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Falco smash ultimate frame data
Falco smash ultimate frame data









falco smash ultimate frame data

Charizard - Forward Tilt, Neutral Air, and Back Air (sourspot).Captain Falcon - Forward Tilt, Forward Air (sourspot), Back Air, and Up Air.Bowser - Neutral Air and Back Air (sourspot).Other attacks will only work at low percents, so they are very rarely used in this manner. Some moves will move a character across the stage faster than others, causing smaller damage buildup. Some of them are fast enough to be repeated like the jab locks, while others can only cause a single bounce, allowing for a charged smash attack as the character stands up. Other moves besides jabs can cause a character to bounce in the same way. Squirtle (Both first and second hits of jab).Sonic (All 3 hits, but 3rd hit at low percents).Snake (Only certain hitboxes for first and second hits of jab).Samus (First hit, second hit at low percents).Marth (Only certain hitboxes for both jabs).Mario (All 3 hits, but 2nd and 3rd hits with certain hitboxes).Jigglypuff (Both first and second hits of jab).Diddy Kong (Appears to only work on big characters like Bowser, and can only lock at a certain part of the hitbox).The problem is, two things can go wrong here: if you attack too soon after each bounce, use a move without lock properties, or using all the lock hits, the character will snap to a standing position.Ĭharacters who can perform a jab lock in Super Smash Bros. Generally it is done with only the first hit of the jab, but some characters can do it with the second hit as well. The locked player can be moved to the end of the stage, where the active player generally hits them with a charged smash attack as they stand up. As the name states, it is done by hitting a fallen character with a jab, stepping forward, and hitting them again. The most common type of lock is the Jab lock, which can be performed by multiple characters. For some characters, it is possible to fast fall an aerial with lock properties to cause a single bounce (such as Meteor Smashes or some Sex Kicks), then follow up with a jab lock or repeatable move. Footstooling an airborne opponent at the right height will prevent them from being able to tech, though the upwards momentum can make it impossible for the footstooler to follow up with a lock depending on their character. Surprise attacks or other means of causing a character to fall to the ground can work, as well as taking advantage of the tech mechanics. Starting a lock is often the toughest part, as most, if not all, skilled players will tech prior to hitting the ground. Also, after a character has bounced, they cannot use any wakeup options other than the standard get up, leaving them completely vulnerable to attack. for Nintendo 3DS/Wii U:Ī lock is caused due to certain moves causing a character to bounce when they are on the ground after a missed tech, preventing them from using one of their wake up options long enough for the other player to hit them again with another move that can cause a lock. 3.1.2 Characters who can perform a jab lock in Super Smash Bros.3.1.1 Characters who can perform a jab lock in Super Smash Bros.The sweetspot hitbox of his up smash is closer to his body than the sourspot, so it is just called the close hitbox.Īnother good example of this is Roy where nearly every move has a sweetspot that is close to him and then sourspots that are far from him. You can apply this to all of Olimar's smash attacks, so early refers to the initial hitboxes, late refers to the hitboxes after the early ones, and later refers to the hitboxes after those ones.Ĭlose and far hitboxes make note of where a certain hitbox is in relation to Olimar. These are referred to as the late and later hitboxes respectfully.

falco smash ultimate frame data

Because this is the very beginning of the attack, these are called the early hitboxes.Īs the move progresses it gets weaker, first on frame 13, then again on frame 20. It comes out on frame 11, and is active until frame 29 (except for Purple Pikmin forward smash which is active until frame 24, but let's ignore that).įrom frames 11-13, the sweetspot/strongest possible hitboxes are active.











Falco smash ultimate frame data