OverviewEdit
A 540 kick. Despite the move's high startup, its ending lag is very low in comparison at only 16 frames, which gives it utility for baiting out an approach and punishing with a move like jab, dash attack, or even Falcon Kick. The move is very devastating when both hits connect and works as a strong anti-air, this is made more effective with its leg intangibility. However, the move has problems connecting on opponents on a platform above him, and makes the move a lot less effective on opponents circle camping. In addition to it's use as an anti-air, it can also be used as a callout in the corner due to its large scoop box covering multiple ledge options.
Update HistoryEdit
- The second hit has more knockback scaling (72/74/80 → 80/81/88).
HitboxesEdit
ID | Part | Rehit rate | Damage | SD | Angle | Angle type | BK | KS | FKV | Set weight | Radius | Bone | Offset | H× | SDI× | T% | Clang | Rebound | Effect | Type | G | A | Sound | Direct | Hit bits | Hit part | Blockable | Reflectable | Absorbable | Flinchless | No GFX | Heedless | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early hit 1 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 7.0% | 0 | Standard | 0 | 90 | 150 | 5.7 | top | 0.0 | 7.5 | 10.0 | 1.0× | 1.0× | 0% | None | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 7.0% | 0 | Standard | 0 | 90 | 80 | 6.0 | top | 0.0 | 17.0 | 5.0 | 1.0× | 1.0× | 0% | Kick | All | All | ||||||||||||||||||||||||||||||
3 | 0 | 0 | 12.0% | 0 | Forward | 5 | 90 | 10 | 4.8 | top | 0.0 | 21.0 | 1.5 | 1.0× | 1.0× | 0% | Kick | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 12.0% | 0 | Standard | 0 | 90 | 0 | 4.8 | top | 0.0 | 28.0 | 5.0 | 1.0× | 1.0× | 0% | Kick | All | All | ||||||||||||||||||||||||||||||
The ID 2 hitbox uses a position vector with offsets [5, 29] for 7.5 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Late hit 1 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 7.0% | 0 | Standard | 0 | 90 | 150 | 5.7 | top | 0.0 | 7.5 | 10.0 | 1.0× | 1.0× | 0% | None | All | All | ||||||||||||||||||||||||||||||
3 | 0 | 0 | 12.0% | 0 | Forward | 5 | 90 | 10 | 4.8 | top | 0.0 | 21.0 | 1.5 | 1.0× | 1.0× | 0% | Kick | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 12.0% | 0 | Standard | 0 | 90 | 0 | 4.8 | top | 0.0 | 28.0 | 5.0 | 1.0× | 1.0× | 0% | Kick | All | All | ||||||||||||||||||||||||||||||
The ID 2 hitbox uses a position vector with offsets [5, 29] for 7.5 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Hit 2 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 14.0% | 0 | Forward | 70 | 80 | 0 | 6.0 | top | 0.0 | 29.0 | 5.5 | 1.0× | 1.0× | 0% | Kick | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 14.0% | 0 | Forward | 70 | 81 | 0 | 5.5 | top | 0.0 | 21.0 | 2.5 | 1.0× | 1.0× | 0% | Kick | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 13.0% | 0 | Forward | 70 | 88 | 0 | 5.0 | top | 0.0 | 16.0 | 0.5 | 1.0× | 1.0× | 0% | Kick | All | All |
TimingEdit
Charges between | 8-9 |
---|---|
Early hit 1 | 22 |
Late hit 1 | 23 |
Right lower leg intangible | 22-23 |
Hit 2 | 28-29 |
Left lower leg intangible | 28-29 |
Interruptible | 46 |
Animation length | 61 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Right lower leg | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Left lower leg |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |
TriviaEdit
- Oddly enough, the first hit's hitbox in front of Captain Falcon has no sound effect or attack type set, unlike the other hitboxes. This discrepancy was not present in previous games.
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