Captain Falcon (SSB): Difference between revisions

 
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{{character|
{{ArticleIcons|ssb=y}}
|name=[[Captain Falcon]]
{{disambig2|Captain Falcon's appearance in ''Super Smash Bros''|the character in other contexts|Captain Falcon}}
|image=[[Image:CaptainfalconSSB.gif]]
{{Infobox Character
|universe=[[F-Zero (universe)|F-Zero]]
|name = Captain Falcon  
|appearsin=''[[Super Smash Bros.|SSB]]'', ''[[Super Smash Bros. Melee|SSBM]]''
|image = [[File:Captain Falcon SSB.png]]
|availability=[[Secret character]]
|game = SSB
|tier=High
|ssbgame1 = SSBM
|ranking=5
|ssbgame2 = SSBB
|debut=''[[F-Zero]]'' (1990)
|ssbgame3 = SSB4
|ssbgame4 = SSBU
|availability = [[Unlockable character|Unlockable]]
|tier = A
|tierJP = ?
|ranking = 3
|rankingJP = 4
}}
}}
'''Captain Falcon''' ({{ja|キャプテン・ファルコン|Kyaputen Farukon}}, ''Captain Falcon''), written as '''C. Falcon''', is the main character from the {{uv|F-Zero}} franchise, and appears in ''[[Super Smash Bros.]]'' as one of the four [[unlockable]] characters. His appearance is based on his incarnation from ''[[F-Zero X]]'' for the [[Nintendo 64]]. He is voiced by Ryō Horikawa, who would go on to voice him in the later games.


:''This article is about Captain Falcon's appearance in [[Super Smash Bros.]] For other uses, see [[Captain Falcon]].
Captain Falcon is ranked 3rd overall on the [[tier list]] for his overall very quick movement speed (despite a slow [[walking]] speed, he has the fastest [[dashing]] and [[falling speed]]s in the game, and an average [[air speed]]) and very strong [[combo]] ability, with his {{mvsub|Captain Falcon|SSB|up aerial}} being an especially useful move that can combo in a huge variety of ways, including being able to lead into another up aerial or a {{mvsub|Captain Falcon|SSB|forward aerial}} for aerial combos, as well as a [[Falcon Dive]] or {{mvsub|Captain Falcon|SSB|down aerial}} as a combo finisher. Along with powerful [[edgeguard]]ers in his {{mvsub|Captain Falcon|SSB|back aerial}} and up aerial [[semi-spike]], and an effective [[meteor smash]] with a very long duration in his down aerial, this gives Falcon a strong aerial game. His combo game isn't limited to the air, thanks to his {{mvsub|Captain Falcon|SSB|up smash}} and {{mvsub|Captain Falcon|SSB|forward throw}} that can easily setup other moves due to their low knockback. His combos involving aerials, up smash, and forward throw are able to [[0-death]] many characters without much difficulty. Captain Falcon also has strong vertical endurance and is overall fairly difficult to KO onstage.


==Overview==
Captain Falcon's primary weaknesses include his vulnerability to combos from many characters due to his very fast falling speed and high [[weight]] and size. His ground game is also much more limited than his air game, due to him lacking options on the ground outside up smash, {{mvsub|Captain Falcon|SSB|forward smash}}, [[grab]], and [[neutral attack]], as well as having somewhat limited [[out of shield]] options. He is also highly vulnerable to [[edgeguarding]], due to his large size and subpar [[recovery]], due to it being predictable, as his primary recovery move, Falcon Dive, gives short horizontal and vertical distance, while also being unable to grab [[edgehog]]gers, and his very fast falling speed hindering it further. Additionally, Captain Falcon lacks a [[projectile]] and a reliable way to deal with them, making characters like {{SSB|Fox}} difficult to deal with.
'''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.


Falcon even states that he, himself is a slut, whore, and a nigger all together. SHOW ME YA MOVES! He's also the astranged husband of babloop.  
Regardless, Captain Falcon's strengths noticeably outweigh his flaws, and he has some of the highest representation and results of any character. He ranks higher in the NTSC-U than in the NTSC-J Japanese version due to him being buffed, to the point where in the Japanese version he ranks 4th on the tier list.


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.  
==How to unlock==
Complete [[1P Game]] with any character in under 20 minutes. The player must defeat Captain Falcon in a battle on [[Planet Zebes]].


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. He's also a total ass.
==Attributes==
[[File:SSB64 Congratulations Captain Falcon.png|thumb|250px|Captain Falcon's ending picture in ''Super Smash Bros.'']]
Captain Falcon is a tall [[heavyweight]] who possesses excellent mobility. He has the fastest dashing speed in the game by quite a margin which easily allows him to approach and to run away. In addition to this, he also has the highest [[falling speed]], the second highest [[gravity]] and average air speed.  


==How to Unlock Captain Falcon==
Captain Falcon is a character who focuses on speed and power. His most notorious attributes are his incredible speed (the fastest dashing and falling speed) and [[combo]] ability. He also has the best [[dash-dance]] in the game, and a very strong aerial game. His up aerial is his most versatile move, being on par with {{SSB|Pikachu}}'s up aerial for the best [[aerial]] in the game. Depending on where it hits, it can send the opponent in different directions. The most notable use of the move is to hit opponents straight up by hitting with the heel - this allows Captain Falcon to chain the move into multiple up aerials, and finish with a [[Falcon Dive]] for a KO, or a down air when his [[midair jump]] is available. If the opponent is too high for a single Falcon Dive to reach, a midair jump is often enough to allow the Falcon Dive to reach them. This is made more effective by the Falcon Dive sending opponent on a difficult-to-[[DI]] angle. Another notable use of the up aerial is its ability to hit opponents back on a [[semi-spike]] trajectory (by hitting with the mid-section of the leg while it's moving backwards) - this is very useful and effective for [[edgeguarding]]. He has a powerful [[meteor smash]] in his down aerial, which can be combo'd into in a variety of ways, including up aerial (as mentioned above), forward aerial, or back aerial at lower percentages. Either of these combos could be considered a [[Ken Combo]] variation, with {{Sm|Ken}} even saying the Ken Combo was initially developed using Captain Falcon's up aerial→down aerial combo in ''Smash 64''. Additionally, his down aerial is a very effective edgeguarder, being a [[meteor smash]] that can KO aerial opponents somewhat early, as well as having a very long duration, meaning it can be used along with an [[edge]] drop or midair jump around the edge to prevent the opponent from [[edge sweetspot]]ting.
To unlock Captain Falcon you must complete 1-Player mode in 20 Minutes then defeat him in a Match.


==Normal Moves==
Some of Captain Falcon's attacks also have great [[range]], most notably his up aerial and forward smash. The latter is additionally a powerful KO move, and a semi-[[spacing]] tool, being a reliable KO option without having to get too far in the opponent's reach. Captain Falcon additionally has among the best [[short hop]]s in the game, being able to [[approach]] incredibly quickly using short hopped [[Z-cancel]]led aerials. He also has amazing vertical endurance due to his very high falling speed and high weight, and while he isn't particularly vulnerable to [[juggling]] anyway, his [[Falcon Kick]] can prevent juggling easily due to traveling downward quickly.
*[[A]] - ''Jab'' = 3%
*[[Natural combo|A A]] - ''Double Jab'' = Second hit also does 3%
*[[Gentleman|A A A]] - ''Gentleman'' = 4%
*[[Natural Combo|Rapid A]] - ''Rapid Punch'' = 1% each
The [[Gentleman]] doesn't need to be timed--hitting A thrice is sufficient.


Captain Falcon, however, has limited effective ground options. His up smash is another one of his especially effective combo moves, being able to chain into itself up to three times depending on the falling speed of the opponent, and easily being to able to lead into aerials. Additionally, his forward throw is a very useful combo tool, being able to combo into forward aerial, up aerial, and up smash out of a [[dash]], as well as a Falcon Punch on fastfallers or heavyweights at moderately high percentages. He also lacks a [[projectile]] and reliable ways to avoid them, which can give him trouble against characters like {{SSB|Fox}} on larger stages. Simply put, he is among the most vulnerable characters to constant [[projectile camping]] and ground-based [[camping]]. The banning of [[Hyrule Castle]] has helped Captain Falcon's metagame as he is less susceptible to projectile camping. Captain Falcon's two most major weaknesses are his recovery and how vulnerable he is to combos. His high weight, moderately large [[hurtbox]], and very fast falling speed makes it easy to combo him offstage, where his large size, very fast falling speed, and short and predictable recovery make him one of the easiest characters to edgeguard.


*[[Forward tilt]] - ''Side Kick'' = 13%
===In doubles===
Like most forward tilts, this one can be angled.
Captain Falcon is considered to be one of the best characters in [[doubles]] due to his incredibly easy to utilize combos and movement speed. Thanks to his speed, he is one of the best characters at helping teammates to evade and get out of edgeguarding and combos from opponents. His throws can lead into partner combos as well. A notable [[team wobble]] is that two Captain Falcons can re-grab into another grab with correct timing. Captain Falcon's main issue is his recovery, so in competitive play, he is usually paired with someone who is on a much safer position offstage and can help him with combos, usually Pikachu or {{SSB|Mario}}.
*[[Down tilt]] - ''Low Kick'' = 11%
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.  


==Differences between game versions==
Captain Falcon was nerfed overall in his transition to NTSC-U as while his faster dashing and falling speeds give him an even better approach, and the higher presence of [[SDI]] makes him less vulnerable to combos, his jumps are slightly lower and Falcon Dive covers less distance, hindering his recovery and his combo potential. The higher presence of SDI can also work against him, making his combos less consistent.


*[[Forward smash]] - ''Flaming Kick'' = 18%
===Attributes===
The attack can be angled.  
*{{buff|Captain Falcon dashes slightly faster (70 → 75).}}
*[[Down smash]] - ''Down Spin Kick'' = 14%
*{{nerf|Captain Falcon keeps less horizontal momentum from a grounded jump (0.35 → 0.31).}}
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.  
*{{nerf|Captain Falcon has reduced jump power (grounded: 25 → 24; midair: 0.95 → 0.9).}}
*[[Up smash]] - ''Up Punch'' = 16%
**{{nerf|These changes notably prevent him from being able to land on top of the top Dream Land platform with a full hop, hindering his ability to combo floatier characters in particular.}}
This is Captain Falcon's main combo starter. The attack sends the opponent straight up, but with low [[knockback]] and high [[hitstun]].  
*{{change|Captain Falcon has higher falling speed (60 → 66).}}


===Special attacks===
*{{nerf|[[Falcon Dive]] covers less distance.}}


*[[Neutral aerial]] - ''[[Sex Kick]]'' = 16% (at beginning)
==Moveset==
Like most [[sex kick]]s, this attack loses power with time.
''For a gallery of Captain Falcon's hitboxes, see [[Captain Falcon (SSB)/Hitboxes|here]].''
*[[Forward aerial]] - ''Double Kick'' = 10% for two hits
[[File:SSB64 Falcon.gif|right]]
This attack is similar to Captain Falcon's [[Melee]] [[nair]].
[[File:Captain Falcon SSB Air Attacks.PNG|thumb|200px|Captain Falcon's aerial attacks]]
*[[Back aerial]] - ''Back Punch'' = 13%
[[File:Falcon SSB 270 degree u-air Hurtbox.jpg|thumb|The three u-air hitboxes, the arrows demonstrate where the smallest hitbox (near the elbow) would send an opponent]]
Captain Falcon extends his fist behind him.  
{{MovesetTable
*[[Up aerial]] - ''Flip Kick'' = 16%
|game=SSB
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 (the spot where the most knockback occurs is at Captain Falcon's heel when a person is hit from Captain Falcon's back). A common use for this attack is to simply just chain [[uair]]s together into one huge combo.  
|neutralcount=3
*[[Down aerial]] - ''Stomp'' = 14%
|neutralinf=y
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.  
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Kneebutt ({{ja|ニーバット|Nībatto}}) / Mach Punch ({{ja|マッハパンチ|Mahha Panchi}})
|neutral1dmg=3%
|neutral2dmg=3%
|neutral3dmg=4%
|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 a throw. The rapid punches are fast, though a little awkward for combos.
|ftiltangles=5
|ftiltname=Arrow Shot ({{ja|アローショット|Arō Shotto}})
|ftiltupdmg=15%
|ftiltmidupdmg=14%
|ftiltsidedmg=13%
|ftiltmiddowndmg=12%
|ftiltdowndmg=11%
|ftiltdesc=Kicks to his side. It can be [[angled]] in five directions, with its damage changing depending on which angled variant is used. A half-decent spacing move, but rarely used in combos.
|utiltname=Wheel Kick ({{ja|ホイールキック|Hoīru Kikku}})
|utiltdmg=9% (hit 1), 14% (hit 2), 23% (total)
|utiltdesc=An axe kick, doing 9%, then 14%. This attack is unique because it can hit from behind, and at the start of the move, above Captain 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=Crouching Kick ({{ja|クラウチングキック|Kurauchingu Kikku}})
|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.
|dashname=Turbo Shoulder ({{ja|ターボショルダー|Tābo Shorudā}})
|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 Captain Falcon's worst move.
|fsmashangles=3
|fsmashname=Fire Kick ({{ja|ファイヤーキック|Faiyā Kikku}})
|fsmashupdmg=19%
|fsmashsidedmg=18%
|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.
|usmashname=Rising Elbow ({{ja|ライジングエルボー|Raijingu Erubō}})
|usmashdmg=17%
|usmashdesc=An upwards elbow swing-launcher in a single turn. The move comes out on frame 4, making it the fastest up smash in both the game and the entire series, with the move being Captain Falcon's fastest [[Out of Shield]] option. In addition to this, it has great range both in front and above of Captain Falcon (having comparable horizontal range to his grab as well as easily being able to hit opponents on upper Dream Land platforms) and it launches opponents up and towards him with high base knockback at lower percents, making it a strong combo starter at lower percents, as its ending lag is not too high. At lower percents, it can lead into Captain Falcon's aerials or even itself on fast fallers. Captain Falcon can also lead into it at lower percents with his aerials, which can then lead into a combo. A single up smash as a combo starter or extender at 0% can lead into anywhere from a 50%-100%+ combo or even death.


*[[Forward throw]] = 12%
It is the weakest up smash in the game however, typically not KOing at realistic percents. This makes up smash noticeably less effective at higher percents, although its speed and range still make it a strong and damaging punishment option. The move additionally does have fairly high ending lag which can make it risky. The move is unsafe on shield at close range but Captain Falcon can space the move to make it safe on shield (and he can use grab to punish opponents trying to shield up smash).
Falcon slams the opponent down in front of him. Having very low knockback for a grab, this can be used to start aerial chains.  
*[[Back throw]] = 16%
Falcon kicks the opponent back. This throw has much more knockback.


==Special Moves==
Up Smash is overall considered to be one of Captain Falcon's most useful moves, as well as one of the best up smashes in the game due to its speed, range and combo potential.
*[[Neutral B]] - [[Falcon Punch]]: A very slow, yet powerful attack. Fortunately, there are ways to set up for the Falcon Punch. 24%
|dsmashname=Accelerator Turn Kick ({{ja|アクセルターンキック|Akuseru Tān Kikku}})
*[[Up B]] - [[Falcon Dive]]: 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. 20%
|dsmashdmg=16% (front), 14% (back)
*[[Down B]] - [[Falcon Kick]]: 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. 15%
|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 Captain 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=Falcon Air Kick ({{ja|ファルコンエアキック|Farukon Ea Kikku}})
|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.
|fairname=Rotary Kick ({{ja|ロータリーキック|Rōtarī Kikku}})
|fairdmg=10% (hit 1), 12% (hit 2), 22% (total)
|fairdesc=Does two kicks in front for him. This attack is similar to Captain Falcon's neutral aerial in later ''Smash'' games, 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. Captain Falcon's best aerial along with up air.
|bairname=Back Knuckle ({{ja|バックナックル|Bakku Nakkuru}})
|bairdmg=16%
|bairdesc=Extends his fist behind him. A basic edgeguarding move with good power and no sweetspot. One of the strongest back aerials 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 due to its odd hitbox, a pivot up air or Up B is usually used. Has just enough stun to be safe on block, but only when Captain Falcon is lower to the ground before performing it.
|uairname=Overhead Kick ({{ja|オーバーヘッドキック|Ōbāheddo Kikku}})
|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.
|dairname=Stampede Bomb ({{ja|スタンピードボム|Sutanpīdo Bomu}})
|dairdmg=14%
|dairdesc=[[Stomp (archetype)|Stomp]]s below him, though has a hitbox above his feet. A very long duration. This attack is a [[meteor smash]]. The hitbox exists on the legs and chest, and if the opponent connects with the chest, they 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=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Captain Falcon clenches his fist. Captain Falcon's grab has good range and when combined with his great mobility, it is easy to land and Captain Falcon has strong throws he can use after landing a grab. Captain Falcon's grab can whiff against some crouching characters however.
|fthrowname=Shoulder Throw ({{ja|ショルダースルー|Shorudā Surū}})
|fthrowdmg=12%
|fthrowdesc=Slams the opponent down in front of him. This throw would become his down throw in later ''Smash'' games. It has a upwards diagonal launch angle with high base knockback but low knockback scaling. When combined with Captain Falcon's mobility, this allows the move to be used to start aerial chains, easily leading into a forward or up aerial. His other main combo starter on the ground along with up smash and aerials. It is overall a very useful throw, being a great combo starter at lower percents, although it does not KO at realistic percents and it does lose its combo potential at higher percents.
|bthrowname=Striking Throw ({{ja|ストライキングスルー|Sutoraikingu Surū}})
|bthrowdmg=16% (throw), 10% (collateral)
|bthrowdesc=He kicks the opponent back, dealing 16% and horizontal knockback. Captain Falcon's back throw is the strongest in the game at 0%, having the highest base knockback out of any back throw. If Captain Falcon back throws {{SSB|Link}} at the ledge at 0% for example, Link cannot make back to the stage at all if Captain Falcon grabs the ledge and if Link doesn't have a Bomb (outside of the European version). Back throw does have above average KO potential at the ledge but it has lower knockback scaling than other back throws, making it one of the weakest back throws at higher percents. Back throw is overall a very useful throw, easily setting up edgeguards at lower percents due to its high base knockback.
|floorbname=
|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.
|floorfname=
|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.
|edgefname=
|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.
|edgesname=
|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.
|nsname=Falcon Punch
|nsdmg=24%/25%/26%
|nsdesc=Throws a powerful punch, with his fists engulfed in a flaming falcon shape. It is much faster than in future games. 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
|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 Captain Falcon use the move again, otherwise he will become helpless. Recovery move, but it cannot grab onto edgehoggers (outside of right up close), making Captain 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
|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.
}}
 
===[[Announcer]] call===
<gallery>
File: Captain Falcon Announcer SSB.wav|English/Japanese/German/Chinese
File: Captain Falcon French Announcer SSB.wav|French
</gallery>
 
===[[On-screen appearance]]===
{{Appearance
|desc=Jumps out of his vehicle, the [[Blue Falcon]].
|char=CaptainFalcon
|game=SSB}}
 
===[[Taunt]]===
{{Taunt/SSB|char=CaptainFalcon|desc=Turns to his right, keeping his left hand curled into a fist which he puts on his hip, he touches his forehead with his right fist then straightens his hand out to do a salute while saying "Show me your moves!".}}


==Pros & Cons==
===[[Crowd cheer]]===
[[Image:Falcon_ssb.PNG|right]]
{{Crowd
===Pros===
|char=Captain Falcon
*Great [[combo]] ability
|game=SSB
*Fastest [[dash]] in the game
|desc-us=Fal-con *claps 3 times*
*Low lag [[aerials]]
|desc-jp=Fal-con *claps 3 times*
*Can [[spike]]
|pitch-us=Crowd chant
*Great [[throw]]s
|pitch-jp=Crowd chant}}
*[[weight|Heavy]], thus harder to KO
*Good [[short hop]]
*Deceptive [[Up B]]
*Decent reach
*There is a glitch that allows Falcon to have a better recovery, using his [[Falcon Kick]].


===Cons===
===[[Victory pose]]s===
*Bad [[recovery]]
{{Victory/SSB
*Large target
|victory-theme=CptFalconTheme64.ogg
*No [[projectile]]
|victory-desc=A cover of the music that plays when a character finishes a race in ''F-Zero X''.
*Few ground options other than [[jab]]s, [[grab]]s, and [[up smash]]es
|desc-1=Gathers power, then performs a high roundhouse kick.
*Lack of a quick KO move
|desc-2=Kneels in a determined pose, screaming as if to release his energy.
*Easily comboed
|desc-3=Brings arm up then down confidently (also his character selection animation).
|char=CFalcon}}


==Combos, Tactics, and Tricks==
==In [[competitive play]]==
=== Spike Combo ===
===Most Historically Significant Players===
''"Most of the things I used from Melee came from 64. This includes the Ken combo, which came from Captain Falcon in the 64 version."''
:''See also: [[:Category:Captain Falcon players (SSB)]]''
:~ [[Ken]]
<!--This character has a fifteen player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


*{{Sm|Alvin|Peru}} - One of the best Captain Falcon players in the world and the best from South America. He has used Captain Falcon to win multiple tournaments such as {{Trn|SuperBoomed}} and {{Trn|Tacna All Stars 2017}}. His Falcon is most often seen against {{SSB|Pikachu}}, beating players such as {{Sm|wario}}, {{Sm|Mariguas}} and {{Sm|Gerson}}.
*{{Sm|Capitan Tavo|Peru}} - One of the best Captain Falcon players to come from South America. He holds some of the best solo Captain Falcon results at Peruvian tournaments, placing 3rd at {{Trn|Tacna Torneo Nacional 2012}} and 4th at {{Trn|Tacna All Stars 2017}}.
*{{Sm|Darkhorse|USA}} - One of the most prominent commentators in the ''Smash 64'' scene who also possesses a high-level Captain Falcon. Some of his best performances include 5th at {{Trn|Operation Desert Smash III}} and {{Trn|Smash 'N' Splash 5}} and wins over KD3 and Dogs_Johnson in the ditto. He was previously ranked 29th during the [[2018 64 League Rankings]].
*{{Sm|Dogs_Johnson|USA}} - One of the best solo Captain Falcon players in the United States. He has made top 8 at many majors such as 3rd at {{Trn|Keystoned V}} and 7th at both {{Trn|Smash 'N' Splash 3}} and {{Trn|Xanadu Origins}}. He is currently ranked 13th on the [[2023 Smash 64 Power Rankings]].
*{{Sm|JaimeHR|Mexico}} - One of the most regarded and longest active players in the ''Smash 64'' scene. Commonly considered the best player in Mexico and at one point considered in the top 3 for North America during the early 2010s, only being behind Isai and SuPeRbOoMfAn. He has made top 8 at multiple [[Apex]], [[GENESIS]], and Snosa events, and still remains a top 10 player on many modern rankings.
*{{Sm|KD3|USA}} - One of the best Captain Falcon players in the United States. Known for his constant counterpicking, but has primarily picked Captain Falcon for his performances at majors with examples being his win at {{Trn|Apex 2022}} and 3rd at {{Trn|Super Smash Con: Fall Fest}}. His win over wario at {{Trn|Super Smash Con 2022}} marks him as the first American player to beat him and is considered one of the biggest upsets in the history of ''Smash 64''.
*{{Sm|kysk|Japan}} - One of the best ''Smash 64'' players in the world, primarily plays Captain Falcon as a secondary. Won {{Trn|Kanto 2018}} and {{Trn|Super Smash Con 2019}}, using the character at both tournaments to beat wario in grand finals.
*{{Sm|Lowww|USA}} - A Captain Falcon player who has more recently marked himself as one of the best players in the United States, ranking 10th on the [[2021-2022 Smash 64 Power Rankings]]. He has placed 2nd at {{Trn|Keystoned III}} with only Captain Falcon, beating {{Sm|Josh Brody}} and {{Sm|HAMMERHEART}}. He has also placed 2nd at {{Trn|Apex 2022}} and many other tournaments with the character alongside either Pikachu or {{SSB|Fox}}.
*{{Sm|Mercy|USA}} - A long-time ''Smash 64'' player also known as Stranded. He is regarded for having some of the best technical skills in the game and being one of the best in North America. He has placed highly at some of the largest ''Smash 64'' tournaments of all time with Captain Falcon such as 9th at {{Trn|Super Smash Con 2016}} and 13th at {{Trn|Apex 2015}}. Ever since 2018, his Captain Falcon has been retired in favor of playing {{SSB|Yoshi}} and Fox.
*{{Sm|Ruoka Dancho|Japan}} - A old-school player who was one of the best Captain Falcon players at the time. He had a consistent streak of tournaments in Japan up until late 2014 and had two notable major performances with 4th at {{Trn|Apex 2013}} and 7th at {{Trn|Apex 2014}}. He retired in 2015 after some lackluster performances after Apex.
*{{Sm|Sin|Japan}} - One of the best Captain Falcon players in Japan, considered only second to Ruoka Dancho at the time. He took sets over top players such as kysk and {{Sm|Josuke}} and even outplaced Ruoka Dancho at a few tournaments seen with his 2nd place finish at {{Trn|Kanto 2013}}. He similarly retired from tournaments in late 2015.
*{{Sm|Shihman|USA}} - A Captain Falcon and Yoshi co-main that is currently one of the highest ranking active Captain Falcon players. He has placed 3rd at {{Trn|GameTyrant Expo 2018}} where he beat {{Sm|Prince}} and Josh Brody with the character and also placed 7th at {{Trn|Super Smash Con 2022}} and 9th at {{Trn|Super Smash Con 2023}}. He is currently ranked 16th on the [[2023 Smash 64 Power Rankings]].
*{{Sm|SuPeRbOoMfAn|Canada}} - Tri-mains Captain Falcon with {{SSB|Pikachu}} and {{SSB|Kirby}} and is the best Captain Falcon player of all time. Won a multitude of tournaments from 2017-2019 with Captain Falcon being his main character with {{Trn|GENESIS 5}}, {{Trn|Super Smash Con 2018}}, and {{Trn|Snosa IV}} being such examples. As such, he was considered the best player of 2018 on the [[2018 64 League Rankings|64 League Rankings]].
*{{Sm|Yuu|Japan}} - The best Captain Falcon player in Japan after both Ruoka Dancho and Sin's retirement. He has placed in the top 8 at every Japanese event he has entered from 2018-2023. He has traveled out of his region twice with his 5th at {{Trn|UFSmash 3}} and at {{Trn|GENESIS 4}}, he beat both Isai and Shears to place 9th.
*{{Sm|Zero|p=Texas|USA}} - Considered the second best Captain Falcon in North America behind SuPeRbOoMfAn. He is the best player from Texas and has been considered a top 20 player ever since 2016. He has made multiple top 8 major placements with Captain Falcon with 3rd at {{Trn|Snosa III}} and 5th at both {{Trn|Let's Go!}} and {{Trn|Super Smash Con 2018}}, beating players such as {{Sm|tacos}} and {{Sm|Sekirei}}.


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]].
===Tier placement and history===
Captain Falcon has always been considered a high-tier character, with his lowest placement being 5th on the first tier list. His flexible combos, speed, and power have allowed him to take on the majority of the cast extremely well, and has garnered him consistently strong representation and results from high—level players. As the metagame advanced further, Falcon has been notably one of the few characters that has a manageable matchup against {{SSB|Pikachu}}, the best character in the game, although he still struggles to approach and make full use of his advantages against {{SSB|Kirby}}, who can camp him with his large hitboxes. These factors have led to a rock-paper-scissors flowchart, where those three characters together shape most of the metagame. Although other characters have since risen in usage in recent times, such as {{SSB|Yoshi}} and {{SSB|Jigglypuff}} being able to disrupt Falcon’s advantage, he still enjoys excellent usage in all levels of play.


===Falcon Punch Recovery===
==Techniques==
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.
===Dash pivot===
This is an easy-to-perform technique that can be used effectively for [[mindgame]]s. Essentially, it is a forward roll that is performed without using a [[roll]]. To utilize the technique, one begins with an initial dash and quickly taps the [[control stick]] in the opposite direction. If one holds it in the opposite direction, or even presses it, then Captain Falcon will dash-dance instead. What makes this technique very effective is that Captain Falcon has a long initial dash, and so one can use this to [[tech-chase]] an opponent depending on their position, or even perform a sort of [[pivot grab]]. One can also use the dash pivot to change one's position in battle, necessary for [[spacing]]: successive dash pivots in one direction after a hit can provide new approach options, lining up Captain Falcon for [[short hop]]ped back/up aerials, while simultaneously performing a sort of pseudo-[[moonwalk]], potentially throwing off the opponent's perception of Captain Falcon's movement. In addition to the aforementioned usages, one can use the dash pivot to [[edge-hog]] very effectively. With proper spacing, a well-timed dash pivot can thrust a player off a [[ledge]] into a [[edge recovery|ledge grab]], allowing for many viable [[gimping|recovery blocking]] techniques (a [[taunt cancel]] implemented while flying off a ledge adds notable humour and dramatic flair as well). It can also be used to land an up aerial as a simple followup to a forward throw from the edge at mid-high percentages, as a great way to land the semi-spike portion of the move. Overall, the potential of this technique is quite significant, and it is an integral part of any decent Captain Falcon user's [[metagame]].


===Steak Strike===
===Teeter canceled Falcon Kick===
Coined by Steakmancer, a veteran of the SSB Rom Online community, a Steak Strike is essentially a backwards Spike Combo, with the Uair coming before the Dair. Used primarily on grounded opponents on fall-through platforms, the Captain Falcon comes up through the platform, delivers a Dair (oftentimes used before hitting, using the Dair's properties of a [[Sex Kick]]), in order to launch the person into the ground and gives the target a small amount of vertical knockback. The Captain Falcon then finishes the short combo with a minimal-knockback Uair, giving the target a little more vertical knockback, during which the Captain Falcon [[L-cancel]]s after the strike, leaving him free to continue the combo. A sweetspotted Uair that gives maximum knockback can be used instead of the short knockback one for defensive purposes.
Falcon Kick is often used among advanced Captain Falcon users as the last hit of a combo (generally followed after a {{mvsub|Captain Falcon|SSB|forward aerial}}) or as an edgeguarding move. If the player is dashing, he can [[teeter cancel]] and seemingly use a Falcon Kick out of a full sprint.


===Dash Pivot===
==="Stairway to Heaven" combo===
A really easy and effective mindgame tech. What every Falcon player must learn is the dash pivot. It's basically a frontwards roll, without the roll. So, you do an initial dash and quickly '''tap''' the stick the opposite direction. If you hold it the opposite direction, or even press it, then you will [[dash dance]] and boy we don't want that! What makes this move really effective is that Falcon has a pretty long [[initial dash]], and so you can use this to [[tech chase]] your opponent depending on his position. You can also use the dash pivot to change your position in battle, necessary for [[spacing]]. An example can be how a person who wants to land the first hit, would approach you with the fair because he's facing you. Since he doesn't know how to dash pivot, it would be hard to land the first hit when approaching because the [[fair]] is not so great in terms of priority and hitbox. Also, it's pretty predictable that he would only use a fair when spacing. An experienced player can change the momentum of the battle and quickly approach you with a dash pivot and short hop to [[bair]], since the bair has better range and priority than the fair. Another useful thing about dash pivot is that you can use it to fall of a ledge the opposite direction. In [[SSBM]], you can easily wavedash backwards to grab the ledge. Fortunately, you can dash pivot off the stage and grab the ledge. Though, it is harder to do because you have to correctly space yourself from the edge of the stage so that when you pivot from the dash, you fall off the stage. From there, you can either grab the ledge,  jump backwards and do a backwards [[uair]] or  [[dair]], etc. Let your imagination run wild with that sexi move and lets hope you understood this XD.
{{Main|Stairway to Heaven}}
Captain Falcon's {{mvsub|Captain Falcon|SSB|up aerial}} is notorious for its low and nearly purely vertical [[knockback]] as well as its high [[hitstun]]. This combo involves using up aerial chains to combo the opponent to near the top of the stage, where [[Falcon Dive]] can be used as a combo finisher to hopefully [[Star KO]] them. These up aerial chains are extremely common among Captain Falcon players.


===Dair-Dair Spike===
==Description==
''A regular pilot in the great galactic race F-ZERO Grand Prix, Captain Falcon is skilled at collecting prize money. Much about his past remains hidden in shadow, but it's clear that many a villain hold a powerful grudge against him.''<br>
Works:
*[[F-Zero|F-ZERO]] (SNES)
*[[F-Zero X|F-ZERO X]] ([[Nintendo 64|N64]])


When performed on a groudned foe the Dair will send them upwards on a small angle. You can use this when your close to an edge to perform a second Dair which will (after about 50% with most chars) send them to the bottom of the stage. In order to do this you will need to Short hop both attacks and Z-Cancel both of them as well.
==[[Alternate costume (SSB)#Captain Falcon|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=6|[[File:Captain Falcon Palette (SSB).png]]
|-
|{{Head|Captain Falcon|g=SSB|s=25px}}
|{{Head|Captain Falcon|g=SSB|s=25px|cl=Grey}}
|{{Head|Captain Falcon|g=SSB|s=25px|cl=Red}}
|{{Head|Captain Falcon|g=SSB|s=25px|cl=White}}
|{{Head|Captain Falcon|g=SSB|s=25px|cl=Green}}
|{{Head|Captain Falcon|g=SSB|s=25px|cl=Blue}}
|}


==Trivia==
*Captain Falcon is the only playable character in ''Smash 64'' whose stock icon is not a small image of his head. Instead, his icon is a falcon, much like the one on his helmet and [[series symbol]].
**Captain Falcon in ''Smash 64'', the {{SSB4|Mii Fighter}}s in ''[[Super Smash Bros. 4]]'', and {{SSBU|Pac-Man}} in ''[[Super Smash Bros. Ultimate]]'' are the only playable characters in the series whose stock icons do not depict the character's head or body.
*Captain Falcon has the most usable costumes in the game, with six. He uses the blue and green colors when he's fighting on [[Team Battle]] (but has four normally; indigo, black, red, and white). Most characters have four or five (but have 4 colors due to the [[Nintendo 64 controller]] having four "C" buttons). {{SSB|Yoshi}} has six as well, but only four are usable outside of hacking (including green, red, light blue, and yellow). The other two colors (pink and dark blue) are only playable on the [[Yoshi Team]] in [[1P Game]].
*Captain Falcon's "Congratulations!" screen is the only one to use a pre-existing image from an original game, in this case, the first unlockable title screen from ''{{s|fzerowiki|F-Zero X}}''. The image can also be seen in the [http://www.mobygames.com/game/f-zero-x/cover-art/gameCoverId,173629/platform,9/ back cover] of the Japanese version of ''F-Zero X''.
*Since Captain Falcon was partially derived from {{SSB|Samus}} during development, he shares some attack animations with her: up tilt, dash attack, and down smash. Samus's up tilt has different hitboxes, however.
*Captain Falcon and {{SSB|Samus}} are the only characters to have blue costumes that are only usable while playing on the blue team in VS Mode. Similarly, Captain Falcon's green/yellow costume is only available while playing on the green team, making him the only character to have two costumes that are only usable in Team Battle.
*On the [[Character selection screen]], Captain Falcon's portrait greatly resembles his artwork from ''F-Zero X''.
*Captain Falcon's inclusion marks the only time to introduce a new character from the {{uv|F-Zero}} universe.
**Because of this, both he and {{SSB|Yoshi}} are the only fighters to remain as the sole fighters from their own franchises as of ''Ultimate''.
**However, Captain Falcon currently remains the sole fighter from his universe as fighters from the sub-franchises can also count as ''Mario'' characters.


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{{F-Zero Smash}}
{{F-Zero}}
[[Category:Characters]]
[[Category:Captain Falcon (SSB)| ]]
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[[Category:F-Zero universe]]
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