Captain Falcon (SSBB)
| Captain Falcon in Super Smash Bros. Brawl | |
|---|---|
| Universe | F-Zero |
| Other playable appearances | in SSB in Melee in SSB4 in Ultimate |
| Availability | Unlockable |
| Final Smash | Blue Falcon |
| Tier | F (34) |
Captain Falcon (キャプテン・ファルコン, Captain Falcon) appears as an unlockable character in Super Smash Bros. Brawl. His inclusion was confirmed on February 22, 2008 on the Smash DOJO!!
Ryō Horikawa reprises his role as Captain Falcon in Brawl, albeit via recycled voice clips from the original Super Smash Bros. and Super Smash Bros. Melee, along with new, previously unused voice clips.
Captain Falcon is ranked 34th out of 38 on the tier list in the F tier, a massive drop from his 6th out of 26 position in the current Melee tier list, and by far his worst placement in the series. Captain Falcon boasts very high move speed, and surprisingly good frame data for his weight class. In addition to great mobility, Captain Falcon has very respectable survivability thanks to high weight, fall speed, and effective momentum canceling.
Like several other Melee veterans, Captain Falcon suffered a very bad transition into Brawl's slow-paced gameplay. His aggressive, combo-centric design philosophy is rendered ineffective by the game's powerful defensive options. The removal of L-canceling combined with faster shield drops, dampens the safety and combo potential of his landing aerials, while the addition of hitstun canceling and universally reduced fall speeds allows opponents to escape his tumble-reliant combos with relative ease. A less effective dashdance and an inability to moonwalk gives him even fewer approaching options. These incidentally harmful changes were compounded by intentional nerfs from Brawl's developers, with his finishers either being made weaker, or significantly more difficult to land (especially his Knee Smash). In addition to this, most of Falcon's attacks have awkward hitbox placements, making safe approaches and spacing quite difficult, especially when considering his lack of projectiles. He also has fairly poor out of shield options and is vulnerable to chain grabs. Worst of all, these downsides are easily abused by many metagame-relevant fighters, who can camp and chain grab him with ease.
As a result, Captain Falcon was initially considered the overall worst character in Brawl, and his bottom-tier status has not changed since the game's release, with terrible matchups, next to no serious representation, and few tournament results, with his best players, such as Ally and Daiki, using him as a secondary; his only even remotely successful solo-main is Lordy.
How to unlock[edit]
Players can unlock Captain Falcon by doing one of the methods listed below. With the exception of the third method, Captain Falcon must then be defeated on Port Town Aero Dive.
- Play 70 VS. matches to completion. If Captain Falcon is skipped for fighters with higher VS. match quotas, he will not be accessible until those other fighters are unlocked.
- Complete Classic Mode on Normal difficulty or higher in under 12 minutes. If the player fails to defeat Captain Falcon, they can re-fight him by doing this exact method again. If this method is used and Sonic's Classic Mode condition is met, then he must be unlocked before Captain Falcon can be fought.
- Have Captain Falcon join the player's party in The Subspace Emissary by clearing Outside the Ancient Ruins.
Attributes[edit]
Captain Falcon is a heavy character with great momentum canceling, especially vertically, due his very fast falling speed, with strong attacks, as well as the second fastest running speed, second to Sonic. However, though his speed is useful, his dash has very low traction, causing him to trip more often than other characters, though his tripping animation being the shortest in the game slightly alleviates this. His attacks mostly consist of hard-hitting kicks and punches, resulting in him operating in close-quarters.
Many of his moves have high knockback and damage output, though they also have considerable startup time and small sweetspots. His standard special, Falcon Punch, deals high damage, can KO at early percentages, and can be reversed in direction after start-up, but its extremely slow startup and audio cue makes it close to impossible to successfully land. Raptor Boost makes him rush forward and perform a fiery uppercut that launches opponents upwards opponents in the air, but its terrible shieldstun and slow startup makes it trivial to block or shield. If he misses it, he will suffer from considerable ending lag. When used in the air, he will instead swing downward, which can meteor smash targets. This makes it useful when recovering, since catch edge-guarders and edgehoggers off guard, but the attack is slow, predictable, and leaves Captain Falcon more vulnerable than the Falcon Dive. Raptor Boost also has the ability to cut through most projectiles. Falcon Kick sends him rocketing forward when used on the ground, and downward and slightly forward when used in mid-air. It deals decent damage and knockback, but like his other moves, it has subpar start-up and the hitbox is rather small, making it only good at surprise, quickly get downward or punish laggy moves. Falcon Dive sends him upwards with some horizontal movement, which gives him an important recovery move when combining it with great air speed. If the attack connects, it will deal high damage to the opponent and Captain Falcon will jump off from them. This also enables him to use the attack again should it connect. When used near the stage, the attack can sometimes stage spike when used against edge-guarders, though Falcon Dive can be teched to prevent that. It can also deal with edgehoggers if they are within its grab range. In terms of recovery, though, Falcon Dive is a slow move, cannot auto-sweetspot ledges if he is using it in the opposite direction of the edge and it is easy to edgeguard because it has no grab box directly above him. Although Captain Falcon has a very big ledge sweetspot range, Falcon Dive is easily edge-hogged, and if he still manages to get to the stage, his recovery leaves him in a fairly high landing lag, high enough to often allow the edgehogger to get up in time to punish it. Although it is a minor problem, Captain Falcon suffers from the landing lag glitch. His very fast falling speed makes recovery problems even worse.
Many of his moves also make for powerful finishers. His forward aerial, Knee Smash, is renowned for its extreme knockback, but it is hard to sweetspot and has fairly slow start-up (the first frames of it are not avoidable on reaction, but are still predictable). His back aerial has good startup and knockback, his down aerial is a powerful meteor smash, and his forward smash deals high damage and has very high knockback scaling.
Even though most of his attacks have high power and damage output, they have considerable startup and unfavorable hitboxes (which make it difficult to land his attacks), and his small amount of disjoints is a severe issue when against characters with disjoints that outrange him, especially the faster ones. His throws chain well, but Captain Falcon himself is an easy target for chain grabbing and comboing (like Ike's jab canceling) due to his heavy weight, large size, and fast falling speed. His poor, small hitboxes in his aerials and fast falling speed additionally make it difficult for him to hit grounded characters from the air. Falcon is also very easily outcamped due to his below-average attack speed, unfavorable hitboxes, and unremarkable attack range. All of this, combined with his abysmal shieldstun (one of his biggest flaws), lack of a projectile, and slow ground attack speed, results in a very poor approach, though Falcon's high mobility slightly alleviates this. Captain Falcon also has a difficult time handling small characters, as most of his attacks have no low hitboxes. Captain Falcon's low tiering despite his speed and power is derived from his inability to combo characters effectively.[1]
In the end, Captain Falcon relies on his weight, survivability, power, decent range, and mobility to make up for his abysmal approach options, poor amount of disjointed hitboxes, barren combo tree, and his often sluggish attacks. He can KO and rack up damage quite easily when the opportunity presents itself, though he lacks a quick ground finisher.
Changes from Super Smash Bros. Melee[edit]
Captain Falcon has been heavily nerfed from Melee to Brawl. The vast changes in the gameplay physics remove many of his options, while also significantly inhibiting his mobility, mixup options, and ability to play offensively. Additionally, his overall frame data is worse, and his KO power was considerably toned down, since many of his moves have reduced KO power, while his forward aerial was nerfed to be rendered situational, since its sweetspot has a shorter duration, a smaller hitbox, and increased hitlag, making it much harder to land. Even if he does land it, his opponents have ample time to DI and SDI the move. The changes to hitstun and falling speeds, as well as changes to his moves that increased their lag or altered their angle, also harm Captain Falcon's hitstun-heavy combos. On top of this, none of Captain Falcon's major issues from Melee have been addressed: despite generally better aerial mobility, his recovery has been shortened and weakened even further elsewhere, as Falcon Dive is more reliant on momentum, while Falcon Kick no longer restores his double jump.
However, Captain Falcon has received a few buffs. His specials have seen some minor improvements, as Falcon Punch can now be reversed, which gives it some extra power. Raptor Boost is far more useful offstage, since he can now use other attacks like his aerials or his Falcon Dive. Falcon Dive can also grab opponents hanging onto the ledge. Despite how much Brawl's mechanics have harmed him, Falcon does benefit from the changes to aerial grab releases, which gives him some followups out of a grab.
Overall, Captain Falcon fares significantly worse off in Brawl than Melee, as the handful of buffs he received do not make up for the nerfs to his KO power, and the game's mechanics drastically harm his offensive and defensive capabilities. While he still has great mobility and has a handful of solid moves, such as his jab and up aerial, he lacks reliable options to challenge his opponents, and overall has poor defensive capabilities. As such, his tournament representation and results are significantly worse than they were in Melee, resulting in him being a contender as one of the worst characters in the game.
Aesthetics[edit]
Captain Falcon has a new design primarily based on F-Zero GX, although he has his scarf from F-Zero GP Legend (with the tip hanging out the front as opposed to completely tucked in), has hair coming out from the back of his helmet, and has new poleyns, a redesigned pauldron, red rectangular patches on the back of his gloves with his insignia embedded on them, and differently designed boots; also, his belt is now brown with o-rings (similar to Michael Chain) as well as his buckle becoming blue and adding his insignia with his initials adorned in the bottom center. His helmet and chest buttons keep their Melee design.
He has a new "toppling" animation.
His previous taunt has been moved to his down taunt. Additionally, it now uses the same voice clip as Smash 64.
Captain Falcon no longer vocalizes during any of his victory poses, although a set of unused voice clips implies he was originally going to do so.
The voice clip from his up-inputted victory pose in Melee has been moved to his Wii Remote selection sound.
Captain Falcon no longer uses his stun voice clip when waking out of sleep status.
Attributes[edit]
The universal changes to the physics in Brawl make his dashdance less effective (on top of increasing the chances of randomly tripping), and moonwalking and L-canceling have been removed, giving him fewer options to approach. In addition, Captain Falcon no longer carries momentum from his dash when he jumps, and the ability to act out of hitstun hurts him more than other characters by making his finishing moves (all of which have been nerfed, as outlined below) harder to combo into and land.
Captain Falcon's dashes slower (2.3 → 2.18).
Captain Falcon's air speed was increased (1.12 → 1.18).
As with the returning veterans, Captain Falcon's falling speed was significantly reduced (2.9 → 1.837). Compared to the returning veterans, however, Captain Falcon falls slower (although it is still the second highest in the game). While this worsens his vertical endurance, it improves his recovery and makes him less vulnerable to combos.
Captain Falcon's gravity was decreased (0.13 → 0.1027).
Captain Falcon's traction is significantly lower (0.08 → 0.05), especially when comparing with the returning veterans, now being one of the lowest (from being tied for 3rd best in Melee to 9th worst in Brawl). Given the lack of wavedashing in the game, the few benefits it provides are far less significant, and is exacerbated by a character's out of shield game being more important than in Melee. This also makes it harder for him to punish out of shield.
Captain Falcon's jumpsquat is longer (4 frames → 5).
Captain Falcon is now able to swing the Home-Run Bat like other characters can. Because of this, he can now properly use a Home-Run Bat for the Home-Run Contest.
Spot dodge has less startup lag, a longer duration (frames 3-20 → 2-20) and less ending lag (FAF 33 → 26).
Captain Falcon's backwards glide toss covers more distance.
As with several other veterans returning from Melee, the introduction of a much wider variety of chain grabs makes Captain Falcon significantly more vulnerable to said technique than in Melee, hindering his endurance against several characters.
Ground attacks[edit]
- Neutral attack:
The attack button can now be held for Captain Falcon to repeat the first hit of the attack until it finally connects.
Rapid jabs of his neutral attack combo are faster, making them safer to use. The Gentleman (third hit of neutral attack) is also easier to perform without performing Falcon's rapid jab, and the universally decreased falling speeds, combined with the removal of DI against moves which do not put opponents into a tumble, have improved the first two hit's jab cancel followup potential. The loop hits also deal more damage (1% → 2%/1%) and have reduced knockback scaling (70 → 50/20) making it connect more reliably.
The damage on the first two hits of neutral attack was swapped.
The Gentleman has reduced damage (8%/6% → 6%/5%) and significantly reduced knockback for the purpose of reliably linking to the rapid jabs (20 (base), 100 (scaling) → 10/50 (clean), 0/100 → 0/70 (late)). While this may result in more damage from using the full jab combo, the Gentleman itself does not allow for any followups to his finishing moves; therefore, it is considered to have much less utility overall (despite this, it is still one of the best jabs in Brawl). The second hit also has more startup (frame 4 → 5) and ending lag (FAF 18 → 19).
- Forward tilt:
Forward tilt can now lock opponents.
It deals less damage on all angles (up: 12% (leg), 11% (body)/forward: 11%/down: 10% (leg), 11% (body) → 11%, 10%/10%, 9% (foot)/10%, 9%). It also has slightly less reach (despite now moving with it and having a larger hitbox), and increased ending lag on all angles (FAF 29 → 37 (non angled), 32 (angled)).
- Up tilt:
Up tilt has has more reach (due to it moving Falcon forward slightly) and lasts one frame longer (frames 17-21 → 17-22). It also has larger hitbox sizes overall, and a hitbox has been added closer to his body (4.6872/3.1248 → 6.5/4.0/3.0).
Up tilt has increased ending lag (FAF 38 → 40).
- Down tilt:
Down tilt deals 2% less damage (12% → 10%) and has increased start-up, a shorter duration (frames 10-15 → 11-15) and ending lag (FAF 35 → 36). The hitboxes closest to Falcon have had their angles lowered (70°/60° → 40°/20°). In addition, due to the changes in hitstun, down tilt has drastically reduced combo ability.
Down tilt's altered angles have granted it edgeguarding potential, somewhat akin to his down tilt in Smash 64.
- Dash attack:
Dash attack has significantly altered knockback (22 (base), 90 (scaling) → 80/40), making much safer to use at very low percentages.
Dash attack deals less damage (10%/7% → 8%/6%). Its lower damage, coupled with its drastically lower knockback scaling, makes it much weaker at much higher percentages (can KO Mario under 210% in Melee, but cannot do so until around 360%-380% in Brawl.
- Forward smash:
Forward smash deals significantly less knockback (24 (base), 100 (scaling) → 20/85) and slightly less damage (21%/20%/19% → 20%/19%/18%). It now has only slightly above-average knockback, compared from being the 3rd most powerful forward smash in Melee. It also lasts one frame shorter (frames 18-21 → 18-20).
- Up smash:
Up smash has more horizontal reach. Due to Falcon having much lower traction, it covers significantly more distance when performed out of a dash, improving its approach potential (he can also DACUS to make it cover a shorter distance).
Both hits of his up smash have increased start-up (frame 21 (hit 1), frame 27 (hit 2) → 22/28), the first hit's sweetspots deal less damage (14% → 11%), and the second hit has reduced knockback scaling (128/126/110 → 102/103/110). The move also has increased ending lag (FAF 40 → 53), removing his combo potential at low %.
- Down smash:
Down smash has less knockback scaling (100 (both kicks) → 85 (first kick)/90 (second kick)), and both kicks have slightly shorter durations (4 frames → 3). It also has increased ending lag (FAF 45 → 50).
Down smash gained a new hitbox on his body for both kicks (not including the weak sourspot that deals 6% damage, which may or may not lead into the second kick), making it easier to connect on smaller characters. Its hitbox sizes are larger as well (4u/4u (front)/3.6u/3.6u (back) → 6u/5u/4u/3.5u, 5u/4.5u/4u).
Aerial attacks[edit]
Due to his lower fall speed, Captain Falcon can once again auto-cancel all of his aerials in a short hop as opposed to just his back and up aerials.
Weak Knee Smash, back aerial and up aerial can now all lock opponents at lower percents.
Weak Knee Smash and down aerial can now trip opponents.
All aerials except Knee Smash have less landing lag (15 frames → 9 (neutral/up), 18 frames → 12 (back), 24 frames → 21 (down)); however, due to the removal of L-canceling, their landing lag was not fully compensated.- Neutral aerial:
Neutral aerial's second kick has significantly increased knockback (40 (base), 100 (scaling) → 45/125). It also auto-cancels earlier (frame 34 → 32).
Neutral aerial deals less damage (6%/5% → 4% (hit 1), 7% → 6% (hit 2)). Both kicks have much shorter durations as well (6/10 frames → 2 frames each). It also has a smaller hitbox size.
- Forward aerial:
A sweetspotted forward aerial will always send in the direction Captain Falcon is facing.
Knee Smash deals 1% more damage on a clean hit (18% → 19%), and his knockback was not fully compensated (24 (base)/100 (growth) → 30/93), slightly improving his KO potential.
The new sourspot hitbox gives it Wall of pain potential.
Knee Smash now requires a sweet spot (the hitbox on his knee) to land a clean hit.
The clean hitbox duration has been lowered (frames 14-16 → 14), now requiring it to land on the very first active frame.
It also has a much smaller hitbox size (5.08u → 3u).
The late hit deals 3%, much like in the PAL version of Melee, with severely reduced knockback, and the initial hitbox behind his knee deals 6% damage with similar properties to NTSC Melee's late hit.
The clean hit has significantly increased freeze frames upon connecting (1x → 1.2x, especially for Captain Falcon due to electric hitlag properties being slightly altered to where both the attacker and the victim suffer the same amount of hitlag as opposed to just the victim taking the extra hitlag), allowing the opponent to DI and SDI the hit to lessen its knockback, which was altered (as aforementioned above).
It has more ending (frame 36 → 40) and landing lag (19 frames → 22).
- Back aerial:
Back aerial's clean hit has a shorter duration (4 frames → 2) without proper compensation on the moves entire duration (frames 10-17 → 10-15). It also has increased ending lag (FAF 29 → FAF 36), no longer having the least amount of ending lag among his aerials.
However, due to its hitbox duration being shortened, his back aerial autocancels two frames earlier (frame 21 → 19).
- Up aerial:
Up aerial has slightly more ending lag (FAF 30 → 34).
- Down aerial:
Down aerial's higher hitbox sends opponents at a different angle (290° → 361°). This hinders its edgeguarding potential, as the Nipple spike was removed, but this hitbox retains its strong knockback, and thus can now get reliable onstage KOs.
Down aerial now has smaller hitboxes (6.8/6/5.6 → 4.5/6), and its sweetspot has much less base knockback (40 → 10), meaning that he has a harder time meteor smashing and utilizing the move in general despite the changes to meteor canceling. Its duration was shortened as well (frames 16-20 → 16-18), it auto-cancels 3 frames later (frame 36 → 39), and it has more ending lag (FAF 38 → 45).
Throws/other attacks[edit]
- Grabs:
Captain Falcon's grabs have slightly less ending lag (FAF 31 → 30 (standing), FAF 41 → 40 (dash).
However, they have less range, with Captain Falcon now having the second shortest grab range.
- Pummel:
Pummel has less end lag (FAF 25 → 16).
It deals less damage (3% → 2%).
The changes to aerial grab releases benefit Captain Falcon more than most other veterans, as his speed gives him multiple followups against various characters. He can force smaller characters into an air release, and he can air release most of the cast if he grabs them while they are in mid-air, which he can set up with the first hit of his neutral aerial.
Due to universally decreased fall speeds and the introduction of hitstun canceling, Falcon's up and down throws can no longer combo or chaingrab opponents. His down throw can also no longer be used for tech chasing, severely harming its utility.
Special moves[edit]
- Falcon Punch:
Falcon Punch can now be reversed for a short time during the startup, slightly increasing damage and knockback at the cost of increased startup lag.
It has slightly more startup lag (frame 52 → 53) and has less knockback scaling (102 → 93), making it slightly weaker KOing around 10% later. The aerial version is also weaker dealing less damage (27%/25%/23% → 26%/23%/22%) and knockback (40 (base), 102 (scaling) → 30/93).
The aforementioned change results in the hitboxes now coming out when Falcon's arm is fully outstretched, rather than when it is half outstretched. This makes it much easier to land the sweetspot, as although the sweetspot always took priority over the sourspot, in Melee, on the first active frame, only the outermost hitbox (which was both the largest and weakest hitbox) would be able to reach the opponent if they were close enough to Falcon to be hit by the move on the first active frame, resulting in the weakest hitbox every time if Falcon doesn't space the move correctly. This is further helped by the sweetspot being larger (≈3.9u → 5u) and the weakest sourspot being smaller (≈4.9u → 3.5u).
It now uses a charging sound effect during its startup. Captain Falcon also gains a slight increase in height if he uses Falcon Punch and a jump at the same time, although not enough to be hugely impactful (Kirby, on the other hand, gains a huge amount of height if he performs the same trick with Falcon Punch. The knockback on Kirby's Falcon Punch was also unchanged from Melee, making it stronger, although it has less range than Falcon's).
- Raptor Boost:
Raptor Boost is easier to use and makes a "leapfrog" effect when the attack connects in the air. Additionally, it can now edge sweet spot, making it much safer to use in the air and for recovery.
The significant weakening of meteor cancelling improves his edgeguarding potential with the aerial version.
It has more startup lag (frame 15 (grounded), frame 17 (aerial) → 20 (grounded), 23 (aerial)).
It can no longer pass through projectiles (like in the PAL version of Melee).
Its knockback has been altered (78 (base), 80 (scaling) → 100/52). Combined with the changes to hitstun, it has little use as a combo starter, while also being even weaker at KOing than in Melee (and outside of low-handicap opponents, it was not even a KO move in Melee to begin with).
- Falcon Dive:
Falcon Dive can now grab edge-hoggers, the grab hitbox is larger, its furthest grab box has more reach (12.93u → 13.65u), and it grabs onto the edge earlier into the move, making Captain Falcon harder to edge-hog. Due to the changes in the stale-move negation, Falcon Dive deals more damage (15% → 17%).
Falcon Dive relies more on Falcon's horizontal momentum to gain any horizontal distance, and controls erratically just when he is about to fall, requiring more precise control from the player to properly space his recovery.
- Falcon Kick:
Grounded Falcon Kick no longer has a chance of blasting Captain Falcon off diagonally downwards when he travels towards an edge near the end of the move.
The aerial version's hitboxes are now on Captain Falcon's attacking leg, giving the move better range.
The aerial version no longer restores Captain Falcon's midair jump. The grounded version also deals less damage (15% (clean), 12% (mid), 9% (late) → 13%/11%/7%). While the late hit had its knockback compensated (50 (base), 50 (scaling) → 50/60), the clean hit did not and the mid hit deals less knockback (50 (base), 60 (scaling) → 62/40).
- Blue Falcon:
Captain Falcon now has a Final Smash: Blue Falcon. Captain Falcon calls his Blue Falcon, which drives in front of him. If it catches an opponent, they will fall on a race track, and Falcon will ram into them in his Blue Falcon. It has very slow startup lag (frame 28), giving him no guaranteed methods to set up into it (not even his aerial grab release).
Moveset[edit]
For a gallery of Captain Falcon's hitboxes, see here.
| Name | Damage | Description | ||
|---|---|---|---|---|
| Neutral attack | Jab (ジャブ) Straight (ストレート) Kneebutt (ニーバット) Mach Punch (マッハパンチ) |
3% | Punches twice, then knees the opponent, which is followed by a series of punches. It is effective at racking damage. | |
| 2% | ||||
| 6% (clean), 5% (late) | ||||
| 1-2% (loop) | ||||
| Forward tilt | ↗ | Round Kick (ラウンドキック) | 11% (foot), 10% (leg) | A roundhouse kick. Can be angled. |
| → | 10% (foot), 9% (leg) | |||
| ↘ | 10% (foot), 9% (leg) | |||
| Up tilt | Wheel Kick (ホイールキック) | 13% | An axe-handle kick with good horizontal knockback. This move's hitbox stretches from above Falcon, giving it some anti-air properties, to dropping in front of him. | |
| Down tilt | Sprawl Kick (スプロールキック) | 10% | Does a sweep kick with vertical knockback. It is a fast semi-spike. | |
| Dash attack | Turbo Shoulder (ターボショルダー) | 8% (clean), 6% (late) | Captain Falcon rams a shoulder into the opponent. | |
| Forward smash | ↗ | Overheat Elbow (オーバーヒートエルボー) | 20% | Captain Falcon leans back and jabs an elbow forward, making a fire effect on contact. |
| → | 19% | |||
| ↘ | 18% | |||
| Up smash | Dual Edge (デュアルエッジ) | 11%/8% (hit 1), 13%/12% (hit 2) | Captain Falcon performs a spinning double-kick. Has good vertical range but poor horizontal reach. | |
| Down smash | Front & Back Kick (フロント&バックキック) | 18%/6% (hit 1), 16% (hit 2) | Captain Falcon kicks forward and then backward. Has great reach and very high horizontal knockback. | |
| Neutral aerial | Rotary Kick (ロータリーキック) | 4% (hit 1), 6% (hit 2) | Captain Falcon kicks forward twice. The first kick has set knockback which easily connects into the second kick. | |
| Forward aerial | Knee Smash (ストライキングニー, Striking Knee) | 19% (clean sweetspot), 6% (clean sourspot), 3% (late) | Captain Falcon jabs a knee forward. Deals high knockback when sweetspotted. | |
| Back aerial | Back Knuckle (バックナックル) | 14% (clean), 8% (late) | Captain Falcon does a quick backhand. | |
| Up aerial | Overhead Kick (オーバーヘッドキック) | 13%/12% (clean), 12%/10% (late) | Captain Falcon does a flip kick with fast start-up and good all-around range. One of his best moves; can easily juggle into another aerial. | |
| Down aerial | Stampede Bomb (スタンピードボム) | 14% | Stomps downward. Deals horizontal knockback when sourspotted and meteor smashes when sweetspotted. | |
| Grab | Grab (つかみ) | — | Reaches out with his right hand. Despite his tall stature, Captain Falcon's grab range is extremely short (the second-shortest behind that of Ganondorf), and his pivot grab has absurdly slow startup for a non-tether pivot grab (the slowest to be precise). | |
| Pummel | Grab Kneebutt (つかみニーバット) | 2% | Knees the opponent. A fairly fast pummel. | |
| Forward throw | Short Body Blow (ショートボディブロー) | 5% (hit), 4% (throw) (9% total) | Captain Falcon punches his enemy forward. | |
| Back throw | Striking Throw (ストライキングスルー) | 5% (hit), 4% (throw) (9% total) | Captain Falcon puts the enemy behind him and kicks. | |
| Up throw | Rising Flat (ライジングフラット) | 4% (hit), 3% (throw) (7% total) | Captain Falcon holds the enemy up and palms them upwards. | |
| Down throw | Head Crush (ヘッドクラッシュ) | 7% | Captain Falcon flips the opponent and slams them on the ground. | |
| Forward roll Back roll Spot dodge Air dodge |
— | — | ||
| Techs | — | — | ||
| Floor attack (front) Floor getups (front) |
6% | Captain Falcon does a spin on the ground to kick both sides. | ||
| Floor attack (back) Floor getups (back) |
6% | Captain Falcon spins around to do a double kick. | ||
| Floor attack (trip) Floor getups (trip) |
5% | Captain Falcon punches both sides. | ||
| Edge attack (fast) Edge getups (fast) |
10% | Captain Falcon does a flip-kick to the opponent. | ||
| Edge attack (slow) Edge getups (slow) |
8% | Captain Falcon does a slow uppercut. | ||
| Neutral special | Falcon Punch | 27%/25%/23% (ground), 28%/26%/24% (ground reverse), 26%/23%/22% (air), 27%/24%/23% (air reverse) | Captain Falcon winds up and releases his iconic fiery punch. Can be reversed, which deals more damage. KOs at 63% at the far edge of Final Destination. | |
| Side special | Raptor Boost | 7% | Captain Falcon dashes forward and follows up with an uppercut if he touches a character. Punishable on shield. In midair, the strike is a dashing overhand that can meteor smash. | |
| Up special | Falcon Dive | 5% (grab), 12% (release) | Captain Falcon grabs his opponent and releases them with an explosion. Goes into a helpless state if he misses, but if the move connects, he is free to use the same move again. | |
| Down special | Falcon Kick | 13%/11%/7% (ground), 15%/13%/11% (air), 9% (landing) | Captain Falcon bursts forward with a flaming high-speed kick. If used in the air, he will plunge downwards at a diagonal angle. | |
| Final Smash | Blue Falcon | 10% (car), 20% (ram), 10% (release) | Captain Falcon calls in his F-Zero racer, the Blue Falcon. The opponent is hit by the vehicle as it zooms past, sending them to an unknown F-Zero track. Captain Falcon proceeds to run them down in the Blue Falcon, resulting in high knockback. | |
Stats[edit]
| Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump height | Double jump height | Empty landing lag |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Value | 104 | 2.05 – Initial dash 2.18 – Run |
0.85 | 0.05 | 0.0075 | 1.18 | 0.01 – Base 0.05 – Additional |
0.1027 | 1.837 – Base 2.5718 – Fast fall |
5 | 37.31948794 - Base ? - Short hop |
? | 4 |
Announcer call[edit]
- English/Japanese
Wii Remote selection sound[edit]
- Captain Falcon says "yeeeeAAAAAAAAHHHHHH!!!", similar to a victory pose from Melee.