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Captain Falcon (SSB)/Back aerial: Difference between revisions

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==Overview==
==Overview==
[[File:Captain Falcon Back Aerial Hitbox Smash 64.gif|thumb|Hitboxes of Captain Falcon's back aerial.]]
[[File:Captain Falcon Back Aerial Hitbox Smash 64.gif|thumb|Hitboxes of Captain Falcon's back aerial.]]
Captain Falcon throws a backfist behind him, dealing 16% [[damage]] and reasonable [[knockback]]. It is the strongest [[back aerial]] in the game. A fairly safe move to use, considering its large [[disjoint]]. It is useful for [[edgeguarding]] and can [[space]] well. While it has somewhat high [[landing lag]] under normal circumstances, this issue can easily be avoided via [[Z-cancel]]ling. It is also very useful in [[combo]]s at low to moderate percentages, being able to lead into another back aerial (a [[wall of pain]] variation), a reverse back aerial, or a {{mvsub|Captain Falcon|SSB|down aerial}} (for a variation of the [[Ken Combo]]) at low to moderate percentages. A down aerial used on a grounded opponent can also combo into a back aerial at percentages around 140%, which is usually enough to KO. The move can also be used during [[soft platform]] landings and drops to mix up Falcon's aerial game on stages such as {{SSB|Dream Land}}.
Captain Falcon throws a backfist behind him, dealing 16% [[damage]] and reasonable [[knockback]]. Unlike most other back aerials, it does not have a weaker late hit although its hitboxes do decrease in size after the move's first two active frames. A fairly safe move to use, considering its large [[disjoint]]. It is useful for [[edgeguarding]] and can [[space]] well. While it has somewhat high [[landing lag]] under normal circumstances, this issue can easily be avoided via [[Z-cancel]]ling. It is also very useful in [[combo]]s at low to moderate percentages, being able to lead into another back aerial (a [[wall of pain]] variation), a reverse back aerial, or a {{mvsub|Captain Falcon|SSB|down aerial}} (for a variation of the [[Ken Combo]]) at low to moderate percentages. A down aerial used on a grounded opponent can also combo into a back aerial at percentages around 140%, which is usually enough to KO. The move can also be used during [[soft platform]] landings and drops to mix up Falcon's aerial game on stages such as {{SSB|Dream Land}}.


When Captain Falcon hits an opponent with this move in the [[NTSC]] version of ''Smash 64'', it produces a hard "Ping!" cartoon sound, while his other aerials produces a regular cartoon sound.
==Hitboxes==
 
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Clean hit|42}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=16%
|angle=361
|bk=10
|ks=100
|fkv=0
|r=140
|bn=8
|xpos=180
|ypos=0
|zpos=0
|type=Hand
|sdi=1.0
|trip=0
|sfx=Punch
|slvl=L
}}
{{SSB64HitboxTableRow
|id=1
|part=0
|damage=16%
|angle=361
|bk=10
|ks=100
|fkv=0
|r=120
|bn=8
|xpos=0
|ypos=0
|zpos=0
|type=Hand
|sdi=1.0
|trip=0
|sfx=Punch
|slvl=L
}}
{{HitboxTableTitle|Late hit|42}}
{{SSB64HitboxTableRow
|id=0
|part=0
|damage=16%
|angle=361
|bk=10
|ks=100
|fkv=0
|r=125
|bn=8
|xpos=150
|ypos=0
|zpos=0
|type=Hand
|sdi=1.0
|trip=0
|sfx=Punch
|slvl=L
}}
{{SSB64HitboxTableRow
|id=1
|part=0
|damage=16%
|angle=361
|bk=10
|ks=100
|fkv=0
|r=100
|bn=8
|xpos=0
|ypos=0
|zpos=0
|type=Hand
|sdi=1.0
|trip=0
|sfx=Punch
|slvl=L
}}
|}
 
==Timing==
===Attack===
{|class="wikitable"
!Initial autocancel
|1-6
|-
!Clean hit
|7-8
|-
!Late hit
|9-18
|-
!Ending autocancel
|28-
|-
!Animation length
|34
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=10|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=16}}
|-
{{FrameStrip|t=Autocancel|c=6}}{{FrameStrip|t=Blank|c=21}}{{FrameStrip|t=Autocancel|c=7}}
{{FrameStripEnd}}
 
===[[Landing lag]]===


{{technical data}}
{{technical data}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y}}


{{MvSubNavCaptainFalcon|g=SSB}}
{{MvSubNavCaptainFalcon|g=SSB}}

Revision as of 09:42, December 6, 2019

Overview

Hitboxes of Captain Falcon's back aerial.

Captain Falcon throws a backfist behind him, dealing 16% damage and reasonable knockback. Unlike most other back aerials, it does not have a weaker late hit although its hitboxes do decrease in size after the move's first two active frames. A fairly safe move to use, considering its large disjoint. It is useful for edgeguarding and can space well. While it has somewhat high landing lag under normal circumstances, this issue can easily be avoided via Z-cancelling. It is also very useful in combos at low to moderate percentages, being able to lead into another back aerial (a wall of pain variation), a reverse back aerial, or a down aerial (for a variation of the Ken Combo) at low to moderate percentages. A down aerial used on a grounded opponent can also combo into a back aerial at percentages around 140%, which is usually enough to KO. The move can also be used during soft platform landings and drops to mix up Falcon's aerial game on stages such as Dream Land.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Clean hit
0 0 16% 0 Sakurai angle 10 100 0 140 8 180 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch
1 0 16% 0 Sakurai angle 10 100 0 120 8 0 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch
Late hit
0 0 16% 0 Sakurai angle 10 100 0 125 8 150 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch
1 0 16% 0 Sakurai angle 10 100 0 100 8 0 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch

Timing

Attack

Initial autocancel 1-6
Clean hit 7-8
Late hit 9-18
Ending autocancel 28-
Animation length 34
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag

Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Autocancel).png
Autocancel