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Captain Falcon (SSBB)/Up aerial: Difference between revisions

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(New Page: {{ArticleIcons|ssbb=y}} ==Overview== {{competitive expertise}} ==Hitboxes== {{technical data}} ==Timing== {|class="wikitable" !Clean hit |6-10 |- !Late hit |11-13 |- !Ending autocancel...)
 
 
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==Overview==
==Overview==
{{competitive expertise}}
A backflip kick. Considered one of his best moves along with his jab, up aerial serves as a multi-purpose move. Up aerial is used for KOing, approaching, racking up damage, and even gimping characters offstage. Comes out on frame 6 and lasts for 28 frames, it is considered to be one of his most versatile moves in general, and an important tool for Falcon players to utilize properly.
 
==Hitboxes==
==Hitboxes==
{{technical data}}
{{BrawlHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{BrawlHitboxTableRow
|bn=8
|id=0
|damage=13%
|angle=361
|fkv=0
|ks=100
|sd=0
|bk=10
|r=270000
|xpos=0
|ypos=-192000
|zpos=-120000
|trip=0
|ff=60000
|sdi=60000
|rawflags=00111001100000110000010001000000
}}
{{BrawlHitboxTableRow
|bn=9
|id=1
|damage=12%
|angle=361
|fkv=0
|ks=100
|sd=0
|bk=10
|r=300000
|xpos=0
|ypos=-360000
|zpos=-120000
|trip=0
|ff=60000
|sdi=60000
|rawflags=00111001100000110000010001000000
}}
{{HitboxTableTitle|Late hit|24}}
{{BrawlHitboxTableRow
|bn=8
|id=0
|damage=12%
|angle=30
|fkv=0
|ks=80
|sd=0
|bk=8
|r=270000
|xpos=0
|ypos=-192000
|zpos=-120000
|trip=0
|ff=60000
|sdi=60000
|rawflags=00111001100000110000010001000000
}}
{{BrawlHitboxTableRow
|bn=9
|id=1
|damage=10%
|angle=30
|fkv=0
|ks=80
|sd=0
|bk=8
|r=300000
|xpos=0
|ypos=-360000
|zpos=-120000
|trip=0
|ff=60000
|sdi=60000
|rawflags=00111001100000110000010001000000
}}
{{HitboxTableTitle|Latest hit*|24}}
{{BrawlHitboxTableRow
|bn=8
|id=0
|damage=8%
|angle=0
|fkv=0
|ks=70
|sd=0
|bk=6
|r=270000
|xpos=0
|ypos=-192000
|zpos=-120000
|trip=0
|ff=60000
|sdi=60000
|rawflags=00111001100000110000010001000000
}}
{{BrawlHitboxTableRow
|bn=9
|id=1
|damage=6%
|angle=0
|fkv=0
|ks=70
|sd=0
|bk=6
|r=300000
|xpos=0
|ypos=-360000
|zpos=-120000
|trip=0
|ff=60000
|sdi=60000
|rawflags=00111001100000110000010001000000
}}
|}
 
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
Line 12: Line 126:
!Late hit
!Late hit
|11-13
|11-13
|-
!Latest hit
|
|-
|-
!Ending autocancel
!Ending autocancel
Line 19: Line 136:
|33
|33
|}
|}
* Due to what is presumably a programming error, the "delete all hitboxes" command runs on the same frame the latest hit begins, and so the latest hit never occurs. This oversight was directly copied over from ''Melee''.


{{FrameStripStart}}
{{FrameStripStart}}

Latest revision as of 14:48, April 16, 2021

Overview[edit]

A backflip kick. Considered one of his best moves along with his jab, up aerial serves as a multi-purpose move. Up aerial is used for KOing, approaching, racking up damage, and even gimping characters offstage. Comes out on frame 6 and lasts for 28 frames, it is considered to be one of his most versatile moves in general, and an important tool for Falcon players to utilize properly.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 13% 0 Sakurai angle 10 100 0 4.5 8 0.0 -3.2 -2.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 12% 0 Sakurai angle 10 100 0 5.0 9 0.0 -6.0 -2.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
Late hit
0 0 12% 0 AngleIcon30.png 8 80 0 4.5 8 0.0 -3.2 -2.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 10% 0 AngleIcon30.png 8 80 0 5.0 9 0.0 -6.0 -2.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
Latest hit*
0 0 8% 0 AngleIcon0.png 6 70 0 4.5 8 0.0 -3.2 -2.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 6% 0 AngleIcon0.png 6 70 0 5.0 9 0.0 -6.0 -2.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png

Timing[edit]

Clean hit 6-10
Late hit 11-13
Latest hit
Ending autocancel 22>
Animation length 33
  • Due to what is presumably a programming error, the "delete all hitboxes" command runs on the same frame the latest hit begins, and so the latest hit never occurs. This oversight was directly copied over from Melee.
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 9
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
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Autocancel).png
Autocancel