Falco (SSBM)/Neutral special: Difference between revisions
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[[File:Falco Neutral Special Hitbox Melee.gif|thumb|The hitbox of Falco's Blaster, used on the ground.]] | [[File:Falco Neutral Special Hitbox Melee.gif|thumb|The hitbox of Falco's Blaster, used on the ground.]] | ||
[[File:Falco Neutral Special Hitbox Aerial Melee.gif|thumb|The hitbox of Falco's Blaster, used in the air.]] | [[File:Falco Neutral Special Hitbox Aerial Melee.gif|thumb|The hitbox of Falco's Blaster, used in the air.]] | ||
Compared to Fox's [[Blaster]], Falco's version is slower but causes the opponent to flinch like {{SSB|Fox}}'s {{mvsub|Fox|SSB|neutral special|alt=Blaster}} in the original ''Smash Bros.'' Because the lasers cause the opponent to flinch, they are extremely useful for disrupting their approach and camping. Falco can [[short hop laser]] while approaching to avoid lag. If he is close enough, the laser can stun the opponent so that Falco can follow up with a grab or a move like a {{mvsub|Falco|SSBM|down special|alt=shine}}, {{mvsub|Falco|SSBM|up tilt}}, or even a {{mvsub|Falco|SSBM|forward smash}}. | Compared to Fox's [[Blaster]], Falco's version is slower but causes the opponent to flinch like {{SSB|Fox}}'s {{mvsub|Fox|SSB|neutral special|alt=Blaster}} in the original ''Smash Bros.'' Because the lasers cause the opponent to flinch, they are extremely useful for disrupting their approach and camping. Falco can [[short hop laser]] while approaching to avoid lag. If he is close enough, the laser can stun the opponent so that Falco can follow up with a grab or a move like a {{mvsub|Falco|SSBM|down special|alt=shine}}, {{mvsub|Falco|SSBM|up tilt}}, or even a {{mvsub|Falco|SSBM|forward smash}}. Lasers greatly help Falco's neutral game because when used properly, they can cover several of the opponent's options and force them into bad positions, or even bait out a mistimed reaction for Falco to punish. | ||
{{competitive expertise}} | {{competitive expertise}} | ||
Revision as of 15:34, June 30, 2014
Overview
Compared to Fox's Blaster, Falco's version is slower but causes the opponent to flinch like Fox's Blaster in the original Smash Bros. Because the lasers cause the opponent to flinch, they are extremely useful for disrupting their approach and camping. Falco can short hop laser while approaching to avoid lag. If he is close enough, the laser can stun the opponent so that Falco can follow up with a grab or a move like a shine, up tilt, or even a forward smash. Lasers greatly help Falco's neutral game because when used properly, they can cover several of the opponent's options and force them into bad positions, or even bait out a mistimed reaction for Falco to punish.
Hitboxes
Timing
Ground
First loop frame | 7 |
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Repeat window | 15-28 |
Shot | 23 |
Last loop frame | 30 |
Animation length | 57 |
Air
First loop frame | 4 |
---|---|
Repeat window | 5-16 |
Shot | 13 |
Last loop frame | 20 |
Animation length | 42 |
Lag time |
Loop point |
Continuable |
Prop event |
Properties
Shot lifetime | 99 frames |
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Similar Moves
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