Super Smash Bros. Ultimate

Captain Falcon (SSBU)/Down special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Falcon Kick.
Hitbox visualization showing Captain Falcon's grounded Falcon Kick.
Hitbox visualization showing Captain Falcon's aerial Falcon Kick.
Hitbox visualization showing Captain Falcon's landing Falcon Kick.

Overview

Captain Falcon performs a fiery kick that launches him a considerable distance. The move works as a way for Captain Falcon to get in on the opponent or a situational KO option. The kick is much more powerful at the start of the attack. The grounded version also works as a read tool on rolls and the aerial version can get him out of juggling situations. However, both versions have fairly high ending lag and the aerial version in particular is very laggy when it hits the ground.

Update History

  3.1.0

  •   Falcon Kick's clean hit has a longer hitbox duration, with the total duration of the attack being the same (frames 15-17 (grounded), 16-18 → 16-20 (aerial)).

  8.0.0

  •   It has less startup (frame 15 (grounded)/16 (aerial) → 13/14), with its total duration reduced as well (FAF 71 → 69 (grounded, landing), 68 → 66 (grounded, off-edge), 59 → 57 (aerial)).
  •   The clean hit has more knockback scaling (84 → 88 (grounded), 52 → 57 (aerial)).

Hitboxes

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
Clean hit
0 0 0 15.0% 0   Standard 60 88 0   3.8 legr 10.0 to 2.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Mid hit
0 0 0 11.0% 0   Standard 90 60 0   3.2 legr 10.0 to 2.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Late hit
0 0 0 7.0% 0   Standard 80 65 0   3.2 legr 10.0 to 2.0 0.0 0.0 1.0× 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
Clean hit
0 0 0 15.0% 0   Forward 80 57 0   5.76 kneel 4.0 0.0 0.0 1.2× 1.0× 0%               Kick   All All            
Mid hit
0 0 0 12.0% 0   Forward 80 46 0   5.0 kneel 4.0 to -2.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Late hit
0 0 0 9.0% 0   Forward 80 46 0   5.0 kneel 4.0 to -2.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Landing
0 0 0 9.0% 0   Standard 80 35 0   4.5 top 0.0 2.0 7.2 to -7.2 1.0× 1.0× 0%               Kick   All All            

Timing

Grounded

The move disables jostling during frames 13-33, and can crash into walls during frames 14-36.

Clean hit 13-16
Mid hit 17-23
Late hit 24-33
Interruptible (ground) 69
Animation length (ground) 83
Interruptible (off ledge) 66
Animation length (off ledge) 66
Ground                                                                                                                                                                       
Off ledge                                                                                                                                                                       

Aerial

Clean hit 14-18
Mid hit 19-24
Late hit 25-27
Interruptible 57
Animation length 57
                                                                                                                 

Landing

Hitboxes 1-2
Interruptible 36
Animation length 36
                                                                       

Wall crash

Animation length 53
                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible

Parameters

This only applies to the grounded version.

Speed multiplier on hit 0.8
Maximum speed decreases on hit 4
Friction on ending 0.12