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'''Captain Falcon''' ({{ja|キャプテン・ファルコン|Kyaputen Farukon}}, ''Captain Falcon''), written as '''C. Falcon''', is the main character from the {{uv|F-Zero}} franchise, and appears in ''[[Super Smash Bros.]]'' as one of the four [[unlockable]] characters. His appearance is based on his incarnation from ''[[F-Zero X]]'' for the [[Nintendo 64]]. He is voiced by Ryō Horikawa, who would go on to voice him in the later games.
'''Captain Falcon''' ({{ja|キャプテン・ファルコン|Kyaputen Farukon}}, ''Captain Falcon''), written as '''C. Falcon''', is the main character from the {{uv|F-Zero}} franchise, and appears in ''[[Super Smash Bros.]]'' as one of the four [[unlockable]] characters. His appearance is based on his incarnation from ''[[F-Zero X]]'' for the [[Nintendo 64]]. He is voiced by Ryō Horikawa, who would go on to voice him in the later games.


Captain Falcon is ranked 3rd overall on the [[tier list]] for his overall very quick movement speed (despite a slow [[walking]] speed, he has the fastest [[dashing]] and [[falling speed]]s in the game, and an average [[air speed]]) and very strong [[combo]] ability, with his {{mvsub|Captain Falcon|SSB|up aerial}} being an especially useful move that can combo in a huge variety of ways, including being able to lead into another up aerial or a {{mvsub|Captain Falcon|SSB|forward aerial}} for aerial combos, as well as a [[Falcon Dive]] or {{mvsub|Captain Falcon|SSB|down aerial}} as a combo finisher. Along with powerful [[edgeguard]]ers in his {{mvsub|Captain Falcon|SSB|back aerial}} and up aerial [[semi-spike]], and an effective [[meteor smash]] with a very long duration in his down aerial, this gives Falcon a strong aerial game. His combo game isn't limited to the air, thanks to his {{mvsub|Captain Falcon|SSB|up smash}} and {{mvsub|Captain Falcon|SSB|forward throw}} that can easily setup other moves due to their low knockback. His combos involving aerials, up smash, and forward throw are able to [[0-death]] many characters without much difficulty. Captain Falcon also has strong vertical endurance and is overall fairly difficult to KO onstage.
Captain Falcon is currently ranked 3rd overall on the [[tier list]] for his overall very quick movement speed (despite a slow [[walking]] speed, he has the fastest [[dashing]] and [[falling speed]]s in the game, and an average [[air speed]]) and very strong [[combo]] ability, with his {{mvsub|Captain Falcon|SSB|up aerial}} being an especially useful move that can combo in a huge variety of ways, including being able to lead into another up aerial or a {{mvsub|Captain Falcon|SSB|forward aerial}} for aerial combos, as well as a [[Falcon Dive]] or {{mvsub|Captain Falcon|SSB|down aerial}} as a combo finisher. Along with powerful [[edgeguard]]ers in his {{mvsub|Captain Falcon|SSB|back aerial}} and up aerial [[semi-spike]], and an effective [[meteor smash]] with a very long duration in his down aerial, this gives Falcon a strong aerial game. His combo game isn't limited to the air, thanks to his {{mvsub|Captain Falcon|SSB|up smash}} and {{mvsub|Captain Falcon|SSB|forward throw}} that can easily setup other moves due to their low knockback. His combos involving aerials, up smash, and forward throw are able to [[0-death]] many characters without much difficulty. Captain Falcon also has strong vertical endurance and is overall fairly difficult to KO onstage.


Captain Falcon's primary weaknesses include his vulnerability to combos from many characters due to his very fast falling speed and high [[weight]] and size. His ground game is also much more limited than his air game, due to him lacking options on the ground outside up smash, {{mvsub|Captain Falcon|SSB|forward smash}}, [[grab]], and [[neutral attack]], as well as having somewhat limited [[out of shield]] options. He is also highly vulnerable to [[edgeguarding]], due to his large size and subpar [[recovery]], due to it being predictable, as his primary recovery move, Falcon Dive, gives short horizontal and vertical distance, while also being unable to grab [[edgehog]]gers, and his very fast falling speed hindering it further. Additionally, Captain Falcon lacks a [[projectile]] and a reliable way to deal with them, making characters like {{SSB|Fox}} difficult to deal with.
Captain Falcon's primary weaknesses include his vulnerability to combos from many characters due to his very fast falling speed and high [[weight]] and size. His ground game is also much more limited than his air game, due to him lacking options on the ground outside up smash, {{mvsub|Captain Falcon|SSB|forward smash}}, [[grab]], and [[neutral attack]], as well as having somewhat limited [[out of shield]] options. He is also highly vulnerable to [[edgeguarding]], due to his large size and subpar [[recovery]], due to it being predictable, as his primary recovery move, Falcon Dive, gives short horizontal and vertical distance, while also being unable to grab [[edgehog]]gers, and his very fast falling speed hindering it further. Additionally, Captain Falcon lacks a [[projectile]] and a reliable way to deal with them, making characters like {{SSB|Fox}} difficult to deal with.


Regardless, Captain Falcon's strengths noticeably outweigh his flaws, and he has some of the highest representation and results of any character. He ranks higher in the NTSC-U than in the NTSC-J Japanese version due to him being buffed, to the point where in the Japanese version he ranks 4th on the tier list.
Regardless, Captain Falcon's strengths outweigh his flaws by a noticeable margin, resulting in strong matchups, and he has some of the highest representation and results of any character. He ranks higher in the NTSC-U than in the NTSC-J Japanese version due to him being buffed, whereas in the Japanese version he ranks 4th on the tier list.


==How to unlock==
==How to unlock==
Complete [[1P Game]] with any character in under 20 minutes. The player must defeat Captain Falcon in a battle on [[Planet Zebes]].
Complete [[1P Game]] in under 20 minutes and with no [[continue]]s. The player must defeat Captain Falcon in a battle on [[Planet Zebes]].


==Attributes==
==Attributes==
[[File:SSB64 Congratulations Captain Falcon.png|thumb|250px|Captain Falcon's ending picture in ''Super Smash Bros.'']]
[[File:SSB64 Congratulations Captain Falcon.png|thumb|250px|Captain Falcon's ending picture in ''Super Smash Bros.'']]
Captain Falcon is a tall [[heavyweight]] who possesses excellent mobility. He has the fastest dashing speed in the game by quite a margin which easily allows him to approach and to run away. In addition to this, he also has the highest [[falling speed]], the second highest [[gravity]] and average air speed.
Captain Falcon is a character who focuses on speed and power. His most notorious attributes are his incredible speed (the fastest dashing and falling speed) and [[combo]] ability. He also has the best [[dash-dance]] in the game, and a very strong aerial game. His up aerial is his most versatile move, being on par with {{SSB|Pikachu}}'s up aerial for the best [[aerial]] in the game. Depending on where it hits, it can send the opponent in different directions. The most notable use of the move is to hit opponents straight up by hitting with the heel - this allows Captain Falcon to chain the move into multiple up aerials, and finish with a [[Falcon Dive]] for a KO, or a down air when his [[midair jump]] is available. If the opponent is too high for a single Falcon Dive to reach, a midair jump is often enough to allow the Falcon Dive to reach them. This is made more effective by the Falcon Dive sending opponent on a difficult-to-[[DI]] angle. Another notable use of the up aerial is its ability to hit opponents back on a [[semi-spike]] trajectory (by hitting with the mid-section of the leg while it's moving backwards) - this is very useful and effective for [[edgeguarding]]. He has a powerful [[meteor smash]] in his down aerial, which can be combo'd into in a variety of ways, including up aerial (as mentioned above), forward aerial, or back aerial at lower percentages. Either of these combos could be considered a [[Ken Combo]] variation, with {{Sm|Ken}} even saying the Ken Combo was initially developed using Captain Falcon's up aerial→down aerial combo in ''Smash 64''. Additionally, his down aerial is a very effective edgeguarder, being a [[meteor smash]] that can KO aerial opponents somewhat early, as well as having a very long duration, meaning it can be used along with an [[edge]] drop or midair jump around the edge to prevent the opponent from [[edge sweetspot]]ting.
Captain Falcon is a character who focuses on speed and power. His most notorious attributes are his incredible speed (the fastest dashing and falling speed) and [[combo]] ability. He also has the best [[dash-dance]] in the game, and a very strong aerial game. His up aerial is his most versatile move, being on par with {{SSB|Pikachu}}'s up aerial for the best [[aerial]] in the game. Depending on where it hits, it can send the opponent in different directions. The most notable use of the move is to hit opponents straight up by hitting with the heel - this allows Captain Falcon to chain the move into multiple up aerials, and finish with a [[Falcon Dive]] for a KO, or a down air when his [[midair jump]] is available. If the opponent is too high for a single Falcon Dive to reach, a midair jump is often enough to allow the Falcon Dive to reach them. This is made more effective by the Falcon Dive sending opponent on a difficult-to-[[DI]] angle. Another notable use of the up aerial is its ability to hit opponents back on a [[semi-spike]] trajectory (by hitting with the mid-section of the leg while it's moving backwards) - this is very useful and effective for [[edgeguarding]]. He has a powerful [[meteor smash]] in his down aerial, which can be combo'd into in a variety of ways, including up aerial (as mentioned above), forward aerial, or back aerial at lower percentages. Either of these combos could be considered a [[Ken Combo]] variation, with {{Sm|Ken}} even saying the Ken Combo was initially developed using Captain Falcon's up aerial→down aerial combo in ''Smash 64''. Additionally, his down aerial is a very effective edgeguarder, being a [[meteor smash]] that can KO aerial opponents somewhat early, as well as having a very long duration, meaning it can be used along with an [[edge]] drop or midair jump around the edge to prevent the opponent from [[edge sweetspot]]ting.


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Captain Falcon, however, has limited effective ground options. His up smash is another one of his especially effective combo moves, being able to chain into itself up to three times depending on the falling speed of the opponent, and easily being to able to lead into aerials. Additionally, his forward throw is a very useful combo tool, being able to combo into forward aerial, up aerial, and up smash out of a [[dash]], as well as a Falcon Punch on fastfallers or heavyweights at moderately high percentages. He also lacks a [[projectile]] and reliable ways to avoid them, which can give him trouble against characters like {{SSB|Fox}} on larger stages. Simply put, he is among the most vulnerable characters to constant [[projectile camping]] and ground-based [[camping]]. The banning of [[Hyrule Castle]] has helped Captain Falcon's metagame as he is less susceptible to projectile camping. Captain Falcon's two most major weaknesses are his recovery and how vulnerable he is to combos. His high weight, moderately large [[hurtbox]], and very fast falling speed makes it easy to combo him offstage, where his large size, very fast falling speed, and short and predictable recovery make him one of the easiest characters to edgeguard.
Captain Falcon, however, has limited effective ground options. His up smash is another one of his especially effective combo moves, being able to chain into itself up to three times depending on the falling speed of the opponent, and easily being to able to lead into aerials. Additionally, his forward throw is a very useful combo tool, being able to combo into forward aerial, up aerial, and up smash out of a [[dash]], as well as a Falcon Punch on fastfallers or heavyweights at moderately high percentages. He also lacks a [[projectile]] and reliable ways to avoid them, which can give him trouble against characters like {{SSB|Fox}} on larger stages. Simply put, he is among the most vulnerable characters to constant [[projectile camping]] and ground-based [[camping]]. The banning of [[Hyrule Castle]] has helped Captain Falcon's metagame as he is less susceptible to projectile camping. Captain Falcon's two most major weaknesses are his recovery and how vulnerable he is to combos. His high weight, moderately large [[hurtbox]], and very fast falling speed makes it easy to combo him offstage, where his large size, very fast falling speed, and short and predictable recovery make him one of the easiest characters to edgeguard.
Captain Falcon is known on a competitive level as being one of the top characters on {{SSB|Dream Land}} and having one of the best matchups (45-55) against {{SSB|Pikachu}}. However, Captain Falcon struggles with {{SSB|Kirby}}.


===In doubles===
===In doubles===
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''For a gallery of Captain Falcon's hitboxes, see [[Captain Falcon (SSB)/Hitboxes|here]].''
''For a gallery of Captain Falcon's hitboxes, see [[Captain Falcon (SSB)/Hitboxes|here]].''
[[File:SSB64 Falcon.gif|right]]
[[File:SSB64 Falcon.gif|right]]
[[File:Captain Falcon SSB Air Attacks.PNG|thumb|200px|Captain Falcon's aerial attacks]]
[[File:Captain Falcon SSB Air Attacks.PNG|right|thumb|200px|Captain Falcon's aerial attacks]]
[[File:Falcon SSB 270 degree u-air Hurtbox.jpg|thumb|The three u-air hitboxes, the arrows demonstrate where the smallest hitbox (near the elbow) would send an opponent]]
[[File:Falcon SSB 270 degree u-air Hurtbox.jpg|thumbnail|right|The three u-air hitboxes, the arrows demonstrate where the smallest hitbox (near the elbow) would send an opponent]]
{{MovesetTable
{{MovesetTable
|game=SSB
|game=SSB
|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Kneebutt ({{ja|ニーバット|Nībatto}}) / Mach Punch ({{ja|マッハパンチ|Mahha Panchi}})
|neutralname= 
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
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|neutralinfdmg=1% per punch
|neutralinfdmg=1% per punch
|neutraldesc=Two quick jabs, a knee, and a series of rapid jabs. The second hit can be [[jab cancel]]led into a grab and then a throw. The rapid punches are fast, though a little awkward for combos.
|neutraldesc=Two quick jabs, a knee, and a series of rapid jabs. The second hit can be [[jab cancel]]led into a grab and then a throw. The rapid punches are fast, though a little awkward for combos.
|ftiltangles=5
|ftiltangles=3
|ftiltname=Arrow Shot ({{ja|アローショット|Arō Shotto}})
|ftiltname= 
|ftiltupdmg=15%
|ftiltupdmg=15%
|ftiltmidupdmg=14%
|ftiltsidedmg=13%
|ftiltsidedmg=13%
|ftiltmiddowndmg=12%
|ftiltdowndmg=11%
|ftiltdowndmg=11%
|ftiltdesc=Kicks to his side. It can be [[angled]] in five directions, with its damage changing depending on which angled variant is used. A half-decent spacing move, but rarely used in combos.
|ftiltdesc=Kicks to his side. It can be [[angled]] in five directions, with its damage changing depending on which angled variant is used. A half-decent spacing move, but rarely used in combos.
|utiltname=Wheel Kick ({{ja|ホイールキック|Hoīru Kikku}})
|utiltname= 
|utiltdmg=9% (hit 1), 14% (hit 2), 23% (total)
|utiltdmg=9% (hit 1), 14% (hit 2), 23% (total)
|utiltdesc=An axe kick, doing 9%, then 14%. This attack is unique because it can hit from behind, and at the start of the move, above Captain Falcon. The move in general has somewhat high lag, though. This move is often used with his wall combos because of its range and damage (such as back throw, up tilt, regrab, etc.). It's additionally a way to edgeguard characters hanging on the edge, due to its [[hitbox]] extending below the platform. The hitbox is also high enough to hit someone on a Dream Land platform. The attack is the most damaging up tilt in the game.
|utiltdesc=An axe kick, doing 9%, then 14%. This attack is unique because it can hit from behind, and at the start of the move, above Captain Falcon. The move in general has somewhat high lag, though. This move is often used with his wall combos because of its range and damage (such as back throw, up tilt, regrab, etc.). It's additionally a way to edgeguard characters hanging on the edge, due to its [[hitbox]] extending below the platform. The hitbox is also high enough to hit someone on a Dream Land platform. The attack is the most damaging up tilt in the game.
|dtiltname=Crouching Kick ({{ja|クラウチングキック|Kurauchingu Kikku}})
|dtiltname= 
|dtiltdmg=11%
|dtiltdmg=11%
|dtiltdesc=Does a quick kick while crouching. Slightly [[disjointed]] hitbox but has a high amount of [[ending lag]]. This attack sends the opponent at a low trajectory, and can be used against opponents hanging on the edge or to [[gimp]] opponents recovering from below such as {{SSB|Fox}}, {{SSB|Kirby}}, or {{SSB|Jigglypuff}}. Not fully recommended for this purpose against people who are able to [[SDI]] into the edge. Has generally little combo ability.
|dtiltdesc=Does a quick kick while crouching. Slightly [[disjointed]] hitbox but has a high amount of [[ending lag]]. This attack sends the opponent at a low trajectory, and can be used against opponents hanging on the edge or to [[gimp]] opponents recovering from below such as {{SSB|Fox}}, {{SSB|Kirby}}, or {{SSB|Jigglypuff}}. Not fully recommended for this purpose against people who are able to [[SDI]] into the edge. Has generally little combo ability.
|dashname=Turbo Shoulder ({{ja|ターボショルダー|Tābo Shorudā}})
|dashname= 
|dashdmg=12% (clean), 9% (late)
|dashdmg=12% (clean), 9% (late)
|dashdesc=Does a shoulder tackle. Decent knockback, can combo into itself on heavy characters or potentially lead into grabs. Heavy lag and generally is highly [[punish]]able however, meaning it isn't very reliable. Is punishable on hit at low percents. Considered to be Captain Falcon's worst move.
|dashdesc=Does a shoulder tackle. Decent knockback, can combo into itself on heavy characters or potentially lead into grabs. Heavy lag and generally is highly [[punish]]able however, meaning it isn't very reliable. Is punishable on hit at low percents. Considered to be Captain Falcon's worst move.
|fsmashangles=3
|fsmashangles=3
|fsmashname=Fire Kick ({{ja|ファイヤーキック|Faiyā Kikku}})
|fsmashname= 
|fsmashupdmg=19%
|fsmashupdmg=19%
|fsmashsidedmg=18%
|fsmashsidedmg=18%
|fsmashdowndmg=17%
|fsmashdowndmg=17%
|fsmashdesc=Does a flaming forward kick. Somewhat resembles his Falcon Kick in terms of special effects. Good KO move, but has some startup and ending lag; not considered a fast KO move. Is a somewhat reliable spacing tool, especially when [[pivot]]ed.
|fsmashdesc=Does a flaming forward kick. Somewhat resembles his Falcon Kick in terms of special effects. Good KO move, but has some startup and ending lag; not considered a fast KO move. Is a somewhat reliable spacing tool, especially when [[pivot]]ed.
|usmashname=Rising Elbow ({{ja|ライジングエルボー|Raijingu Erubō}})
|usmashname= 
|usmashdmg=17%
|usmashdmg=17%
|usmashdesc=An upwards elbow swing-launcher in a single turn. The move comes out on frame 4, making it the fastest up smash in both the game and the entire series, with the move being Captain Falcon's fastest [[Out of Shield]] option. In addition to this, it has great range both in front and above of Captain Falcon (having comparable horizontal range to his grab as well as easily being able to hit opponents on upper Dream Land platforms) and it launches opponents up and towards him with high base knockback at lower percents, making it a strong combo starter at lower percents, as its ending lag is not too high. At lower percents, it can lead into Captain Falcon's aerials or even itself on fast fallers. Captain Falcon can also lead into it at lower percents with his aerials, which can then lead into a combo. A single up smash as a combo starter or extender at 0% can lead into anywhere from a 50%-100%+ combo or even death.
|usmashdesc=An upwards elbow swing-launcher in a single turn. The move comes out on frame 4, making it the fastest up smash in both the game and the entire series, with the move being Captain Falcon's fastest [[Out of Shield]] option. In addition to this, it has great range both in front and above of Captain Falcon (having comparable horizontal range to his grab as well as easily being able to hit opponents on upper Dream Land platforms) and it launches opponents up and towards him with high base knockback at lower percents, making it a strong combo starter at lower percents, as its ending lag is not too high. At lower percents, it can lead into Captain Falcon's aerials or even itself on fast fallers. Captain Falcon can also lead into it at lower percents with his aerials, which can then lead into a combo. A single up smash as a combo starter or extender at 0% can lead into anywhere from a 50%-100%+ combo or even death.
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Up Smash is overall considered to be one of Captain Falcon's most useful moves, as well as one of the best up smashes in the game due to its speed, range and combo potential.
Up Smash is overall considered to be one of Captain Falcon's most useful moves, as well as one of the best up smashes in the game due to its speed, range and combo potential.
|dsmashname=Accelerator Turn Kick ({{ja|アクセルターンキック|Akuseru Tān Kikku}})
|dsmashname= 
|dsmashdmg=16% (front), 14% (back)
|dsmashdmg=16% (front), 14% (back)
|dsmashdesc=A "down spin kick". If the attack connects closer to the body, the opponent will be sent upwards. If it connects with the tip, the opponent will be sent in a more horizontal direction. Somewhat short duration, for a move of this criteria, but an awkward move for one of Captain Falcon's. Does not combo well as is generally not recommended too much. Computers oddly use this move much more commonly than humans. It can catch rolls but grabs are preferred.
|dsmashdesc=A "down spin kick". If the attack connects closer to the body, the opponent will be sent upwards. If it connects with the tip, the opponent will be sent in a more horizontal direction. Somewhat short duration, for a move of this criteria, but an awkward move for one of Captain Falcon's. Does not combo well as is generally not recommended too much. Computers oddly use this move much more commonly than humans. It can catch rolls but grabs are preferred.
|nairname=Falcon Air Kick ({{ja|ファルコンエアキック|Farukon Ea Kikku}})
|nairname= 
|nairdmg=16% (clean), 13% (late)
|nairdmg=16% (clean), 13% (late)
|nairdesc=A [[sex kick]]. Like most sex kicks, this attack loses power with time. Very powerful when it first comes out and a good defensive move. Not exactly the most useful combo move but is sometimes thrown out as a KO move or a finisher vs. lighter opponents after a fair. A weak n-air is a moderately strong combo move but it is quite hard to hit with outside of when falling. Not a bad move per-say but more less used than his other aerials as they have a better hitbox. Is also less safe on shield compared to other aerials.
|nairdesc=A [[sex kick]]. Like most sex kicks, this attack loses power with time. Very powerful when it first comes out and a good defensive move. Not exactly the most useful combo move but is sometimes thrown out as a KO move or a finisher vs. lighter opponents after a fair. A weak n-air is a moderately strong combo move but it is quite hard to hit with outside of when falling. Not a bad move per-say but more less used than his other aerials as they have a better hitbox. Is also less safe on shield compared to other aerials.
|fairname=Rotary Kick ({{ja|ロータリーキック|Rōtarī Kikku}})
|fairname= 
|fairdmg=10% (hit 1), 12% (hit 2), 22% (total)
|fairdmg=10% (hit 1), 12% (hit 2), 22% (total)
|fairdesc=Does two kicks in front for him. This attack is similar to Captain Falcon's neutral aerial in later ''Smash'' games, though without the horizontal movement, sends opponents on more of a horizontal angle, and is better at chasing opponents and KOing. It is also possible to link only one of these aerials into a down aerial, up aerial, or a grab, leading to further combos, a neutral aerial for KOs, or at certain percentages a down aerial to meteor smash. The two hits can lead into a Falcon Kick offstage or close to offstage as well as another forward aerial or grab depending on the opponent's weight and percentage. Very useful against more [[floaty]] characters for comboing as up air isn't as useful. Excellent spacing tool. At max horizontal spacing, this is one of the only aerial moves that is safe on shield. Captain Falcon's best aerial along with up air.
|fairdesc=Does two kicks in front for him. This attack is similar to Captain Falcon's neutral aerial in later ''Smash'' games, though without the horizontal movement, sends opponents on more of a horizontal angle, and is better at chasing opponents and KOing. It is also possible to link only one of these aerials into a down aerial, up aerial, or a grab, leading to further combos, a neutral aerial for KOs, or at certain percentages a down aerial to meteor smash. The two hits can lead into a Falcon Kick offstage or close to offstage as well as another forward aerial or grab depending on the opponent's weight and percentage. Very useful against more [[floaty]] characters for comboing as up air isn't as useful. Excellent spacing tool. At max horizontal spacing, this is one of the only aerial moves that is safe on shield. Captain Falcon's best aerial along with up air.
|bairname=Back Knuckle ({{ja|バックナックル|Bakku Nakkuru}})
|bairname= 
|bairdmg=16%
|bairdmg=16%
|bairdesc=Extends his fist behind him. A basic edgeguarding move with good power and no sweetspot. One of the strongest back aerials in the game. Can combo into another back aerial, a reverse back aerial, or potentially a reverse up aerial. The reverse back air is quite useful for edgeguards but due to its odd hitbox, a pivot up air or Up B is usually used. Has just enough stun to be safe on block, but only when Captain Falcon is lower to the ground before performing it.
|bairdesc=Extends his fist behind him. A basic edgeguarding move with good power and no sweetspot. One of the strongest back aerials in the game. Can combo into another back aerial, a reverse back aerial, or potentially a reverse up aerial. The reverse back air is quite useful for edgeguards but due to its odd hitbox, a pivot up air or Up B is usually used. Has just enough stun to be safe on block, but only when Captain Falcon is lower to the ground before performing it.
|uairname=Overhead Kick ({{ja|オーバーヘッドキック|Ōbāheddo Kikku}})
|uairname= 
|uairdmg=16%
|uairdmg=16%
|uairdesc=Flips in the air. Many consider this attack to be Captain Falcon's most versatile attack as well the best up aerial (along with {{SSB|Pikachu}}'s). Depending on what part of the [[hitbox]] connects with the opponent, it can send the opponent in various directions. A view of the hitboxes can be seen in one of the images to the right. Part of the [[Stairway to Heaven]] combo. For edgeguards, a pivot up air has extremely high hitstun making it a very useful edgeguard after a forward throw near the edge. Safe on shield and can lead to a [[shield break combo]] if the opponent is stuck on a platform.
|uairdesc=Flips in the air. Many consider this attack to be Captain Falcon's most versatile attack as well the best up aerial (along with {{SSB|Pikachu}}'s). Depending on what part of the [[hitbox]] connects with the opponent, it can send the opponent in various directions. A view of the hitboxes can be seen in one of the images to the right. Part of the [[Stairway to Heaven]] combo. For edgeguards, a pivot up air has extremely high hitstun making it a very useful edgeguard after a forward throw near the edge. Safe on shield and can lead to a [[shield break combo]] if the opponent is stuck on a platform.
|dairname=Stampede Bomb ({{ja|スタンピードボム|Sutanpīdo Bomu}})
|dairname= 
|dairdmg=14%
|dairdmg=14%
|dairdesc=[[Stomp (archetype)|Stomp]]s below him, though has a hitbox above his feet. A very long duration. This attack is a [[meteor smash]]. The hitbox exists on the legs and chest, and if the opponent connects with the chest, they will be sent down at a slight angle. If the opponent is already on the ground, it will, depending on their damage percentage, keep the opponent in place or bounce them up at a very slight angle, leading into another aerial such as a second dair to spike offstage, a Falcon Punch for a KO, a grab, or a quick up smash (depending on the percentage and opponent's reaction). The inspiration for the [[Ken Combo]] is based on this spiking after an up air. Is safe on block (when z-cancelled.)
|dairdesc=[[Stomp (archetype)|Stomp]]s below him, though has a hitbox above his feet. A very long duration. This attack is a [[meteor smash]]. The hitbox exists on the legs and chest, and if the opponent connects with the chest, they will be sent down at a slight angle. If the opponent is already on the ground, it will, depending on their damage percentage, keep the opponent in place or bounce them up at a very slight angle, leading into another aerial such as a second dair to spike offstage, a Falcon Punch for a KO, a grab, or a quick up smash (depending on the percentage and opponent's reaction). The inspiration for the [[Ken Combo]] is based on this spiking after an up air. Is safe on block (when z-cancelled.)
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=
|grabdesc=Captain Falcon clenches his fist. Captain Falcon's grab has good range and when combined with his great mobility, it is easy to land and Captain Falcon has strong throws he can use after landing a grab. Captain Falcon's grab can whiff against some crouching characters however.
|grabdesc=Captain Falcon clenches his fist. Captain Falcon's grab has good range and when combined with his great mobility, it is easy to land and Captain Falcon has strong throws he can use after landing a grab. Captain Falcon's grab can whiff against some crouching characters however.
|fthrowname=Shoulder Throw ({{ja|ショルダースルー|Shorudā Surū}})
|fthrowname= 
|fthrowdmg=12%
|fthrowdmg=12%
|fthrowdesc=Slams the opponent down in front of him. This throw would become his down throw in later ''Smash'' games. It has a upwards diagonal launch angle with high base knockback but low knockback scaling. When combined with Captain Falcon's mobility, this allows the move to be used to start aerial chains, easily leading into a forward or up aerial. His other main combo starter on the ground along with up smash and aerials. It is overall a very useful throw, being a great combo starter at lower percents, although it does not KO at realistic percents and it does lose its combo potential at higher percents.
|fthrowdesc=Slams the opponent down in front of him. This throw would become his down throw in later ''Smash'' games. It has a upwards diagonal launch angle with high base knockback but low knockback scaling. When combined with Captain Falcon's mobility, this allows the move to be used to start aerial chains, easily leading into a forward or up aerial. His other main combo starter on the ground along with up smash and aerials. It is overall a very useful throw, being a great combo starter at lower percents, although it does not KO at realistic percents and it does lose its combo potential at higher percents.
|bthrowname=Striking Throw ({{ja|ストライキングスルー|Sutoraikingu Surū}})
|bthrowname= 
|bthrowdmg=16% (throw), 10% (collateral)
|bthrowdmg=16% (throw), 10% (collateral)
|bthrowdesc=He kicks the opponent back, dealing 16% and horizontal knockback. Captain Falcon's back throw is the strongest in the game at 0%, having the highest base knockback out of any back throw. If Captain Falcon back throws {{SSB|Link}} at the ledge at 0% for example, Link cannot make back to the stage at all if Captain Falcon grabs the ledge and if Link doesn't have a Bomb (outside of the European version). Back throw does have above average KO potential at the ledge but it has lower knockback scaling than other back throws, making it one of the weakest back throws at higher percents. Back throw is overall a very useful throw, easily setting up edgeguards at lower percents due to its high base knockback.  
|bthrowdesc=He kicks the opponent back, dealing 16% and horizontal knockback. Captain Falcon's back throw is the strongest in the game at 0%, having the highest base knockback out of any back throw. If Captain Falcon back throws {{SSB|Link}} at the ledge at 0% for example, Link cannot make back to the stage at all if Captain Falcon grabs the ledge and if Link doesn't have a Bomb (outside of the European version). Back throw does have above average KO potential at the ledge but it has lower knockback scaling than other back throws, making it one of the weakest back throws at higher percents. Back throw is overall a very useful throw, easily setting up edgeguards at lower percents due to its high base knockback.  
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|dsdesc=Performs a blazing kick while rushing forward. If used in midair, he moves at a diagonal angle down fairly quickly, being usable to counter [[juggling]]. This does not happen if he does it off a platform so it is more commonly used here. In the air, it sends him diagonally down. Unlike ''Melee'', he does not gain a jump back so this move is not used to recover. Is unsafe on block.
|dsdesc=Performs a blazing kick while rushing forward. If used in midair, he moves at a diagonal angle down fairly quickly, being usable to counter [[juggling]]. This does not happen if he does it off a platform so it is more commonly used here. In the air, it sends him diagonally down. Unlike ''Melee'', he does not gain a jump back so this move is not used to recover. Is unsafe on block.
}}
}}
===[[Announcer]] call===
<gallery>
File: Captain Falcon Announcer SSB.wav|English/Japanese/German/Chinese
File: Captain Falcon French Announcer SSB.wav|French
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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==In [[competitive play]]==
==In [[competitive play]]==
===Most Historically Significant Players===
===Notable players===
:''See also: [[:Category:Captain Falcon players (SSB)]]''
:''See also: [[:Category:Captain Falcon professionals (SSB)]]''
<!--This character has a fifteen player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
''Numbers in brackets indicate position in [[2019-2020 Smash 64 Power Rankings]].''
 
*{{sm|Alvin|Peru}} (#5) - Best player from Peru, won multiple North American majors; duals mains Captain Falcon and Pikachu.
*{{Sm|Alvin|Peru}} - One of the best Captain Falcon players in the world and the best from South America. He has used Captain Falcon to win multiple tournaments such as {{Trn|SuperBoomed}} and {{Trn|Tacna All Stars 2017}}. His Falcon is most often seen against {{SSB|Pikachu}}, beating players such as {{Sm|wario}}, {{Sm|Mariguas}} and {{Sm|Gerson}}.
*{{sm|Capitan Tavo|Peru}} - 4th at {{Trn|Tacna All Stars 2017}}.
*{{Sm|Capitan Tavo|Peru}} - One of the best Captain Falcon players to come from South America. He holds some of the best solo Captain Falcon results at Peruvian tournaments, placing 3rd at {{Trn|Tacna Torneo Nacional 2012}} and 4th at {{Trn|Tacna All Stars 2017}}.
*{{sm|Cesar|Peru}} - 5th at {{Trn|Sunset Blast}}, 3rd at {{Trn|Tacna All Stars 2017}}.
*{{Sm|Darkhorse|USA}} - One of the most prominent commentators in the ''Smash 64'' scene who also possesses a high-level Captain Falcon. Some of his best performances include 5th at {{Trn|Operation Desert Smash III}} and {{Trn|Smash 'N' Splash 5}} and wins over KD3 and Dogs_Johnson in the ditto. He was previously ranked 29th during the [[2018 64 League Rankings]].
*{{sm|Clubbadubba|USA}} - Switched to Donkey Kong in 2017.
*{{Sm|Dogs_Johnson|USA}} - One of the best solo Captain Falcon players in the United States. He has made top 8 at many majors such as 3rd at {{Trn|Keystoned V}} and 7th at both {{Trn|Smash 'N' Splash 3}} and {{Trn|Xanadu Origins}}. He is currently ranked 13th on the [[2023 Smash 64 Power Rankings]].
*{{sm|Combo Blaze|USA}} (#65) - Placed 9th at {{Trn|Smash 'N' Splash 4}}.
*{{Sm|JaimeHR|Mexico}} - One of the most regarded and longest active players in the ''Smash 64'' scene. Commonly considered the best player in Mexico and at one point considered in the top 3 for North America during the early 2010s, only being behind Isai and SuPeRbOoMfAn. He has made top 8 at multiple [[Apex]], [[GENESIS]], and Snosa events, and still remains a top 10 player on many modern rankings.  
*{{sm|Cobr|USA}} (#42)
*{{Sm|KD3|USA}} - One of the best Captain Falcon players in the United States. Known for his constant counterpicking, but has primarily picked Captain Falcon for his performances at majors with examples being his win at {{Trn|Apex 2022}} and 3rd at {{Trn|Super Smash Con: Fall Fest}}. His win over wario at {{Trn|Super Smash Con 2022}} marks him as the first American player to beat him and is considered one of the biggest upsets in the history of ''Smash 64''.
*{{sm|Daniel|USA}}
*{{Sm|kysk|Japan}} - One of the best ''Smash 64'' players in the world, primarily plays Captain Falcon as a secondary. Won {{Trn|Kanto 2018}} and {{Trn|Super Smash Con 2019}}, using the character at both tournaments to beat wario in grand finals.
*{{sm|Darkhorse|USA}} (#33) - Dual Mains Kirby and Captain Falcon. Placed 9th at {{Trn|Smash 'N' Splash 4}}.
*{{Sm|Lowww|USA}} - A Captain Falcon player who has more recently marked himself as one of the best players in the United States, ranking 10th on the [[2021-2022 Smash 64 Power Rankings]]. He has placed 2nd at {{Trn|Keystoned III}} with only Captain Falcon, beating {{Sm|Josh Brody}} and {{Sm|HAMMERHEART}}. He has also placed 2nd at {{Trn|Apex 2022}} and many other tournaments with the character alongside either Pikachu or {{SSB|Fox}}.
*{{sm|Dogs_Johnson|USA}} (#35)
*{{Sm|Mercy|USA}} - A long-time ''Smash 64'' player also known as Stranded. He is regarded for having some of the best technical skills in the game and being one of the best in North America. He has placed highly at some of the largest ''Smash 64'' tournaments of all time with Captain Falcon such as 9th at {{Trn|Super Smash Con 2016}} and 13th at {{Trn|Apex 2015}}. Ever since 2018, his Captain Falcon has been retired in favor of playing {{SSB|Yoshi}} and Fox.
*{{Sm|duck|Japan|p=Japan}} - 9th at {{Trn|Kanto 2018}}.
*{{Sm|Ruoka Dancho|Japan}} - A old-school player who was one of the best Captain Falcon players at the time. He had a consistent streak of tournaments in Japan up until late 2014 and had two notable major performances with 4th at {{Trn|Apex 2013}} and 7th at {{Trn|Apex 2014}}. He retired in 2015 after some lackluster performances after Apex.
*{{Sm|EG|USA}} - Ranked 1st in Michigan in 2018
*{{Sm|Sin|Japan}} - One of the best Captain Falcon players in Japan, considered only second to Ruoka Dancho at the time. He took sets over top players such as kysk and {{Sm|Josuke}} and even outplaced Ruoka Dancho at a few tournaments seen with his 2nd place finish at {{Trn|Kanto 2013}}. He similarly retired from tournaments in late 2015.
*{{Sm|Fck Vwls|Canada}}
*{{Sm|Shihman|USA}} - A Captain Falcon and Yoshi co-main that is currently one of the highest ranking active Captain Falcon players. He has placed 3rd at {{Trn|GameTyrant Expo 2018}} where he beat {{Sm|Prince}} and Josh Brody with the character and also placed 7th at {{Trn|Super Smash Con 2022}} and 9th at {{Trn|Super Smash Con 2023}}. He is currently ranked 16th on the [[2023 Smash 64 Power Rankings]].
*{{Sm|Gilkaoz|Mexico}} - 7th at {{Trn|Sunset Blast}}.
*{{Sm|SuPeRbOoMfAn|Canada}} - Tri-mains Captain Falcon with {{SSB|Pikachu}} and {{SSB|Kirby}} and is the best Captain Falcon player of all time. Won a multitude of tournaments from 2017-2019 with Captain Falcon being his main character with {{Trn|GENESIS 5}}, {{Trn|Super Smash Con 2018}}, and {{Trn|Snosa IV}} being such examples. As such, he was considered the best player of 2018 on the [[2018 64 League Rankings|64 League Rankings]].
*{{Sm|JaimeHR|Mexico}} (#14) - Used to be the 3rd best player in North America.
*{{Sm|Yuu|Japan}} - The best Captain Falcon player in Japan after both Ruoka Dancho and Sin's retirement. He has placed in the top 8 at every Japanese event he has entered from 2018-2023. He has traveled out of his region twice with his 5th at {{Trn|UFSmash 3}} and at {{Trn|GENESIS 4}}, he beat both Isai and Shears to place 9th.
*{{sm|Janitor|USA|p=SoCal}} (#24)
*{{Sm|Zero|p=Texas|USA}} - Considered the second best Captain Falcon in North America behind SuPeRbOoMfAn. He is the best player from Texas and has been considered a top 20 player ever since 2016. He has made multiple top 8 major placements with Captain Falcon with 3rd at {{Trn|Snosa III}} and 5th at both {{Trn|Let's Go!}} and {{Trn|Super Smash Con 2018}}, beating players such as {{Sm|tacos}} and {{Sm|Sekirei}}.
*{{sm|Jason|Brazil}} (#HB) - Placed 25th at {{Trn|Super Smash Con 2019}}.
*{{Sm|Kysk|Japan}} (#1) - Placed 3rd at {{Trn|GENESIS 4}} and 5th at {{Trn|GENESIS 5}}, won multiple Japanese majors; More known for his Pikachu and Kirby, but often counterpicks Captain Falcon against Pikachu.
*{{sm|Lord Narwhal|USA}}
*{{sm|Loto|USA}} (#26)
*{{Sm|Lowww|USA}} (#15)
*{{Sm|Madrush|USA}} (#63)
*{{Sm|Merihim|Japan}} - Placed 13th at {{Trn|Apex 2013}}.
*{{Sm|Micchan|Japan}} - 4th at {{Trn|Kansai 2017}}.
*{{Sm|Mariguas|Mexico}} - More well-known for his Pikachu.
*{{Sm|Ruoka Dancho|Japan}} - Placed 4th at {{Trn|Apex 2013}} and 7th at [[Apex 2014]]; one of the best Japanese players from 2008-2014.
*{{Sm|Sin|Japan}} - Placed 2nd at {{Trn|Kanto 2013}} and 5th at {{Trn|Kanto 2014}}. Has become inactive.
*{{Sm|Stranded|USA}}
*{{Sm|Supa|USA}}
*{{Sm|SuPeRbOoMfAn|Canada}} (#2) - Considered to be the best Captain Falcon in the world; triple mains him along with Pikachu and Kirby.
*{{Sm|tacos|USA}} (#6) - More well-known for his Yoshi, but occasionally uses Captain Falcon in bracket such as {{Trn|Apex 2014}}.
*{{Sm|Taimai|Japan}} - Placed 9th at {{Trn|GENESIS 4}}, dual mains him with Fox.
*{{Sm|The Z|Canada}} - More well-known for his Pikachu and Fox.
*{{Sm|Yuu|Japan}} - Placed 9th at {{Trn|GENESIS 4}}.
*{{Sm|Zero|USA|p=Texas}} (#HB) - Best player from Texas. Placed 5th at {{Trn|Super Smash Con 2018}}.


===Tier placement and history===
===Tier placement and history===

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