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Captain Falcon (SSBM)/Neutral attack/Infinite: Difference between revisions

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{{ArticleIcons|ssbm=y}}
 
:''For an overview of the overall natural combo, see [[Captain Falcon (SSBM)/Neutral attack|here]].''
==Overview==
Falcon fires a series of rapid punches.
 
In NTSC versions of the game, Falcon automatically moves into these punches unless both the previous links of the move were continued after their completion (i.e. there was idle time between each of the first three hits). In the PAL version, the punches will not initiate automatically, instead requiring a button press during the third hit.
 
{{competitive expertise}}
 
==Hitboxes==
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}
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{{FrameStrip|t=Lag|c=5|e=LagLoopS}}{{FrameStrip|t=Lag|c=4|s=LagLoopE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=6|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=6|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=6|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=5|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=3|s=LagStateE|e=LagLoopS}}{{FrameStrip|t=Lag|c=9|s=LagLoopE}}
{{FrameStrip|t=Lag|c=5|e=LagLoopS}}{{FrameStrip|t=Lag|c=4|s=LagLoopE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=6|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=6|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=6|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=5|s=LagStateE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxStateS}}{{FrameStrip|t=Lag|c=3|s=LagStateE|e=LagLoopS}}{{FrameStrip|t=Lag|c=9|s=LagLoopE}}
|}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|loop=y|state=y|continuable=y}}
{{FrameIconLegend|lag=y|hitbox=y|loop=y|state=y|continuable=y}}


{{MvSubNavCaptainFalcon|g=SSBM}}
{{MvSubNavCaptainFalcon|g=SSBM}}
[[Category:Captain Falcon (SSBM)]]

Latest revision as of 12:09, October 7, 2014

For an overview of the overall natural combo, see here.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Each hit
0 0 1% 0 Sakurai angle 0 70 0 3.491964 45 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch
1 0 1% 0 Sakurai angle 0 70 0 3.491964 45 7.319844 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch

Timing[edit]

The move ends when there is no attack button press between two breakpoints. As a result, to continue the move, the button must be pressed at least once per punch. The move always completes the loop once before attempting to end (inputs here do not continue the move beyond the minimum), so there is a minimum of six punches - five for the first time through the loop, and one more to allow the move to be continued.

Loops between 6-45
Hitboxes 10-11, 18-19, 26-27, 34-35, 41-42
Breakpoints 11, 19, 27, 35, 42
Animation length 54
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxStateS).png FrameIcon(LagStateE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxStateS).png FrameIcon(LagStateE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxStateS).png FrameIcon(LagStateE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxStateS).png FrameIcon(LagStateE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxStateS).png FrameIcon(LagStateE).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).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(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
FrameIcon(Continuable).png
Continuable