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Captain Falcon (SSBU)/Up special

< Captain Falcon (SSBU)
Revision as of 09:19, April 12, 2024 by Omega Tyrant (talk | contribs) (This overview hardly touches on the move's competitive applications)
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This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Falcon Dive.
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Captain Falcon Up Special Hitbox Visualizations
Grounded Aerial
CaptainFalconFalconDiveSSBU.gif CaptainFalconFalconDiveAerialSSBU.gif
Hitbox visualization showing Captain Falcon's up special, Falcon Dive, after it connects.

OverviewEdit

Captain Falcon begins to dive diagonally upward after a short delay, as Captain Falcon's main recovery move. The move's grab hitbox begins on frame 14, allowing it to be used as an out of shield option. Captain Falcon will be put into helpless immediately after, but will be able to drift forward decently fast, allowing for some surprisingly long high recoveries, usually as a recovery mix-up. However, if Captain Falcon happens to grab an opponent during his upward movement, he will launch the opponent with an explosion (usually toward the stage), and will not be put into helpless. The move is great as a late percent KO move, especially near the ledge. At certain percentages, the move will eventually become untechable and slightly dangerous to challenge.

However, the move is not without its weaknesses. The overall recovery portion of the move is average, and it has no damaging hitbox but only a grab hitbox, meaning any meaningful disjoint can easy hit the move without risking being grabbed. Furthermore, despite an endlag reduction buff, it is still possible to Tech Check the move. As an out of shield option, because Captain Falcon is put into helpless, the move is relatively easy to punish after a whiff.

Update HistoryEdit

  11.0.0

  •   Falcon Dive's throw has significantly less ending lag (FAF 55 → 24), making it considerably harder to Tech Check Falcon's recovery.

Hitboxes, grabboxes and throwEdit

ID Radius Bone Offset G A
Early grab
0 5.0 top 0.0 13.0 7.0    
1 5.5 top 0.0 8.8 13.7    
Late grab
0 5.0 top 0.0 15.0 6.0    
1 5.0 top 0.0 11.0 6.0    
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
Hit 1
0 0 0 5.0% 0   Forward 50 100 0   9.6 rot 0.0 0.0 0.0 1.0× 1.0× 0%               None   All All            
Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw
Throw 0 13.0%   Forward 85 62 0 0.0×       Fire
Break 0 8.0%   Forward 100 10 0 0.0×       Kick

TimingEdit

RisingEdit

The move enables ledge grabs from the front starting on frame 20, and from behind starting on frame 37. Captain Falcon can also fast fall as early as frame 50.

To B-reverse the move, the control stick has to be held backward on frame 14.

Optional reverse 14
Early grab 14
Late grab 15-30
Animation length 66
                                                                                                                                   
                                                                                                                                   

ThrowEdit

The throw portion enables ledge grabs from the front starting on frame 61.

Hitbox 2-3
Throw release 17
Interruptible 40
Animation length 71
                                                                                                                                             

LandingEdit

Interruptible 25
Animation length 35
                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
State change
 
Grab
 
Interruptible

ParametersEdit

Horizontal speed multiplier 1.1 (grounded)
0.95 (aerial)
Horizontal speed limit 6
Gravity 0.103
Stick sensitivity to reverse 0.25
Helplessness air speed multiplier 0.7
Helplessness landing lag 24 frames