Captain Falcon (SSBU)/Up smash: Difference between revisions
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==Overview== | ==Overview== | ||
A 540 kick. Despite the move's high startup, its ending lag is very low in comparison. The move is very devastating when both hits connect and works as a strong anti-air, this is made more effective with its leg intangibility. However, the move has problems connecting on opponents on a platform above him, and makes the move a lot less effective on opponents circle camping. | A 540 kick. Despite the move's high startup, its ending lag is very low in comparison, which gives it utility for baiting out an approach and punishing with a move like jab, dash attack, or even Falcon Kick. In fact, the move only has one more frame of endling lag than Roy and Chrom's jab (16 vs 15). The move is very devastating when both hits connect and works as a strong anti-air, this is made more effective with its leg intangibility. However, the move has problems connecting on opponents on a platform above him, and makes the move a lot less effective on opponents circle camping. In addition to it's use as an anti-air, it can also be used as a callout in the corner due to its large scoop box covering multiple ledge options. | ||
==Update History== | ==Update History== |
Revision as of 02:53, September 21, 2024
Overview
A 540 kick. Despite the move's high startup, its ending lag is very low in comparison, which gives it utility for baiting out an approach and punishing with a move like jab, dash attack, or even Falcon Kick. In fact, the move only has one more frame of endling lag than Roy and Chrom's jab (16 vs 15). The move is very devastating when both hits connect and works as a strong anti-air, this is made more effective with its leg intangibility. However, the move has problems connecting on opponents on a platform above him, and makes the move a lot less effective on opponents circle camping. In addition to it's use as an anti-air, it can also be used as a callout in the corner due to its large scoop box covering multiple ledge options.
Update History
- The second hit has more knockback scaling (72/74/80 → 80/81/88).
- Up smash's first hit has swapped priority for its 12% damage hitboxes, and they deal less knockback (30/8 base/20/10 set → 5/0 base/10/0 set), allowing them to connect more reliably into the second hit, especially against opponents on platforms above Captain Falcon.
Hitboxes
ID | Part | Rehit rate | Damage | SD | Angle | Angle type | BK | KS | FKV | Set weight | Radius | Bone | Offset | H× | SDI× | T% | Clang | Rebound | Effect | Type | G | A | Sound | Direct | Hit bits | Hit part | Blockable | Reflectable | Absorbable | Flinchless | No GFX | Heedless | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early hit 1 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 7.0% | 0 | Standard | 0 | 90 | 150 | 5.7 | top | 0.0 | 7.5 | 10.0 | 1.0× | 1.0× | 0% | None | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 7.0% | 0 | Standard | 0 | 90 | 80 | 6.0 | top | 0.0 | 17.0 | 5.0 | 1.0× | 1.0× | 0% | Kick | All | All | ||||||||||||||||||||||||||||||
3 | 0 | 0 | 12.0% | 0 | Forward | 5 | 90 | 10 | 4.8 | top | 0.0 | 21.0 | 1.5 | 1.0× | 1.0× | 0% | Kick | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 12.0% | 0 | Standard | 0 | 90 | 0 | 4.8 | top | 0.0 | 28.0 | 5.0 | 1.0× | 1.0× | 0% | Kick | All | All | ||||||||||||||||||||||||||||||
The ID 2 hitbox uses a position vector with offsets [5, 29] for 7.5 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Late hit 1 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 7.0% | 0 | Standard | 0 | 90 | 150 | 5.7 | top | 0.0 | 7.5 | 10.0 | 1.0× | 1.0× | 0% | None | All | All | ||||||||||||||||||||||||||||||
3 | 0 | 0 | 12.0% | 0 | Forward | 5 | 90 | 10 | 4.8 | top | 0.0 | 21.0 | 1.5 | 1.0× | 1.0× | 0% | Kick | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 12.0% | 0 | Standard | 0 | 90 | 0 | 4.8 | top | 0.0 | 28.0 | 5.0 | 1.0× | 1.0× | 0% | Kick | All | All | ||||||||||||||||||||||||||||||
The ID 2 hitbox uses a position vector with offsets [5, 29] for 7.5 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Hit 2 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 14.0% | 0 | Forward | 70 | 80 | 0 | 6.0 | top | 0.0 | 29.0 | 5.5 | 1.0× | 1.0× | 0% | Kick | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 14.0% | 0 | Forward | 70 | 81 | 0 | 5.5 | top | 0.0 | 21.0 | 2.5 | 1.0× | 1.0× | 0% | Kick | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 13.0% | 0 | Forward | 70 | 88 | 0 | 5.0 | top | 0.0 | 16.0 | 0.5 | 1.0× | 1.0× | 0% | Kick | All | All |
Timing
Charges between | 8-9 |
---|---|
Early hit 1 | 22 |
Late hit 1 | 23 |
Right lower leg intangible | 22-23 |
Hit 2 | 28-29 |
Left lower leg intangible | 28-29 |
Interruptible | 46 |
Animation length | 61 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Right lower leg | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Left lower leg |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |
Trivia
- Oddly enough, the first hit's hitbox in front of Captain Falcon has no sound effect or attack type set, unlike the other hitboxes. This discrepancy was not present in previous games.
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