Captain Falcon (SSBB): Difference between revisions

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{{s|wikipedia|Ryō Horikawa}} reprises his role as Captain Falcon in ''Brawl'', albeit via recycled voice clips from ''[[Super Smash Bros. Melee]]'', along with new, previously unused voice clips.
{{s|wikipedia|Ryō Horikawa}} reprises his role as Captain Falcon in ''Brawl'', albeit via recycled voice clips from ''[[Super Smash Bros. Melee]]'', along with new, previously unused voice clips.


Captain Falcon is ranked 34th on the [[tier list]] in the bottom tier, a huge drop from his 6th position in the current ''Melee'' tier list and by far his worst placement in the series. Captain Falcon has his trademark speed-and-power playstyle, in addition to great mobility, great [[momentum cancelling]] and overall survivability, a versatile [[up aerial]], and one of the best [[jab]]s in the game. However, his combo and KOing power were [[nerf]]ed from ''[[Super Smash Bros. Melee]]'', with his finishers either being weakened (such as [[forward smash]]), or significantly more difficult to land (such as his [[Knee Smash]]). In addition to this, most of Falcon's attacks have awkward [[hitbox]] placements, making safe [[approach]]es and [[spacing]] quite difficult, especially when considering his lack of [[projectile]]s. The impact of the new ''Brawl'' physics severely harmed Captain Falcon: the universal ability to act out of [[hitstun]] hurts him more than any other character, since his attacks no longer keep opponents in longer periods of hitstun. A less effective [[dashdance]] and an inability to [[moonwalk]] gives him even fewer approaching options. He also has fairly poor [[out of shield]] options due to his short [[grab]]bing reach and possessing either slow and/or poor reaching attacks. In addition, he possesses a linear recovery and a vulnerability to [[chain grab]]s. All of these factors result in him being unable to pressure opponents or escape opposing pressure. As a result, he has terrible [[matchup]]s and terrible overall [[tournament]] results.
Captain Falcon is ranked 34th on the [[tier list]] in the bottom tier, a massive drop from his 6th position in the current ''Melee'' tier list, making this by far his worst placement in the series. Captain Falcon has his trademark speed-and-power playstyle, in addition to great mobility, great [[momentum cancelling]] and overall survivability, a versatile [[up aerial]], and one of the best [[jab]]s in the game. However, his combo and KOing power were [[nerf]]ed from ''[[Super Smash Bros. Melee]]'', with his finishers either being weakened (such as [[forward smash]]), or significantly more difficult to land (such as his [[Knee Smash]]). In addition to this, most of Falcon's attacks have awkward [[hitbox]] placements, making safe [[approach]]es and [[spacing]] quite difficult, especially when considering his lack of [[projectile]]s. The impact of the new ''Brawl'' physics severely harmed Captain Falcon: the universal ability to act out of [[hitstun]] hurts him more than any other character, since his attacks no longer keep opponents in longer periods of hitstun. A less effective [[dashdance]] and an inability to [[moonwalk]] gives him even fewer approaching options. He also has fairly poor [[out of shield]] options due to his short [[grab]]bing reach and possessing either slow and/or poor reaching attacks. In addition, he possesses a linear recovery and a vulnerability to [[chain grab]]s. All of these factors result in him being unable to pressure opponents or escape opposing pressure. As a result, he has terrible [[matchup]]s and terrible overall [[tournament]] results.


==How to unlock==
==How to unlock==
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==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''[[Super Smash Bros. Melee]]''==
Captain Falcon has been heavily nerfed from ''Melee'' to ''Brawl''. The vast changes in the gameplay physics removes many of his options while also significantly inhibiting his mobility, mixup options, and ability to play offensively. Additionally, his overall frame data is worse and his KO power was considerably toned down, since many of his moves have reduced KO power, while his forward aerial was nerfed to be rendered situational, since its sweetspot has a shorter duration, a smaller hitbox and increased hitlag making it much harder to land. Even if he does land it, his opponents have ample time to [[DI]] and [[SDI]] the move. The changes to hitstun and falling speeds, as well as changes to his moves that increased their lag or altered their angle, also harm Captain Falcon's hitstun-heavy combos. On top of this, none of Captain Falcon's major issues from ''Melee'' have been addressed: despite generally better aerial mobility, his recovery has been shortened and weakened even further elsewhere as [[Falcon Dive]] is more reliant on momentum while [[Falcon Kick]] no longer restores his double jump.
Possibly due to his high position in ''Melee'', Captain Falcon has been heavily nerfed from ''Melee'' to ''Brawl''. The vast changes in the gameplay physics removes many of his options while also significantly inhibiting his mobility, mixup options, and ability to play offensively. Additionally, his overall frame data is worse and his KO power was considerably toned down, since many of his moves have reduced KO power, while his forward aerial was nerfed to be rendered situational, since its sweetspot has a shorter duration, a smaller hitbox and increased hitlag making it much harder to land. Even if he does land it, his opponents have ample time to [[DI]] and [[SDI]] the move. The changes to hitstun and falling speeds, as well as changes to his moves that increased their lag or altered their angle, also harm Captain Falcon's hitstun-heavy combos. On top of this, none of Captain Falcon's major issues from ''Melee'' have been addressed: despite generally better aerial mobility, his recovery has been shortened and weakened even further elsewhere as [[Falcon Dive]] is more reliant on momentum while [[Falcon Kick]] no longer restores his double jump.


However, Captain Falcon has received a few buffs. His specials have seen some minor improvements, as [[Falcon Punch]] can now be reversed, which gives it some extra power. [[Raptor Boost]] is far more useful offstage, since he can now use other attacks like his aerials or his Falcon Dive. Falcon Dive can also grab opponents hanging onto the ledge. Despite how much ''Brawl''{{'}}s mechanics have harmed him, Falcon does benefit from the changes to aerial [[grab release]]s, which gives him some followups out of a grab.
However, Captain Falcon has received a few buffs. His specials have seen some minor improvements, as [[Falcon Punch]] can now be reversed, which gives it some extra power. [[Raptor Boost]] is far more useful offstage, since he can now use other attacks like his aerials or his Falcon Dive. Falcon Dive can also grab opponents hanging onto the ledge. Despite how much ''Brawl''{{'}}s mechanics have harmed him, Falcon does benefit from the changes to aerial [[grab release]]s, which gives him some followups out of a grab.
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*{{nerf|Captain Falcon's [[traction]] is significantly lower (0.08 → 0.05), especially when comparing with the returning veterans, now being one of the lowest (from being tied for 3rd best in ''Melee'' to 9th worst in ''Brawl''). Given the lack of [[wavedashing]] in the game, the few benefits it provides are far less significant, and is exacerbated by a character's out of shield game being more important than in ''Melee''. This also makes it harder for him to punish out of shield. }}
*{{nerf|Captain Falcon's [[traction]] is significantly lower (0.08 → 0.05), especially when comparing with the returning veterans, now being one of the lowest (from being tied for 3rd best in ''Melee'' to 9th worst in ''Brawl''). Given the lack of [[wavedashing]] in the game, the few benefits it provides are far less significant, and is exacerbated by a character's out of shield game being more important than in ''Melee''. This also makes it harder for him to punish out of shield. }}
*{{nerf|Captain Falcon's [[jump]]squat is longer (4 frames → 5).}}
*{{nerf|Captain Falcon's [[jump]]squat is longer (4 frames → 5).}}
*{{change|Captain Falcon is now able to swing the [[Home-Run Bat]] like other characters can. Because of this, he can now properly use a Home-Run Bat for the [[Home-Run Contest]].}}
*{{buff|Captain Falcon is now able to swing the [[Home-Run Bat]] like other characters can. Because of this, he can now properly use a Home-Run Bat for the [[Home-Run Contest]].}}
*{{buff|[[Spot dodge]] has less startup lag, a longer duration (frames 3-20 → 2-20) and less ending lag (FAF 33 → 26).}}
*{{buff|[[Spot dodge]] has less startup lag, a longer duration (frames 3-20 → 2-20) and less ending lag (FAF 33 → 26).}}
*{{buff|Captain Falcon's backwards [[glide toss]] covers more distance.}}
*{{buff|Captain Falcon's backwards [[glide toss]] covers more distance.}}
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===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|The attack button can now be held for Captain Falcon to repeat the first hit of the attack until it finally connects.}}
**{{buff|Rapid jabs of his [[neutral attack]] combo are faster, making them safer to use. The [[Gentleman]] (third hit of neutral attack) is also easier to perform without performing Falcon's rapid jab and the universally decreased falling speeds combined with the removal of [[DI]] against moves which do not put opponents into [[tumble]] has improved the first two hit's [[jab cancel]] followup potential. The loop hits also deal more damage (1% → 2%/1%) and have reduced knockback scaling (70 → 50/20) making it connect more reliably.}}
**{{buff|Rapid jabs of his [[neutral attack]] combo are faster, making them safer to use. The [[Gentleman]] (third hit of neutral attack) is also easier to perform without performing Falcon's rapid jab and the universally decreased falling speeds combined with the removal of [[DI]] against moves which do not put opponents into [[tumble]] has improved the first two hit's [[jab cancel]] followup potential. The loop hits also deal more damage (1% → 2%/1%) and have reduced knockback scaling (70 → 50/20) making it connect more reliably.}}
**{{change|The damage on the first two hits of neutral attack was swapped.}}
**{{change|The damage on the first two hits of neutral attack was swapped.}}
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**{{nerf|Neutral aerial deals less damage (6%/5% → 4% (hit 1), 7% → 6% (hit 2)). Both kicks have much shorter durations as well (6/10 frames → 2 frames each). It also has a smaller hitbox size.}}
**{{nerf|Neutral aerial deals less damage (6%/5% → 4% (hit 1), 7% → 6% (hit 2)). Both kicks have much shorter durations as well (6/10 frames → 2 frames each). It also has a smaller hitbox size.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Knee Smash deals 1% more damage on a clean hit (18% → 19%), making it stronger despite dealing slightly less knockback (24 (base)/100 (growth) → 30/93). Its new sourspot hitboxes enable it [[Wall of pain]] potential.}}
**{{buff|Knee Smash deals 1% more damage on a clean hit (18% → 19%), making it slightly stronger despite its knockback being altered (24 (base)/100 (growth) → 30/93). Its new sourspot hitboxes enable it [[Wall of pain]] potential.}}
**{{nerf|Knee Smash now requires a [[sweet spot]] (the hitbox on his knee) to land a clean hit. The clean hitbox duration additionally has been lowered (frames 14-16 → 14), now requiring it to land on the very first active frame. It also has a much smaller hitbox size (5.2u → 3u). The late hit deals 3% much like in the PAL version of ''Melee'' with severely reduced knockback, and the initial hitbox behind his knee deals 6% damage with similar properties to NTSC ''Melee'''s late hit. The clean hit additionally has significantly increased freeze frames upon connecting (1x → 1.2x, especially for Captain Falcon due to electric hitlag properties being slightly altered to where both the attacker and the victim suffer the same amount of hitlag as opposed to just the victim taking the extra hitlag), allowing the opponent to DI and SDI the hit to lessen its knockback, which was altered (as aforementioned above). Knee Smash also has more landing lag (19 frames → 22).}}
**{{nerf|Knee Smash now requires a [[sweet spot]] (the hitbox on his knee) to land a clean hit.}}
**{{nerf|The clean hitbox duration has been lowered (frames 14-16 → 14), now requiring it to land on the very first active frame.}}
**{{nerf|It also has a much smaller hitbox size (5.08u → 3u).}}
**{{nerf|The late hit deals 3% much like in the PAL version of ''Melee'' with severely reduced knockback, and the initial hitbox behind his knee deals 6% damage with similar properties to NTSC ''Melee'''s late hit.}}
**{{nerf|The clean hit has significantly increased freeze frames upon connecting (1x → 1.2x, especially for Captain Falcon due to electric hitlag properties being slightly altered to where both the attacker and the victim suffer the same amount of hitlag as opposed to just the victim taking the extra hitlag), allowing the opponent to DI and SDI the hit to lessen its knockback, which was altered (as aforementioned above).}}
**{{nerf|It has more landing lag (19 frames → 22).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{nerf|Back aerial's clean hit has a shorter duration (4 frames → 2) without proper compensation on the moves entire duration (frames 10-17 → 10-15). It also has increased ending lag (FAF 29 → FAF 36), no longer having the least amount of ending lag among his aerials.}}
**{{nerf|Back aerial's clean hit has a shorter duration (4 frames → 2) without proper compensation on the moves entire duration (frames 10-17 → 10-15). It also has increased ending lag (FAF 29 → FAF 36), no longer having the least amount of ending lag among his aerials.}}
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|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname= 
|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%
|neutral1dmg=3%
|neutral2dmg=2%
|neutral2dmg=2%
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|neutraldesc=Punches twice then [[Gentleman|knees the opponent]], which is followed by a series of punches. It is effective at racking damage.
|neutraldesc=Punches twice then [[Gentleman|knees the opponent]], which is followed by a series of punches. It is effective at racking damage.
|ftiltangles=3
|ftiltangles=3
|ftiltname= 
|ftiltname=Round Kick ({{ja|ラウンドキック|Raundo Kikku}})
|ftiltupdmg=11% (foot), 10% (leg)
|ftiltupdmg=11% (foot), 10% (leg)
|ftiltsidedmg=10% (foot), 9% (leg)
|ftiltsidedmg=10% (foot), 9% (leg)
|ftiltdowndmg=10% (foot), 9% (leg)
|ftiltdowndmg=10% (foot), 9% (leg)
|ftiltdesc= A roundhouse kick. Can be angled.
|ftiltdesc= A roundhouse kick. Can be angled.
|utiltname= 
|utiltname=Wheel Kick ({{ja|ホイールキック|Hoīru Kikku}})
|utiltdmg=13%
|utiltdmg=13%
|utiltdesc=An axe-handle kick with good horizontal knockback. This move's hitbox stretches from above Falcon, giving it some anti-air properties, to dropping in front of him.
|utiltdesc=An axe-handle kick with good horizontal knockback. This move's hitbox stretches from above Falcon, giving it some anti-air properties, to dropping in front of him.
|dtiltname= 
|dtiltname=Sprawl Kick ({{ja|スプロールキック|Supurōru Kikku}})
|dtiltdmg=10%
|dtiltdmg=10%
|dtiltdesc=Does a sweep kick with vertical knockback. It is a fast [[semi-spike]].
|dtiltdesc=Does a sweep kick with vertical knockback. It is a fast [[semi-spike]].
|dashname= 
|dashname=Turbo Shoulder ({{ja|ターボショルダー|Tābo Shorudā}})
|dashdmg=8% (clean), 6% (late)
|dashdmg=8% (clean), 6% (late)
|dashdesc=Captain Falcon rams a shoulder into the opponent.
|dashdesc=Captain Falcon rams a shoulder into the opponent.
|fsmashname= 
|fsmashname=Overheat Elbow ({{ja|オーバーヒートエルボー|Ōbāhīto Erubō}})
|fsmashangles=3
|fsmashangles=3
|fsmashupdmg={{ChargedSmashDmgSSBB|20}}
|fsmashupdmg={{ChargedSmashDmgSSBB|20}}
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|fsmashdowndmg={{ChargedSmashDmgSSBB|18}}
|fsmashdowndmg={{ChargedSmashDmgSSBB|18}}
|fsmashdesc=Captain Falcon leans back and jabs an elbow forward, making a fire effect on contact.
|fsmashdesc=Captain Falcon leans back and jabs an elbow forward, making a fire effect on contact.
|usmashname= 
|usmashname=Dual Edge ({{ja|デュアルエッジ|Duaru Ejji}})
|usmashdmg={{ChargedSmashDmgSSBB|11}}/{{ChargedSmashDmgSSBB|8}} (hit 1), {{ChargedSmashDmgSSBB|13}}/{{ChargedSmashDmgSSBB|12}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSBB|11}}/{{ChargedSmashDmgSSBB|8}} (hit 1), {{ChargedSmashDmgSSBB|13}}/{{ChargedSmashDmgSSBB|12}} (hit 2)
|usmashdesc=Captain Falcon performs a spinning double-kick. Has good vertical range but poor horizontal reach.
|usmashdesc=Captain Falcon performs a spinning double-kick. Has good vertical range but poor horizontal reach.
|dsmashname= 
|dsmashname=Front & Back Kick ({{ja|フロント&バックキック|Furonto ando Bakku Kikku}})
|dsmashdmg={{ChargedSmashDmgSSBB|18}}/{{ChargedSmashDmgSSBB|6}} (hit 1), {{ChargedSmashDmgSSBB|16}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBB|18}}/{{ChargedSmashDmgSSBB|6}} (hit 1), {{ChargedSmashDmgSSBB|16}} (hit 2)
|dsmashdesc=Captain Falcon kicks forward and then backward. Has great reach and very high horizontal knockback.
|dsmashdesc=Captain Falcon kicks forward and then backward. Has great reach and very high horizontal knockback.
|nairname= 
|nairname=Rotary Kick ({{ja|ロータリーキック|Rōtarī Kikku}})
|nairdmg=4% (hit 1), 6% (hit 2)
|nairdmg=4% (hit 1), 6% (hit 2)
|nairdesc=Captain Falcon kicks forward twice. The first kick has set knockback which easily connects into the second kick.
|nairdesc=Captain Falcon kicks forward twice. The first kick has set knockback which easily connects into the second kick.
|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=Captain Falcon jabs a knee forward. Deals high knockback when sweetspotted.
|fairdesc=Captain Falcon jabs a knee forward. Deals high knockback when sweetspotted.
|bairname= 
|bairname=Back Knuckle ({{ja|バックナックル|Bakku Nakkuru}})
|bairdmg=14% (clean), 8% (late)
|bairdmg=14% (clean), 8% (late)
|bairdesc=Captain Falcon does a quick backhand.
|bairdesc=Captain Falcon does a quick backhand.
|uairname= 
|uairname=Overhead Kick ({{ja|オーバーヘッドキック|Ōbāheddo Kikku}})
|uairdmg=13%/12% (clean), 12%/10% (late)
|uairdmg=13%/12% (clean), 12%/10% (late)
|uairdesc=Captain Falcon does a flip kick with fast start-up and good all-around range. One of his best moves and can easily juggle into another aerial.
|uairdesc=Captain Falcon does a flip kick with fast start-up and good all-around range. One of his best moves and can easily juggle into another aerial.
|dairname= 
|dairname=Stampede Bomb ({{ja|スタンピードボム|Sutanpīdo Bomu}})
|dairdmg=14%
|dairdmg=14%
|dairdesc=Stomps downward. Deals horizontal knockback when sourspotted and meteor smashes when sweetspotted.
|dairdesc=Stomps downward. Deals horizontal knockback when sourspotted and meteor smashes when sweetspotted.
|grabname= 
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out with his right hand. Despite his tall stature, Captain Falcon's grab range is extremely short (the second-shortest behind that of {{SSBB|Ganondorf}}), and his pivot grab has absurdly slow startup for a non-tether pivot grab (the slowest to be precise).
|grabdesc=Reaches out with his right hand. Despite his tall stature, Captain Falcon's grab range is extremely short (the second-shortest behind that of {{SSBB|Ganondorf}}), and his pivot grab has absurdly slow startup for a non-tether pivot grab (the slowest to be precise).
|pummelname= 
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Knees the opponent. A fairly fast pummel.
|pummeldesc=Knees the opponent. A fairly fast pummel.
|fthrowname= 
|fthrowname=Short Body Blow ({{ja|ショートボディブロー|Shōto Bodi Burō}})
|fthrowdmg=5% (hit), 4% (throw) (9% total)
|fthrowdmg=5% (hit), 4% (throw) (9% total)
|fthrowdesc=Captain Falcon punches his enemy forward.
|fthrowdesc=Captain Falcon punches his enemy forward.
|bthrowname= 
|bthrowname=Striking Throw ({{ja|ストライキングスルー|Sutoraikingu Surū}})
|bthrowdmg=5% (hit), 4% (throw) (9% total)
|bthrowdmg=5% (hit), 4% (throw) (9% total)
|bthrowdesc=Captain Falcon puts the enemy behind him and kicks.
|bthrowdesc=Captain Falcon puts the enemy behind him and kicks.
|uthrowname= 
|uthrowname=Rising Flat ({{ja|ライジングフラット|Raijingu Furatto}})
|uthrowdmg=4% (hit), 3% (throw) (7% total)
|uthrowdmg=4% (hit), 3% (throw) (7% total)
|uthrowdesc=Captain Falcon holds the enemy up and punches them upwards.
|uthrowdesc=Captain Falcon holds the enemy up and punches them upwards.
|dthrowname= 
|dthrowname=Head Crush ({{ja|ヘッドクラッシュ|Heddo Kurasshu}})
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Captain Falcon flips the opponent and slams them on the ground.
|dthrowdesc=Captain Falcon flips the opponent and slams them on the ground.
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|fsdmg=10% (car), 20% (ram), 10% (release)
|fsdmg=10% (car), 20% (ram), 10% (release)
|fsdesc=Captain Falcon calls in his F-Zero racer, the Blue Falcon. The opponent is hit by the vehicle as it zooms past, sending them to an unknown F-Zero track. Captain Falcon proceeds to run them down in the Blue Falcon, resulting in high knockback.
|fsdesc=Captain Falcon calls in his F-Zero racer, the Blue Falcon. The opponent is hit by the vehicle as it zooms past, sending them to an unknown F-Zero track. Captain Falcon proceeds to run them down in the Blue Falcon, resulting in high knockback.
}}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 104
|rweight    = 12-13
|dash      = 2.05
|rdash      = 2
|run        = 2.18
|rrun      = 2
|walk      = 0.85
|rwalk      = 31-32
|trac      = 0.05
|rtrac      = 30
|airfric    = 0.0075
|rairfric  = 27-31
|air        = 1.18
|rair      = 5
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.05
|raddaccel  = 26-30
|gravity    = 0.1027
|rgravity  = 6-8
|fall      = 1.837
|rfall      = 2
|ff        = 2.5718
|rff        = 3
|jumpsquat  = 5
|rjumpsquat = 11-26
|jumpheight = 37.31948794
|rjumpheight= 8
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}
}}


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==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|captainfalcon=yes}}
Captain Falcon has abysmal matchups in ''Brawl''. The only character he soft counters is {{SSBB|Ganondorf}}, and he goes even with six characters. However, he gets hard countered by six characters, countered by 16 characters, and soft countered by seven. While he can take advantage of {{SSBB|Ness}} and {{SSBB|Wario}}’s grab release into a forward air, most other characters can easily gimp his recovery (such as {{SSBB|Meta Knight}} and {{SSBB|Sheik}}), camp him ({{SSBB|Snake}}, {{SSBB|Olimar}}, and {{SSBB|Falco}}), or chaingrab him to death ({{SSBB|Ice Climbers}}, {{SSBB|Pikachu}} and {{SSBB|King Dedede}}). In conclusion, almost every character in the game beyond low tier can negate his trademark speed-and-power playstyle.
===Most historically significant players===
===Most historically significant players===
:''See also: [[:Category:Captain Falcon players (SSBB)]]''
:''See also: [[:Category:Captain Falcon players (SSBB)]]''
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*Black Shadow (F-Zero GX):[Flame] Attack +25
*Black Shadow (F-Zero GX):[Flame] Attack +25


==In [[Event Matches]]==
==In Solo Modes==
==={{SSBB|Classic Mode}}===
In Classic Mode, Captain Falcon can appear as an opponent or ally in Stage 7 if he has been unlocked along with {{SSBB|Fox}}, {{SSBB|Falco}}, and {{SSBB|Wolf}} on [[Lylat Cruise]] or [[Port Town Aero Dive]]. Captain Falcon can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 7.
 
===[[All-Star Mode]]===
In All-Star Mode, Captain Falcon is fought in Stage 13 on [[Port Town Aero Dive]].
 
===[[Event Match]]es===
===Solo Events===
===Solo Events===
*'''[[Event 23: Molten Norfair]]''': {{SSBB|Samus}} must retreat into the safety capsule when it appears. Captain Falcon and {{SSBB|Fox}} are featured in this event, who will try and prevent the player from entering the capsule.
*'''[[Event 23: Molten Norfair]]''': {{SSBB|Samus}} must retreat into the safety capsule when it appears. Captain Falcon and {{SSBB|Fox}} are featured in this event, who will try and prevent the player from entering the capsule.
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*'''[[Co-Op Event 12: Come Back! Falcon Flyer]]''': Captain Falcon and {{SSBB|Olimar}} must defeat two {{SSBB|Samus}}es in under 30 seconds.
*'''[[Co-Op Event 12: Come Back! Falcon Flyer]]''': Captain Falcon and {{SSBB|Olimar}} must defeat two {{SSBB|Samus}}es in under 30 seconds.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
<center>
<gallery>
Captain Falcon Congratulations Screen Classic Mode Brawl.png|Classic Mode
Captain Falcon Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>


==[[Trophies]]==
==[[Trophies]]==
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==Gallery==
==Gallery==
<gallery>
<gallery>
SSBBDojoCaptainFalcon1.jpg|Posing on [[Temple]].
SSBBDojoCaptainFalcon2.jpg|[[Taunt]]ing on [[The Plain]] in [[The Subspace Emissary]].
SSBBDojoCaptainFalcon3.jpg|[[Dash]]ing with {{SSBB|Sonic}} on [[Port Town Aero Dive]].
FalconDive.jpg|Using [[Falcon Dive]] on {{SSBB|Charizard}} on Temple.
Falcon Punch SSBB.jpg|Falcon Punch in ''Brawl''.
Falcon Punch SSBB.jpg|Falcon Punch in ''Brawl''.
Falcon 180 punch.jpg|Captain Falcon's reverse Falcon Punch.
Falcon 180 punch.jpg|Captain Falcon's reverse Falcon Punch.
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Falcon's Raptor Boost.jpg|Raptor Boost in ''Brawl''.
Falcon's Raptor Boost.jpg|Raptor Boost in ''Brawl''.
RaptorBoostBrawlMidAir.png|Raptor Boost used in midair in ''Brawl''.
RaptorBoostBrawlMidAir.png|Raptor Boost used in midair in ''Brawl''.
FalconDive.jpg|Falcon using Falcon Dive near Charizard in ''Brawl''.
falconkick-air.jpg|Falcon Kick in midair in ''Brawl''.
falconkick-air.jpg|Falcon Kick in midair in ''Brawl''.
C. Falcon FS2.jpg|Blue Falcon in ''Brawl''.
C. Falcon FS2.jpg|Blue Falcon in ''Brawl''.
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