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Data Captain Falcon Frame Data [GOLD|WIP]

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Table of Contents
1 Intro
1.1 Glossary [GLS]​
2 Frame Data
2.1 Normals [NRM]
2.2 Specials [SPC]
2.3 Grabs [GRB]
2.4 Ledge Attacks [LDG]
2.5 Miscellaneous [MSC]​
3 References & Resources [RFR]

Glossary [GLS]
Hit Stun - This refers to the amount of time of frames it takes you to recover after being hit by a certain attack. This, combined with recovery time, is what determines whether or not an attacker will have enough frame advantage after an attack to execute a link. Hit stun is calculated in Smash Bros. as: FLOOR[(0.4)*Knockback]

Block Stun - the term block stun is used to refer to three different things: The first and most rare is to refer to the delay after a player ceases to press the shield button before the player can move again. The second is the delay before a player can perform another move after successfully blocking a move. The third is the delay before a player can perform another move if the opponent blocked his move. This is calculated in Smash Bros. as: FLOOR((damage + 4.45)/2.235)

Knockback - the measure of how far an attack sends its target. In this table it's displayed as Base Knock Back / Knockback Growth or Base KB/ Weight KB/ KB Growth. Base knockback is the minimum amount of knockback the attack can deliver (in normal circumstances), and knockback growth is a factor that controls how much the knockback increases as damage increases.
*Values in brackets denote different values present in multiple hit bubbles.
*Values separated by comma (,) denotes multiple hits, while data in brackets [n] denote one hit, multiple hit bubbles with different attributes (outside of the active hit box column)


Angle - Direction in which the player is sent from an attack or throw. A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player. A 361° angle is the Sakurai Angle and will send all aerial opponents 45°. Any angle between 260° and 280° is classified as a meteor. Any angle above 361° is classified as a spike, with the exception of the Auto Link Angle

Startup - the time or frames it takes for a character to enter a state in which the attack actually hits after leaving its neutral state. The shorter the time, the better.

Active - the amount of frames that actively hits the opponent

Recovery - the amount of frames that must pass after active frames when returning to your neutral position.

IASA - or Interruptibility is the ability to begin a new action even though the current action's animation has not yet finished.

Frame Advantage - A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
On Block = Block Stun-(Active+Recovery)
On Block (Air) = Block Stun-(Landing Recovery)
On Hit = Hit Stun -(Active+Recovery)
*All values are based on the target's damage percent being 0%.

Normals [NRM]
Move Name|Nickname|Damage|Startup|Active|Recovery|IASA|On Block|On Hit
Jab|Jab|3|2|3|17|16|-16|-7
Straight|Jab2|3|4|3|14|19|-13|-4
Knee|Jab3|[8,6]|5|7|29|23|-29|[-19,-24
Mach Punch|Loop|[2,1]|7|---|15|---|-12|[-7,-15]
Round Kick|F-Tilt|[12,11,10]*|8|3|26|30|[-26,-26,-26]|[-18,-18,19]
Wheel Kick|U-Tilt|13|16|6|24|38|-22|0
Crouching Kick|D-Tilt|12|9|6|21|35|-20|-9
Turbo Shoulder|Dash Attack|[10(+1),7(+1)]|6|10|24|38|-20|[-9,-23]
Overheat Elbow|F-Smash|[21,20,19]*|18|3|33|49|[-25,-26,-26]|[-6,-8,-9]
Pinwheel Kick|U-Smash||21|2[4]2|33|32|-35|[-15~-7]
Pendulum Kick|D-Smash|18,16|19|4[6]3|29|33|-32|-13,-9
Move Name|Nickname|Damage|Startup|Active|Recovery|Landing|IASA|Auto Cancel|On Block
Rotary Kick|N-Air|[6,5,6],7|6|6[7]10|16|15/7/4|45|3~35|-11/-3
Knee Smash|F-Air|[18,6]|13|17|10|19/9/4|36|6~35|[-10/0]~[-14/4]
Reverse Knee|B-Air|[14,8]|9|8|19|18/9/4|29|6~21|[-11/-2]~[-13/-4]
Overhead Kick|U-Air|[13,12,12,10]|5|8|21|15/7/4|30|5~23|[-8/0]~[-9/-1]
Step On It|D-Air|16|15|5|25|24/12/4|38|3~37|-15/-3
*Round Kick - Each of the values represent High, Straight and Low variations respectively.


Specials [SPC]
Move Name|Nickname|Damage|Startup|Active|Recovery|IASA|On Block|On Hit
Falcon Punch|Neutral-B|[27,25,23]*|52|5|43|---|-33~-35|-13~-7
Raptor Boost|Side-B|7(+2)|17*|5|17|---|-16|16
Raptor Boost(Air)||7(+2)|3|5|37|---|-36|-12
Falcon Dive|Up-B|6,10,13|14|2|61|---|---|-39
Falcon Kick|Down-B|[15,12,9,13]|14|19|37|---|-47|-28~-23
Falcon Kick(Air)||[15,13,11],10|15|17|44|---|-39*|-17*
*Falcon Punch - When turning, it gains +1 in damage and hitstun
*Raptor Boost - This move can continue to be active for 22f looking for collision to begin the uppercut of Raptor Boost. If no collision occurs, then you'll have 44f of recovery

*Falcon Dive - Is active for 21f looking for collision to grab an opponent. The recovery reflects C.Falcon catching his opponent. If he doesn't manage to catch anyone, his recovery is 32f. Frame Advantage is calculated with the impact damage acknowledged before the release.
*Falcon Kick - When the move ends in mid air without collision, 30f of recovery occurs. Air Advantage represents the event you land on the ground.

.[/SIZE]

Grabs [GRB]
Move Name|Nickname|Damage|Startup|Active|Recovery|IASA|On Block|On Hit
Grab|Z|---|6|2|23|---|---|---
Dash Grab||---|10|2|28|---|---|---
Captive Knee|Pummel|3|3|1|20||---|---
Body Blow|F-Throw|5,4|10|1|22|---|---|-12
Kickback|B-Throw|5,4|11|1|34|42|---|-23
Rising Palm|U-Throw|4,3|9|1|28|---|---|-19
Throw Down|D-Throw|7|20|1|19|---|---|1

Wake Up & Ledge Attacks [LDG]
Move Name|Nickname|Damage|Startup|Active|Recovery|IASA|On Block|On Hit
Wake Up Attack A|F-Floor Attack|6(+1),6(+1)|18|2[7]2|29|---|-26|5
Wake Up Attack B|B-Floor Attack|6(+1),6(+1)|19|2[5]2|21|---|-26|13
Wake Up Attack C|Trip|5(+1),5(+1)|18|2[2]2|26|---|-23|8
Edge Attack A|<100%|9(+1)|23|5|32|55|-27|9
Edge Attack B|>100%|10(+1)|37|4|28|---|-25|1

Miscellaneous [MSC]
Move Name|Intangible|Recovery|IASA
Ledge Climb|22|18|33
Ledge Climb Slow|49|10|---
Ledge Roll|24|36|49
Ledge Roll Slow|54|25|---
Ledge Jump|13|34|---
Ledge Jump Slow|22|35|---
Trip|6|24(+22)|---
Ground Trip|6|35(+22)|---
Turning Trip|7|29(+22)|---
Dashing Trip|8|38(+22)|---
Trip Roll|10|30|---
*The added (+22) frames is the animation of you getting up from being tripped

Move Name|Startup|Intangible|Recovery|IASA
Spot Dodge|2|19|12|33
Air Dodge|3|26|21|---
Forward Roll|3|16|13|32
Back Roll|3|16|21|32
Shield|8|---|16|---

References & Resources [RFR]
Table Editor
Glossary of Fighting Games
SSBWiki
Japanese Smash Calculator
Project Smash Attacks
Brawl Box

Changelog
1|10 Updated data for Aerial Moves
Added Landing Recovery column
Added Auto Cancel Window column
Corrected Frame Advantage On Block, accounts for Normal Landing/L-Cancel/Auto-Cancel

1|15 Updated data for Ground based Moves
Corrected Frame Advantage On Block and Hit

5|20

Corrected Empty Jump Recovery value, adjusted frame advantage

12/9 O V E R H A U L B O Y S
Updated format + corrections

Don't hesitate to report errors & mistakes!
 
Last edited:

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Hitbox Data

Normals [NRM2]
Animation
1x|0.5x
|
Jab 1
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Shieldstun|Hitlag|On Hit|On Block
3-5|TopN|3.52|3|80|34|1/20/100|1x|True|Normal|12|3|4|-7|-16
3-5|TopN|3.52|3|80|34|1/20/100|1x|True|Normal|12|3|4|-7|-16
3-5|TopN|2.34|3|80|34|1/20/100|1x|True|Normal|12|3|4|-7|-16

Jab 2
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
5-7|TopN|3.52|3|80|33|0/20/100|1x|True|Normal|12|3|4|-4|-13
5-7|TopN|3.52|3|80|33|0/20/100|1x|True|Normal|12|3|4|-4|-13
5-7|TopN|2.73|3|80|33|0/20/100|1x|True|Normal|12|3|4|-4|-13

Knee
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
6-7|R-Leg|5.08|8|55|43/112|20/0/100|1x|True|Stun|16/43|5|5|-18/9|-29
6-7|Hip|3.52|8|55|43/112|20/0/100|1x|True|Stun|16/43|5|5|-18/9|-29
8-12|R-Leg|3.91|6|50|21/76|0/0/100|1x|True|Stun|7/29|5|5|-24/-2|-26
8-12|Hip|3.13|6|50|21/76|0/0/100|1x|True|Stun|7/29|5|5|-24/-2|-26

Mach Punch
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
10~|TopN|2.34|2|361|9/22|0/0/50|1x|True|Normal|2/8|3|3|-13/-7|-12
10~|TopN|2.34|2|361|9/22|0/0/50|1x|True|Normal|2/8|3|3|-13/-7|-12
10~|TopN|2.34|1|90|3/7|0/0/20|1x|True|Normal|0/2|3|3|-15/-13|-12
Animation
1x|0.5x
|
Round Kick

F-Tilt
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
9-11|R-Knee|4.3|12|50|39/135|10/0/100|1x|True|None|14/53|7|7|-14/25|-21
9-11|R-Leg|3.52|12|50|39/135|10/0/100|1x|True|None|14/53|7|7|-14/25|-21
9-11|Hip|3.52|11|50|39/135|10/0/100|1x|True|None|14/53|7|7|-14/25|-21
Straight
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
9-11|R-Knee|4.3|11|361|37/127|10/0/100|1x|True|None|14/49|6|6|-14/21|-22
9-11|R-Leg|3.52|11|361|37/127|10/0/100|1x|True|None|14/49|6|6|-14/21|-22
9-11|Hip|3.52|11|361|37/127|10/0/100|1x|True|None|14/49|6|6|-14/21|-22
Low
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
9-11|R-Knee|4.3|10|361|26/108|0/0/100|1x|True|None|9/42|6|6|-19/14|-22
9-11|R-Leg|3.52|10|361|26/108|0/0/100|1x|True|None|9/42|6|6|-19/14|-22
9-11|Hip|3.52|11|361|37/127|10/0/100|1x|True|None|14/49|6|6|-14/21|-22
Animation
1x|0.5x
|
Wheel Kick

U-Tilt
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
17-22|R-Knee|4.69|13|361|75/157|50/0/80|1x|True|None|29/61|7|7|0|-22
17-22|R-Leg|3.13|13|361|75/157|50/0/80|1x|True|None|29/61|7|7|0|-22
Animation
1x|0.5x
|
Crouching Sweep

Down Tilt
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
10-15|L-Knee|3.91|12|80|47/119|25/0/75|1x|True|None|17/46|7|7|-19/20|-9
10-15|L-Leg|3.91|12|70|47/119|25/0/75|1x|True|None|17/46|7|7|-19/20|-9
10-15|Hip|3.91|12|60|47/119|25/0/75|1x|True|None|17/46|7|7|-19/20|-9
Animation
1x|0.5x
|
Turbo Shoulder

Dash Attack
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
7-9|R-Shoulder|5.86|10(+1)|361|45/119|22/0/90|1x|True|Stun|17/46|6|6|-9/20|-20
10-16|R-Shoulder|3.13|7(+1)|361|11/42|10/0/50|1x|True|Slip|3/15|5|5|-23/-11|-20
Animation
1x|0.5x
|

Forward Smash
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
19-21|L-Arm|3.52|21|361|75/232|24/0/100|1x|True|Flame|29/92|10|10|-6/57|-25
19-21|L-Shoulder|3.52|21|361|75/232|24/0/100|1x|True|Flame|29/92|10|10|-6/57|-25
Straight
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|Hitlag|On Hit|On Block
19-21|L-Arm|3.52|20|361|72/223|24/0/100|1x|True|Flame|27/88|9|9|-8/53|-26
19-21|L-Shoulder|3.52|20|361|72/223|24/0/100|1x|True|Flame|27/88|9|9|-8/53|-26
Low
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|Hitlag|On Hit|On Block
19-21|L-Arm|3.52|19|361|69/213|24/0/100|1x|True|Flame|26/84|9|9|-9/49|-26
19-21|L-Shoulder|3.52|19|361|69/213|24/0/100|1x|True|Flame|26/84|9|9|-9/49|-26
Animation
1x|0.5x
|
Pinwheel Kick

Up Smash
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
22-23|Hip|5.47|8|90|67|0/80/90|1x|True|None|25|5|5|-15|-35
|Trans|4.69|8|100|81|0/100/90|↓|↓|↓|31|5|5|-9|-35
|R-Knee|3.91|14|80|65/180|30/0/105||||25/71|7|7|-15/31|-33
|R-Leg|↓|14|90|65/180|30/0/105||||25/71|7|7|-15/31|-33
28-29|L-Leg||13|30|70/201|30/0/128||||27/79|7|7|-7/45|-25
|Hip||13|30|69/199|30/0/126||||26/78|7|7|-8/44|-25
|L-Knee||12|30|65/70|30/0/110||||24/74|7|7|-10/40|-25
Animation
1x|0.5x
|
Pendulum Kick

Down Smash
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
20-23|R-Knee|3.91|18|361|72/209|30/0/100|1x|True|Normal|28/82|9|9|-13/41|-32
20-23|R-Leg|3.91|18|361|72/209|30/0/100|↓|||28/82|9|9|-13/41|-32
30-32|R-Knee|3.52|16|361|57/181|20/0/100||||22/71|8|8|-9/40|-23
30-32|R-Leg|3.52|16|361|57/181|20/0/100||||22/71|8|8|-9/40|-23
Animation
1x|0.5x
|
Rotary Kick


Neutral Air
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Block
7-12|R-Knee|4.3|6|82|46|0/40/100|1x|True|Normal|17|4|5|-11/-3
7-12|R-Leg|5.57|5|78|46|0/40/100|↓|↓|↓|17|4|4|↓
7-12|Hip|4.3|6|74|46|0/40/100||||17|4|5|
20-29|L-Knee|↓|7|361|62/124|40/0/100||||23/48|↓|↓|
20-29|L-Leg||7|361|62/124|40/0/100||||23/48||
20-29|Hip||7|361|62/124|40/0/100||||23/48||
Animation
1x|0.5x
|
Knee Smash

Forward Air
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Block
14-16|L-Leg|5.08|18|32|66/203|24/0/100|1x|True|Flame|25/80|10|9|-10/1
14-16|Hip|3.52|18|32|66/203|24/0/100|↓|True|↓|25/80|10|9|-10/1
17-30|L-Leg|5.08|6|361|52/95|35/0/80||False||19/37|5|5|-14/-4
17-30|Hip|3.52|6|361|52/95|35/0/80||False||19/37|5|5|-14/-4
Animation
1x|0.5x
|
Reverse Knee

Back Air

Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Block
10-13|L-Arm|4.69|14|361|53/163|20/0/100|1x|True|Slash|20/64|7|7|-11/-2
10-13|L-Shoulder|4.69|14|↓|53/163|20/0/100|↓|↓|Slash|20/64|7|7|-11/-2
10-13|L-Shoulder|3.91|14||53/163|20/0/100|||Slash|20/64|7|7|-11/-2
14-17|L-Arm|4.69|8||43/112|20/0/100|||Sleep?|16/43|5|5|-13/-4
14-17|L-Shoulder|4.69|8||18/73|0/0/80|||Sleep?|6/28|5|5|-13/-4
14-17|L-Shoulder|3.91|8||18/73|0/0/80|||Sleep?|6/28|5|5|-13/-4
Animation
1x|0.5x
|[/IMG]
Overhead Kick

Up Air

Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Block
6-10|L-Leg|3.91|13|361|31/134|10/0/100|1x|True|None|11/52|7|7|-8/0
6-10|L-Knee|4.69|12|361|29/125|10/0/100|↓|True|None|10/49|7|7|-8/0
11-13|L-Leg|3.91|12|30|23/100|8/0/80||True|None|8/39|7|7|-8/0
11-13|L-Knee|4.69|10|30|20/86|8/0/80||True|None|7/33|6|6|-9/-1
Animation
1x|0.5x
|
Step On It

Down Air

Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Block
16-20|R-Knee|6.64|16|270|77/201|40/0/100|1x|True|Normal|30/79|8|8|-15/-3
16-20|R-Leg|5.86|16|270|77/201|40/0/100|1x|True|Normal|30/79|8|8|-15/-3
16-20|Hip|5.47|16|270|77/201|40/0/100|1x|True|Normal|30/79|8|8|-15/-3

Specials [SPC2]​
Animation
1x|0.5x
|
Falcon Punch

Neutral B

Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
53-57|R-Shoulder|3.91|27|361|103/306|30/0102|1x|True|Reverse?|40/121|14|12|-7/74|-33
53-57|R-Shoulder|3.52|25|361|95/284|30/0102|1x|True|Reverse?|37/112|13|11|-10/65|-34
53-57|R-Arm|4.88|23|361|88/263|30/0102|1x|True|Reverse?|34/104|12|10|-13/57|-35
1x|0.5x
|
Raptor Boost

Side B

Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
4-8*|L-Hand|7.5|7(+2)|90|95/145|78/0/80|1x|True|Electric|37/57|5|7|16/36|-16

Air
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
4-8*|L-Hand|7.5|7(+2)|270|75/118|60/0/70|1x|True|Electric?|29/46|5|7|-12/5|-36
4-8|L-Hand|3.75|7(+2)|270|75/118|60/0/70|1x|True|Electric?|29/46|5|7|-12/5|-36
Animation
1x|0.5x
|
Falcon Dive

Up B

Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
15-16|N/A|N/A|6|20|84/123|70/0/70|N/A|False|N/A|32/48|---|5|---|---
15-17|TopN|7|10|70|56/138|30/0/100|1x|False|Slip(?)|21/54|---|6|---|---
15-18|N/A|N/A|12|361|59/155|40/0/85|N/A|False|N/A|22/61|---|7|-39/0|---
Animation
1x|0.5x
|
Falcon Kick

Down B

Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
15-17|R-Knee|3.91|15|361|84/166|60/0/70|1x|False|Flame|32/65|8|8|-23/10|-47
15-17|R-Leg|2.73|15|361|84/166|60/0/70|↓|↓|↓|32/65|8|8|-23/10|-47
15-17|R-Knee|4.3|15|361|84/166|60/0/70||||32/65|8|8|-23/10|-47
18-25|R-Knee|3.91|12|60|77/135|60/0/60||||30/53|7|7|-25/-2|-48
18-25|R-Leg|2.73|12|60|77/135|60/0/60||||30/53|7|7|-25/-2|-48
18-25|R-Knee|4.3|12|60|77/135|60/0/60||||30/53|7|7|-25/-2|-48
26-33|R-Knee|3.91|9|75|72/110|60/0/50|||None|27/43|6|6|-28/-12|-49
26-33|R-Leg|2.73|9|75|72/110|60/0/50|||None|27/43|6|6|-28/-12|-49
26-33|R-Knee|4.3|9|75|72/110|60/0/50|||None|27/43|6|6|-28/-12|-49

Air
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
15-17|R-Knee|3.91|15|361|84/166|60/0/70|1x|False|Flame|32/65|8|8|---|---
15-17|R-Leg|2.73|15|↓|84/166|60/0/70|↓|↓|↓|32/65|8|8|---|---
15-17|R-Knee|4.3|15||84/166|60/0/70||||32/65|8|8|---|---
18-25|R-Knee|3.91|13||78/140|60/0/60||||30/55|7|7|---|---
18-26|R-Leg|2.73|13||78/140|60/0/60||||30/55|7|7|---|---
18-26|R-Knee|4.3|13||78/140|60/0/60||||30/55|7|7|---|---
27-30|R-Knee|3.91|11||78/118|60/0/50|||None|23/46|6|6|---|---
27-30|R-Leg|2.73|11||78/118|60/0/50|||None|23/46|6|6|---|---
27-30|R-Knee|4.3|11||78/118|60/0/50|||None|23/46|6|6|---|---

Landing
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
1-2|TopN|5|10|80|74/103|65/0/35|1x|False|Slip(?)|28/40|6|6|-17/-5|-39
1-2|TopN|5|10|80|74/103|65/0/35|1x|False|Slip(?)|28/40|6|6|-17/-5|-39
1-2|TopN|5|10|80|74/103|65/0/35|1x|False|Slip(?)|28/40|6|6|-17/-5|-39

Grabs & Throws
Animation
1x|0.5x
|
|
|
|
Forearm

Pummel

Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Hitlag
|4|TopN|5.08|3|80|39|0/30/100|1x|False|Sleep?|14|4
F-Throw
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Effect|Hitstun|Hitlag
11|L-Arm|3.91|5|80|90/138|70/0/100|1x|Electric?|35/54|4
11|L-Shoulder|1.95|5|80|90/138|70/0/100|1x|Electric?|35/54|4
11|L-Shoulder|1.95|5|80|90/138|70/0/100|1x|Electric?|35/54|4
Thrown|Damage|Angle|KBUnits(0%/100%)|BKB/WDSK/KBG|WeightDependent|Hitstun|Hitlag
11|4|45|65/108|45/0/105|False|24/42|4
B-Throw
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Effect|Hitstun|Hitlag
12|R-Knee|3.91|5|110|90/138|70/0/100|1x|Aura?|35/54|4
12|R-Leg|3.52|5|110|90/138|70/0/100|1x|Aura?|35/54|4
12|HipN|2.73|5|110|90/138|70/0/100|1x|Aura?|35/54|4
Thrown|Damage|Angle|KBUnits(0%/100%)|BKB/WDSK/KBG|WeightDependent|Hitstun|Hitlag
12|4|45|65/108|45/0/105|False|24/42|4
U-Throw
Duration|Bone|Size|Damage|Angle|KBUnits|BKB/WDSK/KBG|SDIMultiplier|Effect|Hitstun|Hitlag
10-24|L-Arm|3.52|4|80|79/120|60/0/100|1x|Electric?|30/47|6
10-24|L-Shoulder|3.13|4|80|79/120|60/0/100|1x|Electric?|30/47|6
10-24|L-Shoulder|2.73|4|80|79/120|60/0/100|1x|Electric?|30/47|6
Thrown|Damage|Angle|KBUnits(0%/100%)|BKB/WDSK/KBG|WeightDependent|Hitstun|Hitlag
10|3|85|90/126|70/0/105|False|35/49|4
D-Throw
Thrown|Damage|Angle|KBUnits(0%/100%)|BKB/WDSK/KBG|WeightDependent|Hitstun|Hitlag
21|7|65|32/100|75/0/34|False?|32|5

Wake Up & Ledge Options
Wake Up Attack (Facing Up)
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
19-20,28-29|R-Knee|4.69|6(+1)|361|90/118|80/0/50|1x|False|Electric?|35/46|4|7|5/16|-26
19-20,28-29|L-Knee|4.69|↓|↓|↓|↓|↓|↓|↓|↓|↓|↓|↓|↓
19-20,28-29|R-Foot|6.25||||||||||||
19-20,28-29|L-Foot|6.25||||||||||||
Notes |Intangible for 29f
Wake Up Attack (Facing Down)
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
20-21,28-29|R-Foot|7.03|6(+1)|361|90/118|80/0/50|1x|False|Electric?|35/46|4|7|13/24|-26
20-21,28-29|R-Knee|4.69|↓|↓|↓|↓|↓|↓|↓|↓|↓|↓|↓|↓
20-21,28-29|R-Foot|6.64||||||||||||
20-21,28-29|R-Knee|4.69||||||||||||
Notes |Intangible for 29f
Trip Attack
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
19-20,23-24|TopN|4|5(+1)|361|90/114|80/0/50|1x|False|Normal|35/44|4|4|8/17|-23
↓|↓|↓|↓|↓|↓|↓|↓|↓|↓|↓|↓|↓|↓|↓
Notes |Intangible for 20F
Edge Attack
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
24-28|R-Knee|4.69|9(+1)|361|82/120|70/0/50|1x|True|Normal|31/47|6|6|9/25|-27
24-28|R-Foot|4.69|9(+1)|361|82/120|70/0/50|1x|True|Normal|31/47|6|6|9/25|-27
24-28|L-Knee|4.69|9(+1)|361|82/120|70/0/50|1x|True|Normal|31/47|6|6|9/25|-27
Notes |Intangible for 21f
Edge Attack
Duration|Bone|Size|Damage|Angle|KB Units|BKB/WDSK/KBG|SDI Multiplier|Clang|Effect|Hitstun|Blockstun|Hitlag|On Hit|On Block
38-41|L-Hand|5.86|10(+1)|361|83/124|70/0/50|1x|True|Normal|32/48|6|6|1/17|-25
38-41|L-Arm|4.69|10(+1)|361|83/124|70/0/50|1x|True|Normal|32/48|6|6|1/17|-25
Notes | Intangible for 53f
 
Last edited:

Venom_909

Smash Apprentice
Joined
Nov 19, 2014
Messages
160
If they could fix one thing i feel its the 61 frames of recovery on UP B. That feels sooooo bad. Not sure what other characters have but its brain dead ez edge guarding a falcon due to this.
 

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
If they could fix one thing i feel its the 61 frames of recovery on UP B. That feels sooooo bad. Not sure what other characters have but its brain dead ez edge guarding a falcon due to this.
That's only if you catch someone in the grab, otherwise it's 32f.
 

DMG

Smash Legend
Joined
Feb 12, 2006
Messages
18,958
Location
Waco
Slippi.gg
DMG#931
Yeah Falcon's recovery on Upb is pretty big, makes going onstage with the most 90% worthless. Having a bad recovery/bad defensive mixups is the drawback for such a juggernaut offensive character.
 

Venom_909

Smash Apprentice
Joined
Nov 19, 2014
Messages
160
That's only if you catch someone in the grab, otherwise it's 32f.
Landing on stage without touching anyone is only 32frames? it feels like a whole second and that would mean others have 6-15frames of recovery ?
 

DMG

Smash Legend
Joined
Feb 12, 2006
Messages
18,958
Location
Waco
Slippi.gg
DMG#931
Falcon's recovery probably is that 32 listed. If it was actually a second, it would be roughly as slow as it takes for Falcon punch to come out. His recovery seems even laggier than it is (from when he actually touches the ground), because he's very predictable and vulnerable while doing it and you can sometimes react to him before he ever touches the ground.
 
Last edited:

Venom_909

Smash Apprentice
Joined
Nov 19, 2014
Messages
160
Falcon's recovery probably is that 32 listed. If it was actually a second, it would be roughly as slow as it takes for Falcon punch to come out. His recovery seems even laggier than it is (from when he actually touches the ground), because he's very predictable and vulnerable while doing it and you can sometimes react to him before he ever touches the ground.
Yeah i just was comparing the amount of time it takes from landing with up b on stage holding shield and when shield actually comes out
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,559
Applied some much needed adhesive to this thread. Good work @ AuraMaudeGone AuraMaudeGone

EDIT: Just did the rest of 'em, too. ^^
 
Last edited:

dude it's raining

Smash Journeyman
Joined
Aug 1, 2014
Messages
236
I think the semi-spike on the Uair doesn't actually come out? When I frame advance it in brawlbox, that's what happens.
 
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