Hitbox visualization showing Falco's up smash.

OverviewEdit

A double sideways-hitting kick. Falco's legs have intangibility during the hitboxes, and combined with the hitboxes extending from Falco's legs considerably, it is relatively disjointed and good for catching landings. It comes out relatively fast, but has notable endlag, and usually kills at around 120%, somewhat weak for a smash attack. Opponents may be hit out of the move if the first hit sends them too far for the second to connect, in similar vain to Charizard's up smash, giving it notable reliability issues as a result. The first kick is also able to hit certain characters hanging on the ledge and stage spike them, such as Pikachu.

Update historyEdit

  1.0.6

  •   The first hit's leg hitboxes can now hit grounded opponents, while the early foot hitbox can now hit aerial opponents.
  •   The first hit's leg hitboxes angle (140° → 110°) and knockback (30 (base), 20 (scaling) → 60/25). This makes them connect less reliably into the second hit against aerial opponents.

  1.0.8

  •   The first hit's late foot hitbox now overrides the early foot hitbox.
    •   This means that the foot hitbox can no longer hit grounded opponents above Falco, preventing it from hitting opponents on higher platforms.
    •   However, the move always failed to lead into the second hit against opponents on higher platforms, allowing Falco to simply land the second hit, which is much more powerful.
  •   Second hit startup lag/duration (frames 14-19 → 13-20). The animation was unchanged, giving the move more range below Falco.
  •   The second hit now has a part value of 1 on its hitboxes. As the first hit's hitboxes are deleted, this has no affect.

  1.1.4

  •   First hit startup/duration (frame 8 → 7-8). The animation was unchanged, giving the move more range below Falco.
  •   Falco now has intangibility on his attacking leg while the hitboxes are active.
  •   First hit knockback (60/80 (base near/far), 25/30 (scaling near/far) → 70/18).
  •   The first hit is now weight independent.
  •   Middle hitbox X position (1.5 → 2).
  •   Far hitbox X position (5 → 7.7 (hit 1 early)/7 (hit 1 late/hit 2)), giving the move more range.
  •   Second kick knockback (30 (base), 98 (scaling) → 31/104).

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1 (clean)
0 0 4% 0   70 18 0 4.0 9 2.0 0.0 0.0 1.0x 1.0x 0%               Kick  
1 0 4% 0   70 18 0 3.5 8 0.0 0.0 0.0 1.0x 1.0x 0%               Kick  
2 0 4% 0   70 18 0 4.0 9 7.7 0.0 0.0 1.0x 1.0x 0%               Kick  
Hit 1 (late)
0 0 4% 0   70 18 0 4.0 9 2.0 0.0 0.0 1.0x 1.0x 0%               Kick  
1 0 4% 0   70 18 0 3.5 8 0.0 0.0 0.0 1.0x 1.0x 0%               Kick  
2 0 4% 0   0 100 15 3.5 9 7.0 0.0 0.0 1.0x 1.0x 0%               Kick  
Hit 2
0 0 12% 0   31 104 0 5.0 5 7.0 0.0 0.0 1.0x 1.3x 0%               Kick  
1 0 12% 0   31 104 0 3.5 5 2.0 0.0 0.0 1.0x 1.3x 0%               Kick  
2 0 12% 0   31 104 0 3.0 4 0.0 0.0 0.0 1.0x 1.3x 0%               Kick  

TimingEdit

Charges between 2-3
Right leg intangible 7-12
Hit 1 (clean) 7-8
Hit 1 (late) 9-12
Left leg intangible 13-20
Hit 2 13-20
Interruptible 50
Animation length 59
Hitboxes                                                                                                                       
Right leg                                                                                                                       
Left leg                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Interruptible