Captain Falcon (SSBM)/Neutral attack/Infinite: Difference between revisions
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{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=5|e=LagLoopS}}{{FrameStrip|t=Lag|c=4|s=LagLoopE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=6|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=6|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=6|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=5|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=3|s=LagStateE|e=LagLoopS}}{{FrameStrip|t=Lag|c=9|s=LagLoopE}} | {{FrameStrip|t=Lag|c=5|e=LagLoopS}}{{FrameStrip|t=Lag|c=4|s=LagLoopE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=6|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=6|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=6|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=5|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=3|s=LagStateE|e=LagLoopS}}{{FrameStrip|t=Lag|c=9|s=LagLoopE}} | ||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|loop=y|state=y|continuable=y}} | {{FrameIconLegend|lag=y|hitbox=y|loop=y|state=y|continuable=y}} | ||
{{MvSubNavCaptainFalcon|g=SSBM}} | {{MvSubNavCaptainFalcon|g=SSBM}} |
Revision as of 13:25, June 9, 2014
- For an overview of the overall natural combo, see here.
Hitboxes
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Rebound | Effect | G | A | Sound | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Each hit | ||||||||||||||||||
0 | 0 | 1% | 0 | 0 | 70 | 0 | 3.491964 | 45 | 0.0 | 0.0 | 0.0 | Punch | ||||||
1 | 0 | 1% | 0 | 0 | 70 | 0 | 3.491964 | 45 | 7.319844 | 0.0 | 0.0 | Punch |
Timing
The move ends when there is no attack button press between two breakpoints. As a result, to continue the move, the button must be pressed at least once per punch. The move always completes the loop once before attempting to end (inputs here do not continue the move beyond the minimum), so there is a minimum of six punches - five for the first time through the loop, and one more to allow the move to be continued.
Loops between | 6-45 |
---|---|
Hitboxes | 10-11, 18-19, 26-27, 34-35, 41-42 |
Breakpoints | 11, 19, 27, 35, 42 |
Animation length | 54 |
Lag time |
Hitbox |
Loop point |
State change |
Continuable |
|