Captain Falcon (SSBM)/Up aerial: Difference between revisions
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==Overview== | ==Overview== | ||
[[File:Captain Falcon Up Aerial Hitbox Melee.gif|thumb|Hitbox of Captain Falcon's uair.]] | [[File:Captain Falcon Up Aerial Hitbox Melee.gif|thumb|Hitbox of Captain Falcon's uair.]] | ||
Captain Falcon does a flip kick in the air. This move's knockback is decent, with the main part of the attack sending opponents on a semi-reliable angle for [[edgeguarding]], and the hitbox near his feet while traveling back being able to [[semi-spike]], albeit with much less knockback and [[hitstun]] than in ''Smash 64'' (even considering the reduced hitstun in ''Melee''). The move can be used for [[juggling]] to some extent, though not very reliable. The semi-spike portion of the move is generally used to [[gimp]] characters with poor [[recover]]ies. The move does have some [[combo]] ability, being able to lead into {{mvsub|Captain Falcon|SSBM|neutral aerial}}, {{mvsub|Captain Falcon|SSBM|down aerial}}, and {{mvsub|Captain Falcon|SSBM|forward aerial|alt=Knee Smash}} mostly, as well as {{mvsub|Captain Falcon|SSBM|up special|alt=Falcon Dive}} in some situations. Also, the move is sometimes used right after a [[wall jump]] on stages such as [[Yoshi's Story]]. | Captain Falcon does a flip kick in the air. This move's knockback is decent, with the main part of the attack sending opponents on a semi-reliable angle for [[edgeguarding]], and the hitbox near his feet while traveling back being able to [[semi-spike]], albeit with much less knockback and [[hitstun]] than in ''Smash 64'' (even considering the reduced hitstun in ''Melee''). The move can be used for [[juggling]] to some extent, though not very reliable. The semi-spike portion of the move is generally used to [[gimp]] characters with poor [[recover]]ies. The move does have some [[combo]] ability, being able to lead into {{mvsub|Captain Falcon|SSBM|neutral aerial}}, {{mvsub|Captain Falcon|SSBM|down aerial}}, and {{mvsub|Captain Falcon|SSBM|forward aerial|alt=Knee Smash}} mostly, as well as {{mvsub|Captain Falcon|SSBM|up special|alt=Falcon Dive}} in some situations. Also, the move is sometimes used right after a [[wall jump]] on stages such as [[Yoshi's Story]]. Due to the semi-lingering hitbox on Captain Falcon's leg during this attack, it is also commonly used as an approach option, in order to "scoop" the opponent upwards. Combined with the overall low landing lag on this attack, it becomes a very useful tool for mix-ups, combos, and approaches. | ||
{{competitive expertise}} | {{competitive expertise}} |
Revision as of 08:59, April 16, 2015
Overview
Captain Falcon does a flip kick in the air. This move's knockback is decent, with the main part of the attack sending opponents on a semi-reliable angle for edgeguarding, and the hitbox near his feet while traveling back being able to semi-spike, albeit with much less knockback and hitstun than in Smash 64 (even considering the reduced hitstun in Melee). The move can be used for juggling to some extent, though not very reliable. The semi-spike portion of the move is generally used to gimp characters with poor recoveries. The move does have some combo ability, being able to lead into neutral aerial, down aerial, and Knee Smash mostly, as well as Falcon Dive in some situations. Also, the move is sometimes used right after a wall jump on stages such as Yoshi's Story. Due to the semi-lingering hitbox on Captain Falcon's leg during this attack, it is also commonly used as an approach option, in order to "scoop" the opponent upwards. Combined with the overall low landing lag on this attack, it becomes a very useful tool for mix-ups, combos, and approaches.
Hitboxes
Timing
Attack
Clean hit | 6-10 |
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Mid hit | 11-13 |
Late hit* | |
Ending autocancel | 22- |
Interruptible | 30 |
Animation length | 33 |
* Due to what is presumably a programming error, the "delete all hitboxes" command runs on the same frame the late hit begins, and so the late hit never occurs. This error is not shared by Ganondorf's version of the move; as all other frame data is the same between the two moves, one can assume the intent was for the late hit to connect on frames 14-16. Even stranger, the same error exists for the move in Brawl, suggesting the code was copied and the error was never caught.
Landing lag
Animation length | 15 |
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L-cancelled animation length | 7.5 |
Normal | |||||||||||||||
L-cancelled |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
Similar moves
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