Captain Falcon (SSB): Difference between revisions

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m (→‎Moveset: how can it be abused ''too much'')
m (We don't need to list staled damage values if we already have this. Will be doing this for the other 64 character pages as well.)
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|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
|neutral3dmg=3-4%
|neutral3dmg=4%
|neutralinfdmg=1% per punch
|neutralinfdmg=1% per punch
|neutraldesc=Two quick jabs, a knee, and a series of rapid jabs. The second hit can be [[jab cancel]]led into a grab and then either throw, being a way to start a back throw wall [[chaingrab]] in the "tent" portion of Hyrule Castle. The rapid punches are fast, though a little awkward for combos.
|neutraldesc=Two quick jabs, a knee, and a series of rapid jabs. The second hit can be [[jab cancel]]led into a grab and then either throw, being a way to start a back throw wall [[chaingrab]] in the "tent" portion of Hyrule Castle. The rapid punches are fast, though a little awkward for combos.
|ftiltangles=3
|ftiltangles=3
|ftiltname= 
|ftiltname= 
|ftiltupdmg=11-15%
|ftiltupdmg=15%
|ftiltsidedmg=10-13%
|ftiltsidedmg=13%
|ftiltdowndmg=9-12%
|ftiltdowndmg=12%
|ftiltdesc=Kicks to his side. Like most forward tilts, this one can be [[angled]]. A half-decent spacing move, but rarely used in combos outside of the "tent" in Hyrule.
|ftiltdesc=Kicks to his side. Like most forward tilts, this one can be [[angled]]. A half-decent spacing move, but rarely used in combos outside of the "tent" in Hyrule.
|utiltname= 
|utiltname= 
|utiltdmg=18-23% if both hits connect
|utiltdmg=23% if both hits connect
|utiltdesc=Puts his leg high and drops it like an axe, doing 7-9%, then 11-14% (two hits). This attack is unique because it can hit from behind, and at the start of the move, above Falcon. The move in general has somewhat high lag, though. This move is often used with his wall combos because of its range and damage (such as back throw, up tilt, regrab, etc.). It's additionally a way to edgeguard characters hanging on the edge, due to its [[hitbox]] extending below the platform. The hitbox is also high enough to hit someone on a Dream Land platform. The attack is the most damaging up tilt in the game.
|utiltdesc=Puts his leg high and drops it like an axe, doing 9%, then 14% (two hits). This attack is unique because it can hit from behind, and at the start of the move, above Falcon. The move in general has somewhat high lag, though. This move is often used with his wall combos because of its range and damage (such as back throw, up tilt, regrab, etc.). It's additionally a way to edgeguard characters hanging on the edge, due to its [[hitbox]] extending below the platform. The hitbox is also high enough to hit someone on a Dream Land platform. The attack is the most damaging up tilt in the game.
|dtiltname= 
|dtiltname= 
|dtiltdmg=9-11%
|dtiltdmg=11%
|dtiltdesc=Does a quick kick while crouching. Slightly [[disjointed]] hitbox but has a high amount of [[ending lag]]. This attack sends the opponent at a low trajectory, and can be used against opponents hanging on the edge or to [[gimp]] opponents recovering from below such as {{SSB|Fox}}, {{SSB|Kirby}}, or {{SSB|Jigglypuff}}. Not fully recommended for this purpose against people who are able to [[SDI]] into the edge. Has generally little combo ability.
|dtiltdesc=Does a quick kick while crouching. Slightly [[disjointed]] hitbox but has a high amount of [[ending lag]]. This attack sends the opponent at a low trajectory, and can be used against opponents hanging on the edge or to [[gimp]] opponents recovering from below such as {{SSB|Fox}}, {{SSB|Kirby}}, or {{SSB|Jigglypuff}}. Not fully recommended for this purpose against people who are able to [[SDI]] into the edge. Has generally little combo ability.
|dashname= 
|dashname= 
|dashdmg=9-12% (clean), 7-9% (late)
|dashdmg=12% (clean), 9% (late)
|dashdesc=Does a shoulder tackle. Decent knockback, can combo into itself on heavy characters or potentially lead into grabs. Heavy lag and generally is highly [[punish]]able however, meaning it isn't very reliable. Is punishable on hit at low percents. Considered to be Falcon's worst move.
|dashdesc=Does a shoulder tackle. Decent knockback, can combo into itself on heavy characters or potentially lead into grabs. Heavy lag and generally is highly [[punish]]able however, meaning it isn't very reliable. Is punishable on hit at low percents. Considered to be Falcon's worst move.
|fsmashangles=3
|fsmashangles=3
|fsmashname= 
|fsmashname= 
|fsmashupdmg=15-19%
|fsmashupdmg=19%
|fsmashsidedmg=14-18%
|fsmashsidedmg=18%
|fsmashdowndmg=13-17%
|fsmashdowndmg=17%
|fsmashdesc=Does a flaming forward kick. Somewhat resembles his Falcon Kick in terms of special effects. Good KO move, but has some startup and ending lag; not considered a fast KO move. Is a somewhat reliable spacing tool, especially when [[pivot]]ed.
|fsmashdesc=Does a flaming forward kick. Somewhat resembles his Falcon Kick in terms of special effects. Good KO move, but has some startup and ending lag; not considered a fast KO move. Is a somewhat reliable spacing tool, especially when [[pivot]]ed.
|usmashname= 
|usmashname= 
|usmashdmg=13-17%
|usmashdmg=17%
|usmashdesc=An upwards elbow swing-launcher in a single turn. This is Captain Falcon's main combo starter outside of forward throw or aerials though the later are more common at higher level play. The attack sends the opponent straight up, but with low knockback and high [[hitstun]]. It is, however, trifled with unusually short range, for an up smash. It is the weakest up smash in the game, but one of Falcon's most useful moves for its combo potential. This move is generally abused by lower level falcons, being easily punished if not spaced by upper level players. Hits through platforms.
|usmashdesc=An upwards elbow swing-launcher in a single turn. This is Captain Falcon's main combo starter outside of forward throw or aerials though the later are more common at higher level play. The attack sends the opponent straight up, but with low knockback and high [[hitstun]]. It is, however, trifled with unusually short range, for an up smash. It is the weakest up smash in the game, but one of Falcon's most useful moves for its combo potential. This move is generally abused by lower level falcons, being easily punished if not spaced by upper level players. Hits through platforms.
|dsmashname= 
|dsmashname= 
|dsmashdmg=12-16% (front), 11-14% (back)
|dsmashdmg=16% (front), 14% (back)
|dsmashdesc=A "down spin kick". If the attack connects closer to the body, the opponent will be sent upwards. If it connects with the tip, the opponent will be sent in a more horizontal direction. Somewhat short duration, for a move of this criteria, but an awkward move for one of Falcon's. Does not combo well as is generally not recommended too much. Computers oddly use this move much more commonly than humans. It can catch rolls but grabs are preferred.
|dsmashdesc=A "down spin kick". If the attack connects closer to the body, the opponent will be sent upwards. If it connects with the tip, the opponent will be sent in a more horizontal direction. Somewhat short duration, for a move of this criteria, but an awkward move for one of Falcon's. Does not combo well as is generally not recommended too much. Computers oddly use this move much more commonly than humans. It can catch rolls but grabs are preferred.
|nairname= 
|nairname= 
|nairdmg=12-16% (clean), 10-13% (late)
|nairdmg=16% (clean), 13% (late)
|nairdesc=A [[sex kick]]. Like most sex kicks, this attack loses power with time. Very powerful when it first comes out and a good defensive move. Not exactly the most useful combo move but is sometimes thrown out as a KO move or a finisher vs. lighter opponents after a fair. A weak n-air is a moderately strong combo move but it is quite hard to hit with outside of when falling. Not a bad move per-say but more less used than his other aerials as they have a better hitbox. Is also less safe on shield compared to other aerials.
|nairdesc=A [[sex kick]]. Like most sex kicks, this attack loses power with time. Very powerful when it first comes out and a good defensive move. Not exactly the most useful combo move but is sometimes thrown out as a KO move or a finisher vs. lighter opponents after a fair. A weak n-air is a moderately strong combo move but it is quite hard to hit with outside of when falling. Not a bad move per-say but more less used than his other aerials as they have a better hitbox. Is also less safe on shield compared to other aerials.
|fairname= 
|fairname= 
|fairdmg=17-22% if both hits connect
|fairdmg=22% if both hits connect
|fairdesc=Does two kicks in front for him. This attack is similar to Captain Falcon's ''Melee'' and ''Brawl'' neutral aerial, though without the horizontal movement, sends opponents on more of a horizontal angle, and is better at chasing opponents and KOing. It is also possible to link only one of these aerials into a down aerial, up aerial, or a grab, leading to further combos, a neutral aerial for KOs, or at certain percentages a down aerial to meteor smash. The two hits can lead into a Falcon Kick offstage or close to offstage as well as another forward aerial or grab depending on the opponent's weight and percentage. Very useful against more [[floaty]] characters for comboing as up air isn't as useful. Excellent spacing tool. At max horizontal spacing, this is one of the only aerial moves that is '''safe''' on block. Falcon's best aerial along with up air. Is safe on block.
|fairdesc=Does two kicks in front for him. This attack is similar to Captain Falcon's ''Melee'' and ''Brawl'' neutral aerial, though without the horizontal movement, sends opponents on more of a horizontal angle, and is better at chasing opponents and KOing. It is also possible to link only one of these aerials into a down aerial, up aerial, or a grab, leading to further combos, a neutral aerial for KOs, or at certain percentages a down aerial to meteor smash. The two hits can lead into a Falcon Kick offstage or close to offstage as well as another forward aerial or grab depending on the opponent's weight and percentage. Very useful against more [[floaty]] characters for comboing as up air isn't as useful. Excellent spacing tool. At max horizontal spacing, this is one of the only aerial moves that is safe on shield. Falcon's best aerial along with up air.
|bairname= 
|bairname= 
|bairdmg=12-16%
|bairdmg=16%
|bairdesc=Extends his fist behind him. A basic edgeguarding move with good power and no sweetspot. Strongest back aerial in the game. Can combo into another back aerial, a reverse back aerial, or potentially a reverse up aerial. The reverse back air is quite useful for edgeguards but most falcons have problems using it due to it's odd hitbox so a pivot up air or Up B is usually used. Has just enough stun to be safe on block, but only when Falcon is lower to the ground before performing it.
|bairdesc=Extends his fist behind him. A basic edgeguarding move with good power and no sweetspot. Strongest back aerial in the game. Can combo into another back aerial, a reverse back aerial, or potentially a reverse up aerial. The reverse back air is quite useful for edgeguards but most falcons have problems using it due to it's odd hitbox so a pivot up air or Up B is usually used. Has just enough stun to be safe on block, but only when Falcon is lower to the ground before performing it.
|uairname= 
|uairname= 
|uairdmg=12-16%
|uairdmg=16%
|uairdesc=Flips in the air. Many consider this attack to be Captain Falcon's most versatile attack as well the best up aerial (along with {{SSB|Pikachu}}'s). Depending on what part of the [[hitbox]] connects with the opponent, it can send the opponent in various directions. A view of the hitboxes can be seen in one of the images to the right. Part of the [[Stairway to Heaven]] combo. For edgeguards, a pivot up air has extremely high hitstun making it a very useful edgeguard after a forward throw near the edge. Safe on shield and can lead to a [[shield break combo]] if the opponent is stuck on a platform.
|uairdesc=Flips in the air. Many consider this attack to be Captain Falcon's most versatile attack as well the best up aerial (along with {{SSB|Pikachu}}'s). Depending on what part of the [[hitbox]] connects with the opponent, it can send the opponent in various directions. A view of the hitboxes can be seen in one of the images to the right. Part of the [[Stairway to Heaven]] combo. For edgeguards, a pivot up air has extremely high hitstun making it a very useful edgeguard after a forward throw near the edge. Safe on shield and can lead to a [[shield break combo]] if the opponent is stuck on a platform.
|dairname= 
|dairname= 
|dairdmg=11-14%
|dairdmg=14%
|dairdesc=A [[stomp]] attack. Stomps below him, though has a hitbox above his feet. A very long duration. 14% damage. This attack is a [[meteor smash]]. The hitbox exists on the legs and chest, and if the opponent connects with the chest, he/she will be sent down at a slight angle. If the opponent is already on the ground, it will, depending on their damage percentage, keep the opponent in place or bounce them up at a very slight angle, leading into another aerial such as a second dair to spike offstage, a Falcon Punch for a KO, a grab, or a quick up smash (depending on the percentage and opponent's reaction). The inspiration for the [[Ken Combo]] is based on this spiking after an up air. Is safe on block (when z-cancelled.)
|dairdesc=A [[stomp]] attack. Stomps below him, though has a hitbox above his feet. A very long duration. 14% damage. This attack is a [[meteor smash]]. The hitbox exists on the legs and chest, and if the opponent connects with the chest, he/she will be sent down at a slight angle. If the opponent is already on the ground, it will, depending on their damage percentage, keep the opponent in place or bounce them up at a very slight angle, leading into another aerial such as a second dair to spike offstage, a Falcon Punch for a KO, a grab, or a quick up smash (depending on the percentage and opponent's reaction). The inspiration for the [[Ken Combo]] is based on this spiking after an up air. Is safe on block (when z-cancelled.)
|grabname=
|grabname=
|grabdesc=
|grabdesc=
|fthrowname= 
|fthrowname= 
|fthrowdmg=9-12%
|fthrowdmg=12%
|fthrowdesc=Slams the opponent down in front of him. Having very low knockback for a grab, this can be used to start aerial chains, easily leading into a forward or up aerial. This throw would become his down throw in ''Melee'' and ''Brawl''. His other main combo starter on the ground along with up smash and aerials. One of the fastest grabs and the possible 2nd best after Pikachu.
|fthrowdesc=Slams the opponent down in front of him. Having very low knockback for a grab, this can be used to start aerial chains, easily leading into a forward or up aerial. This throw would become his down throw in ''Melee'' and ''Brawl''. His other main combo starter on the ground along with up smash and aerials. One of the fastest grabs and the possible 2nd best after Pikachu.
|bthrowname= 
|bthrowname= 
|bthrowdmg=12-16% (throw), 8-10% (collateral)
|bthrowdmg=16% (throw), 10% (collateral)
|bthrowdesc=He kicks the opponent back, causing 16%. This throw has much more knockback than his forward throw but is generally not used for combos outside of wall [[chaingrab]]s in the "tent" in Hyrule. The most common use is to edgeguard after a quick ledge snap, especially vs Yoshi and Pikachu at higher percents though at lower percents, forward throw is better as it leads to better edgeguard scenarios. The other use is to back throw someone onto a platform leading to a free up smash.
|bthrowdesc=He kicks the opponent back, causing 16%. This throw has much more knockback than his forward throw but is generally not used for combos outside of wall [[chaingrab]]s in the "tent" in Hyrule. The most common use is to edgeguard after a quick ledge snap, especially vs Yoshi and Pikachu at higher percents though at lower percents, forward throw is better as it leads to better edgeguard scenarios. The other use is to back throw someone onto a platform leading to a free up smash.
|floorbname=
|floorbname=
|floorbdmg=5-6%
|floorbdmg=6%
|floorbdesc=Similar to {{SSB|Samus}}'s floor attack, kicks on both sides at the same time and gets up. A bit quicker and safer than most. Unsafe on block however.
|floorbdesc=Similar to {{SSB|Samus}}'s floor attack, kicks on both sides at the same time and gets up. A bit quicker and safer than most. Unsafe on block however.
|floorfname=
|floorfname=
|floorfdmg=5-6%
|floorfdmg=6%
|floorfdesc=Similar to Samus's floor attack, kicks on both sides at the same time and gets up. A bit quicker and safer than most. Unsafe on block.
|floorfdesc=Similar to Samus's floor attack, kicks on both sides at the same time and gets up. A bit quicker and safer than most. Unsafe on block.
|edgefname=
|edgefname=
|edgefdmg=5-6%
|edgefdmg=6%
|edgefdesc=Gets up and kicks in a similar fashion to his down tilt. Unsafe on block. Can be used to edgeguard due to a reverse hitbox but this is uncommon.
|edgefdesc=Gets up and kicks in a similar fashion to his down tilt. Unsafe on block. Can be used to edgeguard due to a reverse hitbox but this is uncommon.
|edgesname=
|edgesname=
|edgesdmg=3-4%
|edgesdmg=4%
|edgesdesc=Slowly rises and swats. Low range and damage. Not recommended due to its low range so a fall into an aerial over the ledge is generally preferred.
|edgesdesc=Slowly rises and swats. Low range and damage. Not recommended due to its low range so a fall into an aerial over the ledge is generally preferred.
|nsname=Falcon Punch
|nsname=Falcon Punch
|nsdmg=18-24%
|nsdmg=24%
|nsdesc=Throws a powerful punch, with his fists engulfed in a flaming falcon shape. It is much faster than in ''Melee'' and ''Brawl''. Can be a finisher in combos, and can be comboed into from moves such as up aerial, forward throw, or down aerial on a grounded opponent. Gives him some horizontal distance when recovering. Can be angled slightly for further recovery similar to Jigglypuff's rising pound.
|nsdesc=Throws a powerful punch, with his fists engulfed in a flaming falcon shape. It is much faster than in ''Melee'' and ''Brawl''. Can be a finisher in combos, and can be comboed into from moves such as up aerial, forward throw, or down aerial on a grounded opponent. Gives him some horizontal distance when recovering. Can be angled slightly for further recovery similar to Jigglypuff's rising pound.
|usname=Falcon Dive
|usname=Falcon Dive
|usdmg=15-20%
|usdmg=20%
|usdesc=Does a leap into the air. If he grabs an opponent, he launches them diagonally upwards powerfully. It is impossible to Smash DI this move as it is considered to be a grab. If it hits the opponent, it lets Falcon use the move again, otherwise he will become helpless. Recovery move, but it cannot grab onto edgehoggers (outside of right up close), making Falcon easy to edgeguard. A string of multiple up aerials into a Falcon Dive is commonly referred to as an Stairway to Heaven or Windmill combo, as it is a very common combo in ''Smash 64'' competitive play. Can be done out of shield or against a shielding opponent or one caught on a ledge, known as and named after {{sm|King Funk}}.
|usdesc=Does a leap into the air. If he grabs an opponent, he launches them diagonally upwards powerfully. It is impossible to Smash DI this move as it is considered to be a grab. If it hits the opponent, it lets Falcon use the move again, otherwise he will become helpless. Recovery move, but it cannot grab onto edgehoggers (outside of right up close), making Falcon easy to edgeguard. A string of multiple up aerials into a Falcon Dive is commonly referred to as an Stairway to Heaven or Windmill combo, as it is a very common combo in ''Smash 64'' competitive play. Can be done out of shield or against a shielding opponent or one caught on a ledge, known as and named after {{sm|King Funk}}.
|dsname=Falcon Kick
|dsname=Falcon Kick
|dsdmg=12-15%
|dsdmg=15%
|dsdesc=Performs a blazing kick while rushing forward. If used in midair, he moves at a diagonal angle down fairly quickly, being usable to counter [[juggling]]. This does not happen if he does it off a platform so it is more commonly used here. In the air, it sends him diagonally down. Unlike Melee, he does not gain a jump back so this move is not used to recover. Is unsafe on block.
|dsdesc=Performs a blazing kick while rushing forward. If used in midair, he moves at a diagonal angle down fairly quickly, being usable to counter [[juggling]]. This does not happen if he does it off a platform so it is more commonly used here. In the air, it sends him diagonally down. Unlike Melee, he does not gain a jump back so this move is not used to recover. Is unsafe on block.
}}
}}