Captain Falcon neutral special hitbox visualizations. | ||||
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Grounded | Aerial | |||
Grounded reversed | Aerial Reversed | |||
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
Aerial
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 |
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Interruptible | 104 |
Animation length (grounded) | 115 |
Animation length (aerial) | 124 |
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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 |
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Turnaround | 35 |
Hitbox | 62-66 |
Interruptible | 118 |
Animation length (grounded) | 138 |
Animation length (aerial) | 133 |
Grounded | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Aerial |
Lag time |
Hitbox |
State change |
Interruptible |
Parameters
Move
Momentum forward | 1 |
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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 |
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Slowdown magnitude | 2 |
Zoom rate | 4.5 (Captain Falcon) 4 (Kirby) |
Time before zoom | 3 frames |
Background duration (non-1v1) | 30 frames |
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