Super Smash Bros. Melee

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

 
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==Overview==
==Overview==
[[File:Captain Falcon Up Aerial Hitbox Melee.gif|thumb|Hitbox of Captain Falcon's uair.]]
[[File:Captain Falcon Up Aerial Hitbox Melee.gif|thumb|Hitbox of Captain Falcon's uair.]]
Captain Falcon does a flip kick in the air. The knockback of the move is pretty decent, with the main part of the attack sending opponents on a semi-reliable angle for [[edgeguarding]], and the hitbox near his feet while traveling back being able to [[semi-spike]], albeit with much less knockback and [[hitstun]] than in ''Smash 64'' (even considering the reduced hitstun in ''Melee''). The move can be used for [[juggling]] to some extent, though not very reliable. The semi-spike portion of the move is generally used to [[gimp]] characters with poor [[recover]]ies. The move does have some [[combo]] ability, being able to lead into {{mvsub|Captain Falcon|SSBM|neutral aerial}}, {{mvsub|Captain Falcon|SSBM|down aerial}}, and {{mvsub|Captain Falcon|SSBM|forward aerial|alt=Knee Smash}} mostly, as well as {{mvsub|Captain Falcon|SSBM|up special|alt=Falcon Dive}} in some situations. Also, the move is sometimes used right after a [[wall jump]] on stages such as [[Yoshi's Story]].
Captain Falcon does a bicycle kick in the air. This move's knockback is decent, with the main part of the attack sending opponents on a semi-reliable angle for [[edgeguarding]], and the hitbox near his feet while traveling back being able to [[semi-spike]], albeit with much less knockback and [[hitstun]] than in ''Smash 64'' (even considering the reduced hitstun in ''Melee''). The move can be used for [[juggling]] to some extent, though not very reliable. The semi-spike portion of the move is generally used to [[gimp]] characters with poor [[recover]]ies. The move does have some [[combo]] ability, being able to lead into {{mvsub|Captain Falcon|SSBM|neutral aerial}}, {{mvsub|Captain Falcon|SSBM|down aerial}}, and {{mvsub|Captain Falcon|SSBM|forward aerial|alt=Knee Smash}} mostly, as well as {{mvsub|Captain Falcon|SSBM|up special|alt=Falcon Dive}} in some situations. The move is commonly used right after a [[wall jump]] on stages such as [[Yoshi's Story]]. Due to the semi-lingering hitbox on Captain Falcon's leg during this attack, it is also commonly used as an approach option, in order to "scoop" the opponent upwards. Combined with the overall low landing lag on this attack, it becomes a very useful tool for mix-ups, combos, and approaches.
 
{{competitive expertise}}


==Hitboxes==
==Hitboxes==
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<nowiki>*</nowiki> Due to what is presumably a programming error, the "delete all hitboxes" command runs on the same frame the late hit begins, and so the late hit never occurs. This error is not shared by Ganondorf's version of the move; as all other frame data is the same between the two moves, one can assume the intent was for the late hit to connect on frames 14-16. What`s also odd is that Captain Falcon`s up aerial still has the error in ''Brawl''. This is due to copying moveset data from the ''Melee'' movesets.
<nowiki>*</nowiki> Due to what is presumably a programming error, the "delete all hitboxes" command runs on the same frame the late hit begins, and so the late hit never occurs. This error is not shared by Ganondorf's version of the move; as all other frame data is the same between the two moves, one can assume the intent was for the late hit to connect on frames 14-16, which is further evidenced by [[Male Wire Frame]]'s up air also having an extra 3 active frames. Even stranger, the same error exists for the move in ''Brawl'', suggesting the code was copied and the error was never caught.


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Latest revision as of 23:39, December 22, 2024

OverviewEdit

 
Hitbox of Captain Falcon's uair.

Captain Falcon does a bicycle kick in the air. This move's knockback is decent, with the main part of the attack sending opponents on a semi-reliable angle for edgeguarding, and the hitbox near his feet while traveling back being able to semi-spike, albeit with much less knockback and hitstun than in Smash 64 (even considering the reduced hitstun in Melee). The move can be used for juggling to some extent, though not very reliable. The semi-spike portion of the move is generally used to gimp characters with poor recoveries. The move does have some combo ability, being able to lead into neutral aerial, down aerial, and Knee Smash mostly, as well as Falcon Dive in some situations. The move is commonly used right after a wall jump on stages such as Yoshi's Story. Due to the semi-lingering hitbox on Captain Falcon's leg during this attack, it is also commonly used as an approach option, in order to "scoop" the opponent upwards. Combined with the overall low landing lag on this attack, it becomes a very useful tool for mix-ups, combos, and approaches.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean
0 0 13% 0   10 100 0 3.906 7 3.1248 0.0 0.0             Kick
1 0 12% 0   10 100 0 4.6872 8 5.859 0.0 0.0             Kick
Mid
0 0 12% 0   8 80 0 3.906 7 3.1248 0.0 0.0             Kick
1 0 10% 0   8 80 0 4.6872 8 5.859 0.0 0.0             Kick
Late*
0 0 8% 0   6 70 0 3.906 7 3.1248 0.0 0.0             Kick
1 0 6% 0   6 70 0 4.6872 8 5.859 0.0 0.0             Kick

TimingEdit

AttackEdit

Clean hit 6-10
Mid hit 11-13
Late hit*
Ending autocancel 22-
Interruptible 30
Animation length 33

* Due to what is presumably a programming error, the "delete all hitboxes" command runs on the same frame the late hit begins, and so the late hit never occurs. This error is not shared by Ganondorf's version of the move; as all other frame data is the same between the two moves, one can assume the intent was for the late hit to connect on frames 14-16, which is further evidenced by Male Wire Frame's up air also having an extra 3 active frames. Even stranger, the same error exists for the move in Brawl, suggesting the code was copied and the error was never caught.

                                                                 
                                                                 

Landing lagEdit

Animation length 15
L-cancelled animation length 7
Normal                               
L-cancelled                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible

Similar movesEdit