SSBM Icon.png

Falco (SSBM)/Down smash: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 8: Line 8:


{{competitive expertise}}
{{competitive expertise}}
{{technical data}}


===Attack data===
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableRow
|id=0
|damage={{ChargedSmashDmgSSBM|16}}
|angle=25
|bk=20
|ks=70
|fkv=0
|r=4.8
|bn=13
|xpos=3.28
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{MeleeHitboxTableRow
|id=1
|damage={{ChargedSmashDmgSSBM|16}}
|angle=25
|bk=20
|ks=70
|fkv=0
|r=4.8
|bn=7
|xpos=3.28
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{MeleeHitboxTableRow
|id=2
|damage={{ChargedSmashDmgSSBM|13}}
|angle=80
|bk=20
|ks=70
|fkv=0
|r=3.6
|bn=13
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{MeleeHitboxTableRow
|id=3
|damage={{ChargedSmashDmgSSBM|13}}
|angle=80
|bk=20
|ks=70
|fkv=0
|r=3.6
|bn=7
|effect=Normal
|slvl=L
|sfx=Kick
}}
|}
 
==Timing==
{|class="wikitable"
{|class="wikitable"
|-
!Animation length
|49
|-
!Hitbox out
|6-10
|-
|-
!Legs intangible
!Legs intangible
|1-6
|1-6
|-
|-
!Charge frame
!Charges between
|2
|2-3
|-
!Hitbox
|6-10
|-
|-
!Interruptible
!Interruptible
|46
|46
|-
!Animation length
|49
|}
{{FrameStripStart}}
|Hitboxes {{FrameStrip|t=Lag|c=2|e=LagChargeS}}{{FrameStrip|t=Lag|c=3|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=35}}{{FrameStrip|t=Interruptible|c=4}}
|-
|Legs {{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=43}}
|}
|}
{{FrameIconLegend|lag=y|hitbox=y|charge=y|vulnerable=y|intangible=y|interruptible=y}}


==Similar moves==
==Similar moves==

Revision as of 13:15, February 2, 2014

Overview

Hitbox of Falco's down smash in Melee.
Hitbox of Falco's d-smash.

Falco does a quick split, hitting on both sides of him simultaneously, while dealing 16% damage uncharged to 21% fully charged. Despite having somewhat limited range, it has pretty high knockback and KO power, while sending opponents on a semi-spike trajectory, making it an effective edgeguarder that can intercept many recovery moves, or just be used onstage while near the edge. If the opponent is hit very close to Falco's body, it knocks them straight up. This does very weak knockback, even at higher percentages, though it can combo into moves such as an up smash.

Falco's legs will be intangible for a small part of the move's duration.


Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 16% 0 AngleIcon25.png 20 70 0 0.0187488 13 0.01281168 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 16% 0 AngleIcon25.png 20 70 0 0.0187488 7 0.01281168 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 13% 0 AngleIcon80.png 20 70 0 0.0140616 13 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
3 0 13% 0 AngleIcon80.png 20 70 0 0.0140616 7 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

Timing

Legs intangible 1-6
Charges between 2-3
Hitbox 6-10
Interruptible 46
Animation length 49