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Falco (SSBM)/Neutral special
Overview
Falco's neutral special move is known as Blaster. Compared to Fox's Blaster, it is slower, but causes the opponent to flinch. Because of this, Falco's lasers are extremely useful for disrupting approaches and camping from opponents. To avoid the high startup and ending lag of the move, Falco can short hop laser. This allows the move to be used constantly whilst not leaving Falco punishable. Lasers greatly help Falco's neutral game because when used properly, they can cover several of the opponent's options and force them into bad positions, or even bait out a mistimed reaction for Falco to punish.
If Falco has the opportunity to safely punish the opponent after hitting them with a laser, he can followup with a grab or a move such as a shine or forward smash. The latter is very common when the move is used as a reset; if Falco uses a short hop laser to hit an opponent who is lying down on the ground (after missing a tech), then they will be forced into their getup animation, much like a normal jab reset.
Hitboxes
Timing
Ground
First loop frame | 7 |
---|---|
Repeat window | 15-28 |
Shot | 23-121 |
Last loop frame | 30 |
Animation length | 57 |
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Air
First loop frame | 4 |
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Repeat window | 5-16 |
Shot | 13-111 |
Last loop frame | 20 |
Animation length | 42 |
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![]() Lag time |
![]() Hitbox |
![]() ![]() Loop point |
![]() Continuable |
![]() ![]() Prop event |
Similar Moves
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