Falco (SSBM)/Down special: Difference between revisions

Tag: Mobile edit
Tag: Mobile edit
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[[File:Falco Down Special Hitbox Melee.gif|thumb|The hitbox of Falco's shine.]]
[[File:Falco Down Special Hitbox Melee.gif|thumb|The hitbox of Falco's shine.]]
[[File:Falco Shine Frame 1 Melee.png|thumb|Falco's hitbox and intangibility can be seen on frame 1.]]
[[File:Falco Shine Frame 1 Melee.png|thumb|Falco's hitbox and intangibility can be seen on frame 1.]]
Widely considered falco's principal move, Falco's '''[[Reflector (Falco)|Reflector]]''' (informally known as a shine) is the crux of his entire [[metagame]] and is among his greatest strengths as a character. The potency of the shine is attributed to two things. One, the initial hit of shine comes out without any delay (on frame 1) and two, it can be jump canceled 2 frames after the initial hit. This allows Falco hit an opponent and then leave the shine extremely early either by jumping out right away or [[wavedash]]ing out of it (called [[waveshining]]). Falco's shine sends opponents diagonally upward (diagonally down if the move's [[phantom]] hitbox comes out), setting up aerial follow ups perfectly, most notably his {{mvsub|Falco|SSBM|down aerial}}, which directly combos back into the shine. This potentially endless cycle of shines and down airs is known as [[pillaring]] and is the central engine of all of Falco's combos. The basic form of pillaring can be expanded on by including {{mvsub|Falco|SSBM|up tilt}}s, {{mvsub|Falco|SSBM|neutral aerial}}s and {{mvsub|Falco|SSBM|back aerial}}s in between shines and down aerials for devastating effect.  
Widely considered falco's principal move, Falco's '''[[Reflector (Falco)|Reflector]]''' (informally known as a shine) is the crux of his entire [[metagame]] and is among his greatest strengths as a character. The potency of the shine is attributed to two things. One, the initial hit of shine comes out without any delay (on frame 1) and two, it can be jump canceled 2 frames after the initial hit. This allows Falco hit an opponent and then leave the shine extremely early either by jumping out right away or [[wavedash]]ing out of it (called [[waveshining]]). Falco's shine sends opponents diagonally upward (diagonally down if the move's [[phantom hit]] comes out), setting up aerial follow ups perfectly, most notably his {{mvsub|Falco|SSBM|down aerial}}, which directly combos back into the shine. This potentially endless cycle of shines and down airs is known as [[pillaring]] and is the central engine of all of Falco's combos. The basic form of pillaring can be expanded on by including {{mvsub|Falco|SSBM|up tilt}}s, {{mvsub|Falco|SSBM|neutral aerial}}s and {{mvsub|Falco|SSBM|back aerial}}s in between shines and down aerials for devastating effect.  


The uses of shine are not just limited to [[combo]]ing however. With its [[startup]] of 0 frames, the shine can be used as a substitute to the [[shield]] when facing a slow, powerful move. The shine can also be done out of shield allowing Falco to change the tide of the match to his favor. The fact that the shine can be jump canceled allows Falco to continue chaining multiple shines into each other (either by jump canceling directly into a new shine or waveshining back and forth) should the first shine be shielded.
The uses of shine are not just limited to [[combo]]ing however. With its [[startup]] of 0 frames, the shine can be used as a substitute to the [[shield]] when facing a slow, powerful move. The shine can also be done out of shield allowing Falco to change the tide of the match to his favor. The fact that the shine can be jump canceled allows Falco to continue chaining multiple shines into each other (either by jump canceling directly into a new shine or waveshining back and forth) should the first shine be shielded.
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