Falco (SSBM)/Neutral special: 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|Blaster (Falco)}} | |||
==Overview== | ==Overview== | ||
[[File:Falco Neutral Special Hitbox Melee.gif|thumb|The hitbox of Falco's Blaster, used on the ground.]] | [[File:Falco Neutral Special Hitbox Melee.gif|thumb|The hitbox of Falco's Blaster, used on the ground.]] | ||
[[File:Falco Neutral Special Hitbox Aerial Melee.gif|thumb|The hitbox of Falco's Blaster, used in the air.]] | [[File:Falco Neutral Special Hitbox Aerial Melee.gif|thumb|The hitbox of Falco's Blaster, used in the air.]] | ||
Falco's neutral special move is known as '''[[Blaster]]'''. Compared to {{mvsub|Fox|SSBM|neutral special|alt=Fox's Blaster}}, it is slower, but causes the opponent to [[flinch]]. Because of this, Falco's lasers are extremely useful for disrupting [[approach]]es and [[camping]] from opponents. To avoid the high [[startup]] and [[ending lag]] of the move, Falco can [[short hop laser]]. This allows the move to be used constantly whilst not leaving Falco [[punish]]able. Lasers greatly help Falco's neutral game because when used properly, they can cover several of the opponent's options and force them into bad positions, or even bait out a mistimed reaction for Falco to punish. | |||
If Falco has the opportunity to safely punish the opponent after hitting them with a laser, he can followup with a grab or a move such as a {{mvsub|Falco|SSBM|down special|alt=shine}} or {{mvsub|Falco|SSBM|forward smash}}. The latter is very common when the move is used as a [[jab reset|reset]]; if Falco uses a short hop laser to hit an opponent who is lying down on the ground (after missing a [[tech]]), then they will be forced into their getup animation, much like a normal jab reset. | |||
{{ | ==Hitboxes== | ||
{{MeleeHitboxTableHeader|special=y}} | |||
{{MeleeSpecialHitboxTableRow | |||
|id=0 | |||
|damage=3% | |||
|angle=361 | |||
|bk=0 | |||
|ks=100 | |||
|fkv=5 | |||
|r=300 | |||
|bn=0 | |||
|zpos=-200 | |||
|clang=0 | |||
|rebound=0 | |||
|effect=Normal | |||
|slvl=M | |||
|sfx=Punch | |||
|blockable=1 | |||
|reflectable=1 | |||
|absorbable=1 | |||
|specialraw=10fdd000 | |||
}} | |||
{{MeleeSpecialHitboxTableRow | |||
|id=1 | |||
|damage=3% | |||
|angle=361 | |||
|bk=0 | |||
|ks=100 | |||
|fkv=5 | |||
|r=300 | |||
|bn=0 | |||
|zpos=-933 | |||
|clang=0 | |||
|rebound=0 | |||
|effect=Normal | |||
|slvl=M | |||
|sfx=Punch | |||
|blockable=1 | |||
|reflectable=1 | |||
|absorbable=1 | |||
|specialraw=10fdd000 | |||
}} | |||
{{MeleeSpecialHitboxTableRow | |||
|id=2 | |||
|damage=3% | |||
|angle=361 | |||
|bk=0 | |||
|ks=100 | |||
|fkv=5 | |||
|r=300 | |||
|bn=0 | |||
|zpos=-1666 | |||
|clang=0 | |||
|rebound=0 | |||
|effect=Normal | |||
|slvl=M | |||
|sfx=Punch | |||
|blockable=1 | |||
|reflectable=1 | |||
|absorbable=1 | |||
|specialraw=10fdd000 | |||
}} | |||
{{MeleeSpecialHitboxTableRow | |||
|id=3 | |||
|damage=3% | |||
|angle=361 | |||
|bk=0 | |||
|ks=100 | |||
|fkv=5 | |||
|r=300 | |||
|bn=0 | |||
|zpos=-2400 | |||
|clang=0 | |||
|rebound=0 | |||
|effect=Normal | |||
|slvl=M | |||
|sfx=Punch | |||
|blockable=1 | |||
|reflectable=1 | |||
|absorbable=1 | |||
|specialraw=10fdd000 | |||
}} | |||
|} | |||
== | ==Timing== | ||
=== | ===Ground=== | ||
{|class="wikitable" | {|class="wikitable" | ||
!First loop frame | |||
|7 | |||
|- | |- | ||
! | !Repeat window | ||
| | |15-28 | ||
|- | |||
!Shot | |||
|23-121 | |||
|- | |- | ||
! | !Last loop frame | ||
| | |30 | ||
|- | |- | ||
! | !Animation length | ||
| | |57 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t= | {{FrameStrip|t=Blank|c=22}}{{FrameStrip|t=Hitbox|c=99}} | ||
|} | |- | ||
{{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=Lag|c=16|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=8|s=LagPropE|e=LagLoopS}}{{FrameStrip|t=Lag|c=27|s=LagLoopE}}{{FrameStrip|t=Blank|c=64}} | |||
|- | |||
{{FrameStrip|t=Blank|c=6|e=BlankLoopS}}{{FrameStrip|t=Blank|c=8|s=BlankLoopE}}{{FrameStrip|t=Continuable|c=14}}{{FrameStrip|t=Blank|c=2|e=BlankLoopS}}{{FrameStrip|t=Blank|c=91|s=BlankLoopE}} | |||
{{FrameStripEnd}} | |||
=== | ===Air=== | ||
{|class="wikitable" | {|class="wikitable" | ||
!First loop frame | |||
|4 | |||
|- | |- | ||
! | !Repeat window | ||
| | |5-16 | ||
|- | |- | ||
! | !Shot | ||
|13 | |13-111 | ||
|- | |- | ||
! | !Last loop frame | ||
| | |20 | ||
|- | |- | ||
!Animation length | |||
|42 | |||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t= | {{FrameStrip|t=Blank|c=12}}{{FrameStrip|t=Hitbox|c=99}} | ||
|} | |- | ||
{{FrameStrip|t=Lag|c=4|e=LagLoopS}}{{FrameStrip|t=Lag|c=8|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=8|s=LagPropE|e=LagLoopS}}{{FrameStrip|t=Lag|c=22|s=LagLoopE}}{{FrameStrip|t=Blank|c=69}} | |||
{{FrameStrip|t= | |||
| | |||
==== | |||
|- | |- | ||
{{FrameStrip|t=Blank|c=4|e=BlankLoopS}}{{FrameStrip|t=Continuable|c=12|s=ContinuableLoopE}}{{FrameStrip|t=Blank|c=4|e=BlankLoopS}}{{FrameStrip|t=Blank|c=91|s=BlankLoopE}} | |||
| | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|loop=y|continuable=y|prop=y}} | |||
== | ==Similar Moves== | ||
*[[Fox (SSBM)/Neutral special]] | *[[Fox (SSBM)/Neutral special]] | ||
{{MvSubNavFalco|g=SSBM}} | |||
[[Category:Falco (SSBM)]] | [[Category:Falco (SSBM)]] | ||
[[Category:Neutral special moves | [[Category:Neutral special moves (SSBM)]] | ||
Latest revision as of 03:56, June 27, 2020
Overview[edit]
Falco's neutral special move is known as Blaster. Compared to Fox's Blaster, it is slower, but causes the opponent to flinch. Because of this, Falco's lasers are extremely useful for disrupting approaches and camping from opponents. To avoid the high startup and ending lag of the move, Falco can short hop laser. This allows the move to be used constantly whilst not leaving Falco punishable. Lasers greatly help Falco's neutral game because when used properly, they can cover several of the opponent's options and force them into bad positions, or even bait out a mistimed reaction for Falco to punish.
If Falco has the opportunity to safely punish the opponent after hitting them with a laser, he can followup with a grab or a move such as a shine or forward smash. The latter is very common when the move is used as a reset; if Falco uses a short hop laser to hit an opponent who is lying down on the ground (after missing a tech), then they will be forced into their getup animation, much like a normal jab reset.
Hitboxes[edit]
Timing[edit]
Ground[edit]
First loop frame | 7 |
---|---|
Repeat window | 15-28 |
Shot | 23-121 |
Last loop frame | 30 |
Animation length | 57 |
Air[edit]
First loop frame | 4 |
---|---|
Repeat window | 5-16 |
Shot | 13-111 |
Last loop frame | 20 |
Animation length | 42 |
Lag time |
Hitbox |
Loop point |
Continuable |
Prop event |
Similar Moves[edit]
|