Super Smash Bros. Ultimate

Captain Falcon (SSBU)/Neutral special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Falcon Punch.
Captain Falcon neutral special hitbox visualizations.
Grounded Aerial
CaptainFalconFalconPunchGroundedSSBU.gif CaptainFalconFalconPunchAerialSSBU.gif
Grounded reversed Aerial Reversed
CaptainFalconFalconPunchGroundedReversedSSBU.gif CaptainFalconFalconPunchAerialReversedSSBU.gif

Overview

Captain Falcon winds up his fist and announces his signature move Falcon Punch. Although it possesses humongous knockback and damage potential from the move alone upon hitting an opponent, the move can easily be shielded, unable to break a full shield despite dealing more shieldstun. As a result of its lengthy endlag, foes can retaliate and initiate a variety of follow up moves, causing Falcon to waste inititiative. Falcon Punch finds use only after shield break scenarios, where he can exploit the opponent’s helplessness. Due to how situational the move is, many players consider it to be the least useful special move, and by extension, his least useful move overall.

Hitboxes

Landing any hitbox produces a Special Zoom.

Grounded

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Normal
0 0 0 25.0% 0   Standard 93 59 0   4.5 armr -1.0 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
1 0 0 25.0% 0   Standard 93 59 0   2.5 shoulderr -2.5 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
2 0 0 25.0% 0   Standard 93 59 0   4.0 armr 4.2 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
Reversed
0 0 0 28.0% 0   Standard 85 65 0   4.5 armr -1.0 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
1 0 0 28.0% 0   Standard 85 65 0   2.5 shoulderr -2.5 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
2 0 0 28.0% 0   Standard 85 65 0   4.0 armr 4.2 0.0 0.0 1.5× 1.0× 0%               Kick   All All            

Aerial

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Normal
0 0 0 22.0% 0   Standard 93 59 0   5.175 armr -1.0 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
1 0 0 22.0% 0   Standard 93 59 0   2.875 shoulderr -2.5 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
2 0 0 22.0% 0   Standard 93 59 0   4.6 armr 4.2 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
Reversed
0 0 0 25.0% 0   Standard 93 59 0   5.175 armr -1.0 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
1 0 0 25.0% 0   Standard 93 59 0   2.875 shoulderr -2.5 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
2 0 0 25.0% 0   Standard 93 59 0   4.6 armr 4.2 0.0 0.0 1.5× 1.0× 0%               Kick   All All            

Differences for Kirby's Copy Ability

  •   The hitboxes have different sizes (4.5u/2.5u/4u → 2.5u/5u/4u) and offsets (X: -1u/-2.5u/4.2u → -3u/1u/5u; Z: 0u → 2u), with the ID 1 hitbox also being assigned to a different bone ("shoulderr" → "armr"), better matching Kirby's proportions.
    •   Kirby's aerial Falcon Punch does not have larger hitboxes than the grounded version (5.175u/2.875u/4.6u → 2.5u/5u/4u).
  •   Kirby's aerial Falcon Punch deals less knockback (93 base/59 scaling → 58/68), and does not deal more damage when reversed (base: 25% → 22%). This makes it considerably weaker, with the normal and reversed versions KOing around 13% and 26% later (respectively) from center stage compared to Captain Falcon's.

Timing

Normal

The move can be reversed on frame 15. For the aerial version, the control stick is checked on frame 51 to apply vertical momentum in the chosen direction; additionally, a small, set amount of upward momentum (0.2) is applied upon initiation.

Hitbox 53-57
Interruptible 104
Animation length (grounded) 115
Animation length (aerial) 124
Grounded                                                                                                                                                                                                                                                         
Aerial                                                                                                                                                                                                                                                         

Reversed

For the aerial version, the control stick is checked on frame 60 to apply vertical momentum in the chosen direction.

Transition start 15
Turnaround 35
Hitbox 62-66
Interruptible 118
Animation length (grounded) 138
Animation length (aerial) 133
Grounded                                                                                                                                                                                                                                                                                     
Aerial                                                                                                                                                                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
State change
 
Interruptible

Parameters

Move

Momentum forward 1
Stick sensitivity for vertical boost in midair 0.25 to 0.65
Maximum vertical boost in midair 0.92
Travel angle with vertical boost 35°

Special Zoom

Duration 40 frames
Slowdown magnitude 2
Zoom rate 4.5 (Captain Falcon)
4 (Kirby)
Time before zoom 3 frames
Background duration (non-1v1) 30 frames