Data Falco Frame Data [3.6β]

Joined
Oct 19, 2011
Messages
747
Location
New Jersey
#1
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.

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 Hit = Hit Stun -(Active+Recovery)
*All values are based on the target's damage percent being 0%.

Normals [NRM]
Move Name Nickname Damage Hit Stun Blockstun Knockback Angle Startup Active Recovery IASA On Block On Hit
Jab Jab 4 6 4 0/100 70 1 2 13 16 -10 -8
Straight Jab2 4 6 4 0/100 50 2 2 17 19 -14 -12
100-Slash Attack Loop 1(+3) 6 1 0/100 [30,50,80] 7 --- 9 --- -2 -2
Bird Kick F-Tilt 9 9 6 0/100 361 4 5 18 27 -16 -13
Back Kick U-Tilt 9 23 6 30/120 [90, 97] 4 7 12 23 -12 5
Bird Sweep D-Tilt 13 21 6 25/125 75 6 3 21 28 -17 -2
Jumping Side Kick Dash Attack [9(+1), 6(+1)] [22, 14] [6, 5] [35/90, 20/90] 72 3 14 23 36 [-30, -31] [-14, -22]
Roundhouse Kick F-Smash [17, 14] [30,17] [8, 7] [40/90, 10/105] [361,110] 12 10 19 --- [-20, -21] [2, -13]
Flip Kick U-Smash [14, 12] [23, 15] 7 [25,10]/100 [95,361] 5 10 28 --- -30 [-14,-22]
Falco Split D-Smash [16,13] [18, 16] [8, 7] 20/70 [25,80] 6 5 42 45 [-38,-39] [-28,-30]

Move Name Nickname Damage Hit Stun Blockstun Knockback Angle Startup Active Recovery Landing Recovery IASA Auto Cancel On Block
Flying Kick N-Air [12,9] [15, 9] [7,6] [10, 0]/100 361 3 28 19 15/7/4 42 <3, >36 [-8/0/4]~[-9/-1/2]
Cyclone Kick F-Air 9,7,7,4,3 26 4 10/100, 10/109, 10/100, 10/110, 50/100 361 4 3[7]3[5]3[7]3[7]3 14 22/11/4 32 <4, >49 -18/-7/0
Reverse Spin Kick B-Air [15,9] [14,9] [8, 6] 0/100 361 3 16 21 20/10/4 38 <3, >23 [-12/-2/4]~[-14/-4/2]
Falco Flip U-Air 5, 10 38 6 [40,30,30]/22, [70,70]/22, 90/30 90,70 7 3[1]4 26 18/9/4 36 <7, >25 -12/-3/2
Air Drill D-Air [12, 8] [15, 17] [7, 5] [10/100, 20/107] 290 4 20 26 18/9/4 --- <4, >29 [-11/-2/3]~[-13/-4/1]
*100 Slash Attack - 1.3x Hitlag multiplier
*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)
**Values (+n) denotes shield damage


Specials [SPC]
Move Name Nickname Damage Hit Stun Blockstun Knockback Angle Startup Active Recovery IASA On Block On Hit
Blaster Neutral-B 3~1(+5) 6 4~3 0/100 361 7(16) --- 28(8) --- -23~-24(-3~-4) -21(-1)
Blaster (Air) 3~1(+5) 6 4~3 0/100 361 5(8) --- 22(5) --- -18~-17(0~ -1) -15(2)
Falco Phantasm Side-B 7 21 5 40/68 8 16 4 40 --- -38 -22
Fire Bird Up-B 16(+5) 40 8 80/60 80 43 22 29 --- -42 -10
Reflector Down-B 8 47 5 110/50 84 --- 1 3 --- 2 44
Blaster- (second set) of startup and recovery data represents Falco shooting while the blaster out.

Grab & Throws [GRB]
Move Name Nickname Damage Hit Stun Blockstun Knockback Angle Startup Active Recovery IASA On Block On Hit
Grab Z --- --- --- --- --- 6 2 23 --- --- ---
Dash Grab --- --- --- --- --- 10 2 28 --- --- ---
Knee Pummel 3 16 --- 0/30/100 80 4 1 19 --- --- ---
Elbow Bash F-Throw 4(+1) 37 --- 60/180 60 8 2 24 --- --- 12
Skeet Blaster B-Throw 2,2,2,2 18 --- 30/100 361 8 1[3]1[3]1[3]1 21 --- --- -3
Star Blaster U-Throw 2,2,2,2 18 --- 30/100 361 7 1[3]1[3]1[3]1 26 --- --- -8
Floor Blaster* D-Throw 1,1,1 18 --- 30/100 361 20 1[3]1[3]1[3]1 11 --- 7
Floor Blaster - Only does 2~3% in game when tested, while the data suggests otherwise.. Bugged?

Wake Up & Ledge Attacks [LDG]
Move Name Nickname Damage Hit Stun Blockstun Knockback Angle Startup Active Recovery IASA On Block On Hit
Double Kick F-Floor Attack 6(+1),6(+1) 35 5 80/50 361 16 3[4]3 24 --- -22 8
Stretch & Hit B-Floor Attack 6(+1),6(+1) 35 5 80/50 361 18 2[4]2 24 --- -21 9
Spinning Kick Tripped Attack 5(+1),5(+1) 35 4 80/50 361 18 2[4]2 24 --- -26 9
Twirl Kick <100% 8(+1) 31 5 70/50 361 24 8 23 --- -25 1
Slow Hammer Kick >100% 9(+1) 32 6 70/50 361 55 3 12 --- -8 18


Miscellaneous [MSC]
Move Name Intangible Recovery IASA
Ledge Climb 30 5 ---
Ledge Climb Slow 55 5 ---
Ledge Roll 34 16 ---
Ledge Roll Slow 62 18 ---
Ledge Jump 15 45 ---
Ledge JumpSlow 20 40 ---
Trip 6 24(+22) ---
Ground Trip 6 34(+22) ---
Turning Trip 7 29(+22) ---
Dashing Trip 8 38(+22) ---
Trip Roll 10 19 ---
(+22) Recovery represented by getting up from being tripped.

Move Name Startup Intangible Recovery IASA
Spot Dodge 1 14 8 ---
Air Dodge 3 26 21 ---
Forward Roll 3 16 13 ---
Back Roll 3 16 13 ---
Shield 8 --- 15 ---


References & Resources [RFR]
Table Editor
Glossary of Fighting Games
SSBWiki
Japanese Smash Calculator
Project Smash Attacks
Brawl Box
 
Last edited:
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
#2
Changelog
1|11
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​
 
Last edited:

doodles

Smash Rookie
Joined
Jun 5, 2015
Messages
7
Location
Houston, TX
#13
I'm pretty new to technical play, so maybe this question doesn't help most people, but I have to inquire about something odd that stands out to me in this data.

Why is it b-air and blaster have the same knockback (growth) and angle, yet blaster very certainly does not have the knockback of b-air during gameplay? By the numbers, it seems either b-air shouldn't really move the opponent much at all, or blaster should be able to kill as strongly as b-air does.
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
#14
I'm pretty new to technical play, so maybe this question doesn't help most people, but I have to inquire about something odd that stands out to me in this data.

Why is it b-air and blaster have the same knockback (growth) and angle, yet blaster very certainly does not have the knockback of b-air during gameplay? By the numbers, it seems either b-air shouldn't really move the opponent much at all, or blaster should be able to kill as strongly as b-air does.
One factor you are not taking account is damage. Even though back air and a laser share the same KBG and BKB, they do not share the same damage.
If back air did about 3 damage, then it would do about the same knockback as a laser.

Another factor not shown in the thread is WDSK, which lasers have set to 5. This is the factor that controls knockback based on the opponent's weight. When a move has WDSK, it deals the same knockback across all percentages.
 

prem

Smash Apprentice
Joined
Sep 28, 2014
Messages
86
Location
Bay area, California
#19
I know some Melee characters were given an extra frame to their jump squat, so I wasn't sure if Falco was given one, too.
You're refering to some physics delay thing that is different between melee and pm. I don't remember the exact details but its something like pm doesn't consider you airborne on frame 5 so you can still do something like jc grab on frame 5, while in melee its doesn't let you for some reason
 
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