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Falco (SSBB)/Down special: Difference between revisions

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(Created page with "{{ArticleIcons|ssbb=y}} {{disambig2|the hitbox visualization in ''Super Smash Bros. Brawl''|the move itself|Reflector (Falco)}} ==Overview== Falco kicks out his Reflector...")
 
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{{FrameIconLegend|lag=y|hitbox=y|reflect=y|interruptible=y}}
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==Properties==
==Properties==

Revision as of 13:53, July 1, 2020

This article is about the hitbox visualization in Super Smash Bros. Brawl. For the move itself, see Reflector (Falco).

Overview

Falco kicks out his Reflector, which returns back to him. The reflector hitbox comes out frame 1 and lasts for the move's entire animation, while the actual attacking hitbox comes out a bit later, at frame 4, and also has a small hitbox in comparison to the effect. When it returns to Falco, it has no hitbox. Falco is also mostly able to move during the animation whilst airborne. The move was drastically changed from its Melee counterpart and outside of its reflection properties and its horizontal range, it is drastically inferior in almost every way being weaker, much laggier, much more punishable and generally being far more situation as a whole.

As a reflector, it has great range and while Falco cannot hold it out, the reflector lasts for the entire animation, making it easy for Falco to reflect projectiles with it. This property also means that once Falco's reflector has finished, he can throw it out again, essentially meaning that Falco can have an infinitely lasting reflector. The range can make reflected projectiles harder to react to, and it is on par with most other reflectors with similar strength.

As an attack, it has very weak knockback, barely being able to KO just below 999%. The low knockback allows the move to be used as a locking tool, it has a decent trip chance and can be used in edgeguarding due to the disjoint and low knockback being able to send the opponent slightly downwards whilst in hitstun. It is very unsafe on hit at lower percents and very close ranges (especially if it does not trip), due to its weak knockback and very high ending lag, making it strictly a spacing tool outside of situations where it can reflect projectiles.

Hitboxes

Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.
ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Blockable Reflectable Absorbable Flinchless Heedless Piercing Strechy ?2 ?5 ?6 ?11 Hit Bits
3 0 0 6% 5 Sakurai angle f2! 35 30 0 3.0 18 1.5 0.0 0.0 0.0x 0.5x 40% no flags 1 data specified no flags 2 data specified

Timing

Reflection 1-51
Hitboxes 4-13
Animation length 51
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Reflect).png
Reflect

Properties

Reflection radius 9
Reflection x position 1.0
Reflection y position -1.2
Reflection damage 1.5x
Reflection speed 1.0x
Reflection duration 0.5x
Max reflectable damage 50