SSBU Icon.png

Falco (SSBU)/Side special

The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
Hitbox visualization showing Falco's grounded side special, Falco Phantasm.
Hitbox visualization showing Falco's aerial side special, Falco Phantasm.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview

Update History

  8.0.0

  •   The grounded version has faster startup with a longer hitbox duration (frames 18-24 → 13-22). Its total duration is shorter as well (FAF 56 → 51), reducing its ending lag.
  •   The aerial version has a longer hitbox duration (frames 18-24 → 18-27).

Hitboxes

The hitbox is attached to the afterimages, which are considered a non-reflectable projectile that trails behind Falco. As a result, he does not experience hitlag from hitting an opponent with it, and it can clang with aerial attacks.

Grounded

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 7.0% 0   Backward 83 50 0   3.0 top 0.0 5.0 0.0 1.0× 1.0× 0%               Slash   All All            
Late hit
0 0 0 7.0% 0   Backward 80 50 0   3.0 top 0.0 5.0 0.0 1.0× 1.0× 0%               Slash   All All            

Aerial

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 7.0% 0   Standard 68 60 0   4.0 top 0.0 6.0 0.0 1.0× 1.0× 0%               Slash   All All            
1 0 0 6.0% 0   Standard 40 50 0   3.0 top 0.0 6.0 0.0 1.0× 1.0× 0%               Slash   All All            

Timing

When hitting a shield, in addition to stopping Falco's movement, the move skips to frame 19 (24 in the air) on the next frame if the hit happened beforehand, cutting off at most 5 frames.

Grounded

Jostling is disabled during frames 12-30.

Clean hit 13-15
Late hit 16-22
Interruptible 51
Animation length 71
                                                                                                                                             
                                                                                                                                             

Aerial

The move enables ledge grabs starting on frame 18 from the front, and frame 23 from behind. Jostling is also disabled during frames 17-35.

Hitboxes 18-27
Interruptible 67
Animation length 89
                                                                                                                                                                                 
                                                                                                                                                                                 

Landing

Interruptible 17
Animation length 65
                                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
Prop event
 
Interruptible

Parameters

Horizontal speed multiplier on startup 1.5
Acceleration on startup 0.05
Period before applying startup gravity 10 frames
Startup gravity 0.017
Speed at the end of the dash 2.2
Friction at the end of the dash 0.11 (grounded)
0.05 (aerial)
Speed after hitting a shield 0.5
Air acceleration multiplier for aerial ending 0.8
Air speed multiplier for aerial ending 0.5
Period before applying ending gravity 5 frames
Ending gravity 0.08
Illusion lifetime 10 frames (8.0.0 onward)
7 frames (before 8.0.0)