Super Smash Bros. 4

Falco (SSB4)/Neutral aerial

Hitbox visualization showing Falco's neutral aerial.

OverviewEdit

Falco spins with his wings, hitting four times for a total of 11%. It is capable of comboing into itself or forward aerial at slightly higher percentages, and the final hit is slightly disjointed. Landing with the move can be unsafe, as the attack lacks a landing hitbox and the landing lag may allow opponents to hit Falco out of landing neutral aerials, however, if buffered from a short hop and fast fallen as soon as possible, Falco can frame cancel the move, making its grounded combo potential very good as the frame cancel is consistent due to the method. The move is also able to kill at higher percents, and the autolinking multi-hits can drag opponents down, possibly leading to gimps.

The move is notably hampered by generally lacking range, like most of Falco's other moves, and the inability to short hop autocancel the move, making it unsafe to use frequently. Overall, however, it is a relatively decent move for Falco, providing good combo potential at lower percents and having decent kill power at the ledge.

Update historyEdit

  1.0.8

  •   Loop hits set knockback (15 → 22).
  •   Loop hits angle (110° → 367°).
  •   The loop hits middle hitbox is larger (4u → 6u) and it is now static, now fully covering Falco's body.
    •   Altogether, these changes make neutral aerial connect much more reliably.
  •   Hit 2 damage (3% → 2%).
  •   Final hit base knockback (40 → 55).
  •   The final hit now uses one large extended hitbox rather than multiple smaller hitboxes (4u/4u/3u/3u → 8u), giving it more range overall.
  •   The final hit now always launches opponents in the direction Falco is facing, making it more consistent.
  •   Final hit hitlag (1x → 2x). This makes it benefit more from frame canceling (even with its higher knockback) but makes it easier to DI.
    • Initially, this also significantly hindered its safety on shield although the changes to shields in 1.1.0 and 1.1.1 removed this disadvantage.
  •   Final hit startup/duration (frames 21-24 → 23-24).

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 3% 0   0 100 22 6.0 0 0.0 11.0 1.5 1.0x 1.0x 0%               Slash  
1 0 3% 0   0 100 22 4.0 22 3.0 0.0 0.0 1.0x 1.0x 0%               Slash  
2 0 3% 0   0 100 22 4.0 16 3.0 0.0 0.0 1.0x 1.0x 0%               Slash  
3 0 3% 0   0 100 22 3.0 15 0.0 0.0 0.0 1.0x 1.0x 0%               Slash  
Hit 2
0 0 2% 0   0 100 22 6.0 0 0.0 11.0 1.5 1.0x 1.0x 0%               Slash  
1 0 2% 0   0 100 22 4.0 22 3.0 0.0 0.0 1.0x 1.0x 0%               Slash  
2 0 2% 0   0 100 22 4.0 16 3.0 0.0 0.0 1.0x 1.0x 0%               Slash  
3 0 2% 0   0 100 22 3.0 15 0.0 0.0 0.0 1.0x 1.0x 0%               Slash  
Hit 3
0 0 2% 0   0 100 22 6.0 0 0.0 11.0 1.5 1.0x 1.0x 0%               Slash  
1 0 2% 0   0 100 22 4.0 22 3.0 0.0 0.0 1.0x 1.0x 0%               Slash  
2 0 2% 0   0 100 22 4.0 16 3.0 0.0 0.0 1.0x 1.0x 0%               Slash  
3 0 2% 0   0 100 22 3.0 15 0.0 0.0 0.0 1.0x 1.0x 0%               Slash  
Hit 4
0 0 4% 0   55 130 0 8.0 0 0.0 11.0 7.0 1.0x 2.0x 0%               Slash  

TimingEdit

AttackEdit

Initial autocancel 1-2
Hit 1 3-5
Hit 2 6-9
Hit 3 14-17
Hit 4 23-24
Ending autocancel 43-
Interruptible 49
Animation length 57
                                                                                                                 
                                                                                                                 

Landing lagEdit

Animation length 15
                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel
 
Interruptible