Super Smash Bros. Melee

Captain Falcon (SSBM)/Up 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 Dive}}
[[File:CFalcon SSBM up special.gif|thumb|300px|Hitbox visualization of Captain Falcon's Falcon Dive.]]
[[File:CFalcon SSBM Up special (Extended).png|thumb|300px|Falcon Dive's extended grabbox.]]
==Overview==
==Overview==
Captain Falcon's [[Falcon Dive]] is his Up special in ''[[Melee]]''. This move allows Captain Falcon to ascend and, upon contact with an enemy, grab onto them and make them explode. Unlike most other up specials, the trajectory of Falcon Dive is greatly influenced by the direction held on the control stick, but the initial trajectory of the move will always be diagonally up giving it fewer options than some other up special's from other characters (such as pikachu, fox, and falco). It is also relatively easy to reverse, requiring input in the opposite direction on the control stick by frame 13. However, due to its slow and predictable trajectory, lack of disjointed hit boxes (with the exception of the grab box on frame 13), and considerably long lag it is not regarded as a great recovery move in competitive melee despite having decent recovery range. Regardless, Falcon Dive can still be used effectively to recover in many situations.   
Captain Falcon's [[Falcon Dive]] is his [[up special]] in ''[[Melee]]''. This move allows Captain Falcon to ascend and, upon contact with an enemy, grab onto them and make them explode. Unlike most other up specials, the trajectory of Falcon Dive is greatly influenced by the direction held on the control stick, but the initial trajectory of the move will always be diagonally up giving it fewer options than some other up specials from other characters (such as Pikachu, Fox, and Falco). It is also relatively easy to reverse, requiring input in the opposite direction on the control stick by a late frame 13. However, due to its slow and predictable trajectory, lack of disjointed hitboxes (with the exception of the grab box on frame 13), and considerably long lag it is not regarded as a great recovery move in competitive despite having decent recovery range. Regardless, Falcon Dive can still be used effectively to recover in many situations.   
 
Falcon Dive has some unique properties that make it significantly different from other characters' up specials. First of all, the move produces no hitboxes, but rather a grab in front of him. When it connects, Falcon will latch on to the opponent initially, and then explode the opponent for considerable damage. Falcon Dive allows Falcon to grab the ledge when facing the opposite direction much easier than other characters, improving his recovery over other characters in certain situations, such as recovery from underneath Battlefield. Like most other up specials, it is rarely used in competitive for anything other than a recovery option, although it can be a viable out-of-shield option because it is just as fast as some of his other out-of-shield options. However, when used on an opponent at lower percents, the ending lag from the move may exceed the knockback and hitstun of the opponent, making it very easily punishable and therefore rarely more viable than other attacks. Lastly, Falcon Dive has a peculiarly large grab on frame 13, the initial frame the move is active. Having huge range on this particular frame is partially why the move is any bit viable out-of-shield, as this grab exceeds the range of many of his other moves horizontally.  This incredibly disjointed grab can lead to some unexpected interactions, especially when used against opposing attacks that may extend a character's hurtbox, such as Marth's extended arm during [[Marth (SSBM)/Forward smash|his forward smash]]. If the move connects on this frame, it can appear that Falcon teleports to the character he grabs from an abnormally large distance. 
==Hitboxes, Grabboxes and throw==
 
===Early Grabboxes===
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableRow
|id=0
|damage=1%
|angle=361
|bk=0
|ks=100
|fkv=0
|r=700
|bn=0
|zpos=1536
|ypos=2200
|effect=Grab
|slvl=M
|sfx=Kick
}}
{{MeleeHitboxTableRow
|id=1
|damage=1%
|angle=361
|bk=0
|ks=100
|fkv=0
|r=1100
|bn=top
|zpos=3413
|ypos=2200
|a=f
|effect=Grab
|slvl=M
|sfx=Kick
}}
|}
 
===Late Grabbox===
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableRow
|id=0
|damage=1%
|angle=361
|bk=0
|ks=100
|fkv=0
|r=700
|bn=0
|zpos=1536
|ypos=2200
|effect=Grab
|slvl=M
|sfx=Kick
}}
|}
 
===Latch===
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableRow
|id=0
|damage=5%
|angle=361
|bk=0
|ks=0
|fkv=0
|r=2000
|bn=0
|zpos=2900
|effect=Flame
|sfx=Kick
|slvl=L
}}
|}
 
===Throw===
{{MeleeThrowTableHeader}}
{{MeleeThrowTableRow
|id=0
|type=Throw
|damage=12%
|angle=361
|bk=40
|ks=82
|fkv=0
|effect=Flame
|sfx=Kick
|slvl=M
}}
{{MeleeThrowTableRow
|id=1
|type=Release
|damage=8%
|angle=361
|bk=100
|ks=10
|fkv=0
|sfx=Kick
|slvl=M
}}
|}
 
==Timing==
 
===Rising===
{|class="wikitable"
!Early grabboxes
|13
|-
!Late grabbox
|14-33
|-
!Animation length
|64
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Hitbox|c=1|e=GrabChangeS}}{{FrameStrip|t=Grab|c=20|s=GrabChangeE}}{{FrameStrip|t=Lag|c=31}}
{{FrameStripEnd}}
 
===Throw===
{|class="wikitable"
!Hitbox
|2-3
|-
!Throw release
|17
|-
!Animation length
|76
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=13|e=LagThrowS}}{{FrameStrip|t=Lag|c=59|s=LagThrowE}}
{{FrameStripEnd}}
 
===[[Landing lag]]===
{|class="wikitable"
|-
!Animation length
|30
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=30}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|grabchange=y|grab=y}}


Falcon Dive has some unique properties that make it significantly different from other characters' up specials.  First of all, the move produces no hit boxes, but rather a grab box in front of him.  When it connects, Falcon will latch on to the opponent initially, and then explode the opponent for considerable damage.  Falcon Dive allows falcon to grab the ledge when facing the opposite direction much easier than other characters improving his recovery over other characters in certain situations, such as recovery from underneath battlefield.  Like most other Up specials, it is rarely used in competitive melee for anything other than a recovery option, although it can be a viable out-of-shield option for captain falcon because it is just as fast as some of his other out-of-shield options.  However, when used on an opponent at lower percents, the ending lag from the move may exceed the knock back and hit stun of the opponent making it very easily punishable and therefore rarely more viable than other attacks.  Lastly, Falcon Dive has a peculiarly large grab box on frame 13, the initial frame the move is active.  Having huge range on this particular frame is partially why the move is any bit viable out-out-shield, as this grab box exceeds the range of many of his other moves horizontally.  This incredibly disjointed grab box can lead to some unexpected interactions, especially when used against opposing attacks that may extend a character's hurt box, such as marth's extended arm during his forward smash.  If the move connects on this frame, it can appear that falcon teleports to the character he grabs from an abnormally large distance. 
{{FrameIconLegend|lag=y|hitbox=y|grabchange=y|grab=y|throw=y}}
{{technical data}}


==Technical data==
==Similar moves==
Placeholder information:
*[[Ganondorf (SSBM)/Up special|Dark Dive]]
For reversing the move, button inputs are read at frame 13, which is also the first active frame.


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

Latest revision as of 21:24, November 4, 2024

This article is about the hitbox visualization in Super Smash Bros. Melee. For the move itself, see Falcon Dive.
Hitbox visualization of Captain Falcon's Falcon Dive.
Falcon Dive's extended grabbox.

Overview[edit]

Captain Falcon's Falcon Dive is his up special in Melee. This move allows Captain Falcon to ascend and, upon contact with an enemy, grab onto them and make them explode. Unlike most other up specials, the trajectory of Falcon Dive is greatly influenced by the direction held on the control stick, but the initial trajectory of the move will always be diagonally up giving it fewer options than some other up specials from other characters (such as Pikachu, Fox, and Falco). It is also relatively easy to reverse, requiring input in the opposite direction on the control stick by a late frame 13. However, due to its slow and predictable trajectory, lack of disjointed hitboxes (with the exception of the grab box on frame 13), and considerably long lag it is not regarded as a great recovery move in competitive despite having decent recovery range. Regardless, Falcon Dive can still be used effectively to recover in many situations.

Falcon Dive has some unique properties that make it significantly different from other characters' up specials. First of all, the move produces no hitboxes, but rather a grab in front of him. When it connects, Falcon will latch on to the opponent initially, and then explode the opponent for considerable damage. Falcon Dive allows Falcon to grab the ledge when facing the opposite direction much easier than other characters, improving his recovery over other characters in certain situations, such as recovery from underneath Battlefield. Like most other up specials, it is rarely used in competitive for anything other than a recovery option, although it can be a viable out-of-shield option because it is just as fast as some of his other out-of-shield options. However, when used on an opponent at lower percents, the ending lag from the move may exceed the knockback and hitstun of the opponent, making it very easily punishable and therefore rarely more viable than other attacks. Lastly, Falcon Dive has a peculiarly large grab on frame 13, the initial frame the move is active. Having huge range on this particular frame is partially why the move is any bit viable out-of-shield, as this grab exceeds the range of many of his other moves horizontally. This incredibly disjointed grab can lead to some unexpected interactions, especially when used against opposing attacks that may extend a character's hurtbox, such as Marth's extended arm during his forward smash. If the move connects on this frame, it can appear that Falcon teleports to the character he grabs from an abnormally large distance.

Hitboxes, Grabboxes and throw[edit]

Early Grabboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 1% 0 Sakurai angle 0 100 0 2.7342 0 0.0 8.5932 5.999616 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Grab (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 1% 0 Sakurai angle 0 100 0 4.2966 top 0.0 8.5932 13.331178 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Grab (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png M Kick

Late Grabbox[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 1% 0 Sakurai angle 0 100 0 2.7342 0 0.0 8.5932 5.999616 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Grab (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Latch[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 5% 0 Sakurai angle 0 0 0 7.812 0 0.0 0.0 11.3274 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

Throw[edit]

Damage Angle BK KS FKV Effect
Throw 12% Sakurai angle 40 82 0 Flame (effect)
Release 8% Sakurai angle 100 10 0 Normal (effect)

Timing[edit]

Rising[edit]

Early grabboxes 13
Late grabbox 14-33
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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png Icon for frames just before a grab changes in frame strips. Icon for frames just after a grab changes in frame strips. FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).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

Throw[edit]

Hitbox 2-3
Throw release 17
Animation length 76
FrameIcon(Lag).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(LagThrowS).png FrameIcon(LagThrowE).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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png

Landing lag[edit]

Animation length 30
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
Grab
Grab
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Grab
Grab
ThrowThrow
Throw point

Similar moves[edit]