Captain Falcon (SSBM)/Up aerial: Difference between revisions
(the frame data is the same as ganon's uair, but with less landing lag, so i copied it from its page while changing the landing lag. still don't know the hitbox data though.) |
m (→Timing: i think this was different as well) |
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Line 15: | Line 15: | ||
|- | |- | ||
!Clean hit | !Clean hit | ||
|6- | |6-13 | ||
|- | |- | ||
!Mid hit | !Mid hit | ||
Line 24: | Line 24: | ||
|- | |- | ||
!Ending autocancel | !Ending autocancel | ||
|22 | |22> | ||
|- | |- | ||
!Interruptible | !Interruptible |
Revision as of 14:51, October 18, 2013
Overview
Captain Falcon does a flip kick in the air. The knockback of the move is pretty decent, with the main part of the attack sending opponents on a semi-reliable angle for edgeguarding, and the hitbox near his feet while traveling back being able to semi-spike, albeit with much less knockback and hitstun than in Smash 64 (even considering the reduced hitstun in Melee). The move can be used for juggling to some extent, though not very reliable. The semi-spike portion of the move is generally used to gimp characters with poor recoveries. The move does have some combo ability, being able to lead into neutral aerial, down aerial, and Knee Smash mostly, as well as Falcon Dive in some situations. Also, the move is sometimes used right after a wall jump on stages such as Yoshi's Story.
Hitboxes
Timing
Attack
Clean hit | 6-13 |
---|---|
Mid hit | 11-13 |
Late hit | 14-16 |
Ending autocancel | 22> |
Interruptible | 30 |
Animation length | 33 |
Landing lag
Animation length | 15 |
---|---|
L-cancelled animation length | 7.5 |
Normal | |||||||||||||||
L-cancelled |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |