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Captain Falcon (SSBU)/Up special: Difference between revisions
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Omega Tyrant (talk | contribs) m (This overview hardly touches on the move's competitive applications) |
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
{{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Falcon Dive}} | {{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Falcon Dive}} | ||
{{competitive expertise}} | |||
{| class="wikitable" style="float:right; margin:4pt;" | {| class="wikitable" style="float:right; margin:4pt;" | ||
!colspan=5| Captain Falcon Up Special Hitbox Visualizations | !colspan=5| Captain Falcon Up Special Hitbox Visualizations | ||
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[[File:CaptainFalconFalconDiveHitSSBU.gif|thumb|250px|Hitbox visualization showing Captain Falcon's up special, Falcon Dive, after it connects.]] | [[File:CaptainFalconFalconDiveHitSSBU.gif|thumb|250px|Hitbox visualization showing Captain Falcon's up special, Falcon Dive, after it connects.]] | ||
==Overview== | ==Overview== | ||
Captain Falcon begins to dive diagonally upward after a short delay, as Captain Falcon's main recovery move. The move's grab hitbox begins on frame 14, allowing it to be used as an out of shield option. Captain Falcon will be put into [[helpless]] immediately after, but will be able to drift forward decently fast, allowing for some surprisingly long high recoveries, usually as a recovery mix-up. However, if Captain Falcon happens to grab an opponent during his upward movement, he will launch the opponent with an explosion (usually toward the stage), and will not be put into helpless. The move is great as a late percent KO move, especially near the ledge. At certain percentages, the move will eventually become untechable and slightly dangerous to challenge. | Captain Falcon begins to dive diagonally upward after a short delay, as Captain Falcon's main recovery move. The move's grab hitbox begins on frame 14, allowing it to be used as an out of shield option. Captain Falcon will be put into [[helpless]] immediately after, but will be able to drift forward decently fast, allowing for some surprisingly long high recoveries, usually as a recovery mix-up. However, if Captain Falcon happens to grab an opponent during his upward movement, he will launch the opponent with an explosion (usually toward the stage), and will not be put into helpless. The move is great as a late percent KO move, especially near the ledge. At certain percentages, the move will eventually become untechable and slightly dangerous to challenge. | ||
However, the move is not without its weaknesses. The overall recovery portion of the move is average, and it has no damaging hitbox but only a grab hitbox, meaning any meaningful disjoint can easy hit the move without risking being grabbed. Furthermore, despite an endlag reduction buff, it is still possible to [[Tech Check]] the move. As an out of shield option, because Captain Falcon is put into helpless, the move is relatively easy to punish after a whiff. | However, the move is not without its weaknesses. The overall recovery portion of the move is average, and it has no damaging hitbox but only a grab hitbox, meaning any meaningful disjoint can easy hit the move without risking being grabbed. Furthermore, despite an endlag reduction buff, it is still possible to [[Tech Check]] the move. As an out of shield option, because Captain Falcon is put into helpless, the move is relatively easy to punish after a whiff. | ||
==Update History== | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|11.0.0}}''' |
Latest revision as of 09:19, April 12, 2024
Captain Falcon Up Special Hitbox Visualizations | ||||
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Grounded | Aerial | |||
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Overview[edit]
Captain Falcon begins to dive diagonally upward after a short delay, as Captain Falcon's main recovery move. The move's grab hitbox begins on frame 14, allowing it to be used as an out of shield option. Captain Falcon will be put into helpless immediately after, but will be able to drift forward decently fast, allowing for some surprisingly long high recoveries, usually as a recovery mix-up. However, if Captain Falcon happens to grab an opponent during his upward movement, he will launch the opponent with an explosion (usually toward the stage), and will not be put into helpless. The move is great as a late percent KO move, especially near the ledge. At certain percentages, the move will eventually become untechable and slightly dangerous to challenge.
However, the move is not without its weaknesses. The overall recovery portion of the move is average, and it has no damaging hitbox but only a grab hitbox, meaning any meaningful disjoint can easy hit the move without risking being grabbed. Furthermore, despite an endlag reduction buff, it is still possible to Tech Check the move. As an out of shield option, because Captain Falcon is put into helpless, the move is relatively easy to punish after a whiff.
Update History[edit]
Falcon Dive's throw has significantly less ending lag (FAF 55 → 24), making it considerably harder to Tech Check Falcon's recovery.
Hitboxes, grabboxes and throw[edit]
ID | Radius | Bone | Offset | G | A | ||||||||||||||||||
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Early grab | |||||||||||||||||||||||
0 | 5.0 | top | 0.0 | 13.0 | 7.0 | ![]() |
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1 | 5.5 | top | 0.0 | 8.8 | 13.7 | ![]() |
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Late grab | |||||||||||||||||||||||
0 | 5.0 | top | 0.0 | 15.0 | 6.0 | ![]() |
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1 | 5.0 | top | 0.0 | 11.0 | 6.0 | ![]() |
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Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | |||||||||||||||||||||||
Throw | 0 | 13.0% | ![]() |
Forward | 85 | 62 | 0 | 0.0× | ![]() |
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Break | 0 | 8.0% | ![]() |
Forward | 100 | 10 | 0 | 0.0× | ![]() |
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Timing[edit]
Rising[edit]
The move enables ledge grabs from the front starting on frame 20, and from behind starting on frame 37. Captain Falcon can also fast fall as early as frame 50.
To B-reverse the move, the control stick has to be held backward on frame 14.
Optional reverse | 14 |
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Early grab | 14 |
Late grab | 15-30 |
Animation length | 66 |
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Throw[edit]
The throw portion enables ledge grabs from the front starting on frame 61.
Hitbox | 2-3 |
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Throw release | 17 |
Interruptible | 40 |
Animation length | 71 |
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Landing[edit]
Interruptible | 25 |
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Animation length | 35 |
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![]() Lag time |
![]() Hitbox |
![]() ![]() State change |
![]() Grab |
![]() Interruptible |
Parameters[edit]
Horizontal speed multiplier | 1.1 (grounded) 0.95 (aerial) |
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Horizontal speed limit | 6 |
Gravity | 0.103 |
Stick sensitivity to reverse | 0.25 |
Helplessness air speed multiplier | 0.7 |
Helplessness landing lag | 24 frames |
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