Captain Falcon (SSBM)
Overview
Captain Falcon is a familiar face to players of the original Super Smash Bros as he makes his return in the sequel. Capt Falcon is currently ranked 6th overall in the tier list and is famous for his speed, combo ability, and his Fair finisher (the knee).
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 opponets. It is imperative for all Capt Falcon players to be able to SHFFL extremely well and to be wary of when certain knee setups are applicable.
Captain Falcon's matchups are strangely balanced - unlike other characters high up on the tier list, Capt. Falcon lacks "broken" attacks and fares only even matchups against even low-tier characters. There are many claims, for instance, that Captain Falcon is countered by low-tier characters like Ness, Pikachu and Mewtwo. His sixth place position is vindicated by the fact that he fares evenly against most top and upper tier characters, too, which allows him to fare well in tournaments comprised of these characters.
Falcon's true balance is his versatality as an offensive/counterattacking character. He has an amazing ability to break through defensive strategies with his JC'd grab or a well-placed knee (or even a forward-B), and a similarly effective counterattacking game, able to shield-jump into a down-air or neutral air 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 JC'd grab 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, although he does not possess anything truly infinite, and proper DI can mitigate the damage. Nevertheless, playing with and playing against Captain Falcon requires an immense amount of technical knowledge, and this makes him a threat in every match.
Pros & Cons
Pros
- Fast character with the fastest dash in the game
- Fast faller (Can be good and bad)
- Jump has huge horizontal distance
- Moveset complements his speed and allows him effectively combo all characters
- Low lag aerials
- His Fair (the Knee) is a fantastic finisher
- Maybe the best dashdancer in the game
- One of the best out-of-grab games available.
- Makes the best use of the Moonwalk
- Speed allows players to be more creative, use various mindgames, and pressure opponents easier.
- High power smashes
- Decent edgeguarder
Cons
- Fast fall speed means he can be easily comboed
- Horrible recovery and easily edgeguarded
- Horrible Priority except for Neutral-air
- Slow smash/tilt/dash attack
- The Knee is only effective when it's hit with at the beginning of the move. Also the Knee has little range and priority, and players must be able to effectively combo into it or it will not land. This is a huge problem since it's Capt Falcon's preferred finisher. Other moves can KO, but the Knee is the preferred KO move for Capt Falcon.
- Capt Falcon counters no one (Not even Bowser), and there are many characters who have good matchups against Capt Falcon.
- No Projectile
Improving your Game with Falcon
Raw Technique
Technique is the fiery blood and core of Captain Falcon's game. Improving your game with Falcon is simply a matter of maximizing your ability to combo, finish combos, and remove stocks. Captain Falcon can be very good if simply played quickly and not foolishly without advanced techniques, but you should consider each technique an additional situation or option that allows you dictate the stock and remove an opponent's ability to fight.
Movement Techniques
- Dash: Captain Falcon has the fastest dash speed in the game.
- Wavedashing: Falcon's Wavedash is relatively short due to his high traction, but still fairly quick. Forward wavedashes can be used to net a grab or give a touch extra reach on any forward hitting move at the expense of a few frames. Reverse wavedashes are primarily uses for spacing and cancelling dashes.
- Shield Dashing: Useful to advance on defensive opponents, and to reduce your vulnerability. Remember, you are vulnerable during the jump animation and the landing animation, so time these well.
- Dash Dancing: Captain Falcon has a very fast and versatile dash dance. Vary the timing in order to trick opponents and slightly change position.
- Fox Trotting: A little extra speed never hurts.
- Triangle Jump: Allows you to dodge an attack while moving forward and without as much lag as a roll or sidestep dodge.
Proper Spacing
Other Techniques You Should Know
Fighting with Falcon: Tips, Tricks, and Strategy
In this section, it is hoped to create a complete list of all options out of all Techniques in all situations. Some options will be weaker than others, but all in all, Falcon does not have a weak move that holds no use, so each option listed here and mastered is another notch in Falcon's belt.
Landing the First Hit
There are quite a few ways to land the first hit with Captain Falcon and continue to dominate from there. Though nearly all of his moves combo into another attack, messing up a SHFFL or whiffing your attack is a fast way to eat a combo or smash, therefore, here is a short list of techniques designed to get that elusive first hit.
I'll be right back...
SHFFL an aerial (knee, nair) directly into your opponent's shield. As you land, dash like a madman in the opposite direction. If they attempt to shield-grab, they will often miss, and you can quickly return and net yourself a free grab. Make sure you Fox-trot, or else you will not be able to turn quickly enough to counterattack (this also nets a bit more speed).
Nutmeg
Same as above, but just dash through your opponent, and return from the opposite side.
BOP!
Same as above, but you can use a jab, or double-jab, or Gentleman to prevent the sheild-grab. Smart opponents may just continue shielding this and grab you afterward.
Options Tree
Options From Close Quarters
Defined as within jab or grab range. Your standing options are: Jab, Grab, Forward Tilt, Down Tilt, Forward Smash, Down Smash, Up Smash, Falcon Kick, Raptor Boost, Falcon Punch, or even Up-B. You can also SHFFL Nair, SHFFL Dair, SHFFL Knee, or Full Jump and fastfall any of the above, short hop or full jump a Fast-falled, L-Cancelled late Uair. Additionally, you can move to other areas with Dashes, Wavedashes and their variations, shield, roll, or sidestep. As you can see, almost every move in your arsenal is available here, however, many of them involve dangerous gambles - particularly all of the B moves, due to their horrendus cooldowns.
Options From Near Opponent
Defined as outside of grab range, but within the range of a D-tilt, F-tilt, or F-smash. Your standing options are: F-tilt, D-tilt, D-Smash, F-Smash. You can SHFFL or full-jump a Nair, Fair, Late Uair, and sometimes even a Dair from these ranges. Additionally, you can wavedash forward to open up any attack that would work from close quarters, wavedash forward into a shield, or wavedash backwards and do just about anything you like, though you may end up in the blind spot. Additionally, you can dash slightly forward into a Jump-Cancelled Grab or Up-Smash, dash forward and Pivot into any standing attack, or perform a dash-cancel into any standing attack. You can also dash or Fox-trot straight past the opponent, and dash cancel into any standing attack, or SHFFL a Back-Aerial. Falcon Punch, Falcon Kick, and Raptor Boost are additional options but at this range they tend to be shielded, jumped over, or countered. You can additionally jump or double-jump forward into a Falcon Kick on top of your oppoent, but this is also punishable. A Roll is generally much more appropriate than a sidestep here. You can often roll directly behind an opponent from this distance, however, most of the time this will simply get you smashed or grabbed due to the roll's cooldown frames. If they are attacking, a roll forward or backward is a good option.
Feel free to flee the scene and await another opportunity.
Options From "Danger Zone"
Some characters have the ability to hit from a further distance than C.F. can safely attack. Additionally, C.F. has a small blind spot, where he cannot dash directly into his opponent, SHFFL an aerial, or full-jump towards the opponent without exposing himself. Most pronounced against Marth, this is a weird spacing for C.F., because most of his attacks require a lead in with a dash or a forward-directioned short hop, and if the other player is fast enough they can simply hit you out of this. Generally the best option is to get out of this zone immediately. Additionally, you could shield, dash attack, or dash and Jump-Cancel a grab. You can also dash or wavedash forward into a sheild, which actually gives you much better options that what you had a moment ago, but is vulnerable to grabbing, and low hits.
Options From Afar
Avoiding Projectiles
Options From Grab
Options From Aerials
- Neutral-Aerial
- Up-Aerial
- Forward-Aerial (the Knee)
- Back-Aerial
- Down-Aerial (the Stomp)
Options From Tilts
- D-tilt against Marths/Sheiks
- F-tilt from d-throw
Edgeguarding
Opponent is:
- High and Close
- High and Far
- Even with the ledge and Close
- Even with the ledge and Far
- Recovering Low
- Recovering from a Meteor-Cancel
- I got ledge-teched!
- I got Ledge-tech-Wall-Jumped!
- Character specific: