Ffamran
The Smooth Devil Mod
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I'll Take The Sky Any Day: Falco Moveset Data (Patch 1.0.8)
Introduction [INT]
Introduction [INT]
Hello and welcome to the Falco Moveset Data thread where you'll find detailed information on Falco. This thread is dedicated to analyzing and discussing Falco's moves. The introduction offers a quick reference if you are only looking for raw data such as what frame Up Air comes out or who much damage Down Smash does uncharged and charged. Otherwise, more detailed information is in their respective sections such as commentary on moves such as descriptions, usage, combos, etc. So, strap in your seat belts and we'll begin takeoff. Also to make this easier, there are three ways to travel around this database:
1. Manually scroll to what you are looking for.
2. Ctrl + F and search entering the three-letter code to travel to that section.
3. Clicking the section in the table of contents.
Before we begin, I would also like to thank these users: @BJN39 and @Indigo Jeans for their guide on data-mining, @TTTTTsd, @Macchiato, and @bluecrow for inspiring me to attempt data-mining, @Nammy12 for the gifs, you Falco players out there who helped me learn about him, and everyone else for reading through this thread. Also, thank you, Masahiro Sakurai, for making this game.
Table of Contents
Introduction [INT]
Introduction
Table of Contents
Data Terminology
Updates
Sources
Basic Data [BAS]
Attributes
Frame Speed Ranking
Full Datasheet
Jab, Dash Attack, and Tilts [JDT]
Jab
Dash Attack
Up Tilt
Forward Tilt
Down Tilt
Smashes [SMH]
Up Smash
Side Smash
Down Smash
Aerials [AER]
Neutral Air
Up Air
Forward Air
Back Air
Down Air
Specials [SPC]
Blaster
Explosive Blaster
Burst Blaster
Falco Phantasm
Falco Phase
Falco Charge
Fire Bird
Fast Fire Bird
Distant Fire Bird
Reflector
Accele-Reflector
Void Reflector
Grabs, Pummel, and Throws [GPT]
Grab
Dash Grab
Pivot Grab
Pummel
Up Throw
Front Throw
Back Throw
Down Throw
Introduction
Table of Contents
Data Terminology
Updates
Sources
Basic Data [BAS]
Attributes
Frame Speed Ranking
Full Datasheet
Jab, Dash Attack, and Tilts [JDT]
Jab
Dash Attack
Up Tilt
Forward Tilt
Down Tilt
Smashes [SMH]
Up Smash
Side Smash
Down Smash
Aerials [AER]
Neutral Air
Up Air
Forward Air
Back Air
Down Air
Specials [SPC]
Blaster
Explosive Blaster
Burst Blaster
Falco Phantasm
Falco Phase
Falco Charge
Fire Bird
Fast Fire Bird
Distant Fire Bird
Reflector
Accele-Reflector
Void Reflector
Grabs, Pummel, and Throws [GPT]
Grab
Dash Grab
Pivot Grab
Pummel
Up Throw
Front Throw
Back Throw
Down Throw
Data Terminology
Here's a list of terms used to describe the data. Please also refer to The Smash Dictionary by @Fox Is Openly Deceptive.
Move: The name of the move. Most these are taken from Nintendo's official names for the moves in Melee. Falco's Luigification in Brawl resulted in some changes of moves and Customs come from SSB4. List of moves that have a made up name: Jab, Up Tilt, Neutral Air, Back Air, Forward Air, and Side Smash.
Startup: These are the frames including the first frame when a move is active e.g. if a move has 5 frames of startup it, then it takes 5 frames before the move is active.
Active frames: The duration or how long a move is in effect. A tricky thing to note is that if a move is active for 1 frame, then that frame is the only frame it's active e.g. if a move has a startup of 20 and lasts for 1 frame, it's duration would be 20 or 20-20. You count the frame itself, so if that move had 2 active frames, it would be 20, 21, and stop or 20-21.
Recovery: In Smash, this usually refers to how a character gets back on stage, but in terms of frame data, it means how many frames is a move inactive. This is the "gap" that happens after attack and before you can act again. Moves with high recovery tend to be very rewarding, but have little active frames - Jigglypuff's Rest is a great example of this.
Total frames: This is the total amount of frames a move is both active and inactive. Think of it as the total frames of an animation where one part is for show - the windup - the attack itself, and the aftermath of an attack. The frame after this is when you can act; you act on the 31st frame of a 30 total frame move.
FAF: "First Actionable Frame". This is the first frame you can act after a move. Generally, fighting games don't use this term, but Smash does, so I'll include it and because it does make sense. A move with a 31 FAF means you can act at frame 31. If total frames is the time you wait, then FAF is the time you start (again).
Auto-cancel window: The frame before and after an aerial or a Special move that you can land with regular landing lag instead of the move's landing lag. More info here: http://www.ssbwiki.com/Auto-canceling.
Hitbox ID: It's the identification number a hitbox is given in data.
Bone: This number means what or if a hitbox is attached to the character; characters are made of bones which make up their body parts and each of them are numbered. "Bone 0" means that the bone is not attached at all.
Damage: Self-explanatory; it's how much a move does.
Clean hit and late hit: A clean hit is the strong hit and usually happens right when a move begins, but that's not always the case such as Dr. Mario's Nair where the clean and late hits are reversed. Late hits are explanatory and generally, they're weaker. Sweet-spot and sour-spot can better describe this, but those denote the spot where a move is at its strongest or weakest. Marth's Falchion's tip is his sweet-spot, but his sour-spot are on the blade itself versus Falco's clean hit on Back Air occurs on frames 4-5 and the late hit occurs on frame 6-11.
Approximate KO percent: This is the bare minimum damage percent when a move will kill without rage or any other factors at the center of Final Destination/Omega stages. (Will retest later on the Wii U).
Hit angle: This is the launch angle that an opponent will be sent when struck by a move. Note: An angle of 361 degrees is a Sakurai angle and an angle of 365-67 degrees is an Autolink angle.
BKB: Base knockback, the natural knockback a move has. More information on knockback here: http://www.ssbwiki.com/knockback.
WKB: Weighted knockback, knockback affected by weight. Usually used for moves to keep an opponent in before the next hit(s). Fox's Uair has WKB for the first hit which "confirms" into the second hit. Falco's Blaster also has WKB which explains its set knockback.
KBG: Knockback growth.
Size: The size of a hitbox or rather hitbubble, so it's the length of the radius of the hitbubble.
Coordinates (X, Y, Z): These are the displacement coordinates of the hitbox given relative to the move bone(s). If the Bone is 0, then Z is 0, Y is 0, and X is 0 which means it is at the center of the character's axis which is from the floor.
Element: The move's element such as Fire, Ice, Electricity, Darkness, Magic, Physical, etc.
Hit lag: Freeze frames; when certain moves connect, they will go through frames that "freeze" both the user and the opponent.
SDI: The multiplier of how strong to you can Smash Directional Influence the move.
Clankable: This means whether or not a move can clank or clash with another move. A "Yes" with an "*" means the move's animation continues even after clanking. This is also known as "Priority" and moves with "transcendent priority" cannot clank.
Shield damage: How much damage a move does to a shield.
Shield stun: The time you cannot drop, jump out of, or grab out of your shield. Moves with high shield stun force defenders into their shield longer than low shield stun.
Hit stun: The amount of "helpless" frames you cause an opponent to be stuck in. So, if a move causes 20 frames of hit stun, then the opponent cannot do anything until after 20 frames. Hit stun is affected by damage inflicted, damage sustained by an opponent, knockback, and weight. For simplicity, hit stun will be shown in 0%, 50%, and 100% thresholds and as always, Mario is the dummy; his weight value is 98.
Frame (dis)advantage: The frames, positive or negative, you have over someone. This is different for on-hit and on-shield. Usually, on-hit, moves are positive since you struck them and now they're in hit-stun, but some moves aren't and those moves generally become positive at higher percents. On-shield, usually, moves are going to be in the negatives compared to other fighting games like Street Fighter and The King of Fighters where on-shield/on-block hits are slightly positive, slightly negative, or even. When a frame advantage is even, both the attacker and defender are in a guessing game scenario. When it's positive, you have the advantage, but if you're negative, you're at the defender's mercy.
Startup: These are the frames including the first frame when a move is active e.g. if a move has 5 frames of startup it, then it takes 5 frames before the move is active.
Active frames: The duration or how long a move is in effect. A tricky thing to note is that if a move is active for 1 frame, then that frame is the only frame it's active e.g. if a move has a startup of 20 and lasts for 1 frame, it's duration would be 20 or 20-20. You count the frame itself, so if that move had 2 active frames, it would be 20, 21, and stop or 20-21.
Recovery: In Smash, this usually refers to how a character gets back on stage, but in terms of frame data, it means how many frames is a move inactive. This is the "gap" that happens after attack and before you can act again. Moves with high recovery tend to be very rewarding, but have little active frames - Jigglypuff's Rest is a great example of this.
Total frames: This is the total amount of frames a move is both active and inactive. Think of it as the total frames of an animation where one part is for show - the windup - the attack itself, and the aftermath of an attack. The frame after this is when you can act; you act on the 31st frame of a 30 total frame move.
FAF: "First Actionable Frame". This is the first frame you can act after a move. Generally, fighting games don't use this term, but Smash does, so I'll include it and because it does make sense. A move with a 31 FAF means you can act at frame 31. If total frames is the time you wait, then FAF is the time you start (again).
Auto-cancel window: The frame before and after an aerial or a Special move that you can land with regular landing lag instead of the move's landing lag. More info here: http://www.ssbwiki.com/Auto-canceling.
Hitbox ID: It's the identification number a hitbox is given in data.
Bone: This number means what or if a hitbox is attached to the character; characters are made of bones which make up their body parts and each of them are numbered. "Bone 0" means that the bone is not attached at all.
Damage: Self-explanatory; it's how much a move does.
Clean hit and late hit: A clean hit is the strong hit and usually happens right when a move begins, but that's not always the case such as Dr. Mario's Nair where the clean and late hits are reversed. Late hits are explanatory and generally, they're weaker. Sweet-spot and sour-spot can better describe this, but those denote the spot where a move is at its strongest or weakest. Marth's Falchion's tip is his sweet-spot, but his sour-spot are on the blade itself versus Falco's clean hit on Back Air occurs on frames 4-5 and the late hit occurs on frame 6-11.
Approximate KO percent: This is the bare minimum damage percent when a move will kill without rage or any other factors at the center of Final Destination/Omega stages. (Will retest later on the Wii U).
Hit angle: This is the launch angle that an opponent will be sent when struck by a move. Note: An angle of 361 degrees is a Sakurai angle and an angle of 365-67 degrees is an Autolink angle.
BKB: Base knockback, the natural knockback a move has. More information on knockback here: http://www.ssbwiki.com/knockback.
WKB: Weighted knockback, knockback affected by weight. Usually used for moves to keep an opponent in before the next hit(s). Fox's Uair has WKB for the first hit which "confirms" into the second hit. Falco's Blaster also has WKB which explains its set knockback.
KBG: Knockback growth.
Size: The size of a hitbox or rather hitbubble, so it's the length of the radius of the hitbubble.
Coordinates (X, Y, Z): These are the displacement coordinates of the hitbox given relative to the move bone(s). If the Bone is 0, then Z is 0, Y is 0, and X is 0 which means it is at the center of the character's axis which is from the floor.
Element: The move's element such as Fire, Ice, Electricity, Darkness, Magic, Physical, etc.
Hit lag: Freeze frames; when certain moves connect, they will go through frames that "freeze" both the user and the opponent.
SDI: The multiplier of how strong to you can Smash Directional Influence the move.
Clankable: This means whether or not a move can clank or clash with another move. A "Yes" with an "*" means the move's animation continues even after clanking. This is also known as "Priority" and moves with "transcendent priority" cannot clank.
Shield damage: How much damage a move does to a shield.
Shield stun: The time you cannot drop, jump out of, or grab out of your shield. Moves with high shield stun force defenders into their shield longer than low shield stun.
Hit stun: The amount of "helpless" frames you cause an opponent to be stuck in. So, if a move causes 20 frames of hit stun, then the opponent cannot do anything until after 20 frames. Hit stun is affected by damage inflicted, damage sustained by an opponent, knockback, and weight. For simplicity, hit stun will be shown in 0%, 50%, and 100% thresholds and as always, Mario is the dummy; his weight value is 98.
Frame (dis)advantage: The frames, positive or negative, you have over someone. This is different for on-hit and on-shield. Usually, on-hit, moves are positive since you struck them and now they're in hit-stun, but some moves aren't and those moves generally become positive at higher percents. On-shield, usually, moves are going to be in the negatives compared to other fighting games like Street Fighter and The King of Fighters where on-shield/on-block hits are slightly positive, slightly negative, or even. When a frame advantage is even, both the attacker and defender are in a guessing game scenario. When it's positive, you have the advantage, but if you're negative, you're at the defender's mercy.
Updates
This is a list of the updates made to the thread.
Version 1.00: Thread's creation; locked until completely setup.
Jan. 17 2015, Version 1.01: Thread's setup and open to everyone.
---, Version 1.02: Added a Data Terminology and some other fixes.
---, Version 1.03: Added a datasheet blueprint.
Jan. 19, 2015, Version 1.04: Finished Jab, Dash Attack, and Tilts.
---, Version 1.05: Finished the datasheet.
Jan. 20, 2015, Version 1.06: Added tables to everything, but the Other section.
February 8, 2015, Version 1.07: Started to redo KO percents that were taken from the pastebin; link here: http://smashboards.com/threads/comp...-every-character-now-with-ko-percents.383550/. Pit is the dummy now because he, Dark Pit, and Wii Fit Trainer weigh the middlemost.
---, Version 1.08: Updated JDT, Throws, Falco Phantasm, Reflector, Dair, and Bair KO percents.
Feb. 22, 2015, Version 1.09: Updated Reflector Void and Down Smash's KO percents; working on figuring out Side Smash's hitboxes and KO percents.
Feb. 25, 2015, Version 1.10: Updated Blaster, Explosive Blaster, Burst Blaster, Accele-Reflector, Fast Fire Bird, Falco Charge, and Up Smash KO percents - only Falco Charge and Up Smash kills of the updated.
Mar. 3, 2015, Version 1.11: Updated Fire Bird and Distant Fire Bird's KO percents.
Mar. 29, 2015, Version 1.12: Updated Uair, Fair, Fair landing, Nair, and Side Smash's KO percents except for Side Smash's "mystery", body hitbox that's tiny and difficult as sin to hit with. So, KO percents are basically done.
---, Version 1.13: Reformatted stuff, added Auto-cancel windows, added individual Jab data, and added IASA and Landing Lag columns.
Mar. 30, 2015, ---: Gifs by Nammy12 added for all, but customs.
April 1, 2015, ---: Attributes, Sources, and descriptions added for all moves except for the Other section.
May 2, 2015, ---: Total frames and landing lag added from sources listed.
May 20, 2015, ---: Rearranged posts
June 20, 2015, Version 1.14: Updated to patch 1.0.8's changes. Still need confirmation on startup changes to Uair and Fair, total frames to Uair and Fair, and landing lag changes to Fair and Dair.
June 26, 2015, Version 1.15: Updated more of patch 1.0.8's changes with Thinkaman's and LordWilliam1234's data. LordWilliam1234's spreadsheet also included customs startup, IASA, and such.
Jan. 17 2015, Version 1.01: Thread's setup and open to everyone.
---, Version 1.02: Added a Data Terminology and some other fixes.
---, Version 1.03: Added a datasheet blueprint.
Jan. 19, 2015, Version 1.04: Finished Jab, Dash Attack, and Tilts.
---, Version 1.05: Finished the datasheet.
Jan. 20, 2015, Version 1.06: Added tables to everything, but the Other section.
February 8, 2015, Version 1.07: Started to redo KO percents that were taken from the pastebin; link here: http://smashboards.com/threads/comp...-every-character-now-with-ko-percents.383550/. Pit is the dummy now because he, Dark Pit, and Wii Fit Trainer weigh the middlemost.
---, Version 1.08: Updated JDT, Throws, Falco Phantasm, Reflector, Dair, and Bair KO percents.
Feb. 22, 2015, Version 1.09: Updated Reflector Void and Down Smash's KO percents; working on figuring out Side Smash's hitboxes and KO percents.
Feb. 25, 2015, Version 1.10: Updated Blaster, Explosive Blaster, Burst Blaster, Accele-Reflector, Fast Fire Bird, Falco Charge, and Up Smash KO percents - only Falco Charge and Up Smash kills of the updated.
Mar. 3, 2015, Version 1.11: Updated Fire Bird and Distant Fire Bird's KO percents.
Mar. 29, 2015, Version 1.12: Updated Uair, Fair, Fair landing, Nair, and Side Smash's KO percents except for Side Smash's "mystery", body hitbox that's tiny and difficult as sin to hit with. So, KO percents are basically done.
---, Version 1.13: Reformatted stuff, added Auto-cancel windows, added individual Jab data, and added IASA and Landing Lag columns.
Mar. 30, 2015, ---: Gifs by Nammy12 added for all, but customs.
April 1, 2015, ---: Attributes, Sources, and descriptions added for all moves except for the Other section.
May 2, 2015, ---: Total frames and landing lag added from sources listed.
May 20, 2015, ---: Rearranged posts
June 20, 2015, Version 1.14: Updated to patch 1.0.8's changes. Still need confirmation on startup changes to Uair and Fair, total frames to Uair and Fair, and landing lag changes to Fair and Dair.
June 26, 2015, Version 1.15: Updated more of patch 1.0.8's changes with Thinkaman's and LordWilliam1234's data. LordWilliam1234's spreadsheet also included customs startup, IASA, and such.
Sources
Where I got all this information and for what purpose.
Where I mined the data: from @Dantarion's data dump, Master Core. And Complete Hitbox/Frame Data For Every Character by @Thinkaman.
For frame speed rankings with the other characters: List of attacks/grabs from fastest initial frame to slowest (Frame Speed) by @ItsRainingGravy.
For weight values and rankings: Smash 4 - Weight Rankings by @Aeralfos.
For air speed values and rankings: Smash 4: Air Speed Rankings and Values by @Indigo Jeans with data provided in that thread by @Toomai.
For fall speed and fast fall speed values and rankings: Smash 4 - Fall & Fast Fall Speed Rankings by @Aeralfos and Smash 4 Aerial Speed List: Horizontal, Fall and Fastfall by @Trifroze.
For walking and dashing values and rankings: Running & Walking Speed Rankings by @Aeralfos with values by @Toomai from this post in that thread.
For perfect pivot distance: from My Smash Corner's video, Perfect Pivoting! (Smash Wii U/3DS), at this point in time: 2:34.
For Melee and Brawl frame data comparison: @Xeylode for the In-Depth Falco Frame Data and @Bones0, @Kadano, @Seikand, and @Magus420 for the Falco Hitboxes and Frame Data.
For Melee and Brawl damage percents: The Falco Essentials by @Zonderion, Smashpedia, and SSBwiki.
For total frames: http://sixriver.web.fc2.com/ssb4/Character_data.htm; search: ファルコ using Ctrl + F.
For landing lag: All character landing lag frame data by @A2ZOMG.
For patch 1.0.6: http://smashboards.com/threads/406319/page-26#post-19465191.
For patch 1.0.8: Thinkaman's data dump: http://smashboards.com/threads/406319/page-19#post-19454998, and @LordWilliam1234's spreadsheet: https://docs.google.com/spreadsheet...q5a4irDPLvwfxuOKVGxk/edit?pli=1#gid=646434894 - also where customs startups, IASA, and such came from.
For frame speed rankings with the other characters: List of attacks/grabs from fastest initial frame to slowest (Frame Speed) by @ItsRainingGravy.
For weight values and rankings: Smash 4 - Weight Rankings by @Aeralfos.
For air speed values and rankings: Smash 4: Air Speed Rankings and Values by @Indigo Jeans with data provided in that thread by @Toomai.
For fall speed and fast fall speed values and rankings: Smash 4 - Fall & Fast Fall Speed Rankings by @Aeralfos and Smash 4 Aerial Speed List: Horizontal, Fall and Fastfall by @Trifroze.
For walking and dashing values and rankings: Running & Walking Speed Rankings by @Aeralfos with values by @Toomai from this post in that thread.
For perfect pivot distance: from My Smash Corner's video, Perfect Pivoting! (Smash Wii U/3DS), at this point in time: 2:34.
For Melee and Brawl frame data comparison: @Xeylode for the In-Depth Falco Frame Data and @Bones0, @Kadano, @Seikand, and @Magus420 for the Falco Hitboxes and Frame Data.
For Melee and Brawl damage percents: The Falco Essentials by @Zonderion, Smashpedia, and SSBwiki.
For total frames: http://sixriver.web.fc2.com/ssb4/Character_data.htm; search: ファルコ using Ctrl + F.
For landing lag: All character landing lag frame data by @A2ZOMG.
For patch 1.0.6: http://smashboards.com/threads/406319/page-26#post-19465191.
For patch 1.0.8: Thinkaman's data dump: http://smashboards.com/threads/406319/page-19#post-19454998, and @LordWilliam1234's spreadsheet: https://docs.google.com/spreadsheet...q5a4irDPLvwfxuOKVGxk/edit?pli=1#gid=646434894 - also where customs startups, IASA, and such came from.
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