Super Smash Bros. Melee

Falco (SSBM)/Up aerial: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(How do you fuck up this?)
mNo edit summary
Line 4: Line 4:
[[File:Falco Up Aerial Hitbox Melee.gif|thumb|Hitbox duration of Falco's up aerial.]]
[[File:Falco Up Aerial Hitbox Melee.gif|thumb|Hitbox duration of Falco's up aerial.]]
Falco kicks above himself whilst extending his tail upwards. This move has two hits, and is somewhat weaker than {{mvsub|Fox|SSBM|up aerial|poss=y}}. The move is rarely used against fastfallers as a KO move because of this, though it is sometimes used as a powerful combo tool to lead into another moves, especially his {{mvsub|Falco|SSBM|Down aerial}}. It is more effective as a KO move against floaties, as it can be used as an alternative to his {{mvsub|Falco|SSBM|down special|alt=shine}} to [[Star KO]] on stages with low ceilings such as [[Yoshi's Story]] and [[Pokémon Stadium]]. It can be used as a followup to shine against many characters. It can be used to techchase fastfallers on a platform above Falco, because of it's tall second hitbox (Falco can short hop and stay below the platform when doing this). It can also situationally be used as a followup to an {{mvsub|Falco|SSBM|up throw}} (depending on the opponent's [[DI]]).
Falco kicks above himself whilst extending his tail upwards. This move has two hits, and is somewhat weaker than {{mvsub|Fox|SSBM|up aerial|poss=y}}. The move is rarely used against fastfallers as a KO move because of this, though it is sometimes used as a powerful combo tool to lead into another moves, especially his {{mvsub|Falco|SSBM|Down aerial}}. It is more effective as a KO move against floaties, as it can be used as an alternative to his {{mvsub|Falco|SSBM|down special|alt=shine}} to [[Star KO]] on stages with low ceilings such as [[Yoshi's Story]] and [[Pokémon Stadium]]. It can be used as a followup to shine against many characters. It can be used to techchase fastfallers on a platform above Falco, because of it's tall second hitbox (Falco can short hop and stay below the platform when doing this). It can also situationally be used as a followup to an {{mvsub|Falco|SSBM|up throw}} (depending on the opponent's [[DI]]).
{{competitive expertise}}


==Hitboxes==
==Hitboxes==

Revision as of 02:12, January 21, 2016

Overview

Hitbox duration of Falco's up aerial.

Falco kicks above himself whilst extending his tail upwards. This move has two hits, and is somewhat weaker than Fox's up aerial. The move is rarely used against fastfallers as a KO move because of this, though it is sometimes used as a powerful combo tool to lead into another moves, especially his Down aerial. It is more effective as a KO move against floaties, as it can be used as an alternative to his shine to Star KO on stages with low ceilings such as Yoshi's Story and Pokémon Stadium. It can be used as a followup to shine against many characters. It can be used to techchase fastfallers on a platform above Falco, because of it's tall second hitbox (Falco can short hop and stay below the platform when doing this). It can also situationally be used as a followup to an up throw (depending on the opponent's DI).

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 6% 0 AngleIcon90.png 40 20 0 3.1248 17 0.0 0.0 -1.5624 HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash
1 0 6% 0 AngleIcon90.png 30 20 0 3.906 17 0.0 0.0 -3.1248 HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash
2 0 6% 0 AngleIcon90.png 30 20 0 3.906 4 0.0 0.0 0.0 HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash
Hit 2
0 0 10% 0 AngleIcon70.png 22 120 0 3.659922 13 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 10% 0 AngleIcon70.png 22 120 0 5.4684 15 0.0 0.0 0.7812 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
2 0 10% 0 AngleIcon90.png 30 20 0 3.906 4 0.0 0.0 0.0 HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash

Timing

Attack

Initial autocancel 1-7
Hit 1 8-9
Hit 2 11-14
Ending autocancel 26-
Interruptible 36
Animation length 39
FrameIcon(Lag).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(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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag

Animation length 18
L-cancelled animation length 9
Normal  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
L-cancelled  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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Auto-canceling
Autocancel
Interruptibility
Interruptible

Similar moves