Falco (SSBM)/Down special: Difference between revisions
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==Overview== | ==Overview== | ||
[[File:Falco Down Special Hitbox Melee.gif|thumb|The hitbox of Falco's shine.]] | [[File:Falco Down Special Hitbox Melee.gif|thumb|The hitbox of Falco's shine.]] | ||
Being one of the 2 best moves in the game, Falco's '''[[Reflector | Being one of the 2 best moves in the game, Falco's '''[[Reflector (Falco)|Reflector]]''' (informally known as a shine) is the crux of his entire [[metagame]] and is the single biggest factor in his dominance as a character. The potency of the shine is attributed to two things. One, the initial hit of shine comes out without any delay (on frame 1) and two, it can be jump canceled 2 frames after the initial hit. This allows Falco hit an opponent and then leave the shine extremely early either by jumping out right away or [[wavedash]]ing out of it (called [[waveshining]]). Falco's shine sends opponents diagonally upward, setting up aerial follow ups perfectly, most notably his {{mvsub|Falco|SSBM|down aerial}}, which directly combos back into the shine. This potentially endless cycle of shines and down airs is known as [[pillaring]] and is the central engine of all of Falco's combos. The basic form of pillaring can be expanded on by including {{mvsub|Falco|SSBM|up tilt}}s, {{mvsub|Falco|SSBM|neutral aerial}}s and {{mvsub|Falco|SSBM|back aerial}}s in between shines and down aerials for devastating effect. | ||
The uses of shine are not just limited to [[combo]]ing however. With its [[startup]] of 0 frames, the shine can be used as a substitute to the [[shield]] when facing a slow, powerful move. The shine can also be done out of shield allowing Falco to change the tide of the match to his favor. The fact that the shine can be jump canceled allows Falco to continue chaining multiple shines into each other (either by jump canceling directly into a new shine or waveshining back and forth) should the first shine be shielded. | The uses of shine are not just limited to [[combo]]ing however. With its [[startup]] of 0 frames, the shine can be used as a substitute to the [[shield]] when facing a slow, powerful move. The shine can also be done out of shield allowing Falco to change the tide of the match to his favor. The fact that the shine can be jump canceled allows Falco to continue chaining multiple shines into each other (either by jump canceling directly into a new shine or waveshining back and forth) should the first shine be shielded. |
Revision as of 15:19, April 24, 2016
Overview
Being one of the 2 best moves in the game, Falco's Reflector (informally known as a shine) is the crux of his entire metagame and is the single biggest factor in his dominance as a character. The potency of the shine is attributed to two things. One, the initial hit of shine comes out without any delay (on frame 1) and two, it can be jump canceled 2 frames after the initial hit. This allows Falco hit an opponent and then leave the shine extremely early either by jumping out right away or wavedashing out of it (called waveshining). Falco's shine sends opponents diagonally upward, setting up aerial follow ups perfectly, most notably his down aerial, which directly combos back into the shine. This potentially endless cycle of shines and down airs is known as pillaring and is the central engine of all of Falco's combos. The basic form of pillaring can be expanded on by including up tilts, neutral aerials and back aerials in between shines and down aerials for devastating effect.
The uses of shine are not just limited to comboing however. With its startup of 0 frames, the shine can be used as a substitute to the shield when facing a slow, powerful move. The shine can also be done out of shield allowing Falco to change the tide of the match to his favor. The fact that the shine can be jump canceled allows Falco to continue chaining multiple shines into each other (either by jump canceling directly into a new shine or waveshining back and forth) should the first shine be shielded.
Falco's shine can reflect projectiles with 1.5 times the original damage (not knockback however). Despite this, many competitive players will not opt to use shine for this purpose and instead attempt to powershield projectiles, as powershielding projectiles is faster, less punishable, and easier to follow up on; powershield frames become active on frame 1 of the shield (reflection takes place on frame 4 as detailed below), and furthermore upon reflecting something with the shine, Falco will experience hitlag than he cannot jump out of (and consequently cannot waveshine out of), negating any sort of follow up ability off reflection and potentially allowing opponents to punish Falco for shining projectiles.
Hitboxes
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Rebound | Effect | G | A | Sound | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 8% | 0 | 110 | 50 | 0 | 5.999616 | 3 | 0.0 | 0.0 | 0.0 | Burn |
Timing
Minimum duration
Hitbox | 1 |
---|---|
Intangible | 1 |
Reflects | 4-21 |
Jump-cancellable | 4-21 |
Turnaround possible | 4-21 |
Animation length | 39 |
In general
Hitbox | 1 |
---|---|
Intangible | 1 |
Reflects | 4-[release+1] |
Jump-cancellable | 4-[release+1] |
Turnaround possible | 4-[release+1] |
Animation length | [release+19] |
Lag time |
Hitbox |
Vulnerable |
Loop point |
Reflect |
Intangible |
Turning around disables jump-canceling for 3 frames. These frames will always reflect, regardless of release time. If the reflect window was increased that way, the ending lag will also increase by the same amount.
Properties
Reflection radius | 8.5 |
---|---|
Reflection damage | 1.5x |
Reflection speed | 1.0x |
Max reflectable damage | 50 |
Reflection lag | 20 |
Similar moves
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