Total frames includes 13 frames of hitlag. Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage.Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends. Please excuse the rather ugly formatting. it's a lot higher than i'd expect. At lowest possible altitude Falco does not suffer hitlag from this attack. 20/22/24/26/28/30/32/43-46/47/49/51/53/55/57/59/61, Starts traveling on 44. Attacks Hitbox Active FAF Base Dmg. Altho obviously you can't use that method if you aerial so soon out of your jump that the hitbox comes out before you've reached the apex and can fastfall, in which case you're forced to wait after the hitlag to time your fastfall. Universe Star Fox Stock icon Availability Starter Weight class Light Final Smash Arwing Tier A (5) Hope I've explained it well lol, but tbh you probably already do that without even realising. Obviously you should mix up between doing your aerials asap and delaying thel slightly so you can start your fastfall before the hitbox comes out, in some cases with really slow aerials like falcon's dair you can do it asap and still fastfall before the hitbox is out but that doesn't apply to spacies obviously. Endlag is 31 when blocked on the ground, and 24 from the air. EDIT: It also might be higher than you expect because these are point-blank lasers. This is purely a technical document that imo is more useful for the defender. That hit is the only one that deals 3 damage. It depends on the timing of your aerial. Shield Stun 5 Frames 8.0 % Base Damage Notes - able to be jump cancelled frames 4-21. reflects frames 4 to release+1. A frame 18 hit is impossible unless unnaturally inside of an opponent. id like to see some fastfall first nairs with the 20xx input thing showing, i always just input the fast fall during hitlag which seemed to make intuitive sense but iguess is slower. is the laser unstale in those pictures? I also added some additional information and corrected a couple of minor things. Falco Lombardi in Super Smash Flash 2 Falco's official artwork. normally has 19 frames endlag At lowest possible altitude Falco does not suffer hitlag from this attack. From Liquipedia Smash Wiki. (+SD) Angle BKB/WBKB KBG Landing Lag Autocancel; … Yes it is unstaled. Looks like you're using new Reddit on an old browser. New comments cannot be posted and votes cannot be cast. Press question mark to learn the rest of the keyboard shortcuts. It's extremely important to maximize your frame advantage otherwise you lose out on invaluable pressure and your timings get easier to predict. Startup is 6 upon reaching target. You can help Liquipedia by expanding it. Charge hold is frame 3, Leg intangibility on frame 3-8. Yeah it's the only way to get a low aerial except for really slow moves like falcon stomp. Also, why will it last longer there than on my google drive? You should post this on Smashboards so that it can be saved for a long time. 25/25/361/361: 20: 78: Grabs Hitbox Active FAF: Standing Grab: 6-7: 34: Dash Grab: 9-10: 42: … Where/how should I post it? This is the same theory behind a perfect autocancel fair from Sheik, which is just inputting fair on the same frame that you input … SH / FH / SHFF / FHFF Frames — 32 / 57 / 23 / 41, Fall Speed / Fast Fall Speed — 1.8 / 2.88, Out of Shield, Forward Air or Up Air — 10 frames, Shield Grab (Grab, post-Shieldstun) — 10 frames, Jump Squat (pre-Jump frames) — 3 frames (universal). Total frames on a miss is 71. Fastfall first is not necessarily a tight timing. This is the same theory behind a perfect autocancel fair from Sheik, which is just inputting fair on the same frame that you input the fastfall, but BEFORE you reach your jump apex. I've realized I always input an aerial first and timing a FF before Falco's nair is actually pretty tough. Victim thrown at 7. Charge hold is frame 1, Landing hit on frame 1. If it were staled you would have to shoot it one frame later. I feel like a (probably unintentionally) implied idea of this post is that high aerials on shield aren't bad, or are at least acceptable, but I think it should be noted that the more frame advantage you have, you have drastically more options and your opponent has drastically less. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. A mac is required to make the app. Falco; Frame Data; This article is a stub. Let me know if any other images or info would be useful for this particular one. IOS App. Victim thrown at 9. Proximity sensor is active starting on 10. Endlag is 31 when blocked on the ground, and 24 from the air. when landed, falco is in 5 frames of hitlag. Falco/Frame Data. I'm not really familiar with Smashboards. On hit total frames is 28. Unfortunately my current setup really can't handle recording/capture stuff. IIRC, the timing for a fastfall has a 3 frame buffer, meaning you could input it as early as 3 frames before the apex of your jump. Absolutely. The damage-based armor activates on frame 1 of reaching a target, frames … ; Dropping your shield (Shield Drop) takes 11 frames Autocancels on frame 1-4 and 42 onward. I know I posted something similar earlier, but this is neatened up and will be the format for any more of these that I do. Transitions to Jab 2 as early as frame 5. You've got it wrong, how you do it is input the aerial first and then fastfall when it's in startup so you fastfall before the hitbox actually comes out but after you've inputted the move, this way since you've already started the fastfall it'll continue perfectly after the hitlag is done, whereas if you wait for the hitlag and only then time it you're bound to lose some frames. Maybe this same practice could be applied to spacies but idk I don't play fastfallers lul, Edit: here is a blog post from 2015 by DruggedFox with relevant information about fastfall timings, but that's not the only place he talks about it. fastfall first seems like a really tight input unelss im just retarded, IIRC, the timing for a fastfall has a 3 frame buffer, meaning you could input it as early as 3 frames before the apex of your jump. Shoots blaster on 18. A competitive Melee focused extension of the reddit Super Smash Brothers community. I bet it would make a lot of aerials more safe though. Does everyone SHFFL by fast falling before your aerial? Frame Data Notes. Leg intangibility on frame 7-18. Shoots blaster on 18. It costs $100 a year for the privilege to post an app on the Apple Store. RIP. Fire rate of one shot per 26 frames (23 frames in the air). A frame 18 hit is impossible unless unnaturally inside of an opponent. Transitions to Rapid Jab as early as frame 7. If you needed any travel time you would have to delay the laser a lot more. Total frames assumes travel along the ground. Its initial purpose was so that I could identify when I could shield grab or shine oos vs falco aerials, not the other way around.