Overview

 
Hitbox of Captain Falcon's uair.

Captain Falcon does a flip kick in the air. The knockback of the move is pretty decent, with the main part of the attack sending opponents on a semi-reliable angle for edgeguarding, and the hitbox near his feet while traveling back being able to semi-spike, albeit with much less knockback and hitstun than in Smash 64 (even considering the reduced hitstun in Melee). The move can be used for juggling to some extent, though not very reliable. The semi-spike portion of the move is generally used to gimp characters with poor recoveries. The move does have some combo ability, being able to lead into neutral aerial, down aerial, and Knee Smash mostly, as well as Falcon Dive in some situations. Also, the move is sometimes used right after a wall jump on stages such as Yoshi's Story.


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Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean
0 0 13% 0   10 100 0 3.906 7 3.1248 0.0 0.0             Kick
1 0 12% 0   10 100 0 4.6872 8 5.859 0.0 0.0             Kick
Mid
0 0 12% 0   8 80 0 3.906 7 3.1248 0.0 0.0             Kick
1 0 10% 0   8 80 0 4.6872 8 5.859 0.0 0.0             Kick
Late*
0 0 8% 0   6 70 0 3.906 7 3.1248 0.0 0.0             Kick
1 0 6% 0   6 70 0 4.6872 8 5.859 0.0 0.0             Kick

Timing

Attack

Clean hit 6-10
Mid hit 11-13
Late hit*
Ending autocancel 22-
Interruptible 30
Animation length 33

* Due to what is presumably a programming error, the "delete all hitboxes" command runs on the same frame the late hit begins, and so the late hit never occurs. This error is not shared by Ganondorf's version of the move; as all other frame data is the same between the two moves, one can assume the intent was for the late hit to connect on frames 14-16. What`s also odd is that Captain Falcon`s up aerial still has the error in Brawl. This is due to copying moveset data from the Melee movesets.

                                                                 
                                                                 

Landing lag

Animation length 15
L-cancelled animation length 7.5
Normal                               
L-cancelled                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible

Similar moves