Captain Falcon (SSBB): Difference between revisions

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Falcon's critical weakness lies in his abysmal shieldstun, which, combined with his slow ground attack speed and lack of projectiles, results in a lack of a reliable approach. His poor, small hitboxes in his aerials and fast falling speed only add to his approach problems, and also make it difficult for him to hit grounded characters from the air. His below average attack speed, unfavorable hitboxes, and only decent range makes approaching with Captain Falcon difficult, meaning he is easily camped. Though, his high mobility does help during approaches. Captain Falcon also has a difficult time handling small characters, because most of his attacks have no low hitboxes.
Falcon's critical weakness lies in his abysmal shieldstun, which, combined with his slow ground attack speed and lack of projectiles, results in a lack of a reliable approach. His poor, small hitboxes in his aerials and fast falling speed only add to his approach problems, and also make it difficult for him to hit grounded characters from the air. His below average attack speed, unfavorable hitboxes, and only decent range makes approaching with Captain Falcon difficult, meaning he is easily camped. Though, his high mobility does help during approaches. Captain Falcon also has a difficult time handling small characters, because most of his attacks have no low hitboxes.


In the end, Captain Falcon relies on his weight, survivability, power, decent range, and mobility to make up for his abysmal approaches, poor amount of disjointed hitboxes and his often sluggish attacks. He can KO and rack up damage quite easily when the opportunity presents itself, though he lacks a quick ground killing move.
In the end, Captain Falcon relies on his weight, survivability, power, decent range, and mobility to make up for his abysmal approaches, poor amount of disjointed hitboxes and his often sluggish attacks. He can KO and rack up damage quite easily when the opportunity presents itself, though he lacks a quick ground finisher.


===Changes from ''Melee'' to ''Brawl''===
===Changes from ''Melee'' to ''Brawl''===
Captain Falcon has been severely [[nerfed]] from ''Melee'' to ''Brawl'' (one of the biggest nerfs between the two games, despite having some good [[Buffed|buffs]]). His attacks are slower and have been given less favorable hitboxes, which makes safe approaches and landing blows difficult. Additionally, his [[traction]] is significantly lower, now one of the lowest. Captain Falcon's down aerial now has a sweetspot, smaller hitbox, is weaker, and can no longer [[Nipple Spike]], meaning that he has a harder time meteor smashing in general. The Knee Smash (forward aerial) is much harder to sweet spot and is slightly weaker in terms of knockback (though it is stronger in terms of damage output, if only by 1%). In recovery, his falling speed is lower (but it is still very fast in comparison to other characters in ''Brawl''). The Falcon Dive can now grab [[edge-hogging|edge-hoggers]] and has a larger grab-zone, making Captain Falcon harder to edgehog, but it travels much less horizontal distance; but can break targets in "[[Target Smash!!]]" mode. On the downside, Falcon Kick no longer enables him to regain his second jump. The Falcon Punch can now be reversed for a short time during the startup. The Falcon Punch has less startup time, but lower knockback. Captain Falcon is now able to swing the Home Run Bat like other characters can. Because of this, he can now properly use a Home-Run Bat for the Home-Run Contest. Captain Falcon's forward smash has been weakened significantly (now has only slightly above-average knockback, compared from being the 3rd most powerful forward smash in Melee). However, his down smash is slightly stronger in terms of knockback, adding up to his few buffs. Raptor Boost is easier to use and makes a "leapfrog" effect when the attack connects in the air, making it much safer to use in the air.  
Captain Falcon has been severely [[nerfed]] from ''Melee'' to ''Brawl'' (one of the biggest nerfs between the two games, despite having some good [[buff]]s). His attacks are slower and have been given less favorable hitboxes, which makes safe approaches and landing blows difficult. Additionally, his [[traction]] is significantly lower, now one of the lowest. Captain Falcon's down aerial now has a sweetspot, smaller hitbox, is weaker, and can no longer [[Nipple Spike]], meaning that he has a harder time meteor smashing in general. The Knee Smash (forward aerial) is much harder to sweet spot and is slightly weaker in terms of knockback (though it is stronger in terms of damage output, if only by 1%). In recovery, his falling speed is lower (but it is still very fast in comparison to other characters in ''Brawl''). The Falcon Dive can now grab [[edge-hogging|edge-hoggers]] and has a larger grab-zone, making Captain Falcon harder to edgehog, but it travels much less horizontal distance; but can break targets in "[[Target Smash!!]]" mode. On the downside, Falcon Kick no longer enables him to regain his second jump. The Falcon Punch can now be reversed for a short time during the startup. The Falcon Punch has less startup time, but lower knockback. Captain Falcon is now able to swing the Home Run Bat like other characters can. Because of this, he can now properly use a Home-Run Bat for the Home-Run Contest. Captain Falcon's forward smash has been weakened significantly (now has only slightly above-average knockback, compared from being the 3rd most powerful forward smash in Melee). However, his down smash is slightly stronger in terms of knockback, adding up to his few buffs. Raptor Boost is easier to use and makes a "leapfrog" effect when the attack connects in the air, making it much safer to use in the air.  


In terms of cosmetics, Captain Falcon has a slightly new design from ''F-Zero GX'', most notably his scarf (from ''F-Zero GP Legend''). His victory theme changed to the finish from F-Zero GX/AX. He has a new "toppling" animation.
In terms of cosmetics, Captain Falcon has a slightly new design from ''F-Zero GX'', most notably his scarf (from ''F-Zero GP Legend''). His victory theme changed to the finish from F-Zero GX/AX. He has a new "toppling" animation.
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=====Smash=====
=====Smash=====
*[[Side smash]] - Rears back and jabs an elbow forward, making a fire effect in contact. Great knockback scaling but its low base knockback makes its killing power only slightly above average among forward smashes (though the high knockback scaling makes momentum canceling not very effective on it). It also has fairly good reach, but slow (although is still his fastest smash) and has abysmal shieldstun. Can also be angled. Does 19-26% damage. 28% when angled up, 25% when angled down fully charged. Hits on frame 18-20.
*[[Side smash]] - Rears back and jabs an elbow forward, making a fire effect in contact. Great knockback scaling but its low base knockback makes its KO power only slightly above average among forward smashes (though the high knockback scaling makes momentum canceling not very effective on it). It also has fairly good reach, but slow (although is still his fastest smash) and has abysmal shieldstun. Can also be angled. Does 19-26% damage. 28% when angled up, 25% when angled down fully charged. Hits on frame 18-20.
*[[Up smash]] - Kicks into the air twice. Good knockback for a up smash, especially for a multi-hit up smash. This is one of Falcon's best moves due to the good vertical range, power, damage output, its usefulness as a running up smash (due to Captain Falcon's very fast dash speed), and juggling ability. It has very poor horizontal reach, which can make it difficult to land on grounded opponents, but the horizontal disjoint makes the range better than it looks and using it during a dash can help with this problem. First kick does 8-11%, second hit does 13-18%. Total, 21-29% damage. This move can be followed by Falcon's up special or simply his up aerial. Start-up of 22 frames.
*[[Up smash]] - Kicks into the air twice. Good knockback for a up smash, especially for a multi-hit up smash. This is one of Falcon's best moves due to the good vertical range, power, damage output, its usefulness as a running up smash (due to Captain Falcon's very fast dash speed), and juggling ability. It has very poor horizontal reach, which can make it difficult to land on grounded opponents, but the horizontal disjoint makes the range better than it looks and using it during a dash can help with this problem. First kick does 8-11%, second hit does 13-18%. Total, 21-29% damage. This move can be followed by Falcon's up special or simply his up aerial. Start-up of 22 frames.
*[[Down smash]] - A kick forward, then backward. Very high horizontal knockback with great reach and little vertical knockback as well, though rather easy to DI at mid to high damage percentages. If the move connects when the foe's hurtbox is overlapping Falcon's in a certain way, the first hit has a small trapping hitbox below him so the foe gets hit into the second kick, though this is quite rare. Unlike most of his moves, it's safe on shields and has a quick charge release, making it one of his better moves. However, it is one of the slower down smashes in the game. Does 16% behind, 18% in front uncharged. 23% behind, 25% in front fully charged. Surprisingly, this is Captain Falcon's strongest and most reliable smash attack, KO percentage wise. First kick on frame 19-21, second kick hits on frame 29-31.
*[[Down smash]] - A kick forward, then backward. Very high horizontal knockback with great reach and little vertical knockback as well, though rather easy to DI at mid to high damage percentages. If the move connects when the foe's hurtbox is overlapping Falcon's in a certain way, the first hit has a small trapping hitbox below him so the foe gets hit into the second kick, though this is quite rare. Unlike most of his moves, it's safe on shields and has a quick charge release, making it one of his better moves. However, it is one of the slower down smashes in the game. Does 16% behind, 18% in front uncharged. 23% behind, 25% in front fully charged. Surprisingly, this is Captain Falcon's strongest and most reliable smash attack, KO percentage wise. First kick on frame 19-21, second kick hits on frame 29-31.