Super Smash Bros. Ultimate

Captain Falcon (SSBU)/Neutral attack/Infinite

Hitbox visualization showing Captain Falcon's rapid jab.
Hitbox visualization showing Captain Falcon's rapid jab finisher.

OverviewEdit

Captain Falcon performs a series of rapid punches forward. It has a great connecting ability and has low enough of base knockback to keep opponents in place. Additionally, the first hit has increased hitstun and shieldstun. This prevents the opponent from doing any other action. The hitboxes also appear to be disjointed away from his arm.

HitboxesEdit

The scripts only specify hitstun and shieldstun modifiers for the ID 1 hitboxes of the rapid jab portion, as well as an ID 0 hitbox that does not exist. However, due to a glitch with hitstun and shieldstun modifiers, they also apply to the ID 2 hitbox regardless.

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 Hitstun Shieldstun
Rapid jab
1 0 0 0.6% 0   Forward 8 15 0   2.25 shoulderr 7.5 to 2.0 0.8 to -1.0 -0.5 to 0.0 0.5× 0.4× 0%               Punch   All All             +2 frames
2 0 0 0.6% 0   Forward 8 15 0   6.5 top 0.0 8.0 15.0 to 12.0 0.5× 0.4× 0%               Punch   All All            
Rapid jab finisher
0 0 0 3.0% 0   Forward 110 55 0   4.5 top 0.0 13.0 to 5.5 7.0 2.0× 1.0× 0%               Punch   All All            
1 0 0 3.0% 0   Forward 110 55 0   4.5 top 0.0 13.0 to 5.5 13.5 2.0× 1.0× 0%               Punch   All All            

TimingEdit

After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.

Loop points 2-3, 19-20
Rapid jab 5, 7, 9, 11, 13, 15, 17, 19
Finisher 6-7
Interruptible 50
Animation length 49
                                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
 
Interruptible