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Captain Falcon (SSB)/Up smash: Difference between revisions

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==Overview==
==Overview==
[[File:Captain Falcon Up Smash Hitbox Smash 64.gif|thumb|Hitboxes of Captain Falcon's up smash]]
[[File:Captain Falcon Up Smash Hitbox Smash 64.gif|thumb|Hitboxes of Captain Falcon's up smash]]
Captain Falcon does an uppercut, dealing 17% damage. Despite having low knockback (being the weakest [[up smash]] in ''Smash 64'', with high base knockback but extremely low knockback scaling; unable to KO until around 195%), it is one of Captain Falcon's best moves, being his primary [[combo]] starter outside of his {{mvsub|Captain Falcon|SSB|forward throw}} and aerials, and one of his best options on the ground. It comes out on frame 4; making it the fastest up smash not only in the game but also the entire series. This subsequently makes it an excellent out of shield option. It knocks the opponent slightly towards Captain Falcon, and has rather high [[hitstun]], increasing its combo ability. The move can chain into itself up to three times (depending on the [[falling speed]] of the opponent), and can lead into a [[grab]], {{mvsub|Captain Falcon|SSB|up aerial}} (either to hit the opponent up for a [[combo]], or the [[semi-spike]] when near the [[edge]] at moderate percentages), or another aerial (though outside of up aerial, a {{mvsub|Captain Falcon|SSB|back aerial}} is the most useful for numerous reasons). It has unusually short range for an up smash however, with the [[hitbox]] covering only Captain Falcon's body and a small area above his raised fist. The advantages of the move compensate for this.
Captain Falcon does an elbow thrust upwards, dealing 17% damage. Despite having low knockback (being the weakest [[up smash]] in ''Smash 64'', with high base knockback but extremely low knockback scaling; unable to KO until around 195%), it is one of Captain Falcon's best moves, being his primary [[combo]] starter outside of his {{mvsub|Captain Falcon|SSB|forward throw}} and aerials, and one of his best options on the ground. It comes out on frame 4; making it the fastest up smash not only in the game but also the entire series. This subsequently makes it an excellent [[out of shield]] option. It knocks the opponent slightly towards Captain Falcon, and has rather high [[hitstun]], increasing its combo ability. The move can chain into itself up to three times (depending on the [[falling speed]] of the opponent), and can lead into a [[grab]], {{mvsub|Captain Falcon|SSB|up aerial}} (either to hit the opponent up for a [[combo]], or the [[semi-spike]] when near the [[edge]] at moderate percentages), or another aerial (though outside of up aerial, a {{mvsub|Captain Falcon|SSB|back aerial}} is the most useful for numerous reasons).  
 
{{technical data}}


==Hitboxes==
==Hitboxes==
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
{{SSB64HitboxTableRow
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|bn=14
|bn=14
|xpos=140
|xpos=140
|type=Foot
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
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|ks=40
|ks=40
|fkv=0
|fkv=0
|r=190
|r=140
|bn=14
|bn=14
|type=Foot
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L

Latest revision as of 21:47, April 12, 2022

Overview[edit]

The hitbox of Captain Falcon's up smash in Smash 64.
Hitboxes of Captain Falcon's up smash

Captain Falcon does an elbow thrust upwards, dealing 17% damage. Despite having low knockback (being the weakest up smash in Smash 64, with high base knockback but extremely low knockback scaling; unable to KO until around 195%), it is one of Captain Falcon's best moves, being his primary combo starter outside of his forward throw and aerials, and one of his best options on the ground. It comes out on frame 4; making it the fastest up smash not only in the game but also the entire series. This subsequently makes it an excellent out of shield option. It knocks the opponent slightly towards Captain Falcon, and has rather high hitstun, increasing its combo ability. The move can chain into itself up to three times (depending on the falling speed of the opponent), and can lead into a grab, up aerial (either to hit the opponent up for a combo, or the semi-spike when near the edge at moderate percentages), or another aerial (though outside of up aerial, a back aerial is the most useful for numerous reasons).

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
1 0 17% 0 AngleIcon95.png 90 40 0 190 14 140 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch
2 0 17% 0 AngleIcon95.png 90 40 0 140 14 0 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch

Timing[edit]

Hitbox 4-11
Animation length 45
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox

Gallery[edit]