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Falco (SSB4)/Up tilt: Difference between revisions

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(added an overview for the move.)
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:FalcoUpTilt.gif|thumb|270px|Hitbox visualization showing Falco's up tilt.]]
[[File:FalcoUpTilt.gif|thumb|270px|Hitbox visualization showing Falco's up tilt.]]
{{competitive expertise}}
 
==Overview==
Falco swipes with his arms twice above his head, the first hit comboing into the second. The move is usually used as a combo tool, as it can combo into itself at low percents, combo into aerials at mid percents, and then it starts killing at much higher percent. It is also slightly disjointed, and coupled with the long lasting hitboxes, it can make for a decent anti-air option. The first hit possesses a meteor hitbox at the tip of his arm, which is meant to combo into the second hit more reliably, however the opponent can be knocked out of the move by this if they're far enough. The spike gives it unusual edgeguarding potential, however extremely situational, especially when considering the amount of much safer options he has for edgeguarding. It also has a decent amount of endlag, and the attack has notable trouble hitting smaller opponents.


==Hitboxes==
==Hitboxes==

Revision as of 06:06, October 21, 2018

Hitbox visualization showing Falco's up tilt.

Overview

Falco swipes with his arms twice above his head, the first hit comboing into the second. The move is usually used as a combo tool, as it can combo into itself at low percents, combo into aerials at mid percents, and then it starts killing at much higher percent. It is also slightly disjointed, and coupled with the long lasting hitboxes, it can make for a decent anti-air option. The first hit possesses a meteor hitbox at the tip of his arm, which is meant to combo into the second hit more reliably, however the opponent can be knocked out of the move by this if they're far enough. The spike gives it unusual edgeguarding potential, however extremely situational, especially when considering the amount of much safer options he has for edgeguarding. It also has a decent amount of endlag, and the attack has notable trouble hitting smaller opponents.

Hitboxes

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 AngleIcon106.png 0 100 100 6.0 0 0.0 9.0 9.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S Slash SpecialsDirect.png
Hit 1 (late)
0 0 4% 0 AngleIcon100.png 0 100 25 4.0 21 -1.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
1 0 4% 0 AngleIcon100.png 0 100 20 4.0 22 1.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
2 0 3% 0 AngleIcon270.png 0 100 15 5.0 22 5.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png
Hit 2
0 0 5% 0 AngleIcon90.png 30 150 0 4.0 15 -1.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
1 0 5% 0 AngleIcon90.png 30 150 0 4.0 16 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
2 0 5% 0 AngleIcon97.png 30 150 0 5.0 16 6.2 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Slash).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png

Timing

Hit 1 (clean) 5
Hit 1 (late) 6-9
Hit 2 12-16
Interruptible 37
Animation length 57
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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 FrameIcon(Lag).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 FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Interruptible).png
Interruptible