Super Smash Bros. Ultimate

Captain Falcon (SSBU)/Neutral attack/Infinite: Difference between revisions

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(→‎Overview: this was just false. The finisher is rather standard. also mentioning BKB like that is just... no)
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Captain Falcon performs a series of rapid punches forward. It has a great connecting ability and has low enough of base knockback to keep opponents in place. Additionally, the first hit has increased [[hitstun]] and [[shieldstun]]. This prevents the opponent from doing any other action. The hitboxes also appear to be disjointed away from his arm.
Captain Falcon performs a series of rapid punches forward. It has a great connecting ability and has low enough of base knockback to keep opponents in place. Additionally, the first hit has increased [[hitstun]] and [[shieldstun]]. This prevents the opponent from doing any other action. The hitboxes also appear to be disjointed away from his arm.


The rapid finisher can [[KO]] slightly easy compared to other finishers, as it has a base knockback of 110.
==Hitboxes==
==Hitboxes==
Hitboxes ID 0 and 1 of rapid jab are given 2 extra frames of hitstun and a shieldstun multiplier of 9x. Due to there being no ID 0 but an ID 2, the latter is not given any extra.  
Hitboxes ID 0 and 1 of rapid jab are given 2 extra frames of hitstun and a shieldstun multiplier of 9x. Due to there being no ID 0 but an ID 2, the latter is not given any extra.  

Revision as of 23:20, April 16, 2021

Hitbox visualization showing Captain Falcon's rapid jab.
Hitbox visualization showing Captain Falcon's rapid jab finisher.

Overview

Captain Falcon performs a series of rapid punches forward. It has a great connecting ability and has low enough of base knockback to keep opponents in place. Additionally, the first hit has increased hitstun and shieldstun. This prevents the opponent from doing any other action. The hitboxes also appear to be disjointed away from his arm.

Hitboxes

Hitboxes ID 0 and 1 of rapid jab are given 2 extra frames of hitstun and a shieldstun multiplier of 9x. Due to there being no ID 0 but an ID 2, the latter is not given any extra.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Hitstun Shieldstun
Rapid jab
1 0 0 0.6% 0 Sakurai angle Standard 8 15 0 HitboxTableIcon(False).png 2.25 shoulderr 7.5 to 2.0 0.8 to -1.0 -0.5 to 0.0 0.5× 0.4× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Rapid (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +2 frames 9x
2 0 0 0.6% 0 Sakurai angle Standard 8 15 0 HitboxTableIcon(False).png 6.5 top 0.0 8.0 15.0 to 12.0 0.5× 0.4× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Rapid (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Rapid jab finisher
0 0 0 3.0% 0 AngleIcon45.png Standard 110 55 0 HitboxTableIcon(False).png 4.5 top 0.0 13.0 to 5.5 7.0 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 3.0% 0 AngleIcon45.png Standard 110 55 0 HitboxTableIcon(False).png 4.5 top 0.0 13.0 to 5.5 13.5 2.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Interruptibility and animation length are only for the finisher.

Rapid Jab 5, 7, 9, 11...
Finisher 6-7
Interruptible 50
Animation length 49
FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(HitboxLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Interruptibility
Interruptible