Super Smash Bros. Melee

Falco (SSBM)/Neutral special: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
(→‎Overview: Added some basic data)
Line 6: Line 6:


{{technical data}}
{{technical data}}
==Attack data==
===Grounded===
*Total number of frames: 57
*Laser comes out: 23
*Repeated shots available every: 24 frames
===Aerial===
*Total number of frames: 42
*Laser comes out: 13
*Repeated shots available every: 16 frames
*Autocancel: Upon landing
===Universal===
*Total number of frames laser lasts for: 99
*Fastfall available: any time
==Related Moves==
==Related Moves==
*[[Fox (SSBM)/Neutral special]]
*[[Fox (SSBM)/Neutral special]]

Revision as of 10:57, July 21, 2013

Overview

The hitbox of Falco's Blaster, used on the ground.
The hitbox of Falco's Blaster, used in the air.

Compared to Fox's Blaster, Falco's version is slower but causes the opponent to flinch like Fox's blaster in the original Smash Bros. Each laser does 3% before stale-move negation sets in. Because the lasers cause the opponent to flinch, they are extremely useful for disrupting their approach and camping. Falco can short hop laser while approaching to avoid lag. If he is close enough, the laser can stun the opponent so that Falco can follow up with a grab or a move like a shine, u-tilt, or even an f-smash.


Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.

Attack data

Grounded

  • Total number of frames: 57
  • Laser comes out: 23
  • Repeated shots available every: 24 frames

Aerial

  • Total number of frames: 42
  • Laser comes out: 13
  • Repeated shots available every: 16 frames
  • Autocancel: Upon landing

Universal

  • Total number of frames laser lasts for: 99
  • Fastfall available: any time

Related Moves