Captain Falcon (SSB): Difference between revisions

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[[Category:Characters]]
[[Category:Characters]]
[[Category:Characters (SSB)]]
[[Category:Characters (SSB)]]
[[Category:F-Zero universe]]

Revision as of 10:19, August 24, 2007

Template:Character

This page is about Captain Falcon's SSB appearance. For information about his Melee appearance, see here.

Overview

Captain Falcon (キャプテン・ファルコン, Kyaputen Farukon) (full name: Captain Douglas Jay Falcon) is currently ranked 5th overall in the tier list and is famous for his insane speed and combo ability.

Captain Falcon suffers from falling speed that renders him weak to enemy combos, and a poor up B recovery that is easily edge-guarded. Thus, Captain Falcon gets hit hard and dies quickly. Capt. Falcon makes up for this with his unparalleled speed and versatile attacks which allow him to confuse, combo and defeat opponents. It is imperative for all Capt Falcon players to be able to short hop extremely well and to be wary of when certain combo setups are applicable.

Falcon's true balance is his versatility as an offensive/counterattacking character. He has an amazing ability to break through defensive strategies with a grab or a well-placed aerial attack, and a similarly effective counterattacking game, able to jump cancel into a up smash or shield-jump into a dair or fair and combo from there. His high speed makes him a threat anywhere, and he can use dash-dancing to simply dodge an attack and return with a grab, or aerial before the opponent can react. The effect of this can quickly accumulate, as almost all of Falcon's moves combo into an aerial or a grab, which can lead to additional moves which re-combo into aerials and grabs.

However, Captain Falcon's KO moves are very situational. If he misses his finisher, it will become very difficult to finish off the opponent due to their high percentage, and thus their non-comboability.

How to Unlock Captain Falcon

To unlock Captain Falcon you must complete 1-Player mode in 20 Minutes then defeat him in a Match.

Pros & Cons

Pros

Cons

Moveset

  • A - Jab = 3%
  • A A - Double Jab = Second hit also does 3%
  • A A A - Gentleman = 4%
  • Rapid A - Rapid Punch = 1% each

The Gentleman doesn't need to be timed--hitting A thrice is sufficient.


Like most forward tilts, this one can be angled.

This attack sends the opponent at a low trajectory.

  • Up tilt - Ax Kick = 9%, 5% (two hits, total 14%)

This attack can hit from behind Captain Falcon.


The attack can be angled.

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.

This is Captain Falcon's main combo starter. The attack sends the opponent straight up, but with low knockback and high hitstun.


Like most sex kicks, this attack loses power with time.

This attack is similar to Captain Falcon's Melee nair.

Captain Falcon extends his fist behind him.

Many consider this attack to be Captain Falcon's most versatile attack. Depending on what part of the hitbox connects with the opponent, it can send the opponent up, forward, or backwards, or in certain cases keep the opponent, for all practical purposes, in place. A common use for this attack is to simply just chain uairs together into one huge combo.

This attack is a spike. 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 the percent, keep the opponent in place or send him/her up at a very slight angle.


A very slow, yet powerful attack. Fortunately, there are ways to set up for the Falcon Punch.

This attack sends Captain Falcon forward quickly, with a significant amount of startup and cooldown delay. If the attack is performed in the air, Captain Falcon is sent downward at an angle. Falcon does not gain an extra jump after this attack.

  • Up B - Falcon Dive = 20%

Captain Falcon's third jump. It sends the user up and has the properties of a grab. If the attack connects, the opponent is latched onto Falcon and then released and Falcon gets another chance to perform the Up B.


Falcon slams the opponent down in front of him. Having very low knockback for a grab, this can be used to start aerial chains.

Falcon kicks the opponent back. This throw has much more knockback.

Combos, Tactics, and Tricks

Spike Combo

Sometimes known as the "Ken Combo" of SSB, this combo consists of an up aerial followed by a jump and then a dair spike. The up aerial must connect at the right spot so that there is minimal knockback.

Falcon Punch Recovery

Using a Falcon Punch while in the air gives Captain Falcon slight horizontal movement. Also, the attack can be "angled" by hitting up or down right after hitting B, which can be used to boost his vertical recovery slightly as well.