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Falco (SSB4)/Forward aerial

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Hitbox visualization showing Falco's forward aerial.
Hitbox visualization showing Falco's forward aerial's landing.

Overview

Falco performs a corkscrew attack. The move hits multiple times, and the multi-hits have the autolink angle, which allow it to combo into the hits reliably. The long lasting hitboxes and knockback of the final hit make it a very good edgeguarding tool, coupled with the disjoint. The autolink angle allows Falco to pseudo-meteor smash opponents if he fast falls during the move. which can possibly lead into a footstool or outright prevent them from recovering if they end up too low, making the move very dangerous offstage. Onstage, it has a landing hitbox, which can occasionally be linked into if the final hit is out right as Falco lands, increasing the damage of the move. If Falco lands after the five frame autocancel window at the start of the move, forward aerial can effectively be made faster, at the expense of less damage and knockback. At lower-mid percents, it is possible to chain into another forward aerial.

The move is hampered however by somewhat slow speed, and the inability to short hop autocancel the move makes it easier for Falco to get punished. Despite the weaknesses however, it is a very good attack that is a force to be reckoned with offstage.

Update history

  1.0.4/  1.0.0

  •   Landing hit damage (2% → 5%).
  •   Landing hit z positions (11/8 → 12/7), giving it more range.

  1.0.8

  •   Startup lag (frame 12 → 10).
  •   Ending lag (FAF 59 → 51).
  •   Landing lag (32 frames → 25).
  •   Auto-cancel (frame 54 → 46).
  •   Duration (frames 12-34/35-36 → 10-27/28-29).
    •   The shorter duration allows Falco to complete the move in a short hop, which he previously could not do.
  •   The loop hits have a shorter rehit rate (6 → 4). This gives forward aerial an extra loop despite its shorter duration, increasing its maximum damage (8% → 9%) as well as making it connect more reliably.
  •   Landing hit damage (5% → 3%). It only received an increase to its base knockback (30 → 50), hindering its KO potential.

Hitboxes

Looping hit rehits every 4 frames.

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
Looping hit
0 0 4 1% 0   Forwards 0 100 60 5.0 0 0.0 5.5 12.0 1.0x 1.0x 0%               Slash   63              
1 0 4 1% 0   Forwards 0 100 60 5.0 0 0.0 5.5 8.0 1.0x 1.0x 0%               Slash   63              
Final hit
0 0 0 4% 0   Forwards 55 145 0 6.0 0 0.0 5.5 12.0 1.0x 2.5x 0%               Slash   63               0.0 5.5 8.0
Landing
0 0 0 3% 0   Standard 50 160 0 5.0 0 0.0 5.5 12.0 0.0x 2.0x 0%               Kick   63               0.0 5.5 7.0

Timing

Attack

Initial autocancel 1-5
Looping hits 10-27
Final hit 28-29
Ending autocancel 46-
Interruptible 51
Animation length 61
                                                                                                                         
                                                                                                                         

Landing lag

Hitbox 1
Animation length 25
                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible