Falco (SSBM)/Neutral special: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (→Related Moves) |
(I'm not entirely sure how to handle projectiles like this yet, so I'd like to hide this long string of identical boxes for now) |
||
Line 63: | Line 63: | ||
|} | |} | ||
{{FrameStripStart}} | <!--{{FrameStripStart}} | ||
{{FrameStrip|t=Hitbox|c=99}} | {{FrameStrip|t=Hitbox|c=99}} | ||
|} | |}--> | ||
==Related Moves== | ==Related Moves== |
Revision as of 15:31, July 21, 2013
Overview
Compared to Fox's Blaster, Falco's version is slower but causes the opponent to flinch like Fox's blaster in the original Smash Bros. Each laser does 3% before stale-move negation sets in. Because the lasers cause the opponent to flinch, they are extremely useful for disrupting their approach and camping. Falco can short hop laser while approaching to avoid lag. If he is close enough, the laser can stun the opponent so that Falco can follow up with a grab or a move like a shine, u-tilt, or even an f-smash.
Attack data
Grounded
Animation length (single shot) | 57 |
---|---|
Laser comes out on frame | 23 |
Repeated shots available after frame | 24 |
The one hitbox frame shows when the laser comes out.
Aerial
Animation length (single shot) | 42 |
---|---|
Laser comes out on frame | 13 |
Repeated shots available after frame | 16 |
Autocancel | Upon landing |
Fastfall available | Any time |
The one hitbox frame shows when the laser comes out.
Laser
Animation length | 99 |
---|