Captain Falcon (SSBM): Difference between revisions

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==Attributes==
==Attributes==
[[File:Captainfalcon.jpg|thumb|right|]]
[[File:Captainfalcon.jpg|thumb|right|]]
Captain Falcon remains one of the fastest characters in the game, enabling great approach options and ability to combo despite lacking a projectile. He has the fastest dash speed, the second fastest falling speed (behind Falco), high traction, good jumping prowess, the ability to wall jump, and the longest dash dance (because of his many dash initiation frames). He also has one of the fastest lateral air speeds in the game. All of these attributes give him a short but quick wavedash and the best [[moonwalk]] in the game.
Captain Falcon remains one of the fastest characters in the game. He has the highest dash speed, the second fastest falling speed (behind Falco), high traction, good jumping prowess, the ability to wall jump, and the longest dash dance (because of his many dash initiation frames). He also has one of the fastest lateral air speeds in the game. All of these attributes give him a short but quick wavedash and the best [[moonwalk]] in the game.


Captain Falcon`s primary strength is his being able to reliably KO and combo quickly and efficiently. Many of Falcon`s attacks have fairly long start-up lag, but deal incredible damage and knockback, have great range, and have little ending lag. The strength of Captain Falcon's superb comboing ability lies in his excellent [[SHFFL]] (due to a short short-hop and a very fast falling speed) and a number of attacks that will reliably lead into one another in combos, giving him a great damage rate and a multitude of approaches and combo finishers. Captain Falcon's forward smash, despite its fairly long start-up lag, is the third most powerful forward smash in the game in terms of damage and knockback and is an excellent combo finisher.
Despite lacking a projectile, Captain Falcon's attacks and great speed enable great approach options and KO and combo reliably and efficiently. Many of Falcon`s attacks have fairly long start-up lag, but deal incredible damage and knockback, have great range, and have little ending lag. The strength of Captain Falcon's superb comboing ability lies in his excellent [[SHFFL]] (due to a short short-hop and a very fast falling speed) and a number of attacks that will reliably lead into one another in combos, giving him a great damage rate and a multitude of approaches and combo finishers. Captain Falcon's forward smash, despite its fairly long start-up lag, is the third most powerful forward smash in the game in terms of damage and knockback and is an excellent combo finisher.


Captain Falcon's great aerial game enhances his excellent SHUFFL; his aerials are fast and powerful and allows for many approach and KO options. The second hit of his n-air has sex kick properties and can be SHFFLed very easily. Arguably, Captain Falcon's best move is his infamous forward aerial ([[Knee Smash]]), which can chain into one another through a series of well-timed sweetspots and sourspots. It deals high damage with little start-up lag, and can KO at damage percentages as low as 60%. It can be a combo starter and finisher. His back aerial is a short-ranged, yet quick and powerful backhand punch which is good for for edgeguarding. His up aerial is a long-ranged, strong bicycle kick with very fast-start up (5 frames), and can be used for edgeguarding. Last but not least, his famed down aerial is the fourth most powerful meteor smash in the game, has minor start-up, very low ending lag, high histun, and can chain itself into another dair by SHFFLing.
Captain Falcon's great aerial game enhances his excellent SHUFFL; his aerials are fast and powerful and allows for many approach and KO options. The second hit of his n-air has sex kick properties and can be SHFFLed very easily. Arguably, Captain Falcon's best move is his infamous forward aerial ([[Knee Smash]]), which can chain into one another through a series of well-timed sweetspots and sourspots. It deals high damage with little start-up lag, and can KO at damage percentages as low as 60%. It can be a combo starter and finisher. His back aerial is a short-ranged, yet quick and powerful backhand punch which is good for for edgeguarding. His up aerial is a long-ranged, strong bicycle kick with very fast-start up (5 frames), and can be used for edgeguarding. Last but not least, his famed down aerial is the fourth most powerful meteor smash in the game, has minor start-up, very low ending lag, high histun, and can chain itself into another dair by SHFFLing.


A combo notoriously difficult to execute is the infamous [[Sacred Combo]], which involves Falcon doing a move (particularly his Knee Smash) that launches the foe offstage and hits him or her with a Falcon Punch in mid-air, before the hitstun of the previous attack wears off. If executed correctly, the opponent is likely to be KO'd. However, there are severe consequences if Falcon makes a mistake while performing this technique; there is a chance he`ll miss and if he jumps too far while performing this, he will SD which may see him down a stock or two. Nonetheless, it still remains as one of Falcon's most useful techniques.
A combo notoriously difficult to execute is the infamous [[Sacred Combo]], a two-hit combo involving a high knockback move followed by a mid-air Falcon punch, before the hitstun of the previous attack wears off. If executed correctly, the opponent is likely to be KO'd. However, there are severe consequences if Falcon makes a mistake while performing this technique; there is a chance he`ll miss and if he jumps too far while performing this, he will SD which may see him down a stock or two.


Despite having a rather poor grab range (the sixth shortest in the game), Falcon's grab game is among the most flexible and devastating in ''Melee''; his forward and back throws can set up combos and his up and down throws can set up combos and chain-throws.
Despite having a poor grab range (the sixth shortest in the game), Falcon's grab game is among the most flexible and devastating in ''Melee''; his forward and back throws can set up combos and his up and down throws can set up combos and chain-throws.


Captain Falcon overall has a mediocre recovery. He has high air speed, but the distance that he can cover is drastically shortened by his fast falling speed. He is prone to edge-guarding because his recovery move cannot grab ledge-hangers. He can extend his recovery by gaining back his midair jump by performing an uninterrupted Falcon Kick in the air, at the cost of great vertical height. Using Raptor Boost is a decent horizontal recovery option, but it grants zero vertical height and prevents Captain Falcon from grabbing ledges.
Captain Falcon overall has a mediocre recovery. He has high air speed, but the distance that he can cover is drastically shortened by his fast falling speed. He is prone to edge-guarding because his recovery move cannot grab ledge-hangers. He can extend his recovery by gaining back his midair jump by performing an uninterrupted Falcon Kick in the air, at the cost of great vertical height. Using Raptor Boost is a decent horizontal recovery option, but it grants zero vertical height and prevents Captain Falcon from grabbing ledges.
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