Captain Falcon (SSBM): Difference between revisions

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|ftiltname=Round Kick
|ftiltname=Round Kick
|ftiltdmg=11%
|ftiltdmg=11%
|ftiltdesc=Kicks his foot out in front of him. Fast with decent range. There are not a significant amount of combo options from an forward tilt because of its horizontal hit trajectory, low knockback and stun time, and wind-down lag. One can try to follow up with a uair or a [[jump-canceled grab]], and even a dash-canceled d-tilt or Raptor Boost, but they are not true combos and can be countered by every character. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance or used after a pivot as a surprise attack to keep enemies away. A forward tilt, angled upward, can stun enemies long enough from an u-throw/d-throw that it can lead to a Knee Smash.
|ftiltdesc=Kicks his foot out in front of him. Fast with decent range. There are not a significant amount of combo options from an forward tilt because of its horizontal hit trajectory, low knockback (though it has good knockback for a forward tilt) and stun time, and wind-down lag. One can try to follow up with a uair or a [[jump-canceled grab]], and even a dash-canceled d-tilt or Raptor Boost, but they are not true combos and can be countered by every character. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance or used after a pivot as a surprise attack to keep enemies away. A forward tilt, angled upward, can stun enemies long enough from an u-throw/d-throw that it can lead to a Knee Smash.
|utiltname=Wheel Kick
|utiltname=Wheel Kick
|utiltdmg=11%
|utiltdmg=11%
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|fairname=[[Knee Smash]]
|fairname=[[Knee Smash]]
|fairdmg=18% Clean, 6% late
|fairdmg=18% Clean, 6% late
|fairdesc=Sticks out his knee. If it lands during the initial frames, the victim is electrocuted and is sent in a difficult-to-DI-out-of semi-spike trajectory. If it lands any other time, the move is very weak with little knockback, though it can be chained into another Knee. An extremely powerful move when it lands a clean hit; it is often regarded as one of the most powerful and useful moves in the game, and undoubtedly the most powerful forward aerial of ''Melee''. This move is the usual end to most of Falcon's aerial combos, or even to use against grounded foes in an aerial assault. Easily KOs at damage percentages as low as 60% off the edge.
|fairdesc=Sticks out his knee. If it lands during the initial frames, the victim is electrocuted and is sent in a difficult-to-DI-out-of semi-spike trajectory (32 degrees to be exact). If it lands any other time, the move is very weak with little knockback, though it can be chained into another Knee. An extremely powerful move when it lands a clean hit; it is often regarded as one of the most powerful and useful moves in the game, and undoubtedly the most powerful forward aerial of ''Melee'' (though, in terms of knockback, its the third most powerful forward aerial in the game, after {{SSBM|Zelda}} and {{SSBM|Dr. Mario}}). This move is the usual end to most of Falcon's aerial combos, or even to use against grounded foes in an aerial assault. Easily KOs at damage percentages as low as 60% off the edge.
|bairname=Reverse Knuckle
|bairname=Reverse Knuckle
|bairdmg=14% Clean, 8% late
|bairdmg=14% Clean, 8% late
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