Captain Falcon (SSBM)/Up aerial: Difference between revisions
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Revision as of 17:55, April 27, 2014
Overview
Captain Falcon does a flip kick in the air. The knockback of the move is pretty 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.
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.
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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