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Captain Falcon (SSBU)/Final Smash: Difference between revisions

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(→‎Overview: Added image even if it is not necessary, but why not)
 
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:CaptainFalconBlueFalconSSBU.gif|thumb|500px|Hitbox visualization showing Captain Falcon's Final Smash, [[Blue Falcon]].]]
[[File:CaptainFalconBlueFalconSSBU.gif|thumb|350px|Hitbox visualization showing Captain Falcon's Final Smash, [[Blue Falcon]].]]
{{competitive expertise}}
 
==Overview==
==Overview==
Captain Falcon snaps his fingers and summons his trusty vehicle, the [[Blue Falcon]]. Should someone get hit by it, they'll be transported to the middle of a runway, where Captain Falcon will run them over at very high speeds, launching them vertically.
[[File:Captain Falcon Final Smash SSBU.gif|thumb|200px|left|Captain Falcon activating his Final Smash.]]
Calls in the [[Blue Falcon]], which flies through the stage in front of him. If the Blue Falcon hits any opponents, a short cutscene plays where Captain Falcon is seen piloting the Blue Falcon, and he then runs over the caught opponents and sends them flying. Characters who are not hit during a successful attempt will stay in place (as they cannot be visible at this time) until the end of the move. Like certain other [[Final Smash]]es, if no one is hit when the Blue Falcon appears, the attack fails. Deals 40% if all hits connect.
Compared to most Final Smashes, the Blue Falcon requires significantly more precision, as its small hitbox and tight timing can lead to Falcon accomplishing nothing should he miss the hit. Although it still possesses strong knockback, its more linear trajectory can offset foes who are at mid to low percents, causing them to DI and survive, which requires Falcon to rack up more damage beforehand to secure more reliable KOs or to perform it towards the blast zones.
 
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
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|damage=10.0%
|damage=10.0%
|angle=80
|angle=80
|af=1
|bk=0
|bk=0
|ks=100
|ks=100
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|clang=f
|clang=f
|rebound=f
|rebound=f
|blockable=f
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
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|damage=10.0%
|damage=10.0%
|angle=80
|angle=80
|af=1
|bk=0
|bk=0
|ks=100
|ks=100
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|clang=f
|clang=f
|rebound=f
|rebound=f
|blockable=f
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
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|damage=10.0%
|damage=10.0%
|angle=80
|angle=80
|af=1
|bk=0
|bk=0
|ks=100
|ks=100
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|clang=f
|clang=f
|rebound=f
|rebound=f
|blockable=f
}}
}}
|}
|}
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{{HitboxTableTitle|Blue Falcon hit|42}}
{{HitboxTableTitle|Blue Falcon hit|42}}
{{UltimateThrowTableRow
{{UltimateThrowTableRow
|kind=2
|id=0
|id=0
|type=Typeless
|type=Typeless
|damage=20.0%
|damage=20.0%
|angle=361
|angle=361
|af=0
|bk=90
|bk=90
|ks=80
|ks=80
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{{HitboxTableTitle|Final launch|42}}
{{HitboxTableTitle|Final launch|42}}
{{UltimateThrowTableRow
{{UltimateThrowTableRow
|kind=2
|id=0
|id=0
|type=Typeless
|type=Typeless
|damage=10.0%
|damage=10.0%
|angle=361
|angle=361
|af=0
|bk=100
|bk=100
|ks=135
|ks=135

Latest revision as of 09:57, December 2, 2022

Hitbox visualization showing Captain Falcon's Final Smash, Blue Falcon.

Overview[edit]

Captain Falcon activating his Final Smash.

Calls in the Blue Falcon, which flies through the stage in front of him. If the Blue Falcon hits any opponents, a short cutscene plays where Captain Falcon is seen piloting the Blue Falcon, and he then runs over the caught opponents and sends them flying. Characters who are not hit during a successful attempt will stay in place (as they cannot be visible at this time) until the end of the move. Like certain other Final Smashes, if no one is hit when the Blue Falcon appears, the attack fails. Deals 40% if all hits connect. Compared to most Final Smashes, the Blue Falcon requires significantly more precision, as its small hitbox and tight timing can lead to Falcon accomplishing nothing should he miss the hit. Although it still possesses strong knockback, its more linear trajectory can offset foes who are at mid to low percents, causing them to DI and survive, which requires Falcon to rack up more damage beforehand to secure more reliable KOs or to perform it towards the blast zones.

Hitboxes[edit]

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
0 0 0 10.0% 0 AngleIcon80.png Speed-based 0 100 200 HitboxTableIcon(False).png 16.0 top 0.0 12.0 13.0 0.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Unblockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 10.0% 0 AngleIcon80.png Speed-based 0 100 200 HitboxTableIcon(False).png 18.0 top 0.0 12.0 30.0 0.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Unblockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 10.0% 0 AngleIcon80.png Speed-based 0 100 200 HitboxTableIcon(False).png 16.0 top 0.0 12.0 45.0 0.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Unblockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Blue Falcon hit
Final Smash 0 20.0% Sakurai angle Standard 90 80 1 0.0× EffectIcon(Normal).png TypeIcon(Typeless).png L Kick
Final launch
Final Smash 0 10.0% Sakurai angle Standard 100 135 0 0.0× EffectIcon(Normal).png TypeIcon(Typeless).png S None

Timing[edit]

Hitboxes 28-30
Animation length 97
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(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(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(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(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(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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible