Super Smash Bros. Melee

Captain Falcon (SSBM)/Up smash: Difference between revisions

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(New Page: {{ArticleIcons|ssbm=y}} thumb|400px|Hitbox visualization showing Captain Falcon's up smash. {{competitive expertise}} ==Overview== ==Hitboxes== {{MeleeHitb...)
 
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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
[[File:CFalcon Up Smash.gif|thumb|400px|Hitbox visualization showing Captain Falcon's up smash.]]
[[File:CFalcon Up Smash.gif|thumb|300px|Hitbox visualization showing Captain Falcon's up smash.]]
{{competitive expertise}}
 
==Overview==
==Overview==
Performs a spinning double kick. A fast and powerful move, though is short [[range]]d. The second hit sometimes has difficulty connecting, as with {{SSBM|Ganondorf}}'s. This is Captain Falcon's most powerful move damage-wise (when fully charged), as the second hit is usually the finisher. Can be used as a very committal anti-air, and has high combo potential against many characters, often leading into Knee or up-air. The first hit can always be ASDI'd downward to avoid being combo'd into the second hit, but due to this move's reasonably quick startup, it is unlikely that an opponent would react to it in neutral.
==Hitboxes==
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}
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|bk=0
|bk=0
|ks=100
|ks=100
|fkv=196
|fkv=100
|r=1200
|r=1200
|bn=1
|bn=1
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}}
}}
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==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"

Latest revision as of 13:32, February 6, 2022

Hitbox visualization showing Captain Falcon's up smash.

Overview[edit]

Performs a spinning double kick. A fast and powerful move, though is short ranged. The second hit sometimes has difficulty connecting, as with Ganondorf's. This is Captain Falcon's most powerful move damage-wise (when fully charged), as the second hit is usually the finisher. Can be used as a very committal anti-air, and has high combo potential against many characters, often leading into Knee or up-air. The first hit can always be ASDI'd downward to avoid being combo'd into the second hit, but due to this move's reasonably quick startup, it is unlikely that an opponent would react to it in neutral.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 8% 0 AngleIcon90.png 0 100 80 5.4684 4 0.0 -0.3906 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 8% 0 AngleIcon100.png 0 100 100 4.6872 1 0.0 7.812 8.9838 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
2 0 14% 0 AngleIcon80.png 30 105 0 3.906 14 5.859 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
3 0 14% 0 AngleIcon90.png 30 105 0 3.906 13 3.1248 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Hit 2
0 0 13% 0 AngleIcon90.png 30 128 0 3.906 7 3.1248 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 13% 0 AngleIcon90.png 30 126 0 3.906 4 0.0 -3.906 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 12% 0 AngleIcon80.png 30 110 0 3.906 8 5.859 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

Timing[edit]

Charges between 8-9
Hit 1 21-22
Hit 2 27-28
Interruptible 40
Animation length 54
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible