Super Smash Bros. Ultimate

Captain Falcon (SSBU)/Up smash

< Captain Falcon (SSBU)
Revision as of 02:55, September 21, 2024 by Yoda Gaming (talk | contribs) (→‎Overview)
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Hitbox visualization showing Captain Falcon's up smash.
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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

  8.0.0

  •   The second hit has more knockback scaling (72/74/80 → 80/81/88).

  9.0.0

  •   Up smash's first hit has swapped priority for its 12% damage hitboxes, and they deal less knockback (30/8 base/20/10 set → 5/0 base/10/0 set), allowing them to connect more reliably into the second hit, especially against opponents on platforms above Captain Falcon.

HitboxesEdit

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
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                                                                                                                           
Right lower leg                                                                                                                           
Left lower leg                                                                                                                           
Legend (1 square = 1 frame)
 
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.