Falco (SSB4)/Up smash: Difference between revisions
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SuperSqank (talk | contribs) (→Timing) |
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Line 206: | Line 206: | ||
!Charges between | !Charges between | ||
|2-3 | |2-3 | ||
|- | |||
!Right leg intangible | |||
|7-12 | |||
|- | |- | ||
!Hit 1 (clean) | !Hit 1 (clean) | ||
Line 212: | Line 215: | ||
!Hit 1 (late) | !Hit 1 (late) | ||
|9-12 | |9-12 | ||
|- | |||
!Left leg intangible | |||
|13-20 | |||
|- | |- | ||
!Hit 2 | !Hit 2 | ||
Line 224: | Line 230: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=2|e=LagChargeS}}{{FrameStrip|t=Lag|c=4|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=29}}{{FrameStrip|t=Interruptible|c=10}} | |'''Hitboxes''' {{FrameStrip|t=Lag|c=2|e=LagChargeS}}{{FrameStrip|t=Lag|c=4|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=29}}{{FrameStrip|t=Interruptible|c=10}} | ||
|- | |||
|'''Right leg''' {{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=47}} | |||
|- | |||
|'''Left leg''' {{FrameStrip|t=Vulnerable|c=12}}{{FrameStrip|t=Intangible|c=8}}{{FrameStrip|t=Vulnerable|c=39}} | |||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Revision as of 15:30, October 26, 2021
Overview
A double sideways-hitting kick. Falco's legs have intangibility during the hitboxes, and combined with the hitboxes extending from Falco's legs considerably, it is relatively disjointed and good for catching landings. It comes out relatively fast, but has notable endlag, and usually kills at around 120%, somewhat weak for a smash attack. Opponents may be hit out of the move if the first hit sends them too far for the second to connect, in similar vain to Charizard's up smash, giving it notable reliability issues as a result. The first kick is also able to hit certain characters hanging on the ledge and stage spike them, such as Pikachu.
Update history
- First kick gained leg intangibility: none → frames 7 - 12
- First kick startup: frame 8 → frame 7
- First kick base knockback: 60 (hitbox ID 0, 1) / 80 (hitbox ID 2) → 70
- First kick knockback scaling: 25 (hitbox ID 0, 1) / 30 (hitbox ID 2) → 18
- First kick (hitbox 0) X position: 1.5 → 2
- First kick (hitbox 2) X position: 5 → 7.7
- First kick (late hitbox 2) X position: 5 → 7
- Second kick startup: frame 13 → frame 12
- Second kick base knockback: 30 → 31
- Second kick knockback scaling: 98 → 104
- Second kick (hitbox 0) X position: 5 → 7
- Second kick (hitbox 1) X position: 1.5 → 2
Hitboxes
Timing
Charges between | 2-3 |
---|---|
Right leg intangible | 7-12 |
Hit 1 (clean) | 7-8 |
Hit 1 (late) | 9-12 |
Left leg intangible | 13-20 |
Hit 2 | 13-20 |
Interruptible | 50 |
Animation length | 59 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Right leg | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Left leg |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Interruptible |
|