Falco (SSBM)/Up smash: Difference between revisions
m (Text replacement - "== ([^=])" to "== $1") |
No edit summary |
||
Line 3: | Line 3: | ||
==Overview== | ==Overview== | ||
[[File:Falco Up Smash Hitbox Melee.gif|thumb|Hitboxes of Falco's up smash.]] | [[File:Falco Up Smash Hitbox Melee.gif|thumb|Hitboxes of Falco's up smash.]] | ||
Falco does a flip kick with quick [[startup]], moderate vertical knockback, and moderate [[ending lag]]. It is significantly weaker than {{mvsub|Fox|SSBM|up smash|poss=y}}, to the point where it isn't considered a reliable finisher under 150% unless used on a stage's top platform, even against floaty characters. It can be used in situational combos or followups after a [[short hop laser]] or a full hop double laser where both shots hit, but Falco's {{mvsub|Falco|SSBM|forward smash}} is often a superior followup option from that setup. It can also [[juggle]] and [[tech chase]] opponents at lower percentages, but Falco has many other vertical-hitting moves that are faster and much more reliable for those purposes, such as his {{mvsub|Falco|SSBM|down special|alt=shine}} or {{mvsub|Falco|SSBM|up tilt}}. Due to these reasons, the move is rarely used in Falco's [[metagame]]. | Falco does a flip kick with quick [[startup]], moderate vertical knockback, and moderate [[ending lag]]. It is significantly weaker than {{mvsub|Fox|SSBM|up smash|poss=y}}, to the point where it isn't considered a reliable finisher under 150% unless used on a stage's top platform, even against floaty characters. It can be used in situational combos or followups after a [[short hop laser]] or a full hop double laser where both shots hit, but Falco's {{mvsub|Falco|SSBM|forward smash}} is often a superior followup option from that setup. It can also [[juggle]] and [[tech chase]] opponents at lower percentages, but Falco has many other vertical-hitting moves that are faster and much more reliable for those purposes, such as his {{mvsub|Falco|SSBM|down special|alt=shine}} or {{mvsub|Falco|SSBM|up tilt}}. Due to these reasons, the move is rarely used in Falco's [[metagame]]. One niche use for upsmash is its ability to clip opponents through side platforms, which can make the weaker 2nd hit an occasionally useful tech chase option on stages like Yoshi's Story. | ||
Falco's head (but not bill) is intangible from frames 1-10. | Falco's head (but not bill) is intangible from frames 1-10. |
Latest revision as of 05:07, September 21, 2022
Overview[edit]
Falco does a flip kick with quick startup, moderate vertical knockback, and moderate ending lag. It is significantly weaker than Fox's up smash, to the point where it isn't considered a reliable finisher under 150% unless used on a stage's top platform, even against floaty characters. It can be used in situational combos or followups after a short hop laser or a full hop double laser where both shots hit, but Falco's forward smash is often a superior followup option from that setup. It can also juggle and tech chase opponents at lower percentages, but Falco has many other vertical-hitting moves that are faster and much more reliable for those purposes, such as his shine or up tilt. Due to these reasons, the move is rarely used in Falco's metagame. One niche use for upsmash is its ability to clip opponents through side platforms, which can make the weaker 2nd hit an occasionally useful tech chase option on stages like Yoshi's Story.
Falco's head (but not bill) is intangible from frames 1-10.
Hitboxes[edit]
Timing[edit]
Head (not beak) intangible | 1-10 |
---|---|
Charges between | 2-3 |
Clean hit | 7-10 |
Late hit | 11-15 |
Animation length | 43 |
Interruptible | 48 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||
Head (not beak) |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Similar moves[edit]
|