Captain Falcon (SSBM): Difference between revisions

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Despite lacking a projectile, Captain Falcon's attacks and great speed enable great approach options to 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. His low short-hop, very fast falling speed, and aerials that reliably chain into one another makes for an excellent [[SHFFL]], giving him a great damage rate and a multitude of approaches and combo finishers.  
Despite lacking a projectile, Captain Falcon's attacks and great speed enable great approach options to 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. His low short-hop, very fast falling speed, and aerials that reliably chain into one another makes for an excellent [[SHFFL]], giving him a great damage rate and a multitude of approaches and combo finishers.  


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. His forward aerial, the ([[Knee Smash]]), arguably Captain Falcon's best move, can chain into one another through a series of well-timed sweetspots and sourspots, dealing high damage with little start-up lag and KO-ing at damage percentages as low as 60%. It can be a combo starter and finisher. His back aerial is a quick and powerful backhand punch that is useful 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 or as an out-of-shield option. His down aerial is the fourth most powerful meteor smash in the game, has minor start-up, high hit-stun, and can chain itself into another dair by SHFFLing. If the down-aerial hits above Captain Falcon's waist, then it acts as the most powerful spike in the game, though landing this sweetspot requires good spacing and timing.
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. His forward aerial, the ([[Knee Smash]]), is arguably Captain Falcon's best move. It can chain into one another through a series of well-timed sweetspots and sourspots, dealing high damage with little start-up lag and KO-ing at damage percentages as low as 60%. It can be a combo starter and finisher. His back aerial is a quick and powerful backhand punch that is useful 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 or as an out-of-shield option. His down aerial is the fourth most powerful meteor smash in the game. It has minor start-up, high hit-stun, and can chain itself into another dair by SHFFLing. If the down-aerial hits above Captain Falcon's waist, then it acts as the most powerful spike in the game, though landing this sweetspot requires good spacing and timing.


All of Captain Falcon's smash attacks can be powerful combo starters and finishers with high KO-ing potential. 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. His down smash is his fastest, dealing great horizontal knockback, and his up-smash can flexibly act as a combo starter and finisher.
All of Captain Falcon's smash attacks can be powerful combo starters and finishers with high KO-ing potential. 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. His down smash is his fastest, dealing great horizontal knockback, and his up-smash can flexibly act as a combo starter and finisher.