Falco (SSBM)/Neutral special: Difference between revisions
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(first attempt at projectile move - go ahead and suggest improvements) |
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[[File:Falco Neutral Special Hitbox Melee.gif|thumb|The hitbox of Falco's Blaster, used on the ground.]] | [[File:Falco Neutral Special Hitbox Melee.gif|thumb|The hitbox of Falco's Blaster, used on the ground.]] | ||
[[File:Falco Neutral Special Hitbox Aerial Melee.gif|thumb|The hitbox of Falco's Blaster, used in the air.]] | [[File:Falco Neutral Special Hitbox Aerial Melee.gif|thumb|The hitbox of Falco's Blaster, used in the air.]] | ||
Compared to Fox's [[Blaster]], Falco's version is slower but causes the opponent to flinch like {{SSB|Fox}}'s {{mvsub|Fox|SSB|neutral special|alt=Blaster}} in the original ''Smash Bros.'' | Compared to Fox's [[Blaster]], Falco's version is slower but causes the opponent to flinch like {{SSB|Fox}}'s {{mvsub|Fox|SSB|neutral special|alt=Blaster}} in the original ''Smash Bros.'' 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 {{mvsub|Falco|SSBM|down special|alt=shine}}, {{mvsub|Falco|SSBM|up tilt}}, or even an {{mvsub|Falco|SSBM|forward smash}}. | ||
{{ | ==Hitboxes== | ||
{{MeleeHitboxTableHeader|special=y}} | |||
{{MeleeSpecialHitboxTableRow | |||
|id=0 | |||
|damage=3% | |||
|angle=361 | |||
|bk=0 | |||
|ks=100 | |||
|fkv=101 | |||
|r=1.2 | |||
|bn=0 | |||
|zpos=-0.8 | |||
|clang=0 | |||
|rebound=0 | |||
|effect=Normal | |||
|slvl=S | |||
|sfx=Punch | |||
|blockable=1 | |||
|reflectable=1 | |||
|absorbable=1 | |||
|specialraw=10fdd000 | |||
}} | |||
{{MeleeSpecialHitboxTableRow | |||
|id=1 | |||
|damage=3% | |||
|angle=361 | |||
|bk=0 | |||
|ks=100 | |||
|fkv=101 | |||
|r=1.2 | |||
|bn=0 | |||
|zpos=-3.732 | |||
|clang=0 | |||
|rebound=0 | |||
|effect=Normal | |||
|slvl=S | |||
|sfx=Punch | |||
|blockable=1 | |||
|reflectable=1 | |||
|absorbable=1 | |||
|specialraw=10fdd000 | |||
}} | |||
{{MeleeSpecialHitboxTableRow | |||
|id=2 | |||
|damage=3% | |||
|angle=361 | |||
|bk=0 | |||
|ks=100 | |||
|fkv=101 | |||
|r=1.2 | |||
|bn=0 | |||
|zpos=-6.664 | |||
|clang=0 | |||
|rebound=0 | |||
|effect=Normal | |||
|slvl=S | |||
|sfx=Punch | |||
|blockable=1 | |||
|reflectable=1 | |||
|absorbable=1 | |||
|specialraw=10fdd000 | |||
}} | |||
{{MeleeSpecialHitboxTableRow | |||
|id=0 | |||
|damage=3% | |||
|angle=361 | |||
|bk=0 | |||
|ks=100 | |||
|fkv=101 | |||
|r=1.2 | |||
|bn=0 | |||
|zpos=-9.6 | |||
|clang=0 | |||
|rebound=0 | |||
|effect=Normal | |||
|slvl=S | |||
|sfx=Punch | |||
|blockable=1 | |||
|reflectable=1 | |||
|absorbable=1 | |||
|specialraw=10fdd000 | |||
}} | |||
|} | |||
== | ==Timing== | ||
=== | ===Ground=== | ||
{|class="wikitable" | {|class="wikitable" | ||
!First loop frame | |||
|7 | |||
|- | |- | ||
! | !Repeat window | ||
| | |15-28 | ||
|- | |- | ||
! | !Shot | ||
|23 | |23 | ||
|- | |- | ||
! | !Last loop frame | ||
| | |30 | ||
|- | |||
!Animation length | |||
|57 | |||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=Lag|c=16|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=8|s=LagPropE|e=LagLoopS}}{{FrameStrip|t=Lag|c=27|s=LagLoopE}} | ||
|- | |||
{{FrameStrip|t=Blank|c=6|e=BlankLoopS}}{{FrameStrip|t=Blank|c=8|s=BlankLoopE}}{{FrameStrip|t=Continuable|c=14}}{{FrameStrip|t=Blank|c=2|e=BlankLoopS}}{{FrameStrip|t=Blank|c=27|s=BlankLoopE}} | |||
|} | |} | ||
=== | ===Air=== | ||
{|class="wikitable" | {|class="wikitable" | ||
!First loop frame | |||
|4 | |||
|- | |- | ||
! | !Repeat window | ||
| | |5-16 | ||
|- | |- | ||
! | !Shot | ||
|13 | |13 | ||
|- | |- | ||
! | !Last loop frame | ||
| | |20 | ||
|- | |- | ||
!Animation length | |||
|42 | |||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t= | {{FrameStrip|t=Lag|c=4|e=LagLoopS}}{{FrameStrip|t=Lag|c=8|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=8|s=LagPropE|e=LagLoopS}}{{FrameStrip|t=Lag|c=22|s=LagLoopE}} | ||
|- | |||
{{FrameStrip|t=Blank|c=4|e=BlankLoopS}}{{FrameStrip|t=Continuable|c=12|s=ContinuableLoopE}}{{FrameStrip|t=Blank|c=4|e=BlankLoopS}}{{FrameStrip|t=Blank|c=22|s=BlankLoopE}} | |||
|} | |} | ||
{{FrameIconLegend|lag=y|loop=y|continuable=y|prop=y}} | |||
== | ==Properties== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Shot lifetime | |||
! | |99 frames | ||
|99 | |||
|} | |} | ||
==Similar Moves== | |||
*[[Fox (SSBM)/Neutral special]] | *[[Fox (SSBM)/Neutral special]] | ||
Revision as of 15:01, October 27, 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. 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, up tilt, or even an forward smash.
Hitboxes
Timing
Ground
First loop frame | 7 |
---|---|
Repeat window | 15-28 |
Shot | 23 |
Last loop frame | 30 |
Animation length | 57 |
Air
First loop frame | 4 |
---|---|
Repeat window | 5-16 |
Shot | 13 |
Last loop frame | 20 |
Animation length | 42 |
Lag time |
Loop point |
Continuable |
Prop event |
Properties
Shot lifetime | 99 frames |
---|
Similar Moves
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