Captain Falcon (SSB4): Difference between revisions

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===Attributes===
===Attributes===
*{{buff|Captain Falcon [[Walking|walks]] faster (0.85 → 0.94).}}
*{{buff|Captain Falcon [[walk]]s faster (0.85 → 0.94).}}
*{{buff|Captain Falcon [[Dashing|dashes]] faster (2.18 → 2.32).}}
*{{buff|Captain Falcon [[dash]]es faster (2.18 → 2.32).}}
*{{nerf|Captain Falcon's [[gravity]] is higher (0.1027 → 0.12), slightly worsening his endurance and making his jumps lower, although this is slightly mitigated by his short hops being faster.}}
*{{nerf|Captain Falcon's [[gravity]] is higher (0.1027 → 0.12), slightly worsening his endurance and making his jumps lower, although this is slightly mitigated by his short hops being faster.}}
*{{nerf|Captain Falcon's [[air speed]] is slower (1.18 → 1.1).}}
*{{nerf|Captain Falcon's [[air speed]] is slower (1.18 → 1.1).}}
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*{{buff|Captain Falcon arguably benefits the most from the changes to hitstun cancelling, as it restores his ability to perform combos, especially with and into some of his more powerful moves.}}
*{{buff|Captain Falcon arguably benefits the most from the changes to hitstun cancelling, as it restores his ability to perform combos, especially with and into some of his more powerful moves.}}
*{{buff|The removal of [[chain grabbing]] improves Captain Falcon's survivability, as he is no longer vulnerable to them.}}
*{{buff|The removal of [[chain grabbing]] improves Captain Falcon's survivability, as he is no longer vulnerable to them.}}
*{{nerf|Captain Falcon can no longer do a two-hit forward smash with [[battering item]]s, nor can he fire multiple stars at once with the [[Star Rod]].}}


===Ground attacks===
===Ground attacks===
*{{buff|[[Gentleman]] has drastically more knockback (10/0 base/50/70 scaling → 70/100) and now initiates independently of the infinite strike, making it much easier to use and allows it to be skipped upon initiating the infinite, keeping it from knocking opponents out of the infinite's reach.}}
*{{buff|Neutral attack's second hit can now either transition into the [[Gentleman]] alone, or skip to the neutral infinite if the attack button is pressed repeatedly, instead of performing both in succession. This makes the move much more versatile, allowing it to either quickly launch targets away with the Gentleman, or rack up damage more reliably with the infinite. Gentleman also launches at a lower angle (70° → [[Sakurai angle|361°]]) and has drastically more knockback akin to the ''Melee'' version (10/0 (base)/50/70 (scaling) → 70/100), making it safer on hit and allowing it to KO near edges.}}
*{{change|Gentleman has increased [[Freeze frame|hitlag]] (1× → 1.2×). This makes it safer on shield, but easier to DI.}}
*{{nerf|All hits of neutral attack except the second hit deal less damage (3% → 2% (hit 1), 6% (clean)/5% (late) → 5% (Gentleman), 2% (near)/1% (far) → 1% (infinite)). The first hit also has more ending lag (frame 16 → 18), worsening its [[jab cancel]]ing ability. Lastly, Gentleman has slightly smaller hitboxes (6.2u → 6u), and its duration is shorter (frames 6-9 6-8) due to the late hit being removed.}}
*{{buff|Neutral infinite has received a finisher, a short straight-punch.}}
*{{change|Gentleman has a higher [[hitlag]] multiplier (1× → 1.2×). This makes it safer on [[shield]], but easier to [[DI]].}}
*{{nerf|The first hit of [[neutral attack]] and Gentleman deal less damage (3% → 2% (neutral attack), 6%/5% → 5% (Gentleman)). Gentleman also has slightly smaller hitboxes (6.2u → 6u), and its duration is shorter (4 frames → 2) due to the late hitbox being removed.}}
*{{buff|Neutral infinite has different angles (361°/90° 85°/75°/90°), slightly higher knockback (0 (base)/50/20 (scaling) 15/8 (base)/50/30 (scaling)), and deals no hitlag due to its much lower multiplier (1× → 0.3×), making it impossible to [[SDI]]. One of its hitboxes is also larger (4u → 4.2u) and positioned directly in front of Captain Falcon for every hit, regardless of the punches' different angles. Altogether, these changes allow it to connect much more reliably. Lastly, neutral infinite has received a finisher, a short straight-punch.}}
*{{buff|[[Dash attack]]'s clean hit deals 2% more damage (8% 10%) along with increased knockback (80/65 base/40 scaling → 90/50) and a larger hitbox (6u/4u → 6.2u/4.8u).}}
*{{buff|[[Forward tilt]] has less ending lag when not angled (frame 37 → 32) and angled downward (frame 32 → 31), and deals consistent base knockback when angled downward (0/10 → 10).}}
*{{buff|[[Forward tilt]] now deals consistent base knockback when angled downward (0/10 → 10).}}
*{{nerf|Forward tilt deals less damage when not angled (10%/9% → 9%/8%) and angled upward (11%/10% → 10%/9%).}}
*{{nerf|Forward tilt deals less damage when not angled and angled upward (non angled: 10%/9% → 9%/8%, angled up: 11%/10% → 10%/9%).}}
*{{buff|[[Up tilt]] now [[meteor smash]]es aerial opponents if the heel is landed (361° → 275°), greatly improving its KOing and edgeguarding potential. The non-meteor smash hitboxes on the other hand launch at a higher angle (361° → 60°), which coupled with the changes to hitstun canceling grants them some combo ability from low to mid percents.}}
*{{buff|[[Up tilt]] can now [[meteor smash]] aerial opponents if the heel is landed (colloquially referred to as the "Heel of Shame"), greatly improving its KOing and edgeguarding potential. The non-meteor smash hitbox now sends opponents at a higher trajectory (60°), improving its combo potential.}}
*{{nerf|Up tilt deals less damage (13% → 11%), with knockback not fully compensated on the non-meteor hitboxes (50 (base)/80 (scaling) → 35/22 (base, non-meteor/meteor)/100 (scaling)), hindering their KO potential. It also has a shorter duration (frames 17-22 → 17-20), and the heel hitboxes are smaller (6.5u → 6u (non-meteor)/3.5u (meteor)).}}
*{{nerf|Outside of the meteor smash, up tilt's new trajectory weakens its KOing ability. It also deals 2% less damage (13% → 11%), though with its knockback compensated (50 base/80 scaling → 35/100). It also has slightly smaller hitboxes (6.5u → 6u).}}
*{{buff|[[Down tilt]] now always sends opponents at a [[semi-spike]] trajectory (80°/40°/20° → 25°), and has increased knockback (25 (base)/75 (scaling) → 38/80), allowing it to [[edgeguard]] and set up [[tech-chase]]s more effectively. It also has less ending lag (frame 37 35).}}
*{{buff|[[Down tilt]] now always sends opponents at a [[semi-spike]] trajectory (80°/40°/20° → 25°), allowing it to set up tech-chases and [[edgeguard]]s, and edgeguard effectively itself. It also has less ending lag (25 23 frames) and noticeably increased knockback (25 base/75 scaling → 38/80).}}
*{{nerf|Due to its altered angle, down tilt has lost all of its combo potential outside of tech-chasing. Its also has a shorter duration (frames 11-15 → 11-12).}}
*{{nerf|Since down tilt no longer sends opponents vertically, the move has significantly decreased combo potential. Its also has a shorter duration (5 frames → 2 frames).}}
*{{buff|[[Dash attack]] has larger hitboxes (6u (clean)/4.5u (late) → 6.2u/4.8u), higher knockback (80/65 (base, clean/late)/40 (scaling) → 90/50), and its clean hit deals more damage (8% 10%), while its late hit launches at a higher angle (40° → 65°). This improves its approach potential, and coupled with the changes to hitstun canceling, its combo potential.}}
*{{buff|[[Forward smash]] has increased knockback (20 base/85 scaling → 24 base/95/83 scaling) and a longer duration (akin to ''Melee''). It also deals more damage when angled downward (18% 20%).}}
*{{nerf|Forward smash has increased startup (frame 18 → 19).}}
*{{change|Forward smash has slightly increased startup lag (18 → 19 frames), but with slightly less less ending lag to compensate (39 → 38 frames).}}
*{{buff|[[Forward smash]] has increased knockback (20 (base)/85 (scaling) → 24 (base)/95/83 (scaling)), and deals more damage (18% → 20%) with a lower launch trajectory (40° → 38°) when angled downward, improving its KO potential. It also has a longer duration (frames 18-20 19-22).}}
*{{buff|[[Up smash]]'s second kick has slightly increased knockback scaling (102/103/110 → 104/106/112) and more horizontal reach (4.8u → 6u).}}
*{{nerf|Captain Falcon can no longer do a two-hit forward smash with [[battering item]]s, nor can he fire multiple stars at once with the [[Star Rod]].}}
*{{nerf|Up smash's first kick has less damage potential (8%/8%/11%/11% → 6%/6%/11%/11%) and slightly lowered horizontal reach (6.72u → 6u).}}
*{{buff|[[Up smash]]'s first hit has different angles (90°/100° → 95°/110°) and higher [[set knockback]] (80/100 → 120/140) on its lower leg hitboxes, and its upper leg hitboxes have gained set knockback (0 → 20). This allows it to connect more reliably into the second hit, which has slightly increased knockback scaling (102/103/110 → 104/106/112) and larger hitboxes (4.8u → 6u/5.5u/5u). The changes to hitstun canceling also grant the move combo potential against fast-fallers at low to mid percents.}}
*{{change|The first kick of up smash has altered knockback (80/100 set knockback/30 base/90 scaling → 120/140/20 set knockback/30 base/90 scaling) and angle (90°/100°/80°/90° 95°/110°/80°/90°) properties.}}
*{{nerf|Up smash's first hit deals less damage on its lower leg hitboxes (8% → 6%), and one of them is smaller (6.72u → 6u). Both hits also have a shorter duration (frames 22-23 (hit 1)/28-29 (hit 2) → 22/28).}}
*{{change|[[Down smash]]'s knockback properties of its two kicks have been reversed, with the back kick now being more powerful. Their hitboxes are also now uniformly direct attacks, as opposed to the first hit's interior hitbox being indirect.}}
*{{buff|[[Down smash]]'s front hit no longer has a hitbox that deals 6% with set knockback, making it more reliable. The back hit also deals more damage (16% → 18%), improving its KO potential.}}
*{{nerf|Down smash's front hit deals less damage (16% → 14%) with its knockback scaling not fully compensated (85 → 90), hindering its KO potential. Both it and the back hit also have smaller hitboxes (6u/5u/4.5u/4u 4.5u/4.2u/3.7u).}}
*{{change|Down smash's front hit no longer has [[indirect]] hitboxes. The back hit has a higher hitlag multiplier (1× → 1.2×), making it safer on shield, but easier to DI.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|[[Neutral aerial]] has slightly more knockback scaling (125 → 130).}}
*{{buff|[[Neutral aerial]] has increased knockback scaling (125 → 130), improving its edgeguarding potential. The changes to hitstun canceling also grant it much better combo potential at low to mid percents, especially into itself.}}
*{{nerf|Neutral aerial has more landing lag (9 → 12 frames), though it is still less than the non-[[L-cancel]]ed version in ''Melee''.}}
*{{nerf|Neutral aerial has more landing lag (9 → 12 frames).}}
*{{buff|[[Knee Smash]] is much easier to combo into at mid percents due to up aerial's trajectory and the changes to hitstun cancelling.}}
*{{buff|[[Knee Smash]] is much easier to combo into at mid percents due to up aerial's new angle and the changes to hitstun canceling.}}
*{{nerf|Knee Smash has increased ending (40 → 46 frames) and landing lag (22 → 30 frames) and can no longer [[autocancel]] in a short hop.}}
*{{buff|The increased [[shieldstun]], 19% damage increase on shields and changes to shield hitlag improve Knee Smash, back aerial and up aerial's shield pressuring potentials, with the latter two now being safe on shield with properly timed landings.}}
*{{change|[[Back aerial]] deals less damage (14% → 13%) but now has more and consistent base knockback (20/0 → 25).}}
*{{nerf|Knee Smash has increased ending (frame 40 → 46) and landing lag (22 → 30 frames), and [[autocancel]]s later (frame 35 → 42), no longer doing so in a short hop. Its late hit also has a lower [[trip]] chance (30% → 20%).}}
*{{buff|Clean [[up aerial]]'s trajectory has been altered ([[Sakurai angle|361°]] → 70°), making it a much better combo move.}}
*{{buff|[[Back aerial]] has consistent base knockback (20/0 → 25).}}
*{{nerf|Up aerial's sweetspot does 2% less damage (13%/12%/12% → 11%/10%/10%), the sourspot deals 1% less damage (10% → 9%), it autocancels later (frame 22 → 24), and its new angle comes at the cost of losing its decent edgeguarding potential.}}
*{{nerf|Clean back aerial deals less damage (14% → 13%).}}
*{{buff|[[Down aerial]]'s meteor hitbox is noticeably larger (4.5u → 5.9u) and is benefitted by the removal of meteor cancelling.}}
*{{buff|Clean [[up aerial]] launches at a higher angle (361° → 70°), making it much more effective for combos.}}
*{{nerf|Down aerial can no longer autocancel in a short hop.}}
*{{nerf|Up aerial deals less damage (13%/12% → 11%/10% (clean), 12%/10% → 10%/9% (late)), hindering its KO potential despite its base knockback being slightly increased (10 (clean)/8 (late) → 16/10). It also autocancels later (frame 22 → 24), and due to the clean hit's higher angle, it can only edgeguard effectively with the late hit.}}
*{{buff|[[Down aerial]]'s meteor hitbox is noticeably larger (4.5u → 5.9u). Coupled with the removal of [[meteor canceling]], this drastically improves its edgeguarding potential.}}
*{{nerf|Due to Captain Falcon's higher gravity, down aerial can no longer autocancel in a short hop.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Dash grab covers significantly more ground, making it much easier for Captain Falcon to grab opponents. It also comes out faster (frame 11 → 9).}}
*{{buff|Dash grab covers significantly more ground, making it much easier for Captain Falcon to grab opponents. It also comes out faster (frame 11 → 9).}}
*{{buff|Pivot grab comes out faster (frame 16 → 12), no longer being the slowest non-tether pivot grab in the game.}}
*{{buff|Pivot grab comes out faster (frame 16 → 12), no longer being the slowest non-tether pivot grab in the game.}}
*{{buff|Forward and down throws have less ending lag, which coupled with the changes to hitstun canceling allows them to start combos more effectively.}}  
*{{buff|Forward and down throws have less ending lag. Coupled with the changes to hitstun canceling, this allows the former to start combos from low to mid percents, and the latter to start combos even up to high percents, despite its knockback being increased (75 (base)/34 (scaling) → 80/45).}}  
*{{buff|[[Forward throw]] has significantly increased knockback (45 base/105 scaling → 55/120).}}
*{{buff|[[Forward throw]] has significantly increased knockback (45 (base)/105 (scaling) → 55/120), improving its KO potential.}}
*{{buff|[[Back throw]] has significantly increased base knockback (30 → 60), now giving it KO potential at high damages near the ledge and set-up edgeguards easier.}}
*{{buff|[[Back throw]] has significantly increased base knockback (30 → 60), improving its KO potential near edges and allowing it to set up edgeguards more effectively.}}
*{{buff|[[Up throw]] deals more knockback (70 base/105 scaling → 80/110), allowing it to KO floaty or lightweight characters on stages with platforms or low ceilings.}}
*{{buff|[[Up throw]] deals more knockback (70 (base)/105 (scaling) → 80/110), allowing it to KO floaty or lightweight characters on stages with platforms or low ceilings.}}
*{{nerf|[[Down throw]] deals slightly less damage (7% → 6%) and has increased knockback (75 base/34 scaling → 80/45), hindering its combo potential.}}
*{{nerf|[[Down throw]] deals less damage (7% → 6%).}}
*{{buff|Floor attacks deal more [[shield damage]] per hit (1 → 8). Front floor attack also deals more damage per hit (6% → 7%), with minimally compensated knockback scaling (50 → 48).}}
*{{change|Front floor attack's angle has been altered (361° → 48°).}}
*{{nerf|Back floor attack has lower knockback scaling (50 → 48).}}
*{{buff|Edge attack no longer has set knockback (110 (set)/100 (scaling) → 90 (base)/20 (scaling)).}}
*{{nerf|Edge attack deals less damage (10% 7%).}}


===Special moves===
===Special moves===
*{{nerf|Non-reversed Falcon Punch deals slightly less damage (27% 25%) with significantly decreased knockback (30 base/93 growth → 0 base/90 growth), now making it weaker than his fully charged forward smash. All variants also have 10  more frames of ending lag (43 53) which combined with the removed base knockback make the move unsafe on hit at low percents. The move also has a smaller hitbox size (5u → 4u).}}
*{{buff|Falcon Punch can no longer be SDIed (1× → 0×). It also has a higher hitlag multiplier (1x 1.5x), which alongside the increased shieldstun and 19% damage increase to shields improves its shield pressuring ability.}}
*{{buff|Falcon Punch now deals consistent damage throughout all its hitboxes. This means that the weak hitboxes (which formerly did 4% less damage) are no longer present, allowing the reversed Falcon Punch to consistently deal 28% damage. Although the non-reversed variant has lower damage potential, it does hit more consistently now.}}
*{{nerf|[[Falcon Punch]] has significantly decreased knockback (30 (base)/93 (scaling) → 0/90), making it weaker than his fully charged forward smash unless reversed on the ground. It also has more ending lag (frame 100 (non-reversed)/108 (reversed) 110/118), which combined with the removed base knockback makes it unsafe on hit at low percents. Lastly, it has smaller hitboxes (5u/3.5u → 4u/2.5u).}}
*{{buff|[[Raptor Boost]] deals more damage (7% → 9%/8%), sends opponents at a highervangle (80° → 85°), and has significantly increased knockback scaling (52 → 75), making it a reliable KO move below 150%. It also no longer dashes over the edge when used on the ground. The introduction of rage also makes Raptor Boost a very powerful KO move once Falcon achieves a high enough level of rage, being able to KO middleweights around 75% due to its immense base knockback and both its different launch angle and its increase in knockback scaling on the move's transition. The move also covers more range.}}
*{{change|Falcon Punch deals consistent damage for all its versions. This overall increases the reversed versions' damage (28%/26%/24% → 28% (grounded), 27%/24%/23% → 25% (aerial)), and averages the non-reversed grounded version's damage (27%/25%/23% → 25%), but overall decreases the non-reversed aerial version's damage (26%/23%/22% → 22%).}}
*{{nerf|Raptor Boost has more ending lag and no longer deals extra shield damage (2 0).}}
*{{buff|[[Raptor Boost]] deals more damage (7% → 9% (grounded)/8% (aerial)). Grounded Raptor Boost also deals more shield damage (2 → 4), launches at a higher angle (80° → 85°), and has increased knockback scaling (52 → 75), significantly improving its KO potential especially with [[rage]]. Lastly, it no longer dashes off edges, making it harder to [[self-destruct]] with.}}
*{{change|Aerial Raptor Boost is no longer a guaranteed meteor smash.}}
*{{nerf|Grounded Raptor Boost's attack has a smaller hitbox (8u → 7u) and more ending lag (frame 26 36). Aerial Raptor Boost is also no longer a guaranteed meteor smash on aerial opponents (270° → 60°/275°), making it much harder to edgeguard with. Furthermore, both versions have a higher hitlag multiplier (1× → 2×), making them easier to DI, while still being unsafe on shield due to the grounded version's higher ending lag and the aerial version's landing lag.}}
*{{buff|[[Falcon Dive]] has much less startup lag and covers more distance while losing less momentum.}}
*{{buff|[[Falcon Dive]] covers more distance while losing less momentum, improving Captain Falcon's recovery.}}
*{{nerf|The removal of grab armor removes the minimal protection Falcon Dive provided, making Captain Falcon easier to be edgeguarded. The animation after successfully landing Falcon Dive also has much more ending lag (45 → 61 frames).}}
*{{nerf|The removal of grab armor removes the minimal protection Falcon Dive provided, leaving Captain Falcon more vulnerable to edgeguarding.}}
*{{change|Falcon Dive has a modified animation after the attack's explosion, where Captain Falcon does a flourishing backflip before righting himself.}}
*{{change|Falcon Dive's angle has been altered (361° → 50°). It has a modified animation after the attack's explosion, where Captain Falcon does a flourishing backflip before righting himself.}}
*{{buff|[[Falcon Kick]] deals significantly stronger knockback (50 base/70 scaling → 60/80) when used on the ground, with the initial hitbox now KOing under 150%. Additionally, the changes to hitstun cancelling no longer allows opponents to punish Captain Falcon for landing it at low percentages if it connects with the clean or late hitboxes.}}
*{{nerf|Grounded [[Falcon Kick]] has more startup (frame 15 → 18) and ending lag (frame 70 → 74). Aerial Falcon Kick's clean hit also has lower knockback scaling (70 → 60), hindering its KO potential.}}
*{{buff|Grounded Falcon Kick's clean hit deals drastically more knockback (50 (base)/70 (scaling) → 60/80) and launches at a higher angle (45° → 80°), while its mid and late hits have more base knockback (62 (mid)/50 (late) → 90/80), improving its KO potential. Its late hit also lasts longer (frames 26-33 → 29-38). Lastly, aerial Falcon Kick's late hit has higher knockback scaling (60 → 65).}}
*{{change|Grounded Falcon Kick's mid hit's angle has been altered (85° → 68°).}}
*{{buff|[[Blue Falcon]] has larger hitboxes upon startup.}}
*{{buff|[[Blue Falcon]] has larger hitboxes upon startup.}}


==Update history==
==Update history==
Captain Falcon has been slightly [[nerf]]ed in most balance patches so far, mostly to his KOing power. However, changes to the shield mechanics in [[1.1.0]] and [[1.1.1]] have indirectly buffed Falcon, as the increase in [[shieldstun]] and the application of [[hitlag]] on shields benefit many of his moves, improving his offensive playstyle.
Captain Falcon has been slightly [[nerf]]ed in most balance patches so far, mostly to his KO power. However, changes to the shield mechanics in [[1.1.0]] and [[1.1.1]] have indirectly buffed Falcon, as the increase in [[shieldstun]] and the application of [[hitlag]] on shields benefit many of his moves, improving his offensive playstyle.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
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'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Non-angled and up-angled forward smash's knockback scalings have been minimally increased, now KOing about 1-2% sooner.}}
*{{buff|Non-angled and up-angled forward smash's knockback scalings have been minimally increased, now KOing about 1-2% sooner. Down-angled forward smash also launches at a lower angle.}}
*{{nerf|Down-angled forward smash's knockback scaling has been minimally decreased, KOing about 1-2% later.}}
*{{nerf|Down-angled forward smash's knockback scaling has been minimally decreased, KOing about 1-2% later.}}
*{{nerf|Up aerial's knockback has been reduced while its sweetspot, sourspot and middle hitboxes all do less damage: 13%/12%/12%/10% → 11%/10%/10%/9%. This makes it a less reliable KOing option.}}
*{{nerf|Up aerial deals less damage, making it weaker for KOing despite its base knockback being slightly increased.}}
*{{buff|Up aerial's reduced knockback allows it to combo up to higher percents.}}
*{{buff|Up aerial's reduced knockback allows it to combo up to higher percents.}}
====Technical changelist 1.0.8====
====Technical changelist 1.0.8====
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
{|class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
!Change!!Old value!!New value
|-
|-
|Forward smash knockback scaling on non-angled and up-angled variants||94|||95
|Forward smash knockback scaling on non-angled and up-angled variants||94|||95
|-
|-
|Forward smash knockback scaling on down-angled variant||84||83
|Forward smash knockback scaling on down-angled variant||84||83
|-
|Forward smash angle on down-angled variant||40°||38°
|-
|Up aerial damage||13%/12% (clean), 12%/10% (late)||11%/10% (clean), 10%/9% (late)
|-
|Up aerial base knockback||10 (clean), 8 (late)||16 (clean), 10 (late)
|}
|}
'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{nerf|Back aerial's damage reduced by 1%|14%|13%.}}
*{{nerf|Back aerial deals less damage|14%|13%.}}
*{{nerf|Infinite jab's horizontal displacement has been reduced|5.0u/4.8u|3.0u/2.8u.}}
*{{nerf|Neutral infinite finisher's horizontal displacement has been reduced|14u/19u|10u/15u.}}
*{{nerf|Infinite jab's finisher's horizontal displacement has been reduced|14u|10u.}}


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Wind-Up Raptor Boost deals 1% more damage|8% ground/7% air|9%/8%.}}
*{{buff|Wind-Up Raptor Boost deals more damage|8% ground/7% air|9%/8%.}}


'''{{GameIcon|ssb4}} [[1.1.4]]'''
'''{{GameIcon|ssb4}} [[1.1.4]]'''
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|neutral3dmg=5%
|neutral3dmg=5%
|neutralinfdmg=1% (loop), 2% (last)
|neutralinfdmg=1% (loop), 2% (last)
|neutraldesc=Punches twice, then [[Gentleman|knee strikes the opponent]]. Alternatively, the first two punches can be followed by a series of punches, culminating in an underhand punch that has very high base knockback. The infinite and underhand punch have deceptively high range.
|neutraldesc=Two straight punches followed by [[Gentleman|a knee strike]]. Alternatively, the first two punches can be followed by a series of punches, culminating in an underhand punch that has very high base knockback. The infinite and underhand punch have deceptively high range.
|ftiltangles=3
|ftiltangles=3
|ftiltname= 
|ftiltname= 
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|ftiltsidedmg=9% (foot), 8% (leg)
|ftiltsidedmg=9% (foot), 8% (leg)
|ftiltdowndmg=10% (foot), 9% (leg)
|ftiltdowndmg=10% (foot), 9% (leg)
|ftiltdesc=Performs a roundhouse kick. A downward-angled kick can [[lock]].
|ftiltdesc=A roundhouse kick. Can be [[angle]]d, which increases its damage. Useful for spacing and [[lock]]ing.
|utiltname= 
|utiltname= 
|utiltdmg=11%
|utiltdmg=11%
|utiltdesc=Does an axe kick with good horizontal knockback. Can be used to continue or start combos at mid percents. It is a powerful [[meteor smash]] on aerial opponents if the heel is landed. However, it has moderate startup.
|utiltdesc=An axe kick with good horizontal knockback. Can be used to continue or start combos at mid percents. It is a powerful [[meteor smash]] on aerial opponents if the heel is landed, colloquially referred to as the "Heel of Shame". However, it has very slow startup for a tilt.
|dtiltname= 
|dtiltname= 
|dtiltdmg=10%
|dtiltdmg=10%
|dtiltdesc=Does a sweep kick with [[Semi-spike|horizontal knockback]]. Great for edgeguarding due to its trajectory, but has noticeable startup.
|dtiltdesc=A sweep kick with [[Semi-spike|horizontal knockback]]. Great for edgeguarding due to its trajectory, but has noticeable startup.
|dashname= 
|dashname= 
|dashdmg=10% (clean), 6% (late)
|dashdmg=10% (clean), 6% (late)
|dashdesc=Shoulder tackles his opponent. Grants a good boost of momentum forward, and can be used to set up an aerial attack.
|dashdesc=A shoulder tackle. Useful for punishing landings due to its distance covered, and can be used to set up an aerial attack.
|fsmashangles=3
|fsmashangles=3
|fsmashname= 
|fsmashname= 
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|fsmashsidedmg={{ChargedSmashDmgSSB4|19}}
|fsmashsidedmg={{ChargedSmashDmgSSB4|19}}
|fsmashdowndmg={{ChargedSmashDmgSSB4|20}}
|fsmashdowndmg={{ChargedSmashDmgSSB4|20}}
|fsmashdesc=Rears back and makes a lunging burning elbow. Powerful, as it KOs between 90 - 100% on middleweights. Deceptively long horizontal range, as he leans forward during the animation.
|fsmashdesc=Rears back and performs a lunging elbow strike with a [[flame]] effect. It has deceptively long horizontal range due to Captain Falcon leaning forward, and boasts enough knockback to KO middleweights between 90% and 100% from the center of {{SSB4|Final Destination}}. However, it has slow startup and high ending lag.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|6}} (hit 1), {{ChargedSmashDmgSSB4|13}}/{{ChargedSmashDmgSSB4|12}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|6}} (hit 1), {{ChargedSmashDmgSSB4|13}}/{{ChargedSmashDmgSSB4|12}} (hit 2)
|usmashdesc=Performs a spinning double hop-kick. A potent move that despite its slow start-up lag, has low ending lag and deceptive horizontal range. Its slow startup lag can also be used for surprising as well as catching opponent out of a spotdodge.
|usmashdesc=Performs a spinning double hop-kick. A potent move that despite its slow startup, has low ending lag and deceptive horizontal range. Both hits deal more damage at the upper portion of Captain Falcon's leg. At low to mid percents, it can combo into an up aerial against fast-fallers.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|18}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|18}} (hit 2)
|dsmashdesc=Kicks forwards and then backwards. The back kick is more powerful and can KO at 116%.
|dsmashdesc=Kicks forwards and then backwards. The back kick is more powerful, KOing middleweights under 110% from center stage.
|nairname= 
|nairname= 
|nairdmg=4% (hit 1), 6% (hit 2)
|nairdmg=4% (hit 1), 6% (hit 2)
|nairdesc=Kicks forwards twice. A decent follow-up option after a down throw. Can combo into itself or an up aerial.  
|nairdesc=Kicks forwards twice. A decent follow-up option after a down throw. Can combo into itself or an up aerial, as well as a neutral attack or grab by connecting only the first hit and quickly landing with the move.
|fairname=[[Knee Smash]]
|fairname=[[Knee Smash]]
|fairdmg=19% (clean sweetspot), 6% (clean sourspot), 3% (late)
|fairdmg=19% (clean sweetspot), 6% (clean sourspot), 3% (late)
|fairdesc=Performs a knee strike that deals [[electric]] damage. It has very high knockback when sweetspotted, but is incredibly weak if sourspotted. Reliably KOs below 100% from center stage and even lower near the edge, and is the strongest forward aerial in the game. This move has relatively quick start-up, hitting on frame 14, and low ending lag. However, it has short reach, along with a very small sweetspot that lasts for only one frame, and has very high landing lag. While hard to land, it is a safe option offstage due to its low ending lag.  
|fairdesc=A knee strike. It has very high knockback and an [[electric]] effect if sweetspotted, but is incredibly weak if sourspotted. Reliably KOs below 90% from center stage and even earlier near the edge, and is the strongest forward aerial in the game, while having only moderate startup and ending lag. However, it has short reach, along with a very small sweetspot that lasts for only one frame, possesses very high landing lag, and cannot autocancel in a short hop, making it extremely difficult to sweetspot without set-ups.
|bairname= 
|bairname= 
|bairdmg=13% (clean), 8% (late)
|bairdmg=13% (clean), 8% (late)
|bairdesc=A quick backhanded strike. Functions like a [[sex kick]]. Autocancels in a [[SHFF]]. KOs at 90% near the edge when clean. Combos into a dash attack or grab at low percents.  
|bairdesc=A quick backhanded strike. Has low landing lag with decent range, and autocancels in a [[SHFF]], so it is one of Captain Falcon's best approach options. It can also Ccombo into a dash attack or grab on landing at low percents, and has respectable power, KOing middleweights at around 135% from center stage when clean.
|uairname= 
|uairname= 
|uairdmg=11%/10% (clean), 10%/9% (late)
|uairdmg=11%/10% (clean), 10%/9% (late)
|uairdesc=Does a flip kick with fast start-up and good all-around range (though not directly below him). Hits on frame 6, and has decently long duration, low ending lag, minimal landing lag, and auto-cancels in a short-hop, and deals very weak base knockback. All these attributes make it an excellent combo move. Depending on percent and positioning, it combos into itself and any other aerial. At mid- to high-percents, an up aerial on a grounded opponent can combo into a down aerial meteor smash, which is deadly at the ledge, or, alternatively, it can lead into a Knee Smash, almost guaranteeing a KO. It is also a decent KOing option on its own, KOing below 150% near the upper blast line, and the late hit is a weak [[semi-spike]] that is effective against opponents with poor horizontal recoveries. Captain Falcon can also land with an up aerial after hitting an opponent with Falcon Dive, as he sustains less landing lag than the [[RCO Lag]] he would sustain otherwise.
|uairdesc=A flip kick. Has fast startup with a decently long duration, good all-around range (though not directly below him), low ending lag, minimal landing lag, low base knockback and autocancels in a short hop. All these attributes make it an excellent combo move. Depending on percent and positioning, it combos into itself and any other aerial. At mid to high percents, an up aerial on a grounded opponent can combo into a down aerial meteor smash, which is deadly at the ledge, or alternatively Knee Smash, usually guaranteeing a KO. It is also a decent KOing option on its own, KOing below 150% near the upper blast line, and the late hit is a weak [[semi-spike]] that is effective against opponents with poor horizontal recoveries. Captain Falcon can also land with an up aerial after hitting an opponent with Falcon Dive, as he sustains less landing lag than the [[RCO lag]] he would sustain otherwise.
|dairname= 
|dairname= 
|dairdmg=14%
|dairdmg=14%
|dairdesc=Stomps downward. A strong meteor smash when sweetspotted at his legs, but high horizontal knockback nonetheless if sourspotted. It can notably lock floored opponents.
|dairdesc=Stomps downward. A strong meteor smash when sweetspotted at his legs, but deals high horizontal knockback nonetheless if sourspotted. It can notably lock opponents at low to mid percents.
|grabname= 
|grabname= 
|grabdesc=Captain Falcon's grab range is short. However, his dash grab has deceptively high range and propels him forwards a good distance.
|grabdesc=Reaches out with a backhanded swing. Captain Falcon's grab range is short, but his dash grab has deceptively long range due to propelling him a long distance forward.
|pummelname= 
|pummelname= 
|pummeldmg=2%
|pummeldmg=2%
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|fthrowname= 
|fthrowname= 
|fthrowdmg=5% (hit 1), 4% (throw)
|fthrowdmg=5% (hit 1), 4% (throw)
|fthrowdesc=Punches the enemy, sending them forward. Can be followed up with a dash attack. It can also lock opponents if hit with a pivoted f-tilt at low percents for an easy smash attack or knee, but only works if the opponent misses the tech.
|fthrowdesc=Punches the enemy, sending them forward. Can be followed up with a dash attack. It can also lead into a [[pivot]]ed forward tilt lock at low percents, but this only works if the opponent misses their [[tech]].
|bthrowname= 
|bthrowname= 
|bthrowdmg=5% (hit 1), 4% (throw)
|bthrowdmg=5% (hit 1), 4% (throw)
|bthrowdesc=Puts the enemy behind him and kicks them backwards. Can KO at high percentages, starting at 150%.
|bthrowdesc=Puts the enemy behind him and kicks them backwards. Can KO at high percentages near the edge, starting at 150%.
|uthrowname= 
|uthrowname= 
|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdmg=4% (hit 1), 3% (throw)
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|dthrowname= 
|dthrowname= 
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Swings the foe overhead and then slams them on the ground with a single arm. Can be followed up reliably with neutral air or up air. It is his only throw that consists of a single hit.
|dthrowdesc=Swings the foe overhead and then slams them on the ground with a single arm. Can be followed up reliably with neutral air, up air and Knee Smash. It is his only throw that consists of a single hit and is weight dependent.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|nsdefname=Falcon Punch
|nsdefname=Falcon Punch
|nsdefdmg=25% (ground), 28% (ground reverse), 22% (air), 25% (air reverse)
|nsdefdmg=25% (ground), 28% (ground reverse), 22% (air), 25% (air reverse)
|nsdefdesc=Captain Falcon winds up and releases his iconic fiery punch. Turning around while using the move increases its power, but slightly increases its startup lag, while landing an aerial punch lowers its power. Inputting a direction (up or down) when charging Falcon Punch in the air will give a slight boost in that direction, and this also applies for custom variants.
|nsdefdesc=-Winds up and releases his iconic fiery punch. Turning around while using the move increases its power, but slightly increases its startup lag, while landing an aerial punch lowers its power. Inputting a direction (up or down) when charging Falcon Punch in the air will give a slight boost in that direction, which also applies for custom variants.
|nsc1name=Falcon Dash Punch
|nsc1name=Falcon Dash Punch
|nsc1dmg=20%/16%/13%/11% (ground), 22%/18%/15%/13% (ground reverse), 17%/15%/13%/11% (air), 20%/18%/16%/14% (air reverse)
|nsc1dmg=20%/16%/13%/11% (ground), 22%/18%/15%/13% (ground reverse), 17%/15%/13%/11% (air), 20%/18%/16%/14% (air reverse)
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|ssdefname=Raptor Boost
|ssdefname=Raptor Boost
|ssdefdmg=9% (ground), 8% (air)
|ssdefdmg=9% (ground), 8% (air)
|ssdefdesc=Captain Falcon dashes forward and follows up with an uppercut. Can meteor smash the opponent if below and used in the air. Grounded version KOs reliably around 110% against middleweights.
|ssdefdesc=Dashes forward, performing an uppercut on the ground if an opponent is in range, or a downswing in the air. The grounded version can KO middleweights at around 125% without rage, while the aerial version can meteor smash opponents below Captain Falcon.  
|ssc1name=Heavy Raptor Boost
|ssc1name=Heavy Raptor Boost
|ssc1dmg=12% (ground), 12% (air)
|ssc1dmg=12% (ground), 12% (air)
|ssc1desc= More starting lag and travels a low distance, but has more power and super armor.
|ssc1desc= Mre startup and travels a low distance, but has more power and super armor.
|ssc2name=Wind-up Raptor Boost
|ssc2name=Wind-Up Raptor Boost
|ssc2dmg=9% (ground), 8% (air)
|ssc2dmg=9% (ground), 8% (air)
|ssc2desc=Moves backwards a bit before dashing forward. The charge is faster and the move has negligible endlag in the air, but the resultant animation increases its startup lag and reduces its travel distance, while the move is additionally weaker. Can be used for mindgames.
|ssc2desc=Moves backwards a bit before dashing forward. The charge is faster and the move has negligible endlag in the air, but the resultant animation increases its startup lag and reduces its travel distance, while the move is additionally weaker. Can be used for mindgames.
|usdefname=Falcon Dive
|usdefname=Falcon Dive
|usdefdmg=5% (hit 1), 12% (throw)
|usdefdmg=5% (hit 1), 12% (throw)
|usdefdesc=Captain Falcon attempts to grab an opponent, finishing with an explosion. If successful, he will cry "YES!!!". Does a harmless flip if the attack fails.
|usdefdesc=Leaps upward and grabs any opponent that comes in range, launching them away with an explosion. If successful, Captain Falcon will flip backward while shouting "YES!", and can use the move again instead of becoming [[helpless]].
|usc1name=Falcon Strike
|usc1name=Falcon Strike
|usc1dmg=8%
|usc1dmg=8%
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|dsdefname=Falcon Kick
|dsdefname=Falcon Kick
|dsdefdmg=13%/11%/7% (ground), 15%/13%/11% (air), 9% (landing)
|dsdefdmg=13%/11%/7% (ground), 15%/13%/11% (air), 9% (landing)
|dsdefdesc=Captain Falcon bursts forward with a flaming high-speed kick. If used in the air, Captain Falcon will plunge down at a diagonal angle. Grounded version KOs around 120% if opponent is hit at the beginning of the move.  
|dsdefdesc=Bursts forward with a flaming high-speed kick. If used in the air, he will plunge down at a diagonal angle. The grounded version launches vertically and KOs middleweights at around 120% when clean, while the aerial version launches horizontally and has a landing hitbox.  
|dsc1name=Falcon Kick Fury
|dsc1name=Falcon Kick Fury
|dsc1dmg=1% (ground loop hits), 7% (ground last hit), 2% (air loop hits), 5% (air last hit), 5% (landing)
|dsc1dmg=1% (ground loop hits), 7% (ground last hit), 2% (air loop hits), 5% (air last hit), 5% (landing)
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|dsc2name=Lightning Falcon Kick
|dsc2name=Lightning Falcon Kick
|dsc2dmg=12%/10%/6% (ground), 14%/12%/10% (air), 4% (landing)
|dsc2dmg=12%/10%/6% (ground), 14%/12%/10% (air), 4% (landing)
|dsc2desc=A fast kick that is much weaker and takes slightly longer to charge, but goes right through opponents. Using it in midair stalls Captain Falcon when the move completes. The landing hit [[paralyze]]s opponents.
|dsc2desc=A faster-moving kick that is much weaker and has more startup, but goes right through opponents. Using it in midair stalls Captain Falcon when the move completes. The landing hit [[paralyze]]s opponents.
|fsname=Blue Falcon
|fsname=Blue Falcon
|fsdmg=10% (hit 1), 20% (hit 2), 10% (throw)
|fsdmg=10% (hit 1), 20% (hit 2), 10% (throw)
|fsdesc=Captain Falcon calls in the Blue Falcon, which crashes through the stage in front of Captain Falcon. Whoever it hits when it first appears will be hit by the rest of the move. Characters who are not hit will stay in place until the end of the smash. A short cutscene appears, and the opponents are run over and sent flying. Like certain other Final Smashes, if no one is hit when the Blue Falcon appears, then the attack fails.
|fsdesc=Calls in the Blue Falcon, which crashes through the stage in front of him. Should it hit an opponent, a short cutscene plays where they are run over and sent flying. Characters who are not hit will stay in place until the end of the move. Like certain other Final Smashes, if no one is hit when the Blue Falcon appears, the attack fails.
}}
}}