Captain Falcon (SSB4): Difference between revisions

Tag: Mobile edit
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Captain Falcon is a tall heavyweight character. However, his mobility is nearly unconventional for his weight class: he has the 2nd fastest [[Dash|dashing speed]], the 4th fastest [[falling speed]], the 5th highest [[gravity]], the 14th fastest [[air speed]], and above average [[air acceleration]]. He also has very high jumps and wall jumps. Strangely, though, his [[Walk|walking speed]] is rather slow, and his [[traction]] is below average. Such an odd mix of traits grant him excellent mobility, yet also allow him to keep up with his opponents.
Captain Falcon is a tall heavyweight character. However, his mobility is nearly unconventional for his weight class: he has the 2nd fastest [[Dash|dashing speed]], the 4th fastest [[falling speed]], the 5th highest [[gravity]], the 14th fastest [[air speed]], and above average [[air acceleration]]. He also has very high jumps and wall jumps. Strangely, though, his [[Walk|walking speed]] is rather slow, and his [[traction]] is below average. Such an odd mix of traits grant him excellent mobility, yet also allow him to keep up with his opponents.


Despite lacking a projectile, Falcon has an overall effective [[neutral game]], thanks to his mobility. His [[dash grab]] covers a long distance, making it a reliable [[approach]] option, and his back aerial is quick, has good range, and autocancels in a short hop, allowing it to lead into his grab. From there, he has many tools with which to rack up damage. His [[pummel]] is quick, and his down and forward throws are effective combo-starters, with his combo ability being arguably his greatest strength. His down throw leads into multiple up aerials, or his neutral aerial, and his forward throw combos into his dash attack or even his neutral air at low percents. Falcon's up aerial demonstrates the versatility of his [[combo]] game. At a wide range of percents, it can chain into any aerial including itself. Starting at middling percentages, it can even lead into his down air meteor smash on grounded foes, which can either extend combos onstage, or finish opponents near the ledge. Alternatively, Falcon can chain his up aerial into some his deadliest finishers, which include his down air meteor smash and the famed [[Knee Smash]] forward air, and end his opponent's stock below 100%.  
Despite lacking a projectile, Falcon has an overall effective [[neutral game]], thanks to his mobility. His [[dash grab]] covers a long distance, making it a reliable [[approach]] option, and his back aerial is quick, has good range, and autocancels in a short hop, allowing it to lead into his grab. From there, he has many tools with which to rack up damage. His [[pummel]] is quick, and his down and forward throws are effective combo-starters, with his combo ability being arguably his greatest strength. His down throw leads into multiple up aerials, or his neutral aerial, and his forward throw combos into his dash attack or even his neutral air at low percents. Falcon's up aerial demonstrates the versatility of his [[combo]] game. At a wide range of percents, it can chain into any aerial including itself. Starting at middling percentages, it can even lead into his down air meteor smash on grounded foes, which can either extend combos onstage, or finish opponents near the ledge. Alternatively, Falcon can chain his up aerial into some his deadliest finishers, which include his down air meteor smash and the famed [[Knee Smash]] forward air, and end his opponent's stock below 100%.


Captain Falcon also boasts excellent KO power, as well as a formidable edgeguarding ability. His smash attacks and back aerial deal high knockback, and his aforementioned Knee Smash is an extremely powerful [[semi-spike]] that KOs at early percentages offstage. His down aerial is relatively fast, has a large hitbox, and its sweetspot is one of the most powerful meteor smashes in the game, while its sourspot deals high horizontal knockback. His down tilt is a semi-spike, being useful for putting opponents offstage. His back and forward throws are good for starting edgeguards, and killing at high percentages. Due to his heavy weight, he is a proficient user of [[rage]], boosting his already strong KO power.
Captain Falcon also boasts excellent KO power, as well as a formidable edgeguarding ability. His smash attacks and back aerial deal high knockback, and his aforementioned Knee Smash is an extremely powerful [[semi-spike]] that KOs at early percentages offstage. His down aerial is relatively fast, has a large hitbox, and its sweetspot is one of the most powerful meteor smashes in the game, while its sourspot deals high horizontal knockback. His down tilt is a semi-spike, being useful for putting opponents offstage. His back and forward throws are good for starting edgeguards, and killing at high percentages. Due to being a heavy weight, he is a proficient user of [[rage]], bolstering his already high power.


However, he has his weaknesses. Though he has numerous hard-hitting moves, most of them are difficult or slow to land, some prominent examples being his smash attacks. His Knee Smash is faster than those moves, but it suffers from a small sweetspot that lasts for only one frame, making it hard to land without an air dodge read or setup off of an up aerial. As a result, he often has to rely on edgeguarding to score his kills. Though his neutral game is good overall, his lack of a projectile leaves him susceptible to camping, especially against characters like {{SSB4|Villager}}. Falcon suffers from a poor out of shield game and, while his dash grab has a long range, his standing grab range is average at best. His dash grab is also very easy for players to whiff should they use it carelessly, especially since Captain Falcon's overall high mobility may make him a bit difficult to control properly. His high weight and fast falling speed give him great endurance, but they also leave him vulnerable to combos, and he has no fast options with which to break them.
However, he has his weaknesses. Though he has numerous hard-hitting moves, most of them are difficult or slow to land, some prominent examples being his smash attacks. His Knee Smash is faster than those moves, but it suffers from a small sweetspot that lasts for only one frame, making it hard to land without an air dodge read or setup off of an up aerial. As a result, he often has to rely on edgeguarding to score his kills. Though his neutral game is good overall, his lack of a projectile leaves him susceptible to camping, especially against characters like {{SSB4|Villager}}. Falcon suffers from a poor out of shield game and, while his dash grab has a long range, his standing grab range is average at best. His dash grab is also very easy for players to whiff should they use it carelessly, especially since Captain Falcon's overall high mobility may make him a bit difficult to control properly. His high weight and fast falling speed give him great endurance, but they also leave him vulnerable to combos, and he has no fast options with which to break them.
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*{{buff|[[Roll]]s have less ending lag (FAF 32 → 28).}}
*{{buff|[[Roll]]s have less ending lag (FAF 32 → 28).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-15).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-15).}}
*{{nerf|[[Spot dodge]] has more startup lag with a shorter duration (frames 2-20 → 3-18).}}  
*{{nerf|[[Spot dodge]] has more startup lag with a shorter duration (frames 2-20 → 3-18).}}
*{{nerf|Spot dodge has more ending lag (frame 26 → 28).}}
*{{nerf|Spot dodge has more ending lag (frame 26 → 28).}}
*{{buff|Captain Falcon's [[item]] toss is stronger (1 → 1.013333).}}
*{{buff|Captain Falcon's [[item]] toss is stronger (1 → 1.013333).}}
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**{{nerf|Neutral attack's first hit deals less damage (3% → 2%).}}
**{{nerf|Neutral attack's first hit deals less damage (3% → 2%).}}
**{{nerf|The first hit has more ending lag (FAF 16 → 18).}}
**{{nerf|The first hit has more ending lag (FAF 16 → 18).}}
**{{change|Neutral attack's second hit can now either transition into the [[Gentleman]] (the third hit) only, or skip to the neutral infinite if the attack button is pressed repeatedly, rather than only being able to transition into the third hit which can then lead into the infinite.}}  
**{{change|Neutral attack's second hit can now either transition into the [[Gentleman]] (the third hit) only, or skip to the neutral infinite if the attack button is pressed repeatedly, rather than only being able to transition into the third hit which can then lead into the infinite.}}
***{{buff|This makes the move much more versatile, allowing the player to either quickly launch opponent away with the Gentleman, or rack up more damage with the infinite.}}
***{{buff|This makes the move much more versatile, allowing the player to either quickly launch opponent away with the Gentleman, or rack up more damage with the infinite.}}
***{{nerf|However, this also hinders neutral attack's damage racking potential, as the third hit can no longer lead into the infinite.}}
***{{nerf|However, this also hinders neutral attack's damage racking potential, as the third hit can no longer lead into the infinite.}}
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**{{nerf|The third hit's knee hitbox is slightly smaller compared to its previous clean counterpart (6.2u → 6u) and the back leg hitbox has been removed.}}
**{{nerf|The third hit's knee hitbox is slightly smaller compared to its previous clean counterpart (6.2u → 6u) and the back leg hitbox has been removed.}}
**{{nerf|The third hit has a higher [[hitlag]] multiplier (1× → 1.2×), making it easier to [[DI]].}}
**{{nerf|The third hit has a higher [[hitlag]] multiplier (1× → 1.2×), making it easier to [[DI]].}}
**{{buff|The infinite launches opponents at higher angles (361°/361°/90° → 85°/75°/90°) and it deals more knockback (0 (base), 50/20 (scaling) → (15/8)/(50/30)), making it connect more reliably.}}  
**{{buff|The infinite launches opponents at higher angles (361°/361°/90° → 85°/75°/90°) and it deals more knockback (0 (base), 50/20 (scaling) → (15/8)/(50/30)), making it connect more reliably.}}
**{{buff|The infinite has a much lower hitlag multiplier (1× → 0.3×) along with a lower [[SDI]] multiplier (1x → 0.7x), making it much more difficult to escape from.}}  
**{{buff|The infinite has a much lower hitlag multiplier (1× → 0.3×) along with a lower [[SDI]] multiplier (1x → 0.7x), making it much more difficult to escape from.}}
**{{change|The infinite's previous body hitbox has now become a static hitbox in front of Captain Falcon. This gives the move less range inside of Captain Falcon but it also gives the move more consistent vertical range.}}
**{{change|The infinite's previous body hitbox has now become a static hitbox in front of Captain Falcon. This gives the move less range inside of Captain Falcon but it also gives the move more consistent vertical range.}}
***{{buff|This hitbox is slightly larger (4u → 4.2u).}}
***{{buff|This hitbox is slightly larger (4u → 4.2u).}}
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**{{nerf|The finisher has much more ending lag than the previous ending animation (FAF 10 → 40).}}
**{{nerf|The finisher has much more ending lag than the previous ending animation (FAF 10 → 40).}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has less ending lag when not angled and when angled downward (FAF 37 (non-angled)/32 (down) → 32/31).}}  
**{{buff|Forward tilt has less ending lag when not angled and when angled downward (FAF 37 (non-angled)/32 (down) → 32/31).}}
**{{buff|The down angled version's far hitboxes have increased base knockback (0 → 10).}}
**{{buff|The down angled version's far hitboxes have increased base knockback (0 → 10).}}
**{{change|The foot hitbox has been slightly repositioned (x/y/z offsets: 0/5.5/0 → 5.5/-1/0.5).}}
**{{change|The foot hitbox has been slightly repositioned (x/y/z offsets: 0/5.5/0 → 5.5/-1/0.5).}}
**{{nerf|Forward tilt deals less damage when not angled and when angled upward (11%/10% (up)/10%/9% (non-angled) → (10%/9%)/(9%/8%).}}
**{{nerf|Forward tilt deals less damage when not angled and when angled upward (11%/10% (up)/10%/9% (non-angled) → (10%/9%)/(9%/8%).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt's foot hitbox now [[meteor smash]]es aerial opponents (361° → 275°), greatly improving its edgeguarding potential.}}  
**{{buff|Up tilt's foot hitbox now [[meteor smash]]es aerial opponents (361° → 275°), greatly improving its edgeguarding potential.}}
***{{nerf|However, this also hinders the move's effectiveness if the opponent is above the stage.}}
***{{nerf|However, this also hinders the move's effectiveness if the opponent is above the stage.}}
**{{change|Up tilt launches opponents at a higher angle (361° → 60°).}}
**{{change|Up tilt launches opponents at a higher angle (361° → 60°).}}
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***{{nerf|However, this also hinders its edgeguarding and overall KO potential, in addition to making it more susceptible to DI.}}
***{{nerf|However, this also hinders its edgeguarding and overall KO potential, in addition to making it more susceptible to DI.}}
**{{change|The foot hitbox has been slightly repositioned (x/y/z offsets: 0/7/0 → 7/-1/0.5).}}
**{{change|The foot hitbox has been slightly repositioned (x/y/z offsets: 0/7/0 → 7/-1/0.5).}}
**{{nerf|Up tilt deals less damage (13% → 11%), without full compensation on its knockback, especially on the aerial foot hitbox (50 (base), 80 (scaling) → (35/22)/100).}}  
**{{nerf|Up tilt deals less damage (13% → 11%), without full compensation on its knockback, especially on the aerial foot hitbox (50 (base), 80 (scaling) → (35/22)/100).}}
**{{nerf|Up tilt has a shorter duration (frames 17-22 → 17-20).}}  
**{{nerf|Up tilt has a shorter duration (frames 17-22 → 17-20).}}
**{{nerf|The foot hitbox is smaller, especially against aerial opponents (6.5u → 6u (grounded)/3.5u (aerial)).}}
**{{nerf|The foot hitbox is smaller, especially against aerial opponents (6.5u → 6u (grounded)/3.5u (aerial)).}}
*[[Down tilt]]:
*[[Down tilt]]:
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**{{buff|The foot hitbox has been moved further away from Captain Falcon (x/y offsets: 0/-6 → 6.5/-1), slightly improving down tilt's range.}}
**{{buff|The foot hitbox has been moved further away from Captain Falcon (x/y offsets: 0/-6 → 6.5/-1), slightly improving down tilt's range.}}
**{{change|Down tilt now has a consistent [[semi-spike]] launch angle (80° (foot)/40° (leg)/20° (body) → 25°).}}
**{{change|Down tilt now has a consistent [[semi-spike]] launch angle (80° (foot)/40° (leg)/20° (body) → 25°).}}
***{{buff|This improving its consistency at edgeguarding and setting up [[tech-chase]]s, especially when combined with its increased knockback.}}  
***{{buff|This improving its consistency at edgeguarding and setting up [[tech-chase]]s, especially when combined with its increased knockback.}}
***{{nerf|However, this also removes down tilt's ability to set up juggles.}}
***{{nerf|However, this also removes down tilt's ability to set up juggles.}}
***{{nerf|The angle is also higher than the previous body hitbox, making it less effective at edgeguarding and setting up tech-chases than the previous body hitbox (at least without taking the increased knockback into account).}}
***{{nerf|The angle is also higher than the previous body hitbox, making it less effective at edgeguarding and setting up tech-chases than the previous body hitbox (at least without taking the increased knockback into account).}}
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**{{buff|Dash attack's clean hit deals more damage (8% → 10%) and knockback (80 (base), 40 (scaling) → 90/50).}}
**{{buff|Dash attack's clean hit deals more damage (8% → 10%) and knockback (80 (base), 40 (scaling) → 90/50).}}
**{{buff|The late hit deals more knockback (65 (base), 40 (scaling) → 90/50).}}
**{{buff|The late hit deals more knockback (65 (base), 40 (scaling) → 90/50).}}
**{{buff|Dash attack has larger hitboxes (6u (clean)/4.5u (late) → 6.2u/4.8u) and they are now static, rather than being attached to Captain Falcon's shoulder. They are positioned further forwards overall (z offset: 0.8 → 12), improving dash attack's range.}}  
**{{buff|Dash attack has larger hitboxes (6u (clean)/4.5u (late) → 6.2u/4.8u) and they are now static, rather than being attached to Captain Falcon's shoulder. They are positioned further forwards overall (z offset: 0.8 → 12), improving dash attack's range.}}
***{{nerf|However, this also gives the move less range inside of Captain Falcon to the point where it will now whiff against some characters at close range.}}
***{{nerf|However, this also gives the move less range inside of Captain Falcon to the point where it will now whiff against some characters at close range.}}
**{{change|The late hit launches opponents at a higher angle (40° → 65°). This grants it combo potential but removes its edgeguarding potential.}}
**{{change|The late hit launches opponents at a higher angle (40° → 65°). This grants it combo potential but removes its edgeguarding potential.}}
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**{{buff|Forward smash has a longer duration (frames 18-20 → 19-22).}}
**{{buff|Forward smash has a longer duration (frames 18-20 → 19-22).}}
***{{buff|As the move's animation was unchanged, this improves forward smash's range.}}
***{{buff|As the move's animation was unchanged, this improves forward smash's range.}}
**{{buff|Up and non-angled forward smash deal knockback (20 (base), 85 (scaling) → 24/95), improving its KO potential.}}  
**{{buff|Up and non-angled forward smash deal knockback (20 (base), 85 (scaling) → 24/95), improving its KO potential.}}
**{{buff|Down angled forward smash deals more damage (18% → 20%) with minimally compensated knockback (20 (base), 85 (scaling) → 24/83), improving its KO potential.}}  
**{{buff|Down angled forward smash deals more damage (18% → 20%) with minimally compensated knockback (20 (base), 85 (scaling) → 24/83), improving its KO potential.}}
**{{buff|Down angled forward smash launches opponents at a lower angle (40° → 38°).}}
**{{buff|Down angled forward smash launches opponents at a lower angle (40° → 38°).}}
**{{buff|The arm hitbox is positioned further away from Captain Falcon (x/y offsets: 0/0 → -2/-2), improving its range.}}
**{{buff|The arm hitbox is positioned further away from Captain Falcon (x/y offsets: 0/0 → -2/-2), improving its range.}}
**{{nerf|The middle hitbox is smaller (4.5u → 3u).}}
**{{nerf|The middle hitbox is smaller (4.5u → 3u).}}
**{{nerf|Captain Falcon no longer lunges farther when performing a pivoted forward smash, significantly hindering its approach and whiff punishment potential.}}  
**{{nerf|Captain Falcon no longer lunges farther when performing a pivoted forward smash, significantly hindering its approach and whiff punishment potential.}}
**{{nerf|Captain Falcon can no longer do a two-hit forward smash with [[battering item]]s, nor can he fire multiple stars at once with the [[Star Rod]].}}
**{{nerf|Captain Falcon can no longer do a two-hit forward smash with [[battering item]]s, nor can he fire multiple stars at once with the [[Star Rod]].}}
*[[Up smash]]:
*[[Up smash]]:
**{{nerf|Up smash has a short duration (frames 22-23 (hit 1)/28-29 (hit 2) → 22/28).}}
**{{nerf|Up smash has a short duration (frames 22-23 (hit 1)/28-29 (hit 2) → 22/28).}}
**{{change|Up smash now uses static hitboxes.}}
**{{change|Up smash now uses static hitboxes.}}
**{{buff|The first hit's lower hitboxes have altered angles (90°/100° → 95°/110°) and higher [[set knockback]] (80/100 → 120/140), allowing them to connect more reliably into the second hit.}}  
**{{buff|The first hit's lower hitboxes have altered angles (90°/100° → 95°/110°) and higher [[set knockback]] (80/100 → 120/140), allowing them to connect more reliably into the second hit.}}
**{{buff|The first hit's upper leg hitboxes have gained set knockback (0 → 20), allowing them to connect into the second hit regardless of the opponent's percent.}}
**{{buff|The first hit's upper leg hitboxes have gained set knockback (0 → 20), allowing them to connect into the second hit regardless of the opponent's percent.}}
***{{nerf|However, this only links into the second hit against certain characters and even against characters where it can, the second hit can still miss depending on Captain Falcon's positioning relative to the opponent and when it does miss, the opponent is left in a more favorable position.}}
***{{nerf|However, this only links into the second hit against certain characters and even against characters where it can, the second hit can still miss depending on Captain Falcon's positioning relative to the opponent and when it does miss, the opponent is left in a more favorable position.}}
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**{{nerf|The first hit's lower hitboxes are smaller (6.72u/5.76u → 6u/5.7u).}}
**{{nerf|The first hit's lower hitboxes are smaller (6.72u/5.76u → 6u/5.7u).}}
**{{buff|The second hit has slightly higher knockback scaling (102/103/110 → 104/106/112).}}
**{{buff|The second hit has slightly higher knockback scaling (102/103/110 → 104/106/112).}}
**{{buff|The second hit has larger hitboxes (4.8u/4.8u/4.8u → 6u/5.5u/5u).}}  
**{{buff|The second hit has larger hitboxes (4.8u/4.8u/4.8u → 6u/5.5u/5u).}}
**{{buff|The changes to hitstun canceling and DI grant the move some combo potential against fast-fallers at lower percentages.}}
**{{buff|The changes to hitstun canceling and DI grant the move some combo potential against fast-fallers at lower percentages.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash's front hit no longer has an extremely weak hitbox that deals 6% with set knockback, making it more reliable against low profiling opponents.}}
**{{buff|Down smash's front hit no longer has an extremely weak hitbox that deals 6% with set knockback, making it more reliable against low profiling opponents.}}
**{{buff|The back hit deals more damage (16% → 18%), improving its KO potential.}}
**{{buff|The back hit deals more damage (16% → 18%), improving its KO potential.}}
**{{nerf|The front hit deals much less damage (18% → 14%) without full compensation on its knockback scaling (85 → 90), significantly hindering its KO potential.}}  
**{{nerf|The front hit deals much less damage (18% → 14%) without full compensation on its knockback scaling (85 → 90), significantly hindering its KO potential.}}
**{{nerf|Down smash smaller hitboxes (6u/5u/4u/3.5u (front)/5u/4.5u/4u (back) → 4.5u/4.2u/3.7u (both)) with the foot hitbox being moved slightly closer to Captain Falcon (x/y offsets: 0/5 → 4.9/-0.9), reducing its range.}}
**{{nerf|Down smash smaller hitboxes (6u/5u/4u/3.5u (front)/5u/4.5u/4u (back) → 4.5u/4.2u/3.7u (both)) with the foot hitbox being moved slightly closer to Captain Falcon (x/y offsets: 0/5 → 4.9/-0.9), reducing its range.}}
**{{nerf|The back hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}}
**{{nerf|The back hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}}
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*{{buff|The introduction of [[frame canceling]] improves the followup potential of Captain Falcon's aerials if he perfectly lands with them, especially with forward aerial.}}
*{{buff|The introduction of [[frame canceling]] improves the followup potential of Captain Falcon's aerials if he perfectly lands with them, especially with forward aerial.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial's second hit has slightly knockback scaling (125 → 130), improving its KO potential.}}  
**{{buff|Neutral aerial's second hit has slightly increased knockback scaling (125 → 130), improving its KO potential.}}
**{{buff|The changes to hitstun canceling and DI significantly improve the second hit's combo potential.}}
**{{buff|The changes to hitstun canceling and DI significantly improve the second hit's combo potential.}}
**{{nerf|Neutral aerial has more landing lag (9 frames → 12).}}
**{{nerf|Neutral aerial has more landing lag (9 frames → 12).}}
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**{{nerf|Forward aerial has more ending (FAF 40 → 46).}}
**{{nerf|Forward aerial has more ending (FAF 40 → 46).}}
**{{nerf|Forward aerial has more landing lag (22 frames → 30).}}
**{{nerf|Forward aerial has more landing lag (22 frames → 30).}}
**{{nerf|Forward aerial has a shorter initial [[auto-cancel]] window (frames 1-6 → 1-4).}}  
**{{nerf|Forward aerial has a shorter initial [[auto-cancel]] window (frames 1-6 → 1-4).}}
**{{nerf|Forward aerial auto-cancels later (frame 35 → 42), no longer doing so in a short hop.}}  
**{{nerf|Forward aerial auto-cancels later (frame 35 → 42), no longer doing so in a short hop.}}
**{{nerf|The back hitbox is smaller (4u (clean)/4.3u (late) → 3u (both)) and it is now positioned right behind the knee hitbox rather than on Captain Falcon's back leg. The reduces the move's range behind Captain Falcon in addition to not making the clean sweetspot any easier to land.}}
**{{nerf|The back hitbox is smaller (4u (clean)/4.3u (late) → 3u (both)) and it is now positioned right behind the knee hitbox rather than on Captain Falcon's back leg. The reduces the move's range behind Captain Falcon in addition to not making the clean sweetspot any easier to land.}}
**{{nerf|The late hit has a lower [[trip]] chance (30% → 20%).}}
**{{nerf|The late hit has a lower [[trip]] chance (30% → 20%).}}
***{{nerf|When combined with the move's worse auto-cancel window and higher landing lag, this makes it much harder and more situation for Captain Falcon to exploit the opponent if they trip.}}
***{{nerf|When combined with the move's worse auto-cancel window and higher landing lag, this makes it much harder and more situational for Captain Falcon to exploit the opponent if they trip.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial has consistent and higher base knockback (20/0 → 25), improving the near hitboxes' and the late hit's KO potential.}}
**{{buff|Back aerial has consistent and higher base knockback (20/0 → 25), improving the near hitboxes' and the late hit's KO potential.}}
**{{buff|The universal increase to [[shieldstun]] has noticeably benefitted back aerial, as the clean hit is now completely safe on shield against 90% of the cast if Captain Falcon lands perfectly with it and the move becomes completely unpunishable on shield if Captain Falcon perfectly auto-cancels the move.}}
**{{buff|The universal increase to [[shieldstun]] has noticeably benefitted back aerial, as the clean hit is now completely safe on shield against 90% of the cast if Captain Falcon lands perfectly with it and the move becomes completely unpunishable on shield if Captain Falcon perfectly auto-cancels the move.}}
**{{nerf|Back aerial has a shorter initial auto-cancel window (frames 1-6 → 1-4).}}  
**{{nerf|Back aerial has a shorter initial auto-cancel window (frames 1-6 → 1-4).}}
**{{nerf|The clean hit deals less damage (14% → 13%), hindering the hand hitbox's KO potential.}}
**{{nerf|The clean hit deals less damage (14% → 13%), hindering the hand hitbox's KO potential.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{change|Up aerial's clean hit now launches opponents vertically (361° → 70°), similar to its ''Smash 64'' counterpart.}}
**{{change|Up aerial's clean hit now launches opponents vertically (361° → 70°), similar to its ''Smash 64'' counterpart.}}
***{{buff|This siginificantly improves its combo potential at higher percents when combined with the changes to hitstun canceling and DI, with the move notably being able to combo into itself and even into a forward aerial.}}  
***{{buff|This siginificantly improves its combo potential at higher percents when combined with the changes to hitstun canceling and DI, with the move notably being able to combo into itself and even into a forward aerial.}}
***{{nerf|However, this also considerably hinders its edgeguarding potential, as well as its followup potential into itself at lower percents.}}
***{{nerf|However, this also considerably hinders its edgeguarding potential, as well as its followup potential into itself at lower percents.}}
**{{buff|The universal increase to shieldstun has noticeably benefitted up aerial, with it now being completely unpunishable on shield if Captain Falcon perfectly lands with it.}}
**{{buff|The universal increase to shieldstun has noticeably benefitted up aerial, with it now being completely unpunishable on shield if Captain Falcon perfectly lands with it.}}
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**{{nerf|Up aerial auto-cancels later (frame 22 → 24).}}
**{{nerf|Up aerial auto-cancels later (frame 22 → 24).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's foot hitbox is noticeably larger (4.5u → 5.9u).}}  
**{{buff|Down aerial's foot hitbox is noticeably larger (4.5u → 5.9u).}}
**{{buff|The removal of [[meteor canceling]], significantly improves down aerial's edgeguarding potential, especially since its power was unchanged.}}  
**{{buff|The removal of [[meteor canceling]], significantly improves down aerial's edgeguarding potential, especially since its power was unchanged.}}
***{{buff|The removal of meteor canceling also allows the foot hitbox to [[lock]] opponents. This greatly improves the move's combo potential as Captain Falcon can abuse this lock to set up a [[footstool]] to put opponents into an untechable bound where Captain Falcon can either lock with the down aerial at lower percents to set up into a neutral aerial for another footstool or (when combined with the changes to hitstun canceling and DI), launch the opponent with an untechable down aerial meteor smash at higher percents to footstool the opponent again to continuously reset the situation right up until the opponent is at KO percents}}
***{{buff|The removal of meteor canceling also allows the foot hitbox to [[lock]] opponents. This greatly improves the move's combo potential as Captain Falcon can abuse this lock to set up a [[footstool]] to put opponents into an untechable bound where Captain Falcon can either lock with the down aerial at lower percents to set up into a neutral aerial for another footstool or (when combined with the changes to hitstun canceling and DI), launch the opponent with an untechable down aerial meteor smash at higher percents to footstool the opponent again to continuously reset the situation right up until the opponent is at KO percents}}
**{{change|Down aerial now uses static hitboxes. This gives the move more consistent range below Captain Falcon but reduces it range above Captain Falcon during its later frames.}}
**{{change|Down aerial now uses static hitboxes. This gives the move more consistent range below Captain Falcon but reduces it range above Captain Falcon during its later frames.}}
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*[[Grab]]s
*[[Grab]]s
**{{buff|Dash and especially pivot grab have less startup lag (frame 11 (dash)/16 (pivot) → 9/12), with pivot grab no longer being the slowest non extended/tether pivot grab.}}
**{{buff|Dash and especially pivot grab have less startup lag (frame 11 (dash)/16 (pivot) → 9/12), with pivot grab no longer being the slowest non extended/tether pivot grab.}}
***{{buff|In addition to this Dash grab's total duration was compensated (FAF 40 → 38).}}  
***{{buff|In addition to this Dash grab's total duration was compensated (FAF 40 → 38).}}
**{{buff|All grabs extend further outwards (z offset: 7.2 (standing)/8.8 (dash)/-12 (pivot) → z stretch: 9.7/12.2/-16.2), improving their range.}}
**{{buff|All grabs extend further outwards (z offset: 7.2 (standing)/8.8 (dash)/-12 (pivot) → z stretch: 9.7/12.2/-16.2), improving their range.}}
***{{buff|In addition to this, dash grab has a new animation where Captain Falcon slides much further forwards. This greatly improves its range.}}
***{{buff|In addition to this, dash grab has a new animation where Captain Falcon slides much further forwards. This greatly improves its range.}}
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**{{nerf|All grabs are smaller (4.8u → 3.3u (standing/pivot)/2.6u (dash) and they do not extend as far inside of Captain Falcon (z offset: 2.2 (standing)/-2.4 (dash)/-2.5 (pivot) → 4/4/-4) reducing their range above and inside of Captain Falcon.}}
**{{nerf|All grabs are smaller (4.8u → 3.3u (standing/pivot)/2.6u (dash) and they do not extend as far inside of Captain Falcon (z offset: 2.2 (standing)/-2.4 (dash)/-2.5 (pivot) → 4/4/-4) reducing their range above and inside of Captain Falcon.}}
***{{nerf|When combined with dash grab's new animation, this makes dash grab more prone to whiffing when used close to an opponent.}}
***{{nerf|When combined with dash grab's new animation, this makes dash grab more prone to whiffing when used close to an opponent.}}
*{{nerf|The changes to aerial [[grab release]]s hinders Captain Falcon moreso than almost any other returning veteran as he no longer has any guaranteed followups out of an aerial grab release on any character (as opposed to having multiple followups against most of the cast) while not significantly reducing his own susceptibility to them.}}
*{{nerf|The changes to aerial [[grab release]]s hinder Captain Falcon moreso than almost any other returning veteran as they remove all the guaranteed followups out of an aerial grab release on any character he had in Brawl (as opposed to having multiple followups against most of the cast) while not significantly decreasing his own susceptibility to them.}}
*[[Pummel]]
*[[Pummel]]
**{{change|Pummel now launches bystanders horizontally (80° → 361°).}}
**{{change|Pummel now launches bystanders horizontally (80° → 361°).}}
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*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw deals less damage (7% → 6%) and more knockback (75 (base), 34 (scaling) → 80/45), hindering its followup potential at higher percents.}}
**{{nerf|Down throw deals less damage (7% → 6%) and more knockback (75 (base), 34 (scaling) → 80/45), hindering its followup potential at higher percents.}}
***{{buff|However, the changes to hitstun canceling and DI have drastically improved the throw's combo potential despite this, with the throw now being a completely reliable combo starter, especially when combined with the changes to dash grab.}}  
***{{buff|However, the changes to hitstun canceling and DI have drastically improved the throw's combo potential despite this, with the throw now being a completely reliable combo starter, especially when combined with the changes to dash grab.}}
*[[Floor attack]]s:
*[[Floor attack]]s:
**{{buff|Floor attacks deal more [[shield damage]] per hit (1 → 8).}}
**{{buff|Floor attacks deal more [[shield damage]] per hit (1 → 8).}}
**{{buff|Floor attacks have less startup lag (frame 20 (front)/19 (back)/28 (hit 2) → 14 (hit 1)/24 (front hit 2)/20 (back hit 2)) and they have shorter total durations (FAF 50 → 46).}}  
**{{buff|Floor attacks have less startup lag (frame 20 (front)/19 (back)/28 (hit 2) → 14 (hit 1)/24 (front hit 2)/20 (back hit 2)) and they have shorter total durations (FAF 50 → 46).}}
***{{nerf|However, back floor attack's total duration was not fully compensated (FAF 50 → 46), giving it more ending lag.}}
***{{nerf|However, back floor attack's total duration was not fully compensated (FAF 50 → 46), giving it more ending lag.}}
**{{nerf|Floor attacks have less intangibility (frames 1-29 → 1-25 (front)/1-21 (back)).}}
**{{nerf|Floor attacks have less intangibility (frames 1-29 → 1-25 (front)/1-21 (back)).}}
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**{{buff|Edge attack has less startup lag (frame 24 → 22).}}
**{{buff|Edge attack has less startup lag (frame 24 → 22).}}
***{{nerf|However, its total duration was unchanged, giving it more ending lag.}}
***{{nerf|However, its total duration was unchanged, giving it more ending lag.}}
**{{buff|As with other edge attacks, it no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}  
**{{buff|As with other edge attacks, it no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{nerf|Edge attack has a new animation where Captain Falcon performs a straight sweep, rather than a leaping cartwheel. When combined with the move now using one smaller static hitbox rather than multiple larger normal hitboxes attached to Captain Falcon's legs, this gives the move less vertical range and reduces its disjoint.}}  
**{{nerf|Edge attack has a new animation where Captain Falcon performs a straight sweep, rather than a leaping cartwheel. When combined with the move now using one smaller static hitbox rather than multiple larger normal hitboxes attached to Captain Falcon's legs, this gives the move less vertical range and reduces its disjoint.}}
***{{buff|However, this does also make Captain Falcon harder to hit.}}
***{{buff|However, this does also make Captain Falcon harder to hit.}}
**{{nerf|Edge attack has a shorter duration (frames 24-28 → 22-24).}}
**{{nerf|Edge attack has a shorter duration (frames 24-28 → 22-24).}}
**{{nerf|Edge attack has less intangibility (frames 1-22 → 1-19).}}
**{{nerf|Edge attack has less intangibility (frames 1-22 → 1-19).}}
**{{nerf|Edge attack deals less damage (10% → 7%) and launches opponents at a less favorable angle (361° → 45°).}}  
**{{nerf|Edge attack deals less damage (10% → 7%) and launches opponents at a less favorable angle (361° → 45°).}}
**{{nerf|As with other edge attacks, edge attack can no longer send opponents behind Captain Falcon, removing its ability to set up edgeguards.}}
**{{nerf|As with other edge attacks, edge attack can no longer send opponents behind Captain Falcon, removing its ability to set up edgeguards.}}
*[[Trip attack]]:
*[[Trip attack]]:
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===Special moves===
===Special moves===
*[[Falcon Punch]]:
*[[Falcon Punch]]:
**{{buff|Falcon Punch can no longer be SDIed (SDI multiplier: 1× → 0×).}}  
**{{buff|Falcon Punch can no longer be SDIed (SDI multiplier: 1× → 0×).}}
**{{buff|The grounded reversed version deals consistent damage (28% (middle)/26% (near)/24% (far) → 28% (all)).}}
**{{buff|The grounded reversed version deals consistent damage (28% (middle)/26% (near)/24% (far) → 28% (all)).}}
**{{buff|The aerial version's far hitbox is larger (3.5u → 4.025u).}}
**{{buff|The aerial version's far hitbox is larger (3.5u → 4.025u).}}
**{{change|The aerial reversed version deals consistent damage (27% (middle)/24% (near)/23% (far) → 25% (all)). This makes the far and close hitboxes stronger but it also makes the middle hitbox weaker.}}
**{{change|The aerial reversed version deals consistent damage (27% (middle)/24% (near)/23% (far) → 25% (all)). This makes the far and close hitboxes more damaging but it also makes the middle hitbox weaker.}}
**{{nerf|Falcon Punch has more ending lag (FAF 100 (normal)/108 (reversed) → 110/118), making an already incredibly punishable move even more punishable.}}
**{{nerf|Falcon Punch has more ending lag (FAF 100 (normal)/108 (reversed) → 110/118), making an already incredibly punishable move even more punishable.}}
**{{nerf|Falcon Punch deals noticeably less knockback (30 (base), 93 (scaling) → 0/90). This not only hinders its KO potential (especially when combined with its lower damage on certain hitboxes) but this also makes the move highly punishable on hit at lower percents.}}  
**{{nerf|Falcon Punch deals noticeably less knockback (30 (base), 93 (scaling) → 0/90). This not only hinders its KO potential (especially when combined with its lower damage on certain hitboxes) but this also makes the move highly punishable on hit at lower percents.}}
**{{nerf|Falcon Punch has a higher hitlag multiplier (1x → 1.5x), making it easier to DI.}}
**{{nerf|Falcon Punch has a higher hitlag multiplier (1x → 1.5x), making it easier to DI.}}
**{{nerf|Excluding the aerial version's far hitbox, Falcon Punch has smaller hitboxes (5u/3.5u/3.5u → 4u/2.5u/3.4u (grounded)/4.6u/2.875u (aerial)).}}
**{{nerf|Excluding the aerial version's far hitbox, Falcon Punch has smaller hitboxes (5u/3.5u/3.5u → 4u/2.5u/3.4u (grounded)/4.6u/2.875u (aerial)).}}
***{{nerf|In addition to this, the aerial version's far hitbox has been moved closer to Captain Falcon (x offset: -4 → 3.4), reducing its range.}}
***{{nerf|In addition to this, the aerial version's far hitbox has been moved closer to Captain Falcon (x offset: -4 → 3.4), reducing its range.}}
**{{nerf|The grounded version deals consistent damage (27% (middle)/25% (near)/23% (far) → 25% (all)). While this makes the far hitbox stronger, this also makes the middle hitbox weaker, hindering the move overall.}}
**{{nerf|The grounded version deals consistent damage (27% (middle)/25% (near)/23% (far) → 25% (all)). While this makes the far hitbox more damaging, this also makes the middle hitbox weaker, hindering the move overall.}}
**{{nerf|The aerial version deals consistent damage (26% (middle)/23% (near)/22% (far) → 22% (all)), making the near and especially the middle hitbox weaker.}}
**{{nerf|The aerial version deals consistent damage (26% (middle)/23% (near)/22% (far) → 22% (all)), making the near and especially the middle hitbox weaker.}}
*[[Raptor Boost]]:
*[[Raptor Boost]]:
**{{buff|Raptor Boost's search hitboxes are positioned further away from Captain Falcon (z offset: 8.5 (grounded)/8 (aerial) → 10), improving its range.}}
**{{buff|Raptor Boost's search hitboxes are positioned further away from Captain Falcon (z offset: 8.5 (grounded)/8 (aerial) → 10), improving its range.}}
**{{buff|Grounded Raptor Boost's attack deals more damage (7% → 9%), more shield damage (2 → 4), launches opponents at a higher angle (80° → 85°), and has increased knockback scaling (52 → 75), greatly improving its KO potential to the point where it is now a viable and decently strong KO option.}}  
**{{buff|Grounded Raptor Boost's attack deals more damage (7% → 9%), more shield damage (2 → 4), launches opponents at a higher angle (80° → 85°), and has increased knockback scaling (52 → 75), greatly improving its KO potential to the point where it is now a viable and decently strong KO option.}}
**{{buff|Captain Falcon no longer dashes off edges when using grounded Raptor Boost, making it safer to use.}}
**{{buff|Captain Falcon no longer dashes off edges when using grounded Raptor Boost, making it safer to use.}}
**{{buff|Aerial Raptor Boost's attack deals more damage (7% → 8%).}}
**{{buff|Aerial Raptor Boost's attack deals more damage (7% → 8%).}}
**{{change|Raptor Boost's search hitbox now uses one extended hitbox rather than three normal hitboxes.}}
**{{change|Raptor Boost's search hitbox now uses one extended hitbox rather than three normal hitboxes.}}
**{{nerf|Raptor Boost has a much higher hitlag multiplier (1x → 2x).}}
**{{nerf|Raptor Boost has a much higher hitlag multiplier (1x → 2x).}}
**{{nerf|Grounded Raptor Boost's attack has a smaller hitbox (8u → 7u).}}  
**{{nerf|Grounded Raptor Boost's attack has a smaller hitbox (8u → 7u).}}
**{{nerf|Grounded Raptor Boost's attack has more ending lag (FAF 25 → 36).}}
**{{nerf|Grounded Raptor Boost's attack has more ending lag (FAF 25 → 36).}}
**{{nerf|Aerial Raptor Boost's dash has more landing lag (20 frames → 22).}}
**{{nerf|Aerial Raptor Boost's dash has more landing lag (20 frames → 22).}}
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**{{nerf|The removal of grab armor removes the minimal protection Falcon Dive provided, making Falcon Dive safer to challenge.}}
**{{nerf|The removal of grab armor removes the minimal protection Falcon Dive provided, making Falcon Dive safer to challenge.}}
*[[Falcon Kick]]:
*[[Falcon Kick]]:
**{{buff|Ground Falcon Kick has a longer duration (frames 15-33 → 18-38).}}
**{{buff|Falcon Kick has a longer duration when used on the ground (frames 15-33 → 18-38).}}
**{{buff|The grounded version's clean hit deals much more knockback (50 (base), 70 (scaling) → 60/80), significantly improving its KO potential.}}  
**{{buff|The grounded version's clean hit deals much more knockback (50 (base), 70 (scaling) → 60/80), significantly improving its KO potential.}}
**{{buff|The grounded version's mid and late hits have higher base knockback (62 (mid)/50 (late) → 90/80).}}
**{{buff|The grounded version's mid and late hits have higher base knockback (62 (mid)/50 (late) → 90/80).}}
**{{buff|Captain Falcon slows down less after hitting an opponent with grounded Falcon Kick (0.66x → 0.8x).}}
**{{buff|Captain Falcon slows down less after hitting an opponent with grounded Falcon Kick (0.66x → 0.8x).}}
**{{buff|The aerial version's late hit has higher knockback scaling (60 → 65).}}
**{{buff|The aerial version's late hit has higher knockback scaling (60 → 65).}}
**{{buff|The aerial version's hitbox is positioned further downwards (x offset: 0 → 4), with the move now actually covering Captain Falcon's foot.}}
**{{buff|The aerial version's hitbox is positioned further downwards (x offset: 0 → 4), with the move now actually covering Captain Falcon's foot.}}
**{{buff|The landing hit has less startup lag (frame 2 → 1).}}
**{{buff|The landing hit has less startup lag (frame 2 → 1).}}
**{{change|The grounded version's clean hit launches opponents at a higher angle (45° → 80°).}}  
**{{change|The grounded version's clean hit launches opponents at a higher angle (45° → 80°).}}
**{{change|Captain Falcon now retains some forwards momentum after finishing grounded Falcon Kick.}}
**{{change|Captain Falcon now retains some forwards momentum after finishing grounded Falcon Kick.}}
**{{change|The landing hit now uses one extended hitbox rather than three normal hitboxes.}}
**{{change|The landing hit now uses one extended hitbox rather than three normal hitboxes.}}
**{{nerf|The grounded version has more startup (frame 15 → 18) and ending lag (FAF 70 → 74).}}  
**{{nerf|The grounded version has more startup (frame 15 → 18) and ending lag (FAF 70 → 74).}}
**{{nerf|Falcon Kick has more landing lag (45 frames → 48).}}
**{{nerf|Falcon Kick has more landing lag (45 frames → 48).}}
**{{nerf|The grounded version's mid hit launches opponents at a less favorable angle (85° → 68°).}}
**{{nerf|The grounded version's mid hit launches opponents at a less favorable angle (85° → 68°).}}
**{{nerf|The grounded version now has one extended hitbox rather than three normal hitboxes. This hitbox is smaller than the previous largest hitbox (4.8u/3.3u/2.5u → 3.8u (clean)/3.2u (mid/late)) and it overall has less horizontal range, both in front of and behind Captain Falcon.}}
**{{nerf|The grounded version now has one extended hitbox rather than three normal hitboxes. This hitbox is smaller than the previous largest hitbox (4.8u/3.3u/2.5u → 3.8u (clean)/3.2u (mid/late)) and it overall has less horizontal range, both in front of and behind Captain Falcon.}}
**{{nerf|Falcon Kick can no longer be [[edge cancel]]ed.}}
**{{nerf|Falcon Kick can no longer be [[edge cancel]]ed.}}
**{{nerf|The aerial version's clean hit has lower knockback scaling (70 → 65).}}  
**{{nerf|The aerial version's clean hit has lower knockback scaling (70 → 65).}}
**{{nerf|The aerial version no longer has an upper hitbox. This reduces the move's range above Captain Falcon, especially with the clean hit due to the clean hit retaining a normal hitbox.}}
**{{nerf|The aerial version no longer has an upper hitbox. This reduces the move's range above Captain Falcon, especially with the clean hit due to the clean hit retaining a normal hitbox.}}
***{{nerf|The mid and late hits now use extended hitboxes however, they are smaller (5.76u/4.8u → 5u) and they do not have as much vertical range as the previous upper hitbox.}}
***{{nerf|The mid and late hits now use extended hitboxes however, they are smaller (5.76u/4.8u → 5u) and they do not have as much vertical range as the previous upper hitbox.}}
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|nairdmg=4% (hit 1), 6% (hit 2)
|nairdmg=4% (hit 1), 6% (hit 2)
|nairdesc=Kicks forwards twice. A decent follow-up option after a down throw. Can combo into itself or an up aerial, as well as a neutral attack or grab by connecting only the first hit and quickly landing with the move.
|nairdesc=Kicks forwards twice. A decent follow-up option after a down throw. Can combo into itself or an up aerial, as well as a neutral attack or grab by connecting only the first hit and quickly landing with the move.
|fairname=[[Knee Smash]]
|fairname=[[Knee Smash]] ({{ja|ストライキングニー|Sutoraikingu Nī}}, ''Striking Knee'')
|fairdmg=19% (clean sweetspot), 6% (clean sourspot), 3% (late)
|fairdmg=19% (clean sweetspot), 6% (clean sourspot), 3% (late)
|fairdesc=A knee strike. It has very high knockback and an [[electric]] effect if sweetspotted, but is incredibly weak if sourspotted. Reliably KOs below 90% from center stage and even earlier near the edge, and is the strongest forward aerial in the game, while having only moderate startup and ending lag. However, it has short reach, along with a very small sweetspot that lasts for only one frame, possesses very high landing lag, and cannot autocancel in a short hop, making it extremely difficult to sweetspot without set-ups.
|fairdesc=A knee strike. It has very high knockback and an [[electric]] effect if sweetspotted, but is incredibly weak if sourspotted. Reliably KOs below 90% from center stage and even earlier near the edge, and is the strongest forward aerial in the game, while having only moderate startup and ending lag. However, it has short reach, along with a very small sweetspot that lasts for only one frame, possesses very high landing lag, and cannot autocancel in a short hop, making it extremely difficult to sweetspot without set-ups.
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|ssdefname=Raptor Boost
|ssdefname=Raptor Boost
|ssdefdmg=9% (ground), 8% (air)
|ssdefdmg=9% (ground), 8% (air)
|ssdefdesc=Dashes forward, performing an uppercut on the ground if an opponent is in range, or a downswing in the air. The grounded version can KO middleweights at around 125% without rage, while the aerial version can meteor smash opponents below Captain Falcon.  
|ssdefdesc=Dashes forward, performing an uppercut on the ground if an opponent is in range, or a downswing in the air. The grounded version can KO middleweights at around 125% without rage, while the aerial version can meteor smash opponents below Captain Falcon.
|ssc1name=Heavy Raptor Boost
|ssc1name=Heavy Raptor Boost
|ssc1dmg=12% (ground), 12% (air)
|ssc1dmg=12% (ground), 12% (air)
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|dsdefname=Falcon Kick
|dsdefname=Falcon Kick
|dsdefdmg=13%/11%/7% (ground), 15%/13%/11% (air), 9% (landing)
|dsdefdmg=13%/11%/7% (ground), 15%/13%/11% (air), 9% (landing)
|dsdefdesc=Bursts forward with a flaming high-speed kick. If used in the air, he will plunge down at a diagonal angle. The grounded version launches vertically and KOs middleweights at around 120% when clean, while the aerial version launches horizontally and has a landing hitbox.  
|dsdefdesc=Bursts forward with a flaming high-speed kick. If used in the air, he will plunge down at a diagonal angle. The grounded version launches vertically and KOs middleweights at around 120% when clean, while the aerial version launches horizontally and has a landing hitbox.
|dsc1name=Falcon Kick Fury
|dsc1name=Falcon Kick Fury
|dsc1dmg=1% (ground loop hits), 7% (ground last hit), 2% (air loop hits), 5% (air last hit), 5% (landing)
|dsc1dmg=1% (ground loop hits), 7% (ground last hit), 2% (air loop hits), 5% (air last hit), 5% (landing)
|dsc1desc= Hits multiple times, with the last hit launching the opponent. The last hit has less knockback, however.  
|dsc1desc= Hits multiple times, with the last hit launching the opponent. The last hit has less knockback, however.
|dsc2name=Lightning Falcon Kick
|dsc2name=Lightning Falcon Kick
|dsc2dmg=12%/10%/6% (ground), 14%/12%/10% (air), 4% (landing)
|dsc2dmg=12%/10%/6% (ground), 14%/12%/10% (air), 4% (landing)
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|fsdesc=Calls in the Blue Falcon, which crashes through the stage in front of him. Should it hit an opponent, a short cutscene plays where they are run over and sent flying. Characters who are not hit will stay in place until the end of the move. Like certain other Final Smashes, if no one is hit when the Blue Falcon appears, the attack fails.
|fsdesc=Calls in the Blue Falcon, which crashes through the stage in front of him. Should it hit an opponent, a short cutscene plays where they are run over and sent flying. Characters who are not hit will stay in place until the end of the move. Like certain other Final Smashes, if no one is hit when the Blue Falcon appears, the attack fails.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 104
|rweight = 11-13
|dash = 1.7
|rdash = 11-15
|run = 2.32
|rrun = 2
|walk = 0.94
|rwalk = 42
|trac = 0.05
|rtrac = 40
|airfric = 0.0075
|rairfric = 43-48
|air = 1.1
|rair = 14-19
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.065
|raddaccel = 30-34
|gravity = 0.12
|rgravity = 5-8
|fall = 1.837
|rfall = 4
|ff = 2.9392
|rff = 5
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 37.306652
|rjumpheight = 11
|shorthop = 17.980684
|rshorthop = 11
|djump = 37.306652
|rdjump = 13
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Captain Falcon English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
During the early lifespan of ''Smash 4'''s metagame, Captain Falcon's buffs were immediately noticed, with the most notable of them being the heavy changes to [[hitstun]] canceling and the improved combo ability on his moves. As a result, he has always been considered a high tier character, thanks to his quick mobility, high power, and the ability to perform heavily damaging combos and juggles with his throws and aerial moves, with his combos being quite easy to start due to his far-reaching dash grab. His representation has been strong throughout the game's lifespan, both due to his own strengths and his general popularity as a character. However, perceptions surrounding Falcon have not grown as much as other higher tiered characters than him, due to his poor recovery and difficulty escaping pressure and combos, along with receiving nerfs to his damage output and KOing ability through game updates. Players also began to cite his troublesome match-up against {{SSB4|Sheik}}, who would go on to become the perceived best character in the game for a long period of time. Despite this, his playerbase is among the largest in the entire roster, with players such as {{Sm|Acid}}, {{Sm|Fatality}}, {{Sm|Nanon}}, {{Sm|Pichi}}, {{Sm|Souther}}, {{Sm|Tearbear}}, {{Sm|ZeRo}} and {{Sm|z0mfg}} achieving strong enough tournament results with the character.
He would rank at 14th on the first iteration of the ''4BR'' [[tier list]], at the very top of the mid-tier, then dropped six spots on the second tier list to 20th, and dropped once again to 23rd on the third tier list. However, the change in the arrangement of the tiers caused him to be ranked more positively than in the initial tier list. However, his tier placement became a topic of debate amongst players, due to the recent appearances of many noteworthy results. Most notably, {{Sm|Fatality}} placed 2nd at [[2GGC: Civil War]], which is one of the largest ''Smash 4'' tournaments to date. Afterwards he went on to decisively eliminate {{sm|ZeRo}} from [[MomoCon 2017]], even while ZeRo counterpicked. This had him rise to 19th on the fourth and current tier list. Overall, Falcon has had the third highest rise from the ''[[Brawl]]'' tier list, and is one of the characters to have improved the most from that game.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=3111
|set10=3111
}}
}}
===Most historically significant players===
<!--This character has a ten 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 -->


===Notable players===
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''


''See also: [[:Category:Captain Falcon professionals (SSB4)]]''
''See also: [[:Category:Captain Falcon players (SSB4)]]''
====Active====
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of them placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot. Using that criteria, please refrain from adding Lythero or Stroumbert-->
*{{Sm|Big D|Canada}} - Considered one of the best {{SSB4|King Dedede}} players in the world, also has a notably strong Falcon.
*{{Sm|Eda|Japan}} - A strong Captain Falcon main from Japan. Placed 5th at [[Sumabato 22]] and 9th at [[Karisuma 15]]. Has wins on {{Sm|ikep}}, {{Sm|Shogun}} and {{Sm|DIO}}.
*{{Sm|Fatality|USA}} (#19) - Widely considered to be the best Falcon main in the world, with wins over {{Sm|CaptainZack}}, {{Sm|Larry Lurr}}, {{Sm|Salem}}, {{Sm|Cosmos}}, {{Sm|Nairo}}, {{Sm|Dabuz}}, {{Sm|komorikiri}}, {{Sm|Kameme}}, {{Sm|Marss}}, and {{Sm|ZeRo}}. Ranked 14th on the [[Panda Global SSB4 Rankings]] and 1st on the [[Georgia Smash 4 Power Rankings]]. Placed 2nd at [[2GGC: Civil War]], 2nd at Momocon 2017, and 5th at [[Frostbite 2018]]. He is the 25th player to take a set off {{Sm|ZeRo}}.
*{{Sm|Kesa|USA}} - The best Captain Falcon player in California. Has wins over {{Sm|Elegant}}, {{Sm|K9sbruce}}, {{Sm|Sho}} and {{Sm|pu55yk1ng}}.
*{{Sm|Kirbis|Japan}} - Notably placed 7th at [[Little Big House 4]].
*{{Sm|Marss|USA}} - Uses Captain Falcon as a counter-pick for {{SSB4|Diddy Kong}} and for [[Final Destination (SSB4)|Final Destination]]. Has taken sets from {{Sm|MVD}}, {{Sm|Light|p=Connecticut}}, {{Sm|dyr}}, and {{Sm|Pugwest}}.
*{{Sm|Meek|USA}} - Formerly ranked 10th on the [[Michigan Smash 4 Power Rankings]].
*{{Sm|Nanon|Mexico}} - Considered to be one of the two best Falcon players in Mexico, along with {{Sm|z0mfg}}. Placed 9th at [[Smash Factor 4]] and 17th at [[Smash Factor 5]].
*{{Sm|NickC|USA}} - Has wins over {{Sm|Dabuz}}, {{Sm|Sinji}} and {{Sm|Frozen}}.
*{{Sm|Ntarps|USA}} - 17th at [[KTAR XV]] and [[Shine 2016]]. He has wins on players such as {{Sm|dyr}}, {{Sm|Remzi}}, {{Sm|Pugwest}} and {{Sm|James}}.
*{{Sm|Ogey|France}} - Currently ranked 7th in France. Considered to be the best Falcon in Europe. He has wins over {{Sm|komorikiri}}, {{Sm|Glutonny}}, {{Sm|Elexiao}}, {{Sm|BestNess}}, {{Sm|Griffith}}, {{Sm|LoNg0uw}} and {{Sm|aperture}}. He placed 9th at [[Triforce Friday]]
*{{Sm|Pichi|Japan}} - Considered the best Falcon player in Japan. Placed 1st at [[Umebura 24]].
*{{Sm|Runes|USA}} - One of the best Captain Falcon players in Michigan. Ranked 11th on the [[Michigan Power Rankings]].
*{{Sm|Saiya|Japan}} - Currently ranked 49th on the [[JAPAN Power Rankings]].
*{{Sm|Sean|USA|p=Florida}} - Took sets off of {{Sm|Tsu-}} and {{Sm|Mr.E}} at [[Frame Perfect Series 2]] and placed 9th.
*{{Sm|SETHsational|USA}} - The best Falcon player in the Midwest. Ranked 10th on the [[Michigan Power Rankings]]. Has wins over {{Sm|Raito}}, {{Sm|Rags}} and {{Sm|Ryuga}}.
*{{Sm|Souther|Japan}} - Currently ranked 122nd on the [[JAPAN Power Rankings]].
*{{Sm|Tearbear|USA}} - Formerly ranked 18th on the [[SoCal Smash 4 Power Rankings]]. Has wins over {{Sm|Larry Lurr}}, {{Sm|VoiD}}, and {{Sm|FOW}}.
*{{Sm|TraX|Luxembourg}} - Best C. Falcon in Luxembourg.
*{{Sm|Tsu~|Japan}} - Currently ranked 82nd on the [[JAPAN Power Rankings]].
*{{Sm|YuriAIR|Japan}} - Placed 49th at [[Umebura S.A.T.]]
*{{Sm|zOmfg|Mexico}} - Currently ranked 11th on the [[Mexican Smash 4 Power Rankings]] and considered to be one of the two best Falcon players in Mexico, along with {{Sm|Nanon}}. Took sets off {{Sm|Wonf }} and {{Sm|Chota}}. Placed 7th at [[Smash Factor 4]] and 13th at [[Smash Factor 5]].


====Inactive====
*{{Sm|Fatality|USA}} (#19) - The best Captain Falcon player in the world. Placed 2nd at both {{Trn|2GGC: Civil War}} and {{Trn|MomoCon 2017}}, 3rd at {{Trn|Smash Factor 7}}, 5th at {{Trn|Frostbite 2018}}, and 7th at {{Trn|Super Smash Con 2016}} with wins over players such as {{Sm|ZeRo}}, {{Sm|Nairo}}, and {{Sm|Salem}}.
*{{Sm|Acid|USA}} - Notably beat Fatality in Captain Falcon dittos at [[Tipped Off 11]].
*{{Sm|Kirbis|Japan}} - Placed 13th at both {{Trn|Waseda Festival 2016}} and {{Trn|Sumabato 28}}, 17th at both {{Trn|Sumabato 21}} and {{Trn|Sumabato 22}}, and 25th at {{Trn|Umebura T.A.T.}} with wins over players such as {{Sm|BestNess}}, {{Sm|shky}}, and {{Sm|YOC}}. Ranked 114th on the [[JAPAN Power Rankings]].
*{{Sm|Demitus|USA}} - Was ranked 7th on the [[Chicago Smash 4 Power Rankings]]. He stopped playing Falcon in 2016.
*{{Sm|Hauberk|Japan}} - Placed 5th at {{Trn|Shulla-bra XIV}}, 9th at {{Trn|Shulla-bra XI}}, {{Trn|Sumabato 22}}, {{Trn|Sumabato 28}}, and 17th at  {{Trn|Sumabato 20}}. Ranked 86th on the [[JAPAN Power Rankings]].
*{{Sm|Glutonny|France}} - Has mostly dropped this character.
*{{Sm|Nanon|Mexico}} - The best Captain Falcon player in Mexico. Placed 9th at both {{Trn|TGC 6}} and [https://start.gg/tournament/wetecthose-7/event/wii-u-singles/standings WeTecThose 7], 13th at {{Trn|Smash Factor 4}}, and 17th at both {{Trn|Smash Factor 5}} and {{Trn|Thunderstruck 2015}} with wins over players such as {{Sm|Genialo}}, {{Sm|Rox}}, and {{Sm|Wonf}}. Ranked 47th on the [[Mexican Power Rankings]].
*{{Sm|GrimTurtle|USA}} - Switched mains to {{SSB4|Bayonetta}} and {{SSB4|Fox}}.
*{{Sm|Ogey|France}} - The best Captain Falcon player in Europe. Placed 13th at both {{Trn|Fortuna}} and {{Trn|Ys}}, 25th at both {{Trn|Deflagration}} and {{Trn|Albion 3}}, and 33rd at {{Trn|Albion 2}} with wins over players such as {{Sm|komorikiri}}, {{Sm|BestNess}}, and {{Sm|Glutonny}}. Ranked 49th on the [[European Smash 4 Power Rankings]].
*{{Sm|Max Ketchum|USA}} - Was ranked 11th on the [[New Jersey Smash 4 Power Rankings]], with a notable win over {{Sm|Nairo}}. He switched to {{SSB4|Cloud}}/{{SSB4|Lucina}} in 2016.
*{{Sm|Pichi|Japan}} - The best Captain Falcon player in Japan. Placed 1st at {{Trn|Umebura 24}}, 5th at {{Trn|Umebura 15}} and {{Trn|Umebura 16}}, and 9th at both {{Trn|Umebura Japan Major 2017}} and {{Trn|Single Game Championships: Umebura X Single-Chu}} with wins over players such as {{Sm|Choco}}, {{Sm|KEN}}, and {{Sm|T}}. Ranked as high as 19th on the [[JAPAN Power Rankings]].
*{{Sm|SilentSpectre|USA}}
*{{Sm|Saiya|Japan}} - One of the best Captain Falcon players in Japan. Placed 2nd at {{Trn|Super Sumabato}}, 3rd at {{Trn|KVOxTSB 2018}}, 5th at {{Trn|Sumabato 15}}, 7th at {{Trn|Sumabato 20}}, and 13th at {{Trn|Sumabato Niconico Qualifier}}. Ranked 52nd on the [[JAPAN Power Rankings]].
*{{Sm|Trifroze|Finland}}
*{{Sm|Sean|USA|p=Florida}} - One of the best Captain Falcon players in the United States. Placed 5th at {{Trn|Tampa Never Sleeps 7}}, 7th at {{Trn|Too Hot to Handle}}, 9th at {{Trn|Frame Perfect Series 2}}, and 17th at both {{Trn|CEO Dreamland}} and {{Trn|Super Smash Con 2017}} with wins over players such as {{Sm|Samsora}}, {{Sm|Tsu-}}, and {{Sm|Mr.E}}.
*{{Sm|ZeRo|Chile}} - He notably beat {{Sm|Ito}} with Captain Falcon at [[NorCal Regionals 2015]]. Occasionally (although rarely) breaks the character out in tournament, most notably against {{Sm|Tsu-}} at [[Frostbite 2017]] and against {{Sm|Fatality}} at [[MomoCon 2017]].
*{{Sm|Tearbear|USA}} - One of the best Captain Falcon players in the early metagame. Placed 3rd at {{Trn|2GGT: FOW Saga}}, 9th at both {{Trn|Paragon Los Angeles 2015}} and {{Trn|2GGT: Mexico Saga}}, 17th at {{Trn|2GGT: Abadango Saga}}, and 33rd at {{Trn|GENESIS 3}} wins over players such as {{Sm|Larry Lurr}}, {{Sm|VoiD}}, and {{Sm|FOW}}.
*{{Sm|Tsu~|Japan}} - Placed 5th at {{Trn|Karisuma 19}}, 9th at {{Trn|Karisuma 20}}, 17th at both {{Trn|Sumabato 26}} and {{Trn|Sumabato Smash 4 Final}}, and 25th at {{Trn|Umebura 26}} with wins over players such as {{Sm|Taiheita}}, {{Sm|DIO}}, and {{Sm|Lickey}}. Ranked 97th on the [[JAPAN Power Rankings]].


===Tier placement and history===
==[[Trophies]]==
During the early lifespan of ''Smash 4'''s metagame, Captain Falcon's buffs were immediately noticed, with the most notable of them being the heavy changes to [[hitstun]] canceling and the improved combo ability on his moves. As a result, he has always been considered a high tier character, thanks to his quick mobility, high power, and the ability to perform heavily damaging combos and juggles with his throws and aerial moves, with his combos being quite easy to start due to his far-reaching dash grab. His representation has been strong throughout the game's lifespan, both due to his own strengths and his general popularity as a character. However, perceptions surrounding Falcon have not grown as much as other higher tiered characters than him, due to his poor recovery and difficulty escaping pressure and combos, along with receiving nerfs to his damage output and KOing ability through game updates. Players also began to cite his troublesome match-up against {{SSB4|Sheik}}, who would go on to become the perceived best character in the game for a long period of time. Despite this, his playerbase is among the largest in the entire roster, with players such as {{Sm|Acid}}, {{Sm|Fatality}}, {{Sm|Nanon}}, {{Sm|Pichi}}, {{Sm|Souther}}, {{Sm|Tearbear}}, {{Sm|ZeRo}} and {{Sm|z0mfg}} achieving strong enough tournament results with the character.
{{Trophy/Fighter
|name=Captain Falcon
|image-3ds=CaptainFalconTrophy3DS.png
|image-wiiu=CaptainFalconTrophyWiiU.png
|mode=Classic
|desc-ntsc=In the F-Zero racing scene, Captain Falcon uses his Blue Falcon to win big. His origin largely a mystery, he's made his way to the Smash Bros. battlefield to prove his worth outside the cockpit. He's got speed and power, and his distinct Falcon Punch leaves a dent. Start it in the air to surprise your foes!
|desc-pal=We love it when this F-Zero pilot from Port Town takes a break from racing the Blue Falcon to take on challengers in brawls. His balance of speed, power and weight is spot on, and his slow but mighty Falcon Punch is oh so sweet when it finally connects. Try starting the attack in mid-air and punching your way into a frantic fray!
|gamelist-ntsc={{Trophy games|console1=SNES|game1=F-Zero|release1=08/1991|console2=GCN|game2=F-Zero GX|release2=08/2003}}
|gamelist-pal={{Trophy games|console1=SNES|game1=F-Zero|release1=06/1992|console2=GCN|game2=F-Zero GX|release2=10/2003}}
}}
{{clrl}}


He would rank at 14th on the first iteration of the ''4BR'' [[tier list]], at the very top of the mid-tier, then dropped six spots on the second tier list to 20th, and dropped once again to 23rd on the third tier list. However, the change in the arrangement of the tiers caused him to be ranked more positively than in the initial tier list. However, his tier placement became a topic of debate amongst players, due to the recent appearances of many noteworthy results. Most notably, {{Sm|Fatality}} placed 2nd at [[2GGC: Civil War]], which is one of the largest ''Smash 4'' tournaments to date. Afterwards he went on to decisively eliminate {{sm|ZeRo}} from [[MomoCon 2017]], even while ZeRo counterpicked. This had him rise to 19th on the fourth and current tier list. Overall, Falcon has had the third highest rise from the ''[[Brawl]]'' tier list, and is one of the characters to have improved the most from that game.
{{Trophy/Fighter
|name=Captain Falcon (Alt.)
|image-3ds=CaptainFalconAltTrophy3DS.png
|image-wiiu=CaptainFalconAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Captain Falcon's default down special, Falcon Kick, is no ordinary kick—it surges forward in a fiery blaze. It's a versatile attack that moves sideways on the ground and diagonally down in the air. His forward air attack, Knee Smash, can send an enemy flying for miles if hit just right.
|desc-wiiu-ntsc=Captain Falcon's default down special, Falcon Kick, is no ordinary kick—it surges forward in a fiery blaze. It's a versatile attack that moves sideways on the ground and diagonally down in the air. His front air attack, Knee Smash, can send an enemy flying for miles if landed just right.
|desc-pal=The captain's Falcon Kick isn't just any old kick – it blazes either to the side or diagonally down to terrorise the enemy. Its speed also makes it top-notch for surprise attacks! Another move to try out is his forward air attack, Knee Smash. If you get as close to someone as you can before using it, it can launch them miles!
|gamelist-ntsc={{Trophy games|console1=SNES|game1=F-Zero|release1=08/1991|console2=GCN|game2=F-Zero GX|release2=08/2003}}
|gamelist-pal={{Trophy games|console1=SNES|game1=F-Zero|release1=06/1992|console2=GCN|game2=F-Zero GX|release2=10/2003}}
}}
{{clrl}}


==Trophies==
{{Trophy/Fighter
 
|name=Blue Falcon
:'''Captain Falcon'''
|image=BlueFalconTrophyWiiU.png
::{{flag|ntsc}} ''In the F-Zero racing scene, Captain Falcon uses his Blue Falcon to win big. His origin largely a mystery, he's made his way to the Smash Bros. battlefield to prove his worth outside the cockpit. He's got speed and power, and his distinct Falcon Punch leaves a dent. Start it in the air to surprise your foes!''
|desc-ntsc=Captain Falcon's Final Smash lets him pull opponents into the middle of an F-Zero race—where competitors have been known to break the speed of sound—and run them over with his racing machine, the Blue Falcon. If he manages to grab you, there's no escape. The impact launches its victims diagonally upward.
 
|desc-pal=Captain Falcon's Final Smash lets him pull opponents into the middle of an F-Zero race where competitors have been known to reach speeds of 1,500km/h – and run them over with his racing machine, the Blue Falcon. If he manages to grab you, there's no escape. The impact launches its victims diagonally upwards.
::{{flag|pal}} ''We love it when this F-Zero pilot from Port Town takes a break from racing the Blue Falcon to take on challengers in brawls. His balance of speed, power and weight is spot on, and his slow but mighty Falcon Punch is oh so sweet when it finally connects. Try starting the attack in mid-air and punching your way into a frantic fray!''
|game=ssb4-wiiu
 
}}
{{Trophy games|console1=SNES|game1=F-Zero (08/1991)|console2=GCN|game2=F-Zero GX (08/2003)}}
{{clrl}}
 
:'''Captain Falcon (Alt.)'''
::{{flag|ntsc}} ''Captain Falcon's default down special, Falcon Kick, is no ordinary kick—it surges forward in a fiery blaze. It's a versatile attack that moves sideways on the ground and diagonally down in the air. His forward air attack, Knee Smash, can send an enemy flying for miles if hit just right.''
 
::{{flag|pal}} ''The captain's Falcon Kick isn't just any old kick - it blazes either to the side or diagonally down to terrorise the enemy. Its speed also makes it top-notch for surprise attacks! Another move to try out is his forward air attack, Knee Smash. If you get as close to someone as you can before using it, it can launch them miles!''
 
{{Trophy games|console1=SNES|game1=F-Zero (08/1991)|console2=GCN|game2=F-Zero GX (08/2003)}}
 
:'''Blue Falcon'''
::{{flag|ntsc}}''Captain Falcon's Final Smash lets him pull opponents into the middle of an F-Zero race-where competitors have been known to break the speed of sound-and run them over with his racing machine, the Blue Falcon. If he manages to grab you, there's no escape. The impact launches its victims diagonally upward.''
 
<center>
<gallery>
CaptainFalconTrophy3DS.png|Classic (3DS)
CaptainFalconAltTrophy3DS.png|Alt. (3DS)
CaptainFalconTrophyWiiU.png|Classic (Wii U)
CaptainFalconAltTrophyWiiU.png|Alt. (Wii U)
BlueFalconTrophyWiiU.png|[[Blue Falcon]]
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
Line 635: Line 661:
SSB4 - Captain Falcon Screen-6.jpg|About to strike {{SSB4|Robin}} with Raptor Boost.
SSB4 - Captain Falcon Screen-6.jpg|About to strike {{SSB4|Robin}} with Raptor Boost.
SSB4 - Captain Falcon Screen-7.jpg|Left-face down taunt in [[Smash Ball]] standby on [[Halberd]].
SSB4 - Captain Falcon Screen-7.jpg|Left-face down taunt in [[Smash Ball]] standby on [[Halberd]].
FalconTauntSSB4.png|Captain Falcon Taunting in {{SSB4|Battlefield}}.
Blue Falcon.jpg|[[Blue Falcon]], Captain Falcon's [[Final Smash]], being used on {{SSB4|Yoshi}}, {{SSB4|Sheik}}, and {{SSB4|King Dedede}}.
Blue Falcon.jpg|[[Blue Falcon]], Captain Falcon's [[Final Smash]], being used on {{SSB4|Yoshi}}, {{SSB4|Sheik}}, and {{SSB4|King Dedede}}.
SSB4 - Captain Falcon Screen-9.jpg|Forward smash.
SSB4 - Captain Falcon Screen-9.jpg|Forward smash.
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