Super Smash Bros. Melee

Falco (SSBM)/Forward smash

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< Falco (SSBM)
Revision as of 16:21, November 7, 2013 by EXemplary Logic (talk | contribs) (Changing to proper template)
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Overview

The hitbox of Falco's f-smash.

Falco flips his body and kicks in front of himself while jumping forward. This is similar to Fox's forward smash, but is much stronger, usually KO'ing at around 90-110%. It also has high speed, as well as good range, with the hitbox being out for most of the time while Falco is moving forward. Because of these advantages, it is a great KO option. The move can also be deadly to an opponent on the edge at above 100% damage. It is arguably the best forward smash in Melee.


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Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean
0 0 17% 0 Sakurai angle 40 90 0 0.0140616 13 0.0164052 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 17% 0 Sakurai angle 40 90 0 0.0124992 12 0.0093744 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 17% 0 AngleIcon110.png 40 90 0 0.0093744 4 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Late
0 0 14% 0 Sakurai angle 10 105 0 0.0140616 13 0.0164052 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 14% 0 Sakurai angle 10 105 0 0.0124992 12 0.0093744 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
2 0 14% 0 Sakurai angle 10 105 0 0.0093744 4 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Timing

Charges between 7-8
Clean hit 12-16
Late hit 17-21
Animation length 39
Interruptible 46