit by the move. The move's reach is also extended by a small hitbox above Captain Falcon's legs. The move is a powerful meteor smash (even if it hits during the latter frames), and it can KO at moderately low percentages offstage. Due to the move having high power throughout the entire duration, it can easily be used after an edge drop and a midair jump to cover the area around Falcon, being very difficult for most recovering characters to get past. If the move is used on a grounded opponent, it produces very weak knockback that only just lifts them off the ground at around 80-90%, though at around 80% it can lead into an up smash to get the opponent into the air, and at around 100-150% (depending on the falling speed of the opponent) it can lead straight into a back aerial or occasionally a neutral aerial for a KO. Used on a grounded opponent at lower to moderate percentages, it can also tech-chase rather easily. This can be performed out of a short hop or after an aerial down aerial onstage. In addition to this, it can be used effectively with the help of platforms; for example, Falcon can use it almost immediately after dropping through a soft platform. Additionally, a down aerial can be used on a grounded opponent right next to the edge of the stage to combo into another down aerial, a forward smash, or even a Falcon Punch.

Captain Falcon can also perform a Ken Combo variation by jumping, using his back aerial (at lower percentages) or forward aerial (at moderate percentages), jumping again and using a down aerial to meteor smash the opponent. A down aerial can also be used to finish a string of up aerials. According to Ken himself, the Ken Combo was initially developed in Smash 64 using an up aerial → down aerial combo with Captain Falcon.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 14% 0 AngleIcon-80.png 0 100 0 165 26 0 120 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 14% 0 AngleIcon-80.png 0 100 0 95 5 0 30 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

Timing[edit]

Attack[edit]

Initial auto-cancel 1-6
Hitboxes 7-24
Ending auto-cancel 25-
Animation length 39
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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 28
L-cancelled animation length 4
Normal  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
L-cancelled  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Auto-canceling
Autocancel