Super Smash Bros. Melee

Falco (SSBM)/Down aerial: Difference between revisions

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(→‎Overview: Added a section talking about the move's downsides, as well as clarified its interplay with crouch cancel.)
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==Overview==
==Overview==
[[File:Falco Down Aerial Hitbox Melee.gif|thumb|The hitbox of Falco's dair.]]
[[File:Falco Down Aerial Hitbox Melee.gif|thumb|The hitbox of Falco's dair.]]
Falco spins around in place at a downward angle. His down aerial is considered the best [[spike]] in the game, having an extremely long duration of 20 frames and having [[sourspot]] hitboxes that still spike relatively powerfully (in NTSC only). The move is generally regarded as the best non special move in the game, and one of the best overall attacks in ''Melee''. Falco's down aerial is vital to his success as a character, acting as a powerful [[approach]], [[combo]], [[tech chasing]] and [[edgeguarding]] option all at once. The move is Falco's most rewarding approach option; at low percents the move directly combos into his {{mvsub|Falco|SSBM|down special|alt=shine}} or {{mvsub|Falco|SSBM|down tilt}}, and at higher percents combos into other aerials including itself. In addition, the move cannot be properly [[crouch cancel]]ed, aiding in its abilities as a neutral opener at low percents.
Falco spins around in place at a downward angle. His down aerial is considered the best [[spike]] in the game, having an extremely long duration of 20 frames and having [[sourspot]] hitboxes that still spike relatively powerfully (in NTSC only). The move is generally regarded as the best non special move in the game, and one of the best overall attacks in ''Melee''. Falco's down aerial is vital to his success as a character, acting as a powerful [[approach]], [[combo]], [[tech chasing]] and [[edgeguarding]] option all at once. The move is Falco's most rewarding approach option; at low [[percent]]s the move directly combos into his {{mvsub|Falco|SSBM|down special|alt=shine}} or {{mvsub|Falco|SSBM|down tilt}}, and at higher percents combos into other aerials including itself. In addition, the move, being a spike, invalidates [[ASDI|ASDI-down]], aiding in its abilities as a neutral opener at low percents.


Using this move in conjunction with the shine is known as [[pillaring]] and is the basis for all of Falco's combos; the vertical knockback of shine directly combos into a down aerial which as a spike, links perfectly into another shine. This cycle of shines and down aerials is expanded with a variety of other moves, most notably {{mvsub|Falco|SSBM|up tilt}}, {{mvsub|Falco|SSBM|neutral aerial}}, and {{mvsub|Falco|SSBM|back aerial}}, and is a notable way to [[shield break combo|wear down shields]]. The possibilities opened up by Falco's down aerial are near unlimited, and this is one of the primary reasons why Falco is such an unforgiving character; in the hands of a competent player, this move can absolutely devastate every other character, potentially netting KOs as early as 30%.
Using this move in conjunction with the shine is known as [[pillaring]] and is the basis for all of Falco's combos; the vertical knockback of shine directly combos into a down aerial which as a spike, links perfectly into another shine. This cycle of shines and down aerials is expanded with a variety of other moves, most notably {{mvsub|Falco|SSBM|up tilt}}, {{mvsub|Falco|SSBM|neutral aerial}}, and {{mvsub|Falco|SSBM|back aerial}}, and is a notable way to [[shield break combo|wear down shields]]. The possibilities opened up by Falco's down aerial are near unlimited, and this is one of the primary reasons why Falco is such an unforgiving character; in the hands of a competent player, this move can absolutely devastate every other character, potentially netting KOs as early as 30%.
Despite the move's strengths, it still has some weaknesses, primarily at low percents. Until the opponent reaches high enough percent to be [[tumbling|tumbled]], any airborne opponent who gets knocked back down into the ground will go through their [[Lag#Normal_landing|normal landing lag]], which is 4 frames for most characters. Against [[crouch cancel]]ling, however, is where things get confusing. At mid and high percents, down aerial will cleanly beat crouch cancelling, putting the opponent into grounded [[hitstun]] or launching them into the air, leading to Falco's aforementioned pillar combos. At low percents, though, the move deals such low hitstun against crouching opponents that it may be possible for the opponent to become actionable before Falco does, leading to a reversal. This is dependent on a variety of factors, including the opponent's percent and [[weight]], whether Falco hits them with his sweetspot or sourspot, how much the down aerial is [[staling|staled]], and at what stage of his jump Falco did the down aerial. For example, against a crouching [[Fox (SSBM)|Fox]] at 0%, a unstaled frame-1 [[SHFFL]]ed down aerial that hits on the earliest active frame will be -12 on hit, leaving the Falco vulnerable to a [[Fox (SSBM)/Down special|shine]], [[Fox (SSBM)/Neutral attack/Hit 1|jab]], or even [[Fox (SSBM)/Up smash|up smash]]. The counterplay for Falco, in this scenario, is to hit extremely late into his jump, minimizing the amount of frame advantage the opponent can get.


==Hitboxes==
==Hitboxes==

Revision as of 16:40, July 27, 2024

Overview

The hitbox of Falco's dair.

Falco spins around in place at a downward angle. His down aerial is considered the best spike in the game, having an extremely long duration of 20 frames and having sourspot hitboxes that still spike relatively powerfully (in NTSC only). The move is generally regarded as the best non special move in the game, and one of the best overall attacks in Melee. Falco's down aerial is vital to his success as a character, acting as a powerful approach, combo, tech chasing and edgeguarding option all at once. The move is Falco's most rewarding approach option; at low percents the move directly combos into his shine or down tilt, and at higher percents combos into other aerials including itself. In addition, the move, being a spike, invalidates ASDI-down, aiding in its abilities as a neutral opener at low percents.

Using this move in conjunction with the shine is known as pillaring and is the basis for all of Falco's combos; the vertical knockback of shine directly combos into a down aerial which as a spike, links perfectly into another shine. This cycle of shines and down aerials is expanded with a variety of other moves, most notably up tilt, neutral aerial, and back aerial, and is a notable way to wear down shields. The possibilities opened up by Falco's down aerial are near unlimited, and this is one of the primary reasons why Falco is such an unforgiving character; in the hands of a competent player, this move can absolutely devastate every other character, potentially netting KOs as early as 30%.

Despite the move's strengths, it still has some weaknesses, primarily at low percents. Until the opponent reaches high enough percent to be tumbled, any airborne opponent who gets knocked back down into the ground will go through their normal landing lag, which is 4 frames for most characters. Against crouch cancelling, however, is where things get confusing. At mid and high percents, down aerial will cleanly beat crouch cancelling, putting the opponent into grounded hitstun or launching them into the air, leading to Falco's aforementioned pillar combos. At low percents, though, the move deals such low hitstun against crouching opponents that it may be possible for the opponent to become actionable before Falco does, leading to a reversal. This is dependent on a variety of factors, including the opponent's percent and weight, whether Falco hits them with his sweetspot or sourspot, how much the down aerial is staled, and at what stage of his jump Falco did the down aerial. For example, against a crouching Fox at 0%, a unstaled frame-1 SHFFLed down aerial that hits on the earliest active frame will be -12 on hit, leaving the Falco vulnerable to a shine, jab, or even up smash. The counterplay for Falco, in this scenario, is to hit extremely late into his jump, minimizing the amount of frame advantage the opponent can get.

Hitboxes

NTSC

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean
0 0 12% 0 AngleIcon290spk.png 10 100 0 5.15592 7 -1.32804 1.495998 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 12% 0 AngleIcon290spk.png 10 100 0 5.987898 7 0.99603 0.99603 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Late
0 0 9% 0 AngleIcon290spk.png 20 100 0 5.15592 7 -1.32804 1.495998 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 9% 0 AngleIcon290spk.png 20 100 0 5.987898 7 0.99603 0.99603 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

PAL

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean
0 0 12% 0 AngleIcon290spk.png 10 100 0 5.15592 7 -1.32804 1.495998 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 12% 0 AngleIcon290spk.png 10 100 0 5.987898 7 0.99603 0.99603 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Late
0 0 9% 0 Sakurai angle 20 100 0 5.15592 7 -1.32804 1.495998 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 9% 0 Sakurai angle 20 100 0 5.987898 7 0.99603 0.99603 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Summary:

  • Nerf Late hit is now the Sakurai angle, not a spike.

Timing

Attack

Initial autocancel 1-4
Clean hit 5-14
Late hit 15-24
Ending autocancel 30-
Animation length 49
Interruptible 60
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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag

Animation length 18
L-cancelled animation length 9
Normal  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
L-cancelled  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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Auto-canceling
Autocancel