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Captain Falcon (SSBU)/Up smash

Hitbox visualization for Captain Falcon's up smash
Hitbox visualization showing Captain Falcon's up smash.
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Overview

A 540 kick. Despite the move's high startup, its ending lag is very low in comparison. The move is very devastating when both hits connect and works as a strong anti-air, this is made more effective with its leg intangibility. However, the move has problems connecting on opponents on a platform above him, and makes the move a lot less effective on opponents circle camping.

Update History

  8.0.0

  •   The second hit has more knockback scaling (72/74/80 → 80/81/88).

  9.0.0

  •   Up smash connects more reliably.
    •   Up smash’s hitboxes changed priority to connect more reliably.
    •   Up smash’s first hit had it’s knockback decreased (FKB 20/10 → 10/0), (BKB 30/8 → 5/0).

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Early hit 1
0 0 0 7.0% 0   Standard 0 90 150   5.7 top 0.0 7.5 10.0 1.0× 1.0× 0%               None   All All            
1 0 0 7.0% 0   Standard 0 90 80   6.0 top 0.0 17.0 5.0 1.0× 1.0× 0%               Kick   All All            
3 0 0 12.0% 0   Standard 5 90 10   4.8 top 0.0 21.0 1.5 1.0× 1.0× 0%               Kick   All All            
2 0 0 12.0% 0   Standard 0 90 0   4.8 top 0.0 28.0 5.0 1.0× 1.0× 0%               Kick   All All            
Late hit 1
0 0 0 7.0% 0   Standard 0 90 150   5.7 top 0.0 7.5 10.0 1.0× 1.0× 0%               None   All All            
3 0 0 12.0% 0   Standard 30 90 20   4.8 top 0.0 21.0 1.5 1.0× 1.0× 0%               Kick   All All            
2 0 0 12.0% 0   Standard 8 90 10   4.8 top 0.0 28.0 5.0 1.0× 1.0× 0%               Kick   All All            
Hit 2
0 0 0 14.0% 0   Standard 70 80 0   6.0 top 0.0 29.0 5.5 1.0× 1.0× 0%               Kick   All All            
1 0 0 14.0% 0   Standard 70 81 0   5.5 top 0.0 21.0 2.5 1.0× 1.0× 0%               Kick   All All            
2 0 0 13.0% 0   Standard 70 88 0   5.0 top 0.0 16.0 0.5 1.0× 1.0× 0%               Kick   All All            

Timing

Charges between 8-9
Early hit 1 22
Late hit 1 23
Right leg intangible 22-23
Hit 2 28-29
Left leg intangible 28-29
Interruptible 46
Animation length 61
Hitboxes                                                                                                                           
Right leg                                                                                                                           
Left leg                                                                                                                           
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Interruptible