Captain Falcon (SSBM): Difference between revisions

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==Attributes==
==Attributes==
Captain Falcon is arguably the fastest character in the game. He has the highest dash speed, the second fastest falling speed (behind Falco), and one of the fastest lateral air speeds in the game. These traits, coupled with his high traction, good jumping prowess, the ability to wall jump, and the longest dash dance (because of his many dash initiation frames) give Captain Falcon great approach options, a short but quick wavedash, and the best [[moonwalk]] in the game.
Captain Falcon is arguably the fastest character in the game. He has the single highest dash speed, the second fastest falling speed (behind Falco), and one of the fastest lateral air speeds in the game. These traits, coupled with his high traction, good jumping prowess, the ability to wall jump, and the longest dash dance (because of his many dash initiation frames) give Captain Falcon great approach options, a short but quick wavedash, and the best [[moonwalk]] in the game.


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. Despite many of Falcon's attacks have fairly long startup, they 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]]), 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.
His aerials are fast and powerful and allows for many approach and KO options. The second hit of his neutral aerial 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 startup and KOing 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 high-reaching, strong bicycle kick with very fast startup (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 startup, high [[hitstun]], and can chain itself into another down air 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 KOing potential. Captain Falcon's forward smash, despite its fairly long startup, is the third most powerful forward smash in the game in terms of damage and knockback and is an excellent combo finisher and reading tool. His down smash is his fastest, dealing great horizontal knockback, and his up smash can flexibly act as a combo starter and finisher.


A combo notoriously difficult to execute is the infamous [[Sacred Combo]], a two-hit combo involving his Knee Smash 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; it's possible for him to jump too far while performing the Falcon Punch, which will result in a self-destruct.
A combo notoriously difficult to execute is the infamous [[Sacred Combo]], a two-hit combo involving his Knee Smash followed by a midair [[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; it's possible for him to jump too far while performing the Falcon Punch, which will result in a self-destruct.


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 easily send opponents off the stage at higher percents and create an edgeguard situation, while his up and down throws can be used to start combos and chaingrabs.
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 easily send opponents off the stage at higher percents and create an edgeguard situation, while his up and down throws can be used to start combos and chain grabs.


One of Captain Falcon's glaring weaknesses is his 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 edgehoggers. He can extend his horizontal recovery by performing an uninterrupted Falcon Kick in the air; this gives him back his midair jump, but it usually forces him to recover from the bottom blast line, as the Falcon Kick sends him very far down. Using Raptor Boost is a decent horizontal recovery option, but it grants zero vertical height and cannot automatically grab the ledge. It also halts recovery immediately if it connects with anything in midair, sending him down the bottom blast line.
One of Captain Falcon's glaring and famous weaknesses is his mediocre-at-best 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 edgeguarding because his recovery move cannot grab edgehoggers. He can extend his horizontal recovery by performing an uninterrupted Falcon Kick in the air; this gives him back his midair jump, but it usually forces him to recover from the bottom blast line, as the Falcon Kick sends him very far down. Using Raptor Boost is a decent horizontal recovery option, but it grants nonexistent vertical height and cannot instantly snap to the ledge. It also halts recovery immediately if it connects with anything in midair, sending him down the bottom blast line.


Besides somewhat crippling his horizontal recovery, Captain Falcon's fast falling speed also acts as a double-edged sword; while it does grant him a very good combo game and the best vertical knockback resistance in the game due to his above average weight, he is also prone to chaingrabs such as {{SSBM|Pikachu}}'s and {{SSBM|Peach}}'s up throws; combos that utilize moves with decent vertical knockback, such as up tilts and up aerials, are also easier to land on Captain Falcon due to his relatively large hurtbox.
Besides somewhat crippling his horizontal recovery, Captain Falcon's fast falling speed also acts as a double-edged sword; while it does grant him a very good combo game and the best vertical knockback resistance in the game due to his above average weight, he is also prone to chain grabs such as {{SSBM|Pikachu}}'s and {{SSBM|Peach}}'s up throws; combos that utilize moves with decent vertical knockback, such as up tilts and up aerials, are also easier to land on Captain Falcon due to his relatively large hurtbox.


Overall, Captain Falcon is a tank with gifted speed; he can deal a lot of damage and take much of the same punishment, while having one of the fastest movement speeds in the game. Players must take advantage of this speed and quickly adapt to their opponents to fully utilise his power.
Overall, Captain Falcon is a tank with gifted speed; he can deal a lot of damage and take as much punishment, while having one of the fastest movement speeds in the game. Players must take advantage of this speed and quickly adapt to their opponents to fully utilize his abilities.


==Changes from ''Smash 64'' to ''Melee''==
==Changes from ''Smash 64'' to ''Melee''==
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