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Falco (SSBM)/Down smash: Difference between revisions

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(New Page: {{ArticleIcons|ssbm=y}} ==Overview== thumb|Hitbox of Falco's d-smash. Falco does a quick split, hitting on both sides of him simultaneously, ...)
 
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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 {{mvsub|Falco|SSBM|up 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 {{mvsub|Falco|SSBM|up smash}}.


Falco's legs will be [[intangible]] for a small part of the move's duration.
Falco's legs are [[intangible]] for a small part of the move's duration. However, as this duration includes the charging period, the intangibility can be extended by charging the move. This leaves Falco's entire lower half invulnerable for a controllable amount of time, which can result in a surprise miss for incoming low attacks.


{{competitive expertise}}
==Hitboxes==
{{technical data}}
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableRow
|id=0
|damage={{ChargedSmashDmgSSBM|16}}
|angle=25
|bk=20
|ks=70
|fkv=0
|r=1200
|bn=13
|xpos=820
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{MeleeHitboxTableRow
|id=1
|damage={{ChargedSmashDmgSSBM|16}}
|angle=25
|bk=20
|ks=70
|fkv=0
|r=1200
|bn=7
|xpos=820
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{MeleeHitboxTableRow
|id=2
|damage={{ChargedSmashDmgSSBM|13}}
|angle=80
|bk=20
|ks=70
|fkv=0
|r=900
|bn=13
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{MeleeHitboxTableRow
|id=3
|damage={{ChargedSmashDmgSSBM|13}}
|angle=80
|bk=20
|ks=70
|fkv=0
|r=900
|bn=7
|effect=Normal
|slvl=L
|sfx=Kick
}}
|}


===Attack data===
==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}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|charge=y|vulnerable=y|intangible=y|interruptible=y}}


==Similar moves==
==Similar moves==
*{{mvsub|Fox|SSBM|down smash|poss=y}}
*{{mvsub|Fox|SSBM|down smash|poss=y}}
{{MvSubNavFalco|g=SSBM}}


[[Category:Falco (SSBM)]]
[[Category:Falco (SSBM)]]
[[Category:Down smashes]]
[[Category:Down smashes (SSBM)]]
[[Category:Normal attacks]]

Latest revision as of 03:09, January 21, 2016

Overview[edit]

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 are intangible for a small part of the move's duration. However, as this duration includes the charging period, the intangibility can be extended by charging the move. This leaves Falco's entire lower half invulnerable for a controllable amount of time, which can result in a surprise miss for incoming low attacks.

Hitboxes[edit]

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 4.6872 13 3.20292 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 4.6872 7 3.20292 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 3.5154 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 3.5154 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[edit]

Legs intangible 1-6
Charges between 2-3
Hitbox 6-10
Interruptible 46
Animation length 49
Hitboxes  FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).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(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
Legs  FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Intangible).png
Intangible
FrameIcon(Interruptible).png
Interruptible

Similar moves[edit]