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Falco (SSBM)/Forward smash

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Overview

The hitbox of Falco's f-smash in Melee.
The hitbox of Falco's f-smash.

Falco flips his body and kicks in front of himself while jumping forward. This is similar to Fox's forward smash, but is much stronger, usually KO'ing at around 90-110%. It also has high speed, as well as good range, with the hitbox being out for most of the time while Falco is moving forward. Because of these advantages, it is a great KO option. The move can also be deadly to an opponent on the edge at above 100% damage, and can be used for mindgames, punishing, and to pressure an opponent. It is a very effective edgeguarding option against opponents who have to choose between drifting from above the ledge to the ledge or onstage, such as against Captain Falcon and Ganondorf. The move is often used as a followup to an onstage down aerial, with its long duration and lack of a sour spot allowing it to easily cover tech and getup options, and it is the most useful followup to a short hop laser reset. It is arguably the best forward smash in Melee (with Marth's generally being comparable for the best Forward Smash).

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean
0 0 17% 0 Sakurai angle 40 90 0 3.5154 13 4.1013 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 17% 0 Sakurai angle 40 90 0 3.1248 12 2.3436 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 17% 0 AngleIcon110.png 40 90 0 2.3436 4 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Late
0 0 14% 0 Sakurai angle 10 105 0 3.5154 13 4.1013 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 14% 0 Sakurai angle 10 105 0 3.1248 12 2.3436 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
2 0 14% 0 Sakurai angle 10 105 0 2.3436 4 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Timing

Charges between 7-8
Clean hit 12-16
Late hit 17-21
Animation length 39
Interruptible 46
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change

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