Super Smash Bros. Melee

Captain Falcon (SSBM)/Forward smash: Difference between revisions

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[[File:Captain Falcon Forward Smash Hitbox Melee.gif|thumb|right|250px|Forward smash hitbox duration.]]
[[File:Captain Falcon Forward Smash Hitbox Melee.gif|thumb|right|250px|Forward smash hitbox duration.]]
Nicknamed "The People's Elbow", Captain Falcon rears back and thrusts his elbow in a fast-moving motion, dealing fire damage to anyone it connects with. This is one of the most powerful forward smashes in ''Melee'', being the third most powerful forward smash overall with especially high knockback scaling (while Ganondorf's produces slightly stronger knockback, the fact Ganondorf's hits vertically allows Falcon's to KO faster on [[fast faller]]s and stages with high ceilings). However, it is difficult to land, with slow start-up lag and rather small hitboxes (though since Falcon lunges far with it, it reaches far regardless). It is additionally very [[punish]]able, with a heavy 39 frames of ending lag. As such, despite its great power, the move is not seen much in competitive play, especially when Falcon has access to a much easier to land and much safer move with comparable power in his [[Captain Falcon (SSBM)/Forward aerial|Knee Smash]]. With a successful hard [[read]] though, it can potentially get a KO as early as 80% from center stage, and with its very high damage output, it can [[outprioritise]] up to moderate damage dealing ground attacks.
Nicknamed "The People's Elbow", Captain Falcon rears back and thrusts his elbow in a fast-moving motion, dealing fire damage to anyone it connects with. This is one of the most powerful forward smashes in ''Melee'', being the third most powerful forward smash overall with especially high knockback scaling (while Ganondorf's produces slightly stronger knockback, the fact Ganondorf's hits vertically allows Falcon's to KO faster on [[fast faller]]s and stages with high ceilings). However, it is difficult to land, with slow start-up lag and rather small hitboxes (though since Falcon lunges far with it, it reaches far regardless). It is additionally very [[punish]]able, with a heavy 39 frames of ending lag. As such, despite its great power, the move is not seen much in competitive play, especially when Falcon has access to a much easier to land and much safer move with comparable power in his [[Captain Falcon (SSBM)/Forward aerial|Knee Smash]]. With a successful hard [[read]] though, it can potentially get a KO as early as 80% from center stage, and with its very high damage output, it can [[outprioritise]] up to moderate damage dealing ground attacks.
==In ''Brawl''==
This attack is the same as it was in ''Melee'' (in regards to animations and speed stats), but was drastically nerfed in ''Brawl'', as it has much lower KO`ing power (could KO under 95% in ''Melee'' but cannot KO until 125% in ''Brawl'') and, in general, much harder to connect (lower hitbox duration). This went from among the better smash attacks in ''Melee'' (though it was still pretty hard to connect in ''Melee'') to among the worst in ''Brawl'' and is therefore almost neglected during Brawls.


==Hitboxes==
==Hitboxes==

Revision as of 23:44, July 18, 2013

Overview

Nicknamed "The People's Elbow", Captain Falcon rears back and thrusts his elbow in a fast-moving motion, dealing fire damage to anyone it connects with. This is one of the most powerful forward smashes in Melee, being the third most powerful forward smash overall with especially high knockback scaling (while Ganondorf's produces slightly stronger knockback, the fact Ganondorf's hits vertically allows Falcon's to KO faster on fast fallers and stages with high ceilings). However, it is difficult to land, with slow start-up lag and rather small hitboxes (though since Falcon lunges far with it, it reaches far regardless). It is additionally very punishable, with a heavy 39 frames of ending lag. As such, despite its great power, the move is not seen much in competitive play, especially when Falcon has access to a much easier to land and much safer move with comparable power in his Knee Smash. With a successful hard read though, it can potentially get a KO as early as 80% from center stage, and with its very high damage output, it can outprioritise up to moderate damage dealing ground attacks.

In Brawl

This attack is the same as it was in Melee (in regards to animations and speed stats), but was drastically nerfed in Brawl, as it has much lower KO`ing power (could KO under 95% in Melee but cannot KO until 125% in Brawl) and, in general, much harder to connect (lower hitbox duration). This went from among the better smash attacks in Melee (though it was still pretty hard to connect in Melee) to among the worst in Brawl and is therefore almost neglected during Brawls.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Angled up
0 0 Template:DamageWhenCharged 0 Sakurai angle 24 100 0 0.0140616 23 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 Template:DamageWhenCharged 0 Sakurai angle 24 100 0 0.0140616 24 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
Angled side
0 0 Template:DamageWhenCharged 0 Sakurai angle 24 100 0 0.0140616 23 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 Template:DamageWhenCharged 0 Sakurai angle 24 100 0 0.0140616 24 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
Angled down
0 0 Template:DamageWhenCharged 0 Sakurai angle 24 100 0 0.0140616 23 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn
1 0 Template:DamageWhenCharged 0 Sakurai angle 24 100 0 0.0140616 24 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn

Timing

Charges between 10-11
Hitbox 18-21
Interruptible 60
Animation length 64
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(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible

Similar moves