Super Smash Bros. Melee

Captain Falcon (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|Falcon Punch}}
==Overview==
==Overview==
Captain Falcon's Neutral special in SSBM is his classic move, the Falcon Punch. After a couple seconds of charging the move up, Captain Falcon unleashes a powerful, flaming punch in the shape of a falcon. The attack sends enemies flying upon contact, but leaves Captain Falcon vulnerable to certain attacks.
[[File:CFalcon SSBM Neutral Special.gif|thumb|200px|Hitbox visualization of Captain Falcon's Falcon Punch]]
This attack is very rarely used in competitive situations. Due to the high starting and end lag, it is very predictable and easily punished by experienced players. However, it is an integral part to the [[Sacred Combo]], and is sometimes used in a "hard read" situation.
[[File:SSBMWebsiteCaptainFalcon4.jpg|thumb|Screenshot from the Japanese ''Melee'' website.]]
{{competitive expertise}}
Captain Falcon's neutral special in ''Melee'' is [[Falcon Punch]]. After about a second (52 frames) of charging the move up, Captain Falcon unleashes a powerful, flaming punch in the shape of a falcon. The attack sends enemies flying upon contact, but leaves Captain Falcon vulnerable to certain attacks.
{{technical data}}
This attack is very rarely used in competitive situations. Due to the high starting and end lag, it is very predictable and easily punished by experienced players. However, it is an integral part to the [[Sacred Combo]], and is sometimes used in "hard read" situations.
 
Slower than in the last game, Falcon Punch has three different hitboxes, dependent on distance. When it is used in the air, all hitboxes deal slightly higher knockback and the sweetspots are larger.
 
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{HitboxTableTitle|Grounded|42}}
{{MeleeHitboxTableRow
|id=0
|part=0
|damage=27%
|angle=361
|bk=30
|ks=102
|fkv=0
|r=1000
|bn=45
|xpos=600
|effect=Normal
|sfx=Kick
|slvl=L
}}
{{MeleeHitboxTableRow
|id=1
|part=0
|damage=25%
|angle=361
|bk=30
|ks=102
|fkv=0
|r=900
|bn=45
|xpos=-600
|effect=Normal
|sfx=Kick
|slvl=L
}}
{{MeleeHitboxTableRow
|id=2
|part=0
|damage=23%
|angle=361
|bk=30
|ks=102
|fkv=0
|r=1250
|bn=47
|xpos=1000
|effect=Normal
|sfx=Kick
|slvl=L
}}
{{HitboxTableTitle|Aerial|42}}
{{MeleeHitboxTableRow
|id=0
|part=0
|damage=27%
|angle=361
|bk=40
|ks=102
|fkv=0
|r=1350
|bn=45
|xpos=600
|effect=Normal
|sfx=Kick
|slvl=L
}}
{{MeleeHitboxTableRow
|id=1
|part=0
|damage=25%
|angle=361
|bk=40
|ks=102
|fkv=0
|r=1200
|bn=45
|xpos=-600
|effect=Normal
|sfx=Kick
|slvl=L
}}
{{MeleeHitboxTableRow
|id=2
|part=0
|damage=23%
|angle=361
|bk=40
|ks=102
|fkv=0
|r=1250
|bn=47
|xpos=1000
|effect=Normal
|sfx=Kick
|slvl=L
}}
|}
 
==Timing==
{|class="wikitable"
!Hitbox
|52-56
|-
!Animation length
|99
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=51}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=43}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y}}


{{MvSubNavCaptainFalcon|g=SSBM}}
{{MvSubNavCaptainFalcon|g=SSBM}}

Latest revision as of 19:18, October 17, 2024

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

Overview[edit]

Hitbox visualization of Captain Falcon's Falcon Punch
Screenshot from the Japanese Melee website.

Captain Falcon's neutral special in Melee is Falcon Punch. After about a second (52 frames) of charging the move up, Captain Falcon unleashes a powerful, flaming punch in the shape of a falcon. The attack sends enemies flying upon contact, but leaves Captain Falcon vulnerable to certain attacks. This attack is very rarely used in competitive situations. Due to the high starting and end lag, it is very predictable and easily punished by experienced players. However, it is an integral part to the Sacred Combo, and is sometimes used in "hard read" situations.

Slower than in the last game, Falcon Punch has three different hitboxes, dependent on distance. When it is used in the air, all hitboxes deal slightly higher knockback and the sweetspots are larger.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Grounded
0 0 27% 0 Sakurai angle 30 102 0 3.906 45 2.3436 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 25% 0 Sakurai angle 30 102 0 3.5154 45 -2.3436 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 23% 0 Sakurai angle 30 102 0 4.8825 47 3.906 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Aerial
0 0 27% 0 Sakurai angle 40 102 0 5.2731 45 2.3436 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 25% 0 Sakurai angle 40 102 0 4.6872 45 -2.3436 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 23% 0 Sakurai angle 40 102 0 4.8825 47 3.906 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

Timing[edit]

Hitbox 52-56
Animation length 99
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(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(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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox