Super Smash Bros. Melee

Falco (SSBM)/Down tilt: Difference between revisions

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[[File:Falco Down Tilt Hitbox Melee.gif|thumb|Hitbox of Falco's d-tilt.]]
[[File:Falco Down Tilt Hitbox Melee.gif|thumb|Hitbox of Falco's d-tilt.]]
Falco swipes his tail along the ground in front of himself. It has unusually high damage and knockback for a tilt attack, dealing 13% damage and being able to KO some characters at as low as 90% when fresh. It knocks opponents vertically, making it more effective on [[floaty]] characters, especially lighter ones. Despite its advantages, it has rather short [[range]], and limited followup options, giving it a subpar [[combo]] ability. It also has moderately high [[ending lag]]. It isn't used commonly, as Falco usually has better options for KOing, such as {{mvsub|Falco|SSBM|forward smash}} and {{mvsub|Falco|SSBM|down aerial}}. However, since it is usually fresh when used, it can be utilized as a surprise KO move.
Falco swipes his tail along the ground in front of himself. It has unusually high damage and knockback for a tilt attack, dealing 13% damage and being able to KO some characters at as low as 90% when fresh. It knocks opponents vertically, making it more effective on [[floaty]] characters, especially lighter ones. Despite its advantages, it has rather short [[range]], and limited followup options, giving it a subpar [[combo]] ability. It also has moderately high [[ending lag]]. It isn't used commonly, as Falco usually has better options for KOing, such as {{mvsub|Falco|SSBM|forward smash}} and {{mvsub|Falco|SSBM|down aerial}}. However, since it is usually fresh when used, it can be utilized as a surprise KO move.
{{competitive expertise}}


==Hitboxes==
==Hitboxes==

Latest revision as of 02:09, January 21, 2016

Overview[edit]

Hitbox of Falco's d-tilt.

Falco swipes his tail along the ground in front of himself. It has unusually high damage and knockback for a tilt attack, dealing 13% damage and being able to KO some characters at as low as 90% when fresh. It knocks opponents vertically, making it more effective on floaty characters, especially lighter ones. Despite its advantages, it has rather short range, and limited followup options, giving it a subpar combo ability. It also has moderately high ending lag. It isn't used commonly, as Falco usually has better options for KOing, such as forward smash and down aerial. However, since it is usually fresh when used, it can be utilized as a surprise KO move.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 13% 0 AngleIcon75.png 25 125 0 1.953 17 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash
1 0 13% 0 AngleIcon75.png 25 125 0 2.9295 17 0.0 0.0 -1.953 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash
2 0 13% 0 AngleIcon75.png 25 125 0 3.1248 17 0.0 0.0 -3.906 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash

Timing[edit]

Hitbox out 7-9
Interruptible 28
Animation length 29
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible

Similar moves[edit]