Super Smash Bros. Melee

Captain Falcon (SSBM)/Forward smash: Difference between revisions

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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=10|e=LagChargeS|z=10}}{{FrameStrip|t=Lag|c=7|s=LagChargeE|z=10}}{{FrameStrip|t=Hitbox|c=4|z=10}}{{FrameStrip|t=Lag|c=38|z=10}}{{FrameStrip|t=Interruptible|c=5|z=10}}
{{FrameStrip|t=Lag|c=10|e=LagChargeS}}{{FrameStrip|t=Lag|c=7|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=38}}{{FrameStrip|t=Interruptible|c=5}}
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[[Category:Captain Falcon (SSBM)]]
[[Category:Captain Falcon (SSBM)]]
[[Category:Forward smashes]]
[[Category:Forward smashes (SSBM)]]

Revision as of 14:21, March 21, 2014

Overview

Nicknamed The People's Elbow, Captain Falcon rears back and thrusts his elbow in a fast-moving motion, dealing flame damage to anyone it connects with. This is one of the most powerful forward smashes in Melee, being the third most powerful forward smash overall with especially high knockback scaling (while Ganondorf's produces slightly stronger knockback, the fact Ganondorf's hits vertically allows Falcon's to KO faster on fast fallers and stages with high ceilings). However, it is difficult to land, with slow start-up lag and rather small hitboxes (though since Falcon lunges far with it, it reaches far regardless). It is additionally very punishable, with a heavy 39 frames of ending lag. As such, despite its great power, the move is not seen much in competitive play, especially when Falcon has access to a much easier to land and much safer move with comparable power in his Knee Smash. With a successful hard read though, it can potentially get a KO as early as 80% from center stage, and with its very high damage output, it can outprioritise up to moderate damage dealing ground attacks.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Angled up
0 0 21% 0 Sakurai angle 24 100 0 3.5154 23 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 21% 0 Sakurai angle 24 100 0 3.5154 24 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
Angled side
0 0 20% 0 Sakurai angle 24 100 0 3.5154 23 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 20% 0 Sakurai angle 24 100 0 3.5154 24 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
Angled down
0 0 19% 0 Sakurai angle 24 100 0 3.5154 23 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 19% 0 Sakurai angle 24 100 0 3.5154 24 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn

Timing

Charges between 10-11
Hitbox 18-21
Interruptible 60
Animation length 64