Captain Falcon (SSBU)/Up smash: Difference between revisions
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Line 110: | Line 110: | ||
|sd=0 | |sd=0 | ||
|angle=80 | |angle=80 | ||
|bk= | |bk=5 | ||
|ks=90 | |ks=90 | ||
|fkv= | |fkv=10 | ||
|r=4.8 | |r=4.8 | ||
|bn=top | |bn=top | ||
Line 128: | Line 128: | ||
|sd=0 | |sd=0 | ||
|angle=80 | |angle=80 | ||
|bk= | |bk=0 | ||
|ks=90 | |ks=90 | ||
|fkv= | |fkv=0 | ||
|r=4.8 | |r=4.8 | ||
|bn=top | |bn=top | ||
Line 212: | Line 212: | ||
|23 | |23 | ||
|- | |- | ||
!Right leg intangible | !Right lower leg intangible | ||
|22-23 | |22-23 | ||
|- | |- | ||
Line 218: | Line 218: | ||
|28-29 | |28-29 | ||
|- | |- | ||
!Left leg intangible | !Left lower leg intangible | ||
|28-29 | |28-29 | ||
|- | |- | ||
Line 229: | Line 229: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
!Hitboxes {{FrameStrip|t=Lag|c=8|e=LagChargeS}}{{FrameStrip|t=Lag|c=13|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=16}}{{FrameStrip|t=Interruptible|c=16}} | |||
|- | |- | ||
!Right lower leg {{FrameStrip|t=Vulnerable|c=21}}{{FrameStrip|t=Intangible|c=2}}{{FrameStrip|t=Vulnerable|c=38}} | |||
|- | |- | ||
!Left lower leg {{FrameStrip|t=Vulnerable|c=27}}{{FrameStrip|t=Intangible|c=2}}{{FrameStrip|t=Vulnerable|c=32}} | |||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|vulnerable=y|intangible=y|interruptible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|vulnerable=y|intangible=y|interruptible=y}} |
Revision as of 08:59, May 26, 2022
Overview
A 540 kick. Despite the move's high startup, its ending lag is very low in comparison. The move is very devastating when both hits connect and works as a strong anti-air, this is made more effective with its leg intangibility. However, the move has problems connecting on opponents on a platform above him, and makes the move a lot less effective on opponents circle camping.
Update History
- The second hit has more knockback scaling (72/74/80 → 80/81/88).
- Up smash's first hit has swapped priority for its 12% damage hitboxes, and they deal less knockback (30/8 base/20/10 set → 5/0 base/10/0 set), allowing them to connect more reliably into the second hit, especially against opponents on platforms above Captain Falcon.
Hitboxes
Timing
Charges between | 8-9 |
---|---|
Early hit 1 | 22 |
Late hit 1 | 23 |
Right lower leg intangible | 22-23 |
Hit 2 | 28-29 |
Left lower leg intangible | 28-29 |
Interruptible | 46 |
Animation length | 61 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Right lower leg | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Left lower leg |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |
Trivia
- Oddly enough, the first hit's hitbox in front of Captain Falcon has no sound effect or attack type set, unlike the other hitboxes. This discrepancy was not present in previous games.
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