Falco (SSB4)/Forward smash: Difference between revisions
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(Those will eventually be replaced by hitbox animations, but they'll do for now.) |
m (→Timing: The charge interval was 1 frame off.) |
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{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=12|e=LagChargeS}}{{FrameStrip|t=Lag|c=4|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=28}}{{FrameStrip|t=Interruptible|c=1}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y}} | ||
Revision as of 16:35, March 5, 2016
Overview
Falco performs a two-handed overhead swipe. This is Falco's strongest attack if hit clean, KOing as early as 70% when fully charged. It also has decent range and transcendent priority. However, it has low speed and high ending lag, making it easy to punish and often requiring a hard read to successfully land. The late hit has low SDI capacity and no transcendent priority, but also low hitlag and low power.
As a result, this move is used almost exclusively as a punish. It is also forgone in favour of his faster KO moves, such as up smash and back aerial.
Hitboxes
Timing
Clean hit | 17-19 |
---|---|
Late hit | 20 |
Interruptible | 49 |
Animation length | ? |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Interruptible |
|