Captain Falcon (SSBM): Difference between revisions

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Announced at [[E3]] 2001, '''Captain Falcon''' ({{ja|キャプテン・ファルコン|Kyaputen Farukon}}, ''Captain Falcon''), shortened as '''C. Falcon''' on the [[victory screen]] and [[character select screen]] is a [[starter character]] in ''[[Super Smash Bros. Melee]]''.


{{s|wikipedia|Ryō Horikawa}} reprises his role as Captain Falcon in ''Melee'', albeit via recycled voice clips from ''[[Super Smash Bros. 64]]'', but slightly more low pitched.
'''Captain Falcon''' ({{ja|キャプテン・ファルコン|Kyaputen Farukon}}, ''Captain Falcon''), shortened as '''C. Falcon''' on the [[victory screen]] and [[character select screen]], is a [[starter character]] in ''[[Super Smash Bros. Melee]]''.


Captain Falcon currently ranks 6th out of 26 on the ''Melee'' [[tier list]], in the A tier. This is considered to be a minor rise compared to his previous placement in ''Smash 64'', where he was ranked 3rd out of 12, and is his best placement in the series. One of Captain Falcon's primary strengths is his incredibly strong KO power. His [[knee smash]] is known as one of the best aerial attacks in all of ''Melee'', due to its extremely high horizontal knockback. Captain Falcon has multiple setups and [[kill confirm]]s that can all lead to a knee, which makes him the only top tier capable of reliably KOing all characters at or below 100 percent from center stage. He also has strong mobility, with the fastest dashing speed in the game, and a fast falling speed and air speed, giving him one of the best [[dashdance]]s and [[SHFFL]]s in the game. His fast falling speed and heavyweight status give him great survivability, and he is especially difficult to KO vertically. Falcon possesses a strong combo game and tech-chasing abilities, with his {{Mvsub|Captain Falcon|SSBM|up throw}}, {{Mvsub|Captain Falcon|SSBM|down throw}}, {{Mvsub|Captain Falcon|SSBM|neutral aerial}}, {{Mvsub|Captain Falcon|SSBM|up aerial}}, {{Mvsub|Captain Falcon|SSBM|down aerial}}, and [[Raptor Boost]] all acting as great combo starters, which can chain into each other or end in a knee.  
{{s|wikipedia|Ryō Horikawa}} reprises his role as Captain Falcon in all regions of ''Melee'' through re-purposed voice clips [https://tcrf.net/Super_Smash_Bros.#Miscellaneous left over] from the recording sessions for ''[[Super Smash Bros.]]''
 
Captain Falcon currently ranks 6th out of 26 on the ''Melee'' [[tier list]], in the A tier. This is a slightly better placing compared to his previous placement in ''Smash 64'', where he was ranked 3rd out of 12 and is his best placement in the series. One of Captain Falcon's primary strengths is his incredibly strong KO power. His [[knee smash]] is known as one of the best aerial attacks in all of ''Melee'', due to its extremely high horizontal knockback. Captain Falcon has multiple setups and [[kill confirm]]s that can all lead to a knee, which makes him the only top tier capable of reliably KOing all characters at or below 100 percent from center stage. He also has strong mobility, with the fastest dashing speed in the game, and a fast falling speed and air speed, giving him one of the best [[dashdance]]s and [[SHFFL]]s in the game. His fast falling speed and heavyweight status give him great survivability, and he is especially difficult to KO vertically. Falcon possesses a strong combo game and tech-chasing abilities, with his {{Mvsub|Captain Falcon|SSBM|up throw}}, {{Mvsub|Captain Falcon|SSBM|down throw}}, {{Mvsub|Captain Falcon|SSBM|neutral aerial}}, {{Mvsub|Captain Falcon|SSBM|up aerial}}, {{Mvsub|Captain Falcon|SSBM|down aerial}}, and [[Raptor Boost]] all acting as great combo starters, which can chain into each other or end in a knee.


Captain Falcon's primary weakness, however, is his slow and predictable recovery. His main recovery move, [[Falcon Dive]], travels very slowly while providing almost no protection (only possessing a small grab hitbox in front of him), while also having high landing lag after touching the stage. This makes his recovery extremely easy to edgeguard or [[edgehog]], and if Falcon chooses to land on the stage, he can be freely punished upon landing, resulting in him repeatedly being knocked off the stage. As such, getting sent far off the level almost always results in a stock loss against skilled players. Falcon also has limited reach, as he lacks a [[projectile]], has a short grab range and very few [[disjoint]]ed hitboxes. His tilt and smash attacks, in general, are slow and unsafe on block, making him reliant on SHFFL'ed aerials to initiate openings. This makes Falcon's [[approach]] options rather predictable, and combined with his lack of reach, limits his effectiveness in the [[neutral game]], especially against characters like {{SSBM|Fox}}, who can overwhelm him with fast attacks. Falcon is also susceptible to [[chain grab]]s and combos due to his heavy weight and high falling speed, most notably against {{SSBM|Falco}}, his most difficult matchup, who can combo him extensively with [[shine]] and {{Mvsub|Falco|SSBM|down aerial}}. Overall, Captain Falcon has strong matchups against most of the cast, but struggles against many characters higher on the tier list.
Captain Falcon's primary weakness, however, is his slow and predictable recovery. His main recovery move, [[Falcon Dive]], travels very slowly while providing almost no protection (only possessing a small grab hitbox in front of him), while also having high landing lag after touching the stage. This makes his recovery extremely easy to edgeguard or [[edgehog]], and if Falcon chooses to land on the stage, he can be freely punished upon landing, resulting in him repeatedly being knocked off the stage. As such, getting sent far off the level almost always results in a stock loss against skilled players. Falcon also has limited reach, as he lacks a [[projectile]], has a short grab range and very few [[disjoint]]ed hitboxes. His tilt and smash attacks, in general, are slow and unsafe on block, making him reliant on SHFFL'ed aerials to initiate openings. This makes Falcon's [[approach]] options rather predictable, and combined with his lack of reach, limits his effectiveness in the [[neutral game]], especially against characters like {{SSBM|Fox}}, who can overwhelm him with fast attacks. Falcon is also susceptible to [[chain grab]]s and combos due to his heavy weight and high falling speed, most notably against {{SSBM|Falco}}, his most difficult matchup, who can combo him extensively with [[shine]] and {{Mvsub|Falco|SSBM|down aerial}}. Overall, Captain Falcon has strong matchups against most of the cast, but struggles against many characters higher on the tier list.
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Captain Falcon is arguably the fastest character in the game. He has the single fastest dash speed, the second fastest falling speed (behind Falco), and one of the fastest lateral air speeds in the game. These traits, coupled with his high traction, good jumping prowess, the ability to wall jump, and the longest dash dance (because of his many dash initiation frames) give Captain Falcon great approach options, a short but quick wavedash, and the best [[moonwalk]] in the game.
Captain Falcon is arguably the fastest character in the game. He has the single fastest dash speed, the second fastest falling speed (behind Falco), and one of the fastest lateral air speeds in the game. These traits, coupled with his high traction, good jumping prowess, the ability to wall jump, and the longest dash dance (because of his many dash initiation frames) give Captain Falcon great approach options, a short but quick wavedash, and the best [[moonwalk]] in the game.


Despite lacking a projectile, Captain Falcon's attacks and speediness enable great approach options to KO and combo reliably and efficiently. Many of Falcon's attacks have fairly long startup, but they deal incredible damage and knockback, have great range, and have little ending lag. His low short-hop, very fast falling speed, and aerials that reliably chain into one another makes for an excellent [[SHFFL]], giving him a great damage rate and a multitude of approaches and combo finishers.  
Despite lacking a projectile, Captain Falcon's attacks and speediness enable great approach options to KO and combo reliably and efficiently. Many of Falcon's attacks have fairly long startup, but they deal incredible damage and knockback, have great range, and have little ending lag. His low short-hop, very fast falling speed, and aerials that reliably chain into one another makes for an excellent [[SHFFL]], giving him a great damage rate and a multitude of approaches and combo finishers.


His aerials are fast and powerful and allow for many approach and KO options. The second hit of his neutral aerial has sex kick properties and can be SHFFLed very easily. His forward aerial, the ([[Knee Smash]]), is arguably Captain Falcon's best move. It can chain into one another through a series of well-timed sweetspots and sourspots, dealing high damage with little startup and KOing at damage percentages as low as 60%. It can be a combo starter and finisher. His back aerial is a quick and powerful backhand punch that is useful for edgeguarding. His up aerial is a high-reaching, strong bicycle kick with very fast startup (5 frames), and can be used for edgeguarding or as an out-of-shield option. His down aerial is the fourth most powerful meteor smash in the game. It has minor startup, high [[hitstun]], and can chain itself into another down air by SHFFLing. If the down aerial hits above Captain Falcon's waist, then it acts as the most powerful spike in the game, though landing this sweetspot requires good spacing and timing.
His aerials are fast and powerful and allow for many approach and KO options. The second hit of his neutral aerial has sex kick properties and can be SHFFLed very easily. His forward aerial, the ([[Knee Smash]]), is arguably Captain Falcon's best move. It can chain into one another through a series of well-timed sweetspots and sourspots, dealing high damage with little startup and KOing at damage percentages as low as 60%. It can be a combo starter and finisher. His back aerial is a quick and powerful backhand punch that is useful for edgeguarding. His up aerial is a high-reaching, strong bicycle kick with very fast startup (5 frames), and can be used for edgeguarding or as an out-of-shield option. His down aerial is the fourth most powerful meteor smash in the game. It has minor startup, high [[hitstun]], and can chain itself into another down air by SHFFLing. If the down aerial hits above Captain Falcon's waist, then it acts as the most powerful spike in the game, though landing this sweetspot requires good spacing and timing.
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In the transition from ''Smash 64'' to ''Melee'', Captain Falcon gained a mix of buffs and nerfs. His recovery has seen multiple improvements due to his higher air speed, [[Falcon Kick]] giving him his double jump back and [[Falcon Dive]] covering more distance. He also benefits from the fact that jumps carry over momentum from a dash moreso than any other character greatly improving his aerial approach. His forward aerial is now his [[Knee smash]] which has excellent KO potential and combo ability which along with the previous change, now gives him an extremely powerful and deadly approach option and combo ender. Captain Falcon's horizontal movement is better than ever due to multiple universal changes giving him access to new movement options such as more flexible [[dash-dancing]], [[wavedashing]] and [[moonwalking]]. Captain Falcon has also gained strong [[tech-chasing]] potential due to both the universally increased falling speeds and his new up throw, down throw and his new side special [[Raptor Boost]] which also acts as a solid combo starter. Lastly, many of his attacks have reduced ending lag and some of his attacks also have increased KO power (such as forward smash, down smash and the aforementioned Knee smash).
In the transition from ''Smash 64'' to ''Melee'', Captain Falcon gained a mix of buffs and nerfs. His recovery has seen multiple improvements due to his higher air speed, [[Falcon Kick]] giving him his double jump back and [[Falcon Dive]] covering more distance. He also benefits from the fact that jumps carry over momentum from a dash moreso than any other character greatly improving his aerial approach. His forward aerial is now his [[Knee smash]] which has excellent KO potential and combo ability which along with the previous change, now gives him an extremely powerful and deadly approach option and combo ender. Captain Falcon's horizontal movement is better than ever due to multiple universal changes giving him access to new movement options such as more flexible [[dash-dancing]], [[wavedashing]] and [[moonwalking]]. Captain Falcon has also gained strong [[tech-chasing]] potential due to both the universally increased falling speeds and his new up throw, down throw and his new side special [[Raptor Boost]] which also acts as a solid combo starter. Lastly, many of his attacks have reduced ending lag and some of his attacks also have increased KO power (such as forward smash, down smash and the aforementioned Knee smash).


Falcon has also received some significant nerfs however. While he has more movement options and better aerial mobility, his dash speed (while still the fastest) has been decreased especially relative to the cast. His up aerial is no longer an extremely powerful juggling tool due to its clean hit now launching opponents horizontally (although it is still one of his best moves) and its late hit has drastically reduced power no longer being a strong KO move. His throws are also less reliable at comboing (although he now has the potential to [[chain grab]] or [[tech chase]] his opponents out of his down throw) while his back throw has much lower KO potential. His combo game in general is less consistent and effective due to both the introduction of [[DI]] and the fact that some of his other moves having reduced combo potential (such as up smash and down aerial which also have drastically increased startup lag) and are less reliable as his up smash no longer consists of one hit and down aerial can now be meteor-cancelled. A decent amount of Captain Falcon's moves have increased startup lag (such as his smash attacks and aerials) and while some of his attacks have increased KO potential, others have reduced KO power (such as his afforementioned back throw and his aerials besides his forward and down aerials). Captain Falcon also suffers from the changes to [[shield]]s as while he is less vulnerable to shield pressure, his moveset is less safe on shield with multiple moves (such as his up tilt, landing aerials and [[Falcon Punch]] which previous gave him frame advantage against shield) now becoming punishable and his own out of shield options are worse due to his slower and altered aerials making his out of shield game a bigger weakness than it was before. Lastly, his specials are  worse in various ways. [[Falcon Punch]] is weaker and slower giving it less combo potential, Falcon Dive is considerably weaker and has seen other non-beneficial changes and Falcon Kick now decays over time making it less effective from afar.  
Falcon has also received some significant nerfs however. While he has more movement options and better aerial mobility, his dash speed (while still the fastest) has been decreased especially relative to the cast. His up aerial is no longer an extremely powerful juggling tool due to its clean hit now launching opponents horizontally (although it is still one of his best moves) and its late hit has drastically reduced power no longer being a strong KO move. His throws are also less reliable at comboing (although he now has the potential to [[chain grab]] or [[tech chase]] his opponents out of his down throw) while his back throw has much lower KO potential. His combo game in general is less consistent and effective due to both the introduction of [[DI]] and the fact that some of his other moves having reduced combo potential (such as up smash and down aerial which also have drastically increased startup lag) and are less reliable as his up smash no longer consists of one hit and down aerial can now be meteor-cancelled. A decent amount of Captain Falcon's moves have increased startup lag (such as his smash attacks and aerials) and while some of his attacks have increased KO potential, others have reduced KO power (such as his afforementioned back throw and his aerials besides his forward and down aerials). Captain Falcon also suffers from the changes to [[shield]]s as while he is less vulnerable to shield pressure, his moveset is less safe on shield with multiple moves (such as his up tilt, landing aerials and [[Falcon Punch]] which previous gave him frame advantage against shield) now becoming punishable and his own out of shield options are worse due to his slower and altered aerials making his out of shield game a bigger weakness than it was before. Lastly, his specials are  worse in various ways. [[Falcon Punch]] is weaker and slower giving it less combo potential, Falcon Dive is considerably weaker and has seen other non-beneficial changes and Falcon Kick now decays over time making it less effective from afar.


Overall, Captain Falcon has a less consistent combo and punish game along with having many moves with increased startup lag and reduced KO power. Despite this, the few reliable KO moves he has are extremely effective and he still possesses a solid combo and punish game. Additionally, most of his moves which were nerfed in some ways were buffed in other ways and he has benefitted from numerous changes to ''Melee''{{'}}s mechanics which have made his excellent movement speed an even bigger advantage/threat. Nevertheless, Captain Falcon remains one of the stronger characters in the game and has still seen a fair amount of success in tournaments.
Overall, Captain Falcon has a less consistent combo and punish game along with having many moves with increased startup lag and reduced KO power. Despite this, the few reliable KO moves he has are extremely effective and he still possesses a solid combo and punish game. Additionally, most of his moves which were nerfed in some ways were buffed in other ways and he has benefitted from numerous changes to ''Melee''{{'}}s mechanics which have made his excellent movement speed an even bigger advantage/threat. Nevertheless, Captain Falcon remains one of the stronger characters in the game and has still seen a fair amount of success in tournaments.
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===Aesthetics===
===Aesthetics===
*{{change|The graphical upgrades of the Nintendo GameCube give Captain Falcon a more proportionate build. He is slightly more muscular and has a bluish gray racing suit. His visor is also slightly more translucent.}}
*{{change|The graphical upgrades of the Nintendo GameCube give Captain Falcon a more proportionate build. He is slightly more muscular and has a bluish gray racing suit. His visor is also slightly more translucent.}}
*{{change|Captain Falcon has a new [[idle pose]] along with his one from ''Smash 64'', which was also altered.}}  
*{{change|Captain Falcon has a new [[idle pose]] along with his one from ''Smash 64'', which was also altered.}}
*{{change|Captain Falcon has new and higher quality voice samples, though he is still voiced by Ryō Horikawa.}}
*{{change|Captain Falcon has new and higher quality voice samples, though he is still voiced by Ryō Horikawa.}}
*{{change|Captain Falcon’s default color is now dark blue instead of purple.}}
*{{change|Captain Falcon’s default color is now dark blue instead of purple.}}
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===Attributes===
===Attributes===
*{{nerf|Captain Falcon [[walk]]s slower (0.32 → 0.85).}}
*{{nerf|Captain Falcon [[walk]]s slightly slower (0.8533 (25.6) → 0.85).}}
*{{buff|Captain Falcon [[dash]]es slightly faster (75 → 2.3).}}
*{{nerf|Captain Falcon [[dash]]es slower (2.333 (70, JPN) / 2.5 (75, NA) → 2.3).}}
*{{nerf|Captain Falcon's initial dash is noticeably slower (80 → 2), although it is now the fastest in the game.}}
**{{nerf|Captain Falcon's initial dash is significantly slower (2.667 (80) → 2) and covers less distance.}}
**{{buff|Despite this, Captain Falcon's initial dash covers much more distance.}}
*{{buff|Captain Falcon's [[traction]] is higher (0.06 (1.8) 0.08), making it easier for him to punish [[out of shield]].}}
*{{nerf|Captain Falcon is [[weight|lighter]] (108 104), hindering his endurance.}}
*{{buff|Captain Falcon's [[air speed]] is faster (1.033 (31) → 1.12). Captain Falcon also greatly benefits from the fact that [[jump]]s now carry momentum from a dash noticeably improving his aerial approach.}}
*{{buff|Captain Falcon's [[air speed]] is much faster (31 → 1.12). Captain Falcon also greatly benefits from the fact that [[jump]]s now carry momentum from a dash noticeably improving his aerial approach.}}
*{{nerf|Captain Falcon's [[air acceleration]] is much lower (0.1067 (3.2) → 0.06).}}
*{{nerf|Captain Falcon [[jump]]s drastically lower (51.3 (1539) → 38.52), hindering his vertical recovery and ability to chase opponents above him. While still the 3rd highest out of 26 characters, he jumps lower than the lowest full hop height value in ''Smash 64''.}}
*{{change|Captain Falcon's [[gravity]] is higher (0.1133 (3.4) → 0.13) having the same benefits and drawbacks as his higher falling speed but also reducing the height of his jumps.}}
*{{change|Captain Falcon [[Falling speed|falls]] significantly faster (2 (60, JPN) / 2.2 (66, NA/AUS/EUR) → 2.9), which combined with his high weight, gives him the best vertical endurance in ''Melee'', ousting Donkey Kong (who has the second highest vertical endurance). However, this does make him more susceptible to combos.}}
**{{nerf|Captain Falcon's [[fast fall]]ing speed is also faster (3.333 (100) → 3.5). However, the difference between his falling speed and fast falling speed is much lower (increase: 66.7% (JPN) / 51.5% (NA/AUS/EUR) → 20.7%), which makes it more predictable when landing and gives him fewer options in the air.}}
*{{nerf|Captain Falcon is [[weight|lighter]] (108.333333 (0.96) → 104), hindering his endurance.}}
*{{buff|Captain Falcon's [[roll]]s have less ending lag (FAF 42 → 32).}}
*{{buff|''Melee''{{'}}s more lenient window for [[dash-dancing]] combined with the addition of [[moonwalking]] and [[air dodging]] has given Captain Falcon more/superior movement options.}}
*{{buff|''Melee''{{'}}s more lenient window for [[dash-dancing]] combined with the addition of [[moonwalking]] and [[air dodging]] has given Captain Falcon more/superior movement options.}}
*{{change|Captain Falcon [[Falling speed|falls]] much faster (66 → 2.9), which combined with his high weight, gives him the best vertical endurance in ''Melee'', ousting Donkey Kong (who has the second highest vertical endurance). However, this does make him more susceptible to combos.}}
*{{change|Captain Falcon's [[gravity]] is higher (3.4 → 0.13) having the same benefits and drawbacks as his higher falling speed but also reducing the height of his jumps.}}
**{{nerf|As a result, his [[double jump]] is noticeably lower.}}
*{{buff|Captain Falcon's [[roll]]s have less ending lag (FAF 42 → 32).}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|The first hit of neutral attack has less startup (frame 5 → 3) and ending lag (FAF 21 → 16).}}
**{{buff|The first hit of neutral attack has less startup (frame 5 → 3) and ending lag (FAF 21 → 16).}}
**{{nerf|The first hit of neutral attack deals less damage (3% → 2%) and has a shorter duration (frames 5-8 → 3-5).}}  
**{{nerf|The first hit of neutral attack deals less damage (3% → 2%) and has a shorter duration (frames 5-8 → 3-5).}}
**{{buff|The second hit has less ending lag (FAF 20 → 19).}}
**{{buff|The second hit has less ending lag (FAF 20 → 19).}}
**{{nerf|The second hit has more startup lag with a shorter duration (frames 4-7 → 5-7).}}
**{{nerf|The second hit has more startup lag with a shorter duration (frames 4-7 → 5-7).}}
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**{{nerf|Forward tilt deals less damage (15% (up)/14% (mid up)/13% (non angled)/12% (mid down)/11% (down) → 12% (up sweetspot)/11% (up sourspot/non angled/down sweetspot)/10% (down sourspot)) and its base knockback was not fully compensated (6 → 10).}}
**{{nerf|Forward tilt deals less damage (15% (up)/14% (mid up)/13% (non angled)/12% (mid down)/11% (down) → 12% (up sweetspot)/11% (up sourspot/non angled/down sweetspot)/10% (down sourspot)) and its base knockback was not fully compensated (6 → 10).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{nerf|Up tilt only hits once which in turn:}}  
**{{nerf|Up tilt only hits once which in turn:}}
***{{nerf|Increases its startup lag and shortens its duration (frames 8-17 (hit 1)/18-23 (hit 2) → 17-21).}}
***{{nerf|Increases its startup lag and shortens its duration (frames 8-17 (hit 1)/18-23 (hit 2) → 17-21).}}
***{{nerf|Makes it deal 10% less damage (9% (hit 1)/14% (hit 2)/23% (total) → 13%).}}  
***{{nerf|Makes it deal 10% less damage (9% (hit 1)/14% (hit 2)/23% (total) → 13%).}}
***{{buff|However, this also removes the chances of Falcon's opponents being able to SDI out of the stronger hit.}}
***{{buff|However, this also removes the chances of Falcon's opponents being able to SDI out of the stronger hit.}}
**{{nerf|Up tilt has altered knockback compared to the previous second hit (20 (base), 100 (scaling) → 50/80) which along with its lower damage, makes it weaker overall.}}
**{{nerf|Up tilt has altered knockback compared to the previous second hit (20 (base), 100 (scaling) → 50/80) which along with its lower damage, makes it weaker overall.}}
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**{{buff|Captain Falcon has a new down tilt: a leg sweep. It has significantly more combo ability than the previous down tilt due to sending opponents at a more vertical angle (30° → 80°/70°/60°).}}
**{{buff|Captain Falcon has a new down tilt: a leg sweep. It has significantly more combo ability than the previous down tilt due to sending opponents at a more vertical angle (30° → 80°/70°/60°).}}
***{{nerf|This new angle however has greatly hindered down tilt's edgeguarding potential.}}
***{{nerf|This new angle however has greatly hindered down tilt's edgeguarding potential.}}
**{{buff|Down tilt deals more damage (11% → 12%) with its knockback scaling compensated (80 → 75).}}  
**{{buff|Down tilt deals more damage (11% → 12%) with its knockback scaling compensated (80 → 75).}}
**{{buff|Down tilt has more range.}}
**{{buff|Down tilt has more range.}}
**{{nerf|Down tilt has more startup lag with a shorter duration (frames 8-15 → 10-15) and has more ending lag (FAF 31 → 35).}}
**{{nerf|Down tilt has more startup lag with a shorter duration (frames 8-15 → 10-15) and has more ending lag (FAF 31 → 35).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack has a shorter total duration (FAF 41 → 38).}}
**{{buff|Dash attack has a shorter total duration (FAF 41 → 38).}}
**{{buff|Dash attack has a much larger hitbox (3.6667u → 5.86u).}}
**{{nerf|Dash attack has a shorter duration (frames 7-10 (clean)/11-26 (late) → 7-9/10-16) and its total duration was not fully compensated giving it more ending lag.}}
**{{nerf|Dash attack has a shorter duration (frames 7-10 (clean)/11-26 (late) → 7-9/10-16) and its total duration was not fully compensated giving it more ending lag.}}
**{{nerf|Dash attack deals less damage (12% (clean), 9% (late) → 10%/7%) and its clean hit's knockback was not fully compensated (0 (base), 100 (scaling) → 22/90).}}
**{{nerf|Dash attack deals less damage (12% (clean), 9% (late) → 10%/7%) and its clean hit's knockback was not fully compensated (0 (base), 100 (scaling) → 22/90).}}
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*[[Forward smash]]:
*[[Forward smash]]:
**{{nerf|Captain Falcon has a new forward smash: an advancing elbow thrust in a single move. It has slightly less reach and slightly more start-up lag with a shorter duration compared to the previous forward smash (frames 16-23 → 18-21).}}
**{{nerf|Captain Falcon has a new forward smash: an advancing elbow thrust in a single move. It has slightly less reach and slightly more start-up lag with a shorter duration compared to the previous forward smash (frames 16-23 → 18-21).}}
**{{buff|New forward smash deals more damage (19%/18%/17% → 21%/20%/19%), and has increased base knockback (20 → 24) improving its KO potential and now being the 3rd most powerful forward smash in ''Melee''.}}  
**{{buff|New forward smash deals more damage (19%/18%/17% → 21%/20%/19%), and has increased base knockback (20 → 24) improving its KO potential and now being the 3rd most powerful forward smash in ''Melee''.}}
**{{buff|Forward smash has less ending lag (FAF 62 → 60).}}
**{{buff|Forward smash has less ending lag (FAF 62 → 60).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Captain Falcon has a new up smash: a jumping-spinning double kick aimed vertically upward. Its first kick has low knockback to connect into the second kick and the second kick has significantly more knockback (90 (base), 40 (scaling) → 25/(128/126/110), no longer making it the weakest up smash, now being the 7th most powerful up smash in ''Melee'' if both kicks connect.}}
**{{buff|Captain Falcon has a new up smash: a jumping-spinning double kick aimed vertically upward. Its first kick has low knockback to connect into the second kick and the second kick has significantly more knockback (90 (base), 40 (scaling) → 25/(128/126/110), no longer making it the weakest up smash, now being the 7th most powerful up smash in ''Melee'' if both kicks connect.}}
**{{buff|Up smash has less ending lag (FAF 46 → 40) with the move now only having 11 frames of cooldown (as opposed to 35).}}  
**{{buff|Up smash has less ending lag (FAF 46 → 40) with the move now only having 11 frames of cooldown (as opposed to 35).}}
**{{buff|Due to having two hits, up smash's maximum damage output is much higher (17% → 26%).}}
**{{buff|Due to having two hits, up smash's maximum damage output is much higher (17% → 26%).}}
**{{nerf|Up smash is much less reliable due to now consisting of two hits.}}  
**{{nerf|Up smash is much less reliable due to now consisting of two hits.}}
***{{nerf|This combined with the introduction of [[DI]], the reduction of hitstun and the move's altered knockback has prevented the move from comboing reliably despite its much lower ending lag.}}  
***{{nerf|This combined with the introduction of [[DI]], the reduction of hitstun and the move's altered knockback has prevented the move from comboing reliably despite its much lower ending lag.}}
**{{nerf|Up smash has drastically higher startup lag (frame 4 → 21) going from the fastest up smash to one of the slowest.}}
**{{nerf|Up smash has drastically higher startup lag (frame 4 → 21) going from the fastest up smash to one of the slowest.}}
***{{nerf|It also has a shorter duration overall (frames 4-11 → 21-23 (hit 1)/27-28 (hit 2)).}}
***{{nerf|It also has a shorter duration overall (frames 4-11 → 21-23 (hit 1)/27-28 (hit 2)).}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Captain Falcon has a new down smash: a fast swinging kick that hits forwards with an inward punt and backwards with a back thrusting kick. It has more horizontal and much more vertical [[range]].}}
**{{buff|Captain Falcon has a new down smash: a fast swinging kick that hits forwards with an inward punt and backwards with a back thrusting kick. It has more horizontal and much more vertical [[range]].}}
**{{buff|Down smash launches opponents horizontally (60° → 361°) and it deals more damage (16% (front), 14% (back) → 18%/16%). The front hit has higher base knockback while the back hit's base knockback was not fully compensated (25 → 30 (front)/20 (back)). Altogether, these changes significantly improve its KO potential.}}  
**{{buff|Down smash launches opponents horizontally (60° → 361°) and it deals more damage (16% (front), 14% (back) → 18%/16%). The front hit has higher base knockback while the back hit's base knockback was not fully compensated (25 → 30 (front)/20 (back)). Altogether, these changes significantly improve its KO potential.}}
**{{buff|Down smash has less ending lag (FAF 48 → 45) with the move now only having 12 frames of cooldown (as opposed to 25).}}
**{{buff|Down smash has less ending lag (FAF 48 → 45) with the move now only having 12 frames of cooldown (as opposed to 25).}}
**{{nerf|Down smash has more startup lag and the first hit has a shorter duration (frames 8-12 (front), 19-22 (back) → 19-22/29-32).}}  
**{{nerf|Down smash has more startup lag and the first hit has a shorter duration (frames 8-12 (front), 19-22 (back) → 19-22/29-32).}}
**{{nerf|Down smash can no longer hit characters hanging on [[ledge]]s due to its higher hitboxes.}}
**{{nerf|Down smash can no longer hit characters hanging on [[ledge]]s due to its higher hitboxes.}}


Line 132: Line 136:
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{change|Captain Falcon's previous forward aerial is now his neutral aerial. It has an altered animation where Falcon kicks with his right leg first, then left leg all while turning to his right, as opposed to the other way around (with right leg first and left leg last). It is also angled more diagonally upwards.}}
**{{change|Captain Falcon's previous forward aerial is now his neutral aerial. It has an altered animation where Falcon kicks with his right leg first, then left leg all while turning to his right, as opposed to the other way around (with right leg first and left leg last). It is also angled more diagonally upwards.}}
**{{change|The first hit of neutral aerial has set knockback and launches opponents vertically (361° → 82°/78°/74°).}}  
**{{change|The first hit of neutral aerial has set knockback and launches opponents vertically (361° → 82°/78°/74°).}}
**{{buff|Neutral aerial has less ending lag (FAF 50 → 45).}}  
**{{buff|Neutral aerial has less ending lag (FAF 50 → 45).}}
**{{nerf|Neutral aerial is far less reliable due to its multi hit properties.}}
**{{nerf|Neutral aerial is far less reliable due to its multi hit properties.}}
**{{nerf|Neutral aerial has smaller hitboxes.}}
**{{nerf|Neutral aerial has smaller hitboxes.}}
**{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 4-7 (clean)/8-27 (late) → 7-12 (hit 1)/20-29 (hit 2)).}}  
**{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 4-7 (clean)/8-27 (late) → 7-12 (hit 1)/20-29 (hit 2)).}}
**{{nerf|Neutral aerial deals less damage (16% (clean)/13% (late) → 6% (hit 1)/7% (hit 2)/12% (total)) and the second hit's base knockback was not fully compensated (20 → 40) significantly hindering its KO potential (no longer being one of the strongest neutral aerials).}}
**{{nerf|Neutral aerial deals less damage (16% (clean)/13% (late) → 6% (hit 1)/7% (hit 2)/12% (total)) and the second hit's base knockback was not fully compensated (20 → 40) significantly hindering its KO potential (no longer being one of the strongest neutral aerials).}}
***{{buff|These changes however give neutral aerial much more combo potential.}}
***{{buff|These changes however give neutral aerial much more combo potential.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Captain Falcon has a new forward aerial: an [[electric]] knee thrust known as the [[Knee Smash]]. Its clean hit deals significantly higher damage (12% → 18%) and knockback compared to the previous second hit (20 (base), 80 (scaling) → 24/100) making it a drastically stronger KO move.}}  
**{{buff|Captain Falcon has a new forward aerial: an [[electric]] knee thrust known as the [[Knee Smash]]. Its clean hit deals significantly higher damage (12% → 18%) and knockback compared to the previous second hit (20 (base), 80 (scaling) → 24/100) making it a drastically stronger KO move.}}
**{{buff|Forward aerial is overall a more reliable move due to only consisting of one hit.}}
**{{buff|Forward aerial is overall a more reliable move due to only consisting of one hit.}}
**{{buff|Forward aerial has less ending lag (FAF 45 → 36).}}
**{{buff|Forward aerial has less ending lag (FAF 45 → 36).}}
Line 149: Line 153:
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial has less ending lag (FAF 35 → 29) and auto-cancels earlier (frame 28 → 21).}}
**{{buff|Back aerial has less ending lag (FAF 35 → 29) and auto-cancels earlier (frame 28 → 21).}}
**{{change|Back aerial has received a late hit after its first four frames which deals significantly less damage (16% → 8%) with only a slight increase to its base knockback on its sweetspot (10 → 20) while its sourspots have less base knockback (10 → 0).}}  
**{{change|Back aerial has received a late hit after its first four frames which deals significantly less damage (16% → 8%) with only a slight increase to its base knockback on its sweetspot (10 → 20) while its sourspots have less base knockback (10 → 0).}}
***{{nerf|This drastically hinders its KO potential and makes it more susceptible to punishment.}}
***{{nerf|This drastically hinders its KO potential and makes it more susceptible to punishment.}}
***{{buff|However, this also significantly improves its combo potential at higher percents when combined with its decreased ending lag.}}
***{{buff|However, this also significantly improves its combo potential at higher percents when combined with its decreased ending lag.}}
**{{nerf|Back aerial has more startup lag with a shorter duration (frames 7-18 → 10-18).}}
**{{nerf|Back aerial has more startup lag with a shorter duration (frames 7-18 → 10-18).}}
**{{nerf|Back aerial's clean hit deals less damage (16% → 14%). Its sweetspot's base knockback was not fully compensated (10 → 20) and it now has sourspots with less base knockback (10 → 0).}}
**{{nerf|Back aerial's clean hit deals less damage (16% → 14%). Its sweetspot's base knockback was not fully compensated (10 → 20), KO'ing roughly 10%-11% later, and it now has sourspots on his arm and shoulder with less base knockback (10 → 0), which KOs even later (about 18%-19% later from the sweetspot).}}
**{{nerf|Back aerial has a slightly altered animation where Falcon doesn't lean back as far as well as his arm's size not increasing as much, slightly reducing its range.}}
***{{buff|However, the move is more disjointed by comparison, due to the hitbox being moved closer to Falcon's hand. This is despite the hitbox not being increased by much in size (4.6667 → 4.69).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has less ending lag (FAF 34 → 30).}}
**{{buff|Up aerial has less ending lag (FAF 34 → 30).}}
Line 164: Line 170:
**{{nerf|Up aerial has more startup lag with a shorter duration (frames 5-13 → 6-13).}}
**{{nerf|Up aerial has more startup lag with a shorter duration (frames 5-13 → 6-13).}}
**{{nerf|Up aerial has less vertical range.}}
**{{nerf|Up aerial has less vertical range.}}
**{{nerf|Up aerial no longer deals consistent damage (16% → 13%/12% (clean)/10%/8% (late)) and the late hit deals less knockback (10 (base), 100 (scaling) → 8/6 (base), 80 (scaling)).}}  
**{{nerf|Up aerial no longer deals consistent damage (16% → 13%/12% (clean)/10%/8% (late)) and the late hit deals less knockback (10 (base), 100 (scaling) → 8/6 (base), 80 (scaling)).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has less ending lag (FAF 40 → 38).}}
**{{buff|Down aerial has less ending lag (FAF 40 → 38).}}
Line 170: Line 176:
**{{buff|Down smash deals more damage (14% → 16%) and has higher base knockback (0 → 40) significantly improving its KO potential as well as the sweetspot's edgeguarding potential (being the fourth most powerful [[meteor smash]] in ''Melee'').}}
**{{buff|Down smash deals more damage (14% → 16%) and has higher base knockback (0 → 40) significantly improving its KO potential as well as the sweetspot's edgeguarding potential (being the fourth most powerful [[meteor smash]] in ''Melee'').}}
**{{nerf|As with all meteor smashes from returning veterans, Down aerial has significantly increased startup lag with a shorter duration (frames 7-24 → 16-20).}}
**{{nerf|As with all meteor smashes from returning veterans, Down aerial has significantly increased startup lag with a shorter duration (frames 7-24 → 16-20).}}
**{{nerf|Down aerial's angle has been altered (-80° → 270°/290°) which allows the move to be meteor canceled unless the highest hitbox on his body (nicknamed the ''Nipple spike'') connects, hindering its reliability.}}  
**{{nerf|Down aerial's angle has been altered (-80° → 270°/290°) which allows the move to be meteor canceled unless the highest hitbox on his body (nicknamed the ''Nipple spike'') connects, hindering its reliability.}}
**{{nerf|The weakening of L-canceling combined with its worse auto-cancel window and higher knockback has hindered down aerial's combo potential.}}
**{{nerf|The weakening of L-canceling combined with its worse auto-cancel window and higher knockback has hindered down aerial's combo potential.}}


Line 186: Line 192:
*[[Down throw]]:
*[[Down throw]]:
**{{change|Captain Falcon's previous forward throw has been moved to his down throw. It has an altered animation where Captain Falcon keeps both his feet on the ground as opposed to leaning forward enough to bring his following foot off the ground like in ''Smash 64''.}}
**{{change|Captain Falcon's previous forward throw has been moved to his down throw. It has an altered animation where Captain Falcon keeps both his feet on the ground as opposed to leaning forward enough to bring his following foot off the ground like in ''Smash 64''.}}
***{{buff|This new animation gives it less ending lag (FAF 44 → 40).}}  
***{{buff|This new animation gives it less ending lag (FAF 44 → 40).}}
**{{change|Down throw deals much less damage (12% → 7%) and knockback (100 (base), 50 (scaling) → 75/34) which hinders its KO and combo potential but grants it [[chain grab]]bing and [[tech chasing]] potential.}}  
**{{change|Down throw deals much less damage (12% → 7%) and knockback (100 (base), 50 (scaling) → 75/34) which hinders its KO and combo potential but grants it [[chain grab]]bing and [[tech chasing]] potential.}}
**{{change|Down throw launches opponents at a slightly lower angle (70° → 65°).}}
**{{change|Down throw launches opponents at a slightly lower angle (70° → 65°).}}
**{{change|Down throw is weight dependent which increases its speed against lighter characters but decreases its speed against heavier characters.}}
**{{change|Down throw is weight dependent which increases its speed against lighter characters but decreases its speed against heavier characters.}}
Line 205: Line 211:
**{{change|Captain Falcon now has a side special move: Raptor Boost. It is a dash that, when connects, does a flaming uppercut, which can act as a great tech-chaser and combo-starter; but on the flipside, is somewhat easy to punish and isn't a viable horizontal recovery option as it cannot snap the ledge.}}
**{{change|Captain Falcon now has a side special move: Raptor Boost. It is a dash that, when connects, does a flaming uppercut, which can act as a great tech-chaser and combo-starter; but on the flipside, is somewhat easy to punish and isn't a viable horizontal recovery option as it cannot snap the ledge.}}
*[[Falcon Dive]]:
*[[Falcon Dive]]:
**{{buff|Falcon Dive travels more distance.}}  
**{{buff|Falcon Dive travels more distance.}}
**{{nerf|Falcon Dive deals less damage (20% → 5% (hit)/12% (throw)/15% (total) with only a slight increase to its base knockback (30 → 40), greatly hindering its KO potential.}}  
**{{nerf|Falcon Dive deals less damage (20% → 5% (hit)/12% (throw)/15% (total) with only a slight increase to its base knockback (30 → 40), greatly hindering its KO potential.}}
**{{nerf|The grabbox has a shorter duration (frames 13-44 → 13-33).}}  
**{{nerf|The grabbox has a shorter duration (frames 13-44 → 13-33).}}
**{{nerf|Falcon Dive has more landing lag (17 frames → 30).}}
**{{nerf|Falcon Dive has more landing lag (17 frames → 30).}}
**{{nerf|Falcon Dive no longer auto-cancels on landing before Captain Falcon enters free fall or after performing the throw.}}
**{{nerf|Falcon Dive no longer auto-cancels on landing before Captain Falcon enters free fall or after performing the throw.}}
Line 240: Line 246:
|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname= 
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Knee ({{ja|膝|Hiza}}) / Mach Punch ({{ja|マッハパンチ|Mahha Panchi}})
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=3%
|neutral2dmg=3%
Line 246: Line 252:
|neutralinfdmg=1% (loop)
|neutralinfdmg=1% (loop)
|neutraldesc=The first two hits are fast and somewhat short-ranged jabs, which are good for disrupting an enemy's approach. The third hit is the [[Gentleman]] knee. The jab combo finishes with a series of fast, weak punches.
|neutraldesc=The first two hits are fast and somewhat short-ranged jabs, which are good for disrupting an enemy's approach. The third hit is the [[Gentleman]] knee. The jab combo finishes with a series of fast, weak punches.
|ftiltname= 
|ftiltname=Round Kick ({{ja|ラウンドキック|Raundo Kikku}})
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=12% (leg), 11% (body)
|ftiltupdmg=12% (leg), 11% (body)
Line 252: Line 258:
|ftiltdowndmg=10% (leg), 11% (body)
|ftiltdowndmg=10% (leg), 11% (body)
|ftiltdesc=Does a roundhouse kick that can be angled up or down. Fast with decent range. There is not a significant amount of combo options from this move because of its horizontal hit trajectory, low knockback (though it has good knockback for a forward tilt) and stun time, and wind-down lag. One can try to follow up with a u-air or a [[jump-canceled grab]], and even a dash-canceled d-tilt or [[Raptor Boost]], but they are not true combos and can be countered by every character. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance or used after a pivot as a surprise attack to keep enemies away. A forward tilt, angled upward, can stun enemies long enough from an u-throw/d-throw that it can lead to a [[Knee Smash]].
|ftiltdesc=Does a roundhouse kick that can be angled up or down. Fast with decent range. There is not a significant amount of combo options from this move because of its horizontal hit trajectory, low knockback (though it has good knockback for a forward tilt) and stun time, and wind-down lag. One can try to follow up with a u-air or a [[jump-canceled grab]], and even a dash-canceled d-tilt or [[Raptor Boost]], but they are not true combos and can be countered by every character. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance or used after a pivot as a surprise attack to keep enemies away. A forward tilt, angled upward, can stun enemies long enough from an u-throw/d-throw that it can lead to a [[Knee Smash]].
|utiltname= 
|utiltname=Wheel Kick ({{ja|ホイールキック|Hoīru Kikku}})
|utiltdmg=13%
|utiltdmg=13%
|utiltdesc=Brings his leg up and brings it down in an axe-like fashion. It has incredible range, able to out range many of {{SSBM|Marth}}'s tilts. This move has good horizontal knockback and like his f-tilt, is difficult to combo from. Due to its low trajectory, one can often follow off the edge of a platform or stage with a falling n-air or non-sweetspotted fair edgeguard, but this is not a true combo. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance. Most players use this move as an edgeguard technique since the heel can extend below the platform.  
|utiltdesc=Brings his leg up and brings it down in an axe-like fashion. It has incredible range, able to out range many of {{SSBM|Marth}}'s tilts. This move has good horizontal knockback and like his f-tilt, is difficult to combo from. Due to its low trajectory, one can often follow off the edge of a platform or stage with a falling n-air or non-sweetspotted fair edgeguard, but this is not a true combo. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance. Most players use this move as an edgeguard technique since the heel can extend below the platform.
|dtiltname= 
|dtiltname=Crouching Kick ({{ja|しゃがみキック|Shagami Kikku}})
|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=Does a quick sweep kick. This move is a great vertical launcher. Compared to Falcon's other launchers, it has relatively high ending lag. However, it can combo at most percentages into a SHFFLed n-air, which can lead into other combos. Fox and Falco can often be regrabbed from a down tilt at medium percentages, and their side special moves can be intercepted by Falcon's down tilt if they try to sweetspot the ledge. This move can also combo into a Knee Smash and u-air, depending on [[knockback]] and [[Directional influence|DI]].
|dtiltdesc=Does a quick sweep kick. This move is a great vertical launcher. Compared to Falcon's other launchers, it has relatively high ending lag. However, it can combo at most percentages into a SHFFLed n-air, which can lead into other combos. Fox and Falco can often be regrabbed from a down tilt at medium percentages, and their side special moves can be intercepted by Falcon's down tilt if they try to sweetspot the ledge. This move can also combo into a Knee Smash and u-air, depending on [[knockback]] and [[Directional influence|DI]].
|dashname= 
|dashname=Turbo Shoulder ({{ja|ターボショルダー|Tābo Shorudā}})
|dashdmg=10% (clean), 7% (late)
|dashdmg=10% (clean), 7% (late)
|dashdesc=Shoulder tackles forward. Strongest when it comes out, weaker afterward. Fairly fast, good for knocking the foe away from the ledge to follow with an aerial attack or edgeguard, with proper mindgaming/prediction.
|dashdesc=Shoulder tackles forward. Strongest when it comes out, weaker afterward. Fairly fast, good for knocking the foe away from the ledge to follow with an aerial attack or edgeguard, with proper mindgaming/prediction.
|fsmashname= 
|fsmashname=Overheat Elbow ({{ja|オーバーヒートエルボ|Ōbāhīto Erubo}})
|fsmashangles=3
|fsmashangles=3
|fsmashupdmg={{ChargedSmashDmgSSBM|21}}
|fsmashupdmg={{ChargedSmashDmgSSBM|21}}
Line 267: Line 273:
|fsmashdowndmg={{ChargedSmashDmgSSBM|19}}
|fsmashdowndmg={{ChargedSmashDmgSSBM|19}}
|fsmashdesc=Reels his elbow back and thrusts it forward, dealing powerful [[flame]] damage. Excellent knockback even when uncharged with good horizontal and vertical launching power, making it hard to DI. Somewhat fast as well. Uncharged usually KOs around 100%+. This attack is the 3rd most powerful forward smash in the game. This move can be angled, dealing more damage when angled up.
|fsmashdesc=Reels his elbow back and thrusts it forward, dealing powerful [[flame]] damage. Excellent knockback even when uncharged with good horizontal and vertical launching power, making it hard to DI. Somewhat fast as well. Uncharged usually KOs around 100%+. This attack is the 3rd most powerful forward smash in the game. This move can be angled, dealing more damage when angled up.
|usmashname= 
|usmashname=Pinwheel Kick ({{ja|風車キック|Kazaguruma Kikku}})
|usmashdmg={{ChargedSmashDmgSSBM|8}}/{{ChargedSmashDmgSSBM|14}} (hit 1), {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|12}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSBM|8}}/{{ChargedSmashDmgSSBM|14}} (hit 1), {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|12}} (hit 2)
|usmashdesc=Performs a spinning double kick. A fast and powerful move, though is short ranged. The second hit sometimes has difficulty connecting, as with {{SSBM|Ganondorf}}'s. This is Captain Falcon's most powerful move damage-wise (when fully charged).
|usmashdesc=Performs a spinning double kick. A fast and powerful move, though is short ranged. The second hit sometimes has difficulty connecting, as with {{SSBM|Ganondorf}}'s. This is Captain Falcon's most powerful move damage-wise (when fully charged).
|dsmashname= 
|dsmashname=Pendulum Kick ({{ja|ペンデュラムキック|Pende~yuramu Kikku}})
|dsmashdmg={{ChargedSmashDmgSSBM|18}} (front), {{ChargedSmashDmgSSBM|16}} (back)
|dsmashdmg={{ChargedSmashDmgSSBM|18}} (front), {{ChargedSmashDmgSSBM|16}} (back)
|dsmashdesc=Quickly kicks forward then backward. Small noticeable startup, but good speed and knockback.
|dsmashdesc=Quickly kicks forward then backward. Small noticeable startup, but good speed and knockback.
|nairname= 
|nairname=Rotary Kick ({{ja|ロータリーキック|Rōtarī Kikku}})
|nairdmg=5-6% (hit 1), 7% (hit 2)
|nairdmg=5-6% (hit 1), 7% (hit 2)
|nairdesc=His f-air from ''SSB64'', kicks forward twice. A good two-hit combo starter, though the second hit is difficult to land.
|nairdesc=His f-air from ''SSB64'', kicks forward twice. A good two-hit combo starter, though the second hit is difficult to land.
|fairname=[[Knee Smash]]
|fairname=[[Knee Smash]] ({{ja|ストライキングニー|Sutoraikingu Nī}}, ''Striking Knee'')
|fairdmg=18% (clean), 6%/3% (late NTSC/PAL)
|fairdmg=18% (clean), 6%/3% (late NTSC/PAL)
|fairdesc=Sticks out his knee. If it lands during the initial frames, the victim is zapped and is sent in a difficult-to-DI-out-of [[semi-spike]] trajectory (32 degrees to be exact). If it lands any other time, the move is very weak with little knockback, though it can be chained into another Knee Smash. An extremely powerful move when it lands a clean hit; it is often regarded as one of the most powerful and useful moves in the game, and undoubtedly the most powerful forward aerial of ''Melee'' (though, in terms of knockback, its the third most powerful forward aerial in the game, after {{SSBM|Zelda}} and {{SSBM|Dr. Mario}}). This move is the usual end to most of Falcon's aerial combos, or even to use against grounded foes in an aerial assault. Easily KOs at damage percentages as low as 60% off the edge.
|fairdesc=Sticks out his knee. If it lands during the initial frames, the victim is zapped and is sent in a difficult-to-DI-out-of [[semi-spike]] trajectory (32 degrees to be exact). If it lands any other time, the move is very weak with little knockback, though it can be chained into another Knee Smash. An extremely powerful move when it lands a clean hit; it is often regarded as one of the most powerful and useful moves in the game, and undoubtedly the most powerful forward aerial of ''Melee'' (though, in terms of knockback, its the third most powerful forward aerial in the game, after {{SSBM|Zelda}} and {{SSBM|Dr. Mario}}). This move is the usual end to most of Falcon's aerial combos, or even to use against grounded foes in an aerial assault. Easily KOs at damage percentages as low as 60% off the edge.
|bairname= 
|bairname=Reverse Knuckle ({{ja|リバースナックル|Ribāsu Nakkuru}})
|bairdmg=14% (clean), 8% (late)
|bairdmg=14% (clean), 8% (late)
|bairdesc=Does a quick backhand punch from behind. Good power and speed, often used as an [[edgeguarding]] move. Weak if the opponent is hit late in the attack.
|bairdesc=Does a quick backhand punch from behind. Good power and speed, often used as an [[edgeguarding]] move. Weak if the opponent is hit late in the attack.
|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=Does a midair bicycle kick and sticks his feet out. Knockback direction depends on what angle the move hits the foe, though strong nonetheless. Also good for [[juggling]], and edgeguarding if hit near the end of the attack.
|uairdesc=Does a midair bicycle kick and sticks his feet out. Knockback direction depends on what angle the move hits the foe, though strong nonetheless. Also good for [[juggling]], and edgeguarding if hit near the end of the attack.
|dairname= 
|dairname=Step on It ({{ja|ステップオンイット|Suteppu on Itto}})
|dairdmg=16%
|dairdmg=16%
|dairdesc=Stomps below him for good downward knockback and high hitstun. Minor startup and ending lag. Can [[nipple spike]] if hit within the torso region, making it a [[spike]] and even more powerful (the most powerful spike in the game). If used on a grounded opponent, this move is a great combo starter, and can KO at high percentages. One of the strongest [[meteor smash|meteor smashes]] in the game.
|dairdesc=Stomps below him for good downward knockback and high hitstun. Minor startup and ending lag. Can [[nipple spike]] if hit within the torso region, making it a [[spike]] and even more powerful (the most powerful spike in the game). If used on a grounded opponent, this move is a great combo starter, and can KO at high percentages. This is the 4th most powerful [[meteor smash]] in the game, behind {{SSBM|Young Link}}'s sweetspotted down aerial, {{SSBM|Ganondorf}}'s down aerial, and {{SSBM|Yoshi}}'s forward aerial.
|grabname=
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|grabdesc=
|pummelname= 
|pummelname=Captive Knee ({{ja|つかみニーバット|Kyaputibu Nī}})
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Knees opponent in the torso region.
|pummeldesc=Knees opponent in the torso region.
|fthrowname= 
|fthrowname=Body Blow ({{ja|ボディブロー|Bodī Burō}})
|fthrowdmg=5% (hit 1), 4% (throw)
|fthrowdmg=5% (hit 1), 4% (throw)
|fthrowdesc=Punches foe forward.
|fthrowdesc=Punches foe forward.
|bthrowname= 
|bthrowname=Kickback ({{ja|キックバック|Kikkubakku}})
|bthrowdmg=5% (hit 1), 4% (throw)
|bthrowdmg=5% (hit 1), 4% (throw)
|bthrowdesc=Kicks foe behind. Knockback is usually hard to follow-up or combo with unless over a ledge.
|bthrowdesc=Kicks foe behind. Knockback is usually hard to follow-up or combo with unless over a ledge.
|uthrowname= 
|uthrowname=Rising Palm ({{ja|ライジングパーム|Raijingu Pāmu}})
|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdesc=Punches foe upward. Can lead into various moves or tech chases at low percentages, as the opponent usually falls straight down. At higher percentages, aerial followups are easier to land.
|uthrowdesc=Punches foe upward. Can lead into various moves or tech chases at low percentages, as the opponent usually falls straight down. At higher percentages, aerial followups are easier to land.
|dthrowname= 
|dthrowname=Throw Down ({{ja|スルーダウン|Surū Daun}})
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Crushes foe to the floor. Depending on opponent percentage, fall speed, and DI, can lead into aerial combos or tech chase regrabs. Can [[Chain grab|chaingrab]] more floaty characters (such as {{SSBM|Ganondorf}}).
|dthrowdesc=Crushes foe to the floor. Depending on opponent percentage, fall speed, and DI, can lead into aerial combos or tech chase regrabs. Can [[Chain grab|chaingrab]] more floaty characters (such as {{SSBM|Ganondorf}}).
Line 322: Line 328:
|ssname=Raptor Boost
|ssname=Raptor Boost
|ssdmg=7%
|ssdmg=7%
|ssdesc=Dashes forward. If he doesn't hit an opponent, he falls over. If he hits an opponent on the ground, he launches a fiery uppercut, knocking them into the air. If he hits an opponent while in midair, he punches downward, [[Meteor smash|meteor smashing]] them. However, this move always makes him [[helpless]], so it is very risky to use offstage.
|ssdesc=Dashes forward. If he doesn't hit an opponent, he falls over. If he hits an opponent on the ground, he launches a fiery uppercut, knocking them into the air. If he hits an opponent while in midair, he punches downward, [[meteor smash]]ing them. However, this move always makes him [[helpless]], so it is very risky to use offstage.
|usname=Falcon Dive
|usname=Falcon Dive
|usdmg=5% (grab), 12% (release), 6% (breakout)
|usdmg=5% (grab), 12% (release), 6% (breakout)
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|dsname=Falcon Kick
|dsname=Falcon Kick
|dsdmg=15%/13%/9% (ground), 15%/13%/11% (air), 9% (landing)
|dsdmg=15%/13%/9% (ground), 15%/13%/11% (air), 9% (landing)
|dsdesc=Rushes forward while performing a fiery kick. If he goes off a ledge, he continues dashing forward. If started in midair, he kicks down at a diagonal angle. Restores his midair jump, making it a useful move for horizontal recovery at long distances.
|dsdesc=Rushes forward while performing a fiery kick. If he goes off a ledge, he continues dashing forward. If started in midair, he kicks down at a diagonal angle. Restores his midair jump, making it a useful move for horizontal recovery at long distances. The aerial version's hitboxes are programmed incorrectly; the hitboxes are on Falcon's right leg (like the grounded version), but Falcon performs the aerial version with his left leg, leading to the hitboxes being to the side and behind him (even if the hitboxes were programmed to be on the correct bones (8 and 7), they would still be closer to his body than to his foot).
}}
 
===Stats===
{{Attributes
|cast = 26
|weight = 104
|rweight = 6-7
|dash = 2
|rdash = 1
|run = 2.3
|rrun = 1
|walk = 0.85
|rwalk = 19-21
|trac = 0.08
|rtrac = 7-13
|airfric = 0.01
|rairfric = 15-20
|air = 1.12
|rair = 4
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.04
|raddaccel = 5-11
|gravity = 0.13
|rgravity = 3-5
|fall = 2.9
|rfall = 2
|ff = 3.5
|rff = 1-2
|jumpsquat = 4
|rjumpsquat = 8-15
|jumpheight = 38.52
|rjumpheight = 3
|shorthop = 14.85
|rshorthop = 8
|djump = 28.56
|rdjump = 10
}}
}}
===[[Announcer]] call===
[[File:Captain Falcon Announcer SSBM.wav]]


===[[List of taunts (SSBM)|Taunts]]===
===[[List of taunts (SSBM)|Taunts]]===
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==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Most historically significant players===
<!--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 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.-->
<!--This character has a fifteen player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


:''Any number following the Smasher name indicates placement on the [[2019 MPGR]], which recognizes the official top 100 players in the world in [[Super Smash Bros. Melee]].''
:''See also: [[:Category:Captain Falcon players (SSBM)]]''
:''See also: [[:Category:Captain Falcon professionals (SSBM)]]''


====Active====
*{{Sm|Captain Smuckers|USA}} - A top Falcon from the Tristate area. He was formerly ranked 42nd on the [[2018 MPGR]].
*{{Sm|DjaGoF|France}} - The best Falcon player in France, and one of the best in Europe, infamous for his flashy combos and "disrespectful" style of play. Peaked at 5th on the [[French Power Rankings]], and was most recently ranked 6th.
*{{Sm|Gahtzu|USA}} (#36) - One of the best Captain Falcon players in the world, and one of the pioneers of the 20GX movement to optimize competitive Falcon gameplay.
*{{Sm|Gucci|Japan}} - The best Falcon player in Japan, became well-known after a strong performance at [[Apex 2013]]. He is ranked 3rd on the [[Japan SSBM Rank 2019]], but rarely travels internationally nowadays.
*{{Sm|Jeapie|Netherlands}} - One of the best Falcon players in Europe, formerly ranked 66th on the [[2015 SSBMRank]]; known for his prowess in the Sheik matchup.
*{{Sm|Mango|USA}} (#3) - One of the five gods and the undisputed best player in SoCal. Occasionally picks Falcon in tournaments as a counterpick.
*{{Sm|n0ne|Canada}} (#15) - One of the three best Falcon players in the modern era, and arguably the most technical among them. He is renowned for his creative, mixup-heavy style, as well as his high-risk/high-reward punishes, which set him apart from the other two Falcons. He was the first Falcon to defeat {{Sm|Mew2King}} in tournament in a decade, taking three sets at [[GOML 2016]] , [[UGC Smash Open]] and [[DreamHack Austin 2017]] . He was also the first Falcon to defeat {{Sm|Mango}} in over a decade at [[Rising Stars at EGLX 2019]].
*{{Sm|NMW|USA}} (#58) - The best active Captain Falcon in Northern California, known for his very strong doubles play. He is currently ranked 4th on the [[NorCal Power Rankings]].
*{{Sm|S2J|USA}} (#11) - One of the three best Falcon players in the modern era and the most established among them over the past decade. He is known for his unorthodox, aggressive style and explosive punish game that set him apart from the other two Falcons. His gameplay coined the term "Johnny Stock," referring to his uncanny ability to string together zero-to-deaths.
*{{Sm|Schythed|USA}} (#96) - Currently ranked 2nd on the [[Arizona Melee Power Rankings]]; has a set win on {{Sm|Axe}}. Placed 7th at {{Trn|DreamHack Anaheim 2020}}.
*{{Sm|Setchi|Wales}} (#42) - The best Captain Falcon player in Europe. Placed 2nd at both {{Trn|Fête}} and {{Trn|Syndicate 2019}}, and 3rd at {{Trn|DreamHack Rotterdam 2019}}. Managed to win five sets against {{Sm|Trif}} during the Fall of 2019.
*{{Sm|Wizzrobe|USA}} (#5) - One of the three best Falcon players in the modern era, and considered to be overall the best among them. A pioneer of the 20GX style of play, he is known for his safe and consistent style that relies on guaranteed and optimal tech chases, edgeguards, and combo followups, which set him apart from the other two Falcons.
*{{Sm|Zeo|USA}} (#88) - One of the best Captain Falcon players in Southern California, with many wins over top West Coast players. Formerly ranked 23rd on the [[SoCal Melee Power Rankings]].
====Inactive====
*{{Sm|$mike|USA}} - Formerly the best player in North Carolina, and was ranked 87th on the [[2017 SSBMRank]]. He has been inactive since 2018.
*{{Sm|Alox|France}} - Formerly ranked 7th on the [[French Power Rankings]]; has not entered a national tournament since 2018.
*{{Sm|Darkrain|USA}} - Formerly ranked 61st on the [[2015 SSBMRank]] and 8th on the [[RetroSSBMRank#2009|2009 RetroSSBMRank]]. A top old-school ''Melee'' Falcon player and one of the Midwest's best and most established players, who continued to compete all the way up to 2017.
*{{Sm|Darkrain|USA}} - Formerly ranked 61st on the [[2015 SSBMRank]] and 8th on the [[RetroSSBMRank#2009|2009 RetroSSBMRank]]. A top old-school ''Melee'' Falcon player and one of the Midwest's best and most established players, who continued to compete all the way up to 2017.
*{{Sm|Fuzzyness|UK}} - Formerly ranked 85th on the [[2016 SSBMRank]]. Co-mained with {{SSBM|Fox}}, and has defeated many notable European players. He mostly left the scene after 2018 to focus on speedrunning, but has recently made small returns after the advent of [[Project Slippi]] netplay.
*{{Sm|Gahtzu|USA}} - One of the best Captain Falcon players in the world, and one of the pioneers of the 20GX movement to optimize competitive Falcon gameplay.
*{{Sm|Gravy|USA}} - A pioneer of the 20GX movement along with Gahtzu and Wizzrobe. He was formerly ranked 11th on the [[Florida_Power_Rankings/Central_Florida_Power_Rankings|Central Florida Power Rankings]] and 41st on the [[2016 SSBMRank]].
*{{Sm|Gravy|USA}} - A pioneer of the 20GX movement along with Gahtzu and Wizzrobe. He was formerly ranked 11th on the [[Florida_Power_Rankings/Central_Florida_Power_Rankings|Central Florida Power Rankings]] and 41st on the [[2016 SSBMRank]].
*{{Sm|Hax|USA}} (#19) - Considered the best Falcon player in the world before he retired him in favor of {{SSBM|Fox}}, making numerous significant contributions to Falcon's metagame that are still used today. He most notably popularized [[Ledgestall#Ledgedashstall|"Haxdashing"]], a strong but difficult ledge option, that allowed for ledge mixups and quick ledge invincibility refreshing.
*{{Sm|Gucci|Japan}} - The best Falcon player in Japan, became well-known after a strong performance at [[Apex 2013]]. He is ranked 3rd on the [[Japan SSBM Rank 2019]], but rarely travels internationally nowadays.
*{{Sm|Isai|USA}} - Was regarded as the best ''Melee'' Captain Falcon player in the world in his prime. Although his placings at Melee singles tournaments lowered over time, he is one of the few players to have defeated former Melee world champion {{Sm|Ken}} multiple times.
*{{Sm|Hax|USA}} - Considered the best Falcon player in the world before he retired him in favor of {{SSBM|Fox}}, making numerous significant contributions to Falcon's metagame that are still used today. He most notably popularized [[Ledgestall#Ledgedashstall|"Haxdashing"]], a difficult but strong ledge option, that allowed for mixups and quick ledge invincibility refreshing.
*{{Sm|Isai|USA}} - Was regarded as the best ''Melee'' Captain Falcon player in the world in his prime during the [[MLG]] era. Although his placings at ''Melee'' singles tournaments lowered over time, he is one of the few players to have defeated former Melee world champion {{Sm|Ken}} multiple times. Isai was the first Falcon player to win a major at {{trn|MOAST 3}} and then later in that year became the first Falcon player to win a supermajor at {{trn|MLG Los Angeles 2005}}, which would stand as the last time a Falcon player won a supermajor or major for over 13 years, until Wizzrobe won {{trn|Smash 'N' Splash 5}}.
*{{Sm|Jeapie|Netherlands}} - One of the best Falcon players in Europe, formerly ranked 66th on the [[2015 SSBMRank]]. He is primarily known for his extremely fast and fluid movement around platforms and offstage, with very precise wavelands and walljumps.
*{{Sm|Lord|USA}} - One of the best Captain Falcon players in Northern California, formerly ranked 29th on the [[2013 SSBMRank]]. He is an infamous "hidden boss" in the community, regarded as having top 100-level skill despite rarely traveling to majors.
*{{Sm|Lord|USA}} - One of the best Captain Falcon players in Northern California, formerly ranked 29th on the [[2013 SSBMRank]]. He is an infamous "hidden boss" in the community, regarded as having top 100-level skill despite rarely traveling to majors.
*{{Sm|Scar|USA}} - Ranked 89th on the [[2014 SSBMRank]]. He is now known primarily as a [[commentator]].
*{{Sm|n0ne|Canada}} - One of the top Falcon players from 2016-2021, and arguably the most technical among them. He is renowned for his creative, mixup-heavy style, as well as his high-risk/high-reward punishes, which set him apart from other top Falcons such as {{Sm|S2J}} and {{Sm|Wizzrobe}}. He was the first Falcon to defeat {{Sm|Mew2King}} in tournament in a decade, taking three sets at [[GOML 2016]] , [[UGC Smash Open]] and [[DreamHack Austin 2017]] . He was also the first Falcon to defeat {{Sm|Mango}} in over a decade at [[Rising Stars at EGLX 2019]].
*{{Sm|S2J|USA}} - One of the three best Falcon players in the modern era and the most established among them over the past decade. He is known for his unorthodox, air-heavy style and explosive punish game that set him apart from the other two top Falcons. His gameplay coined the term "Johnny Stock," referring to his uncanny ability to string together zero-to-deaths.
*{{Sm|Salt|USA}} - One of the best active Falcon players in the world. She is considered the best player in Texas and has had strong results following the online era of Melee, such as 1st at {{trn|Low Tide City 2023}} and 9th at {{trn|Tipped Off 14: Resurgence}}. She is currently ranked 18th on the [[SSBMRank Summer 2023]].
*{{Sm|Scar|USA}} - While he is now known primarily as a [[commentator]], Scar was one of the most renowned Captain Falcon players in the world from 2009 through 2014. He ranked 62nd on the inaugural [[2013 SSBMRank]] and 89th on the [[2014 SSBMRank]]. His top 6 placement at the first {{Trn|GENESIS}} also stood as the best placement for a Falcon player at a supermajor or major in the post-MLG era, until it was first tied by Hax's 5th at {{Trn|Pound V}}, and it wasn't outright exceeded at a major until Wizzrobe placed 4th at {{trn|DreamHack Austin 2016}}, while it would take until {{trn|Smash Summit 7}} for Wizzrobe to exceed top 6 at a supermajor. Scar is additionally the namesake of the [[Scar Jump]], an advanced version of the [[wall jump]] commonly used by Falcon players.
*{{Sm|Setchi|Wales}} - Now semi-retired from Melee, Setchi is notable for having produced many advancements in Captain Falcon's defensive game, including ways of escaping combos and setplay. He also was, to date, the highest ranking European Captain Falcon player, having been ranked 42nd on the [[2019 MPGR]] and achieved results such as 2nd at {{trn|Fête}} and 3rd at {{trn|DreamHack Rotterdam 2019}}. He is known for his prowess against {{SSBM|Peach}} and {{SSBM|Falco}}, but has mostly stopped attending Melee tournaments to focus on Guilty Gear: Strive.
*{{Sm|SilentSpectre|USA}} - Along with {{Sm|Tang}}, SilentSpectre was responsible for the immensely famous [[Wombo Combo]]. He is also one of most influential old-school Falcons, along with Isai, Darkrain, and Scar, who popularized the fast-paced and aggressive playstyle of Captain Falcon.
*{{Sm|SilentSpectre|USA}} - Along with {{Sm|Tang}}, SilentSpectre was responsible for the immensely famous [[Wombo Combo]]. He is also one of most influential old-school Falcons, along with Isai, Darkrain, and Scar, who popularized the fast-paced and aggressive playstyle of Captain Falcon.
*{{Sm|Wizzrobe|USA}} - One of the three best Falcon players in the modern era, and considered to be overall the best among them. A pioneer of the 20GX style of play, he is known for his safe, consistent and perfectionist style that relies on guaranteed and optimal tech-chases, edgeguards, and combo follow-ups, which set him apart from the other two top Falcons. Wizzrobe also set numerous placement benchmarks for Falcon; his 4th at DreamHack Austin 2016 was the first time a Falcon player made top 4 at a major in the post-MLG era, while he would later become the first post-MLG Falcon player to place top 4 at an invitational supermajor ({{trn|Smash Summit 7}}) and an open supermajor ({{trn|Get On My Level 2019}}), then would become the first Falcon player since Isai to win a supermajor or major at {{trn|Smash 'N' Splash 5}}.


===Tier placement and history===
===Tier placement and history===
Captain Falcon was considered a low tier character on the first [[tier list]]; inexperienced panelists felt he was inferior to his ''[[Super Smash Bros.]]'' counterpart, and failed to overcome the high [[technical skill]] demands required to play him. Captain Falcon then moved up to the middle tier, but was not recognized as being a solid character until one year after ''Melee'' began being played competitively. Dedicated Falcon mains such as {{Sm|Isai}} showed how powerful his [[combo]]ing abilities were, and how well he could KO out of a combo with the deadly [[Knee Smash]]. Falcon mains began placing very high in tournaments, inching him up the list into the high tier as old high tier characters, such as {{SSBM|Mario}} and {{SSBM|Luigi}}, began falling. Despite being ranked as a top tier character, Captain Falcon has always been seen as less viable compared to the other top tiers, as no player has been able to consistenly win majors with the character. In addition, his tournament representation took a hit in 2014 when {{Sm|Hax}}, the best Captain Falcon player in the world at the time, switched to playing Fox, believing that the latter character was more competitively viable and would help him reach the highest level of play. As a result, Captain Falcon fell to 8th on the 2015 tier list, ranked below the Ice Climbers, considered to be merely a high tier.  
Captain Falcon was considered a low tier character on the first [[tier list]]; inexperienced panelists felt he was inferior to his ''[[Super Smash Bros.]]'' counterpart, and failed to overcome the high [[technical skill]] demands required to play him. Captain Falcon then moved up to the middle tier, but was not recognized as being a solid character until one year after ''Melee'' began being played competitively. Dedicated Falcon mains such as {{Sm|Isai}} showed how powerful his [[combo]]ing abilities were, and how well he could KO out of a combo with the deadly [[Knee Smash]]. Falcon mains began placing very high in tournaments, inching him up the list into the high tier as old high tier characters, such as {{SSBM|Mario}} and {{SSBM|Luigi}}, began falling. Despite being ranked as a top tier character, Captain Falcon has always been seen as less viable compared to the other top tiers, as no player has been able to consistenly win majors with the character. In addition, his tournament representation took a hit in 2014 when {{Sm|Hax}}, the best Captain Falcon player in the world at the time, switched to playing Fox, believing that the latter character was more competitively viable and would help him reach the highest level of play. As a result, Captain Falcon fell to 8th on the 2015 tier list, ranked below the Ice Climbers, considered to be merely a high tier.


However, since 2015, perceptions of Captain Falcon's viability have improved. Falcon's metagame has been further developed by a new wave of top players, including {{Sm|Wizzrobe}}, {{Sm|n0ne}}, {{Sm|S2J}}, and {{Sm|Gahtzu}}, as part of the "20GX" movement, which aimed to prove that Captain Falcon was competitively viable. Areas of play including edgeguarding, punishing, and reaction tech-chasing were further refined and optimized, and multiple Captain Falcon players have consistently been able to achieve top eight placings at major tournaments. Wizzrobe in particular became the first player since Isai to win a major with Captain Falcon at {{Trn|Smash 'N' Splash 5}}, defeating {{Sm|Hungrybox}}, the number one player in the world, and accomplishing what players like Hax had once called practically impossible.  
However, since 2015, perceptions of Captain Falcon's viability have improved. Falcon's metagame has been further developed by a new wave of top players, including {{Sm|Wizzrobe}}, {{Sm|n0ne}}, {{Sm|S2J}}, and {{Sm|Gahtzu}}, as part of the "20GX" movement, which aimed to prove that Captain Falcon was competitively viable. Areas of play including edgeguarding, punishing, and reaction tech-chasing were further refined and optimized, and multiple Captain Falcon players have consistently been able to achieve top eight placings at major tournaments. Wizzrobe in particular became the first player since Isai to win a major with Captain Falcon at {{Trn|Smash 'N' Splash 5}}, defeating {{Sm|Hungrybox}}, the number one player in the world, and accomplishing what players like Hax had once called practically impossible.


Despite Captain Falcon's recent successes, his difficult matchups against the space animals (particularly Falco) has left him short of being able to consistently win majors: Wizzrobe's run at Smash 'N' Splash 5 was aided by avoiding Mango, who he has never taken a set off of in tournament. However, his viability is seen as far more improved than in years past, and as a result he rose to the A tier and is ranked 6th on the thirteenth and current tier list.  
Despite Captain Falcon's recent successes, his difficult matchups against the space animals (particularly Falco) has left him short of being able to consistently win majors: Wizzrobe's run at Smash 'N' Splash 5 was aided by avoiding Mango, who he has never taken a set off of in tournament. However, his viability is seen as far more improved than in years past, and as a result he rose to the A tier and is ranked 6th on the thirteenth and current tier list.


====PAL viability====
====PAL viability====
Captain Falcon only received two changes in the transition to PAL, the more welcome of the two being that the Gentleman can now be done with just three A button presses, without any extra inputs or timing alterations required. The other nerfed his soft Knee Smash, making it hit only half as hard as the NTSC soft Knee Smash. The Gentleman is now much easier to perform and Captain Falcon's jab combo is overall a much more viable damage racking option than it is in NTSC. The nerf to the soft Knee Smash, however, prevents a guaranteed followup into another Knee Smash, slightly weakening Falcon's edgeguarding and combo potential, though this can be worked around by using up aerial instead. With almost all of the characters who would years later be above him in the tier list receiving nerfs (particularly Fox and Sheik), he fares better in those respective matchups, but due to considerably less representation of Captain Falcon in Europe, he remains at 7th place.
Captain Falcon only received two changes in the transition to PAL, the more welcome of the two being that the Gentleman can now be done with just three A button presses, without any extra inputs or timing alterations required. The other nerfed his soft Knee Smash, making it hit only half as hard as the NTSC soft Knee Smash. The Gentleman is now much easier to perform and Captain Falcon's jab combo is overall a much more viable damage racking option than it is in NTSC. The nerf to the soft Knee Smash, however, prevents a guaranteed followup into another Knee Smash, slightly weakening Falcon's edgeguarding and combo potential, though this can be worked around by using up aerial instead. With almost all of the characters who would years later be above him in the tier list receiving nerfs (particularly Fox and Sheik), he fares better in those respective matchups, but due to considerably less representation of Captain Falcon in Europe, he remains at 7th place.


==In [[Solo#1-P Mode|1-P Mode]]==
==In 1-P Mode==
==={{SSBM|Classic Mode}}===
==={{SSBM|Classic Mode}}===
Captain Falcon appears in a one-on-one, as an ally, on a team with {{SSBM|Fox}}, {{SSBM|Falco}}, or {{SSBM|Samus}}, in a giant, multi-man, or metal battle. Captain Falcon appears in {{SSBM|Mute City}} or [[Big Blue]] except in the metal battle where he appears on {{SSBM|Battlefield}}.
Captain Falcon appears in a one-on-one, as an ally, on a team with {{SSBM|Fox}}, {{SSBM|Falco}}, or {{SSBM|Samus}}, in a giant, multi-man, or metal battle. Captain Falcon appears in {{SSBM|Mute City}} or [[Big Blue]] except in the metal battle where he appears on {{SSBM|Battlefield}}.
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*'''[[Event 5: Spare Change]]''': The player controls {{SSB|Ness}} and fights Captain Falcon in a coin battle on [[Onett]]. The player must collect 200 coins within 80 seconds in order to clear the event.
*'''[[Event 5: Spare Change]]''': The player controls {{SSB|Ness}} and fights Captain Falcon in a coin battle on [[Onett]]. The player must collect 200 coins within 80 seconds in order to clear the event.
*'''[[Event 12: Seconds, Anyone?]]''': The player chooses any character and must defeat Captain Falcon within 7 seconds in a one-stock match on {{SSBM|Mute City}}. Both players start with 100% damage.
*'''[[Event 12: Seconds, Anyone?]]''': The player chooses any character and must defeat Captain Falcon within 7 seconds in a one-stock match on {{SSBM|Mute City}}. Both players start with 100% damage.
*'''[[Event 17: Bounty Hunters]]''': The player controls {{SSBM|Samus}}, allied with Captain Falcon, and must deliver the finishing blow to {{SSBM|Bowser}} on [[Jungle Japes]]. The event results in failure if Captain Falcon delivers the finishing blow or if Bowser [[Self-destruct|self-destructs]].
*'''[[Event 17: Bounty Hunters]]''': The player controls {{SSBM|Samus}}, “allied” with Captain Falcon, and must deliver the finishing blow to {{SSBM|Bowser}} on [[Jungle Japes]]. The event results in failure if Captain Falcon delivers the finishing blow or if Bowser [[Self-destruct|self-destructs]].
*'''[[Event 20: All-Star Match 2]]''': Captain Falcon is the fourth opponent to be fought in this series of staged battles. The player battles him on {{SSBM|Mute City}}, which will transition to the next stage if Captain Falcon gets defeated. With a timer of four minutes, the player must defeat him along with Samus, {{SSBM|Link}}, {{SSBM|Zelda}}, and {{SSBM|Fox}}.
*'''[[Event 20: All-Star Match 2]]''': Captain Falcon is the fourth opponent to be fought in this series of staged battles. The player battles him on {{SSBM|Mute City}}, which will transition to the next stage if Captain Falcon gets defeated. With a timer of four minutes, the player must defeat him along with Samus, {{SSBM|Link}}, {{SSBM|Zelda}}, and {{SSBM|Fox}}.
*'''[[Event 33: Lethal Marathon]]''': As Captain Falcon, the player must race to the finish of F-Zero Grand Prix similar to Adventure Mode. However, the gameplay is sped up and the F-Zero racers can deliver almost a [[one-hit KO]].
*'''[[Event 33: Lethal Marathon]]''': As Captain Falcon, the player must race to the finish of F-Zero Grand Prix similar to Adventure Mode. However, the gameplay is sped up and the F-Zero racers can deliver almost a [[one-hit KO]].
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==[[Trophies]]==
==[[Trophies]]==
In addition to the normal trophy about Captain Falcon as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Captain Falcon on any difficulty:
In addition to the normal trophy about Captain Falcon as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Captain Falcon on any difficulty:
:'''Captain Falcon'''
:''Usually a relentless bounty hunter, Captain Falcon shifts gears to become a race pilot once the F-Zero Grand Prix begins. His beloved racer, the Blue Falcon, can exceed the speed of sound, and he knows how to drive it; he'll go down as one of the all time-greats. Now 36 years old, Captain Falcon wears his F-Zero X visor.''
:*F-Zero 08/91


:'''Captain Falcon''' [<span style="color:#FF0000">Smash</span>]
{{Trophy/Fighter
:''Falcon's style is a balanced combination of raw power and speed. His attacks are slow, but when combined with Falcon's high mobility, he's a formidable combat force. The Falcon Punch packs the highest degree of destructive power, while the explosive Raptor Boost can be used to smash airborne foes into the depths.''
|name=Capt. Falcon
:*B: Falcon Punch
|image=Captain Falcon Trophy Melee.png
:*Smash B: Raptor Boost
|mode=Classic
|desc=Usually a relentless bounty hunter, Captain Falcon shifts gears to become a race pilot once the F-Zero Grand Prix begins. His beloved racer, the Blue Falcon, can exceed the speed of sound, and he knows how to drive it; he'll go down as one of the all-time greats. Now 36 years old, Captain Falcon wears his F-Zero X visor.
|gamelist={{Trophy games|game1=F-Zero|release1=8/91}}
|game=Melee
}}
{{clrl}}


:'''Captain Falcon''' [<span style="color:#0000FF">Smash</span>]
{{Trophy/Fighter
:''The Knee Smash, used in midair on foes in front of you, is slow and has a short reach, but if it connects, it'll send foes flying a long way on a low trajectory. Falcon uses his Falcon Dive to grab an enemy in midair and fling them away with an explosive blast. He can do this technique repeatedly without landing, so it can also be used as a recovery move.''
|name=Capt. Falcon
:*Up & B: Falcon Dive
|image=Captain Falcon Trophy (Smash).png
:*Down & B: Falcon Kick
|mode=Adventure
|desc=Falcon's style is a balanced combination of raw power and speed. His attacks are slow, but when combined with Falcon's high mobility, he's a formidable combat force. The Falcon Punch packs the highest degree of destructive power, while the explosive Raptor Boost can be used to smash airborne foes into the depths.
|gamelist=:B: Falcon Punch
:Smash B: Raptor Boost
|game=Melee
}}
{{clrl}}


<center>
{{Trophy/Fighter
<gallery>
|name=Capt. Falcon
Captain Falcon Trophy Melee.png|Classic
|image=Captain Falcon Trophy (Smash 2).png
Captain Falcon Trophy (Smash).png|[<span style="color:#FF0000">Smash</span>]
|mode=All Star
Captain Falcon Trophy (Smash 2).png|[<span style="color:#0000FF">Smash</span>]
|desc=The Knee Smash, used in midair on foes in front of you, is slow and has a short reach, but if it connects, it'll send foes flying a long way on a low trajectory. Falcon uses his Falcon Dive to grab an enemy in midair and fling them away with an explosive blast. He can do this technique repeatedly without landing, so it can also be used as a recovery move.
</gallery>
|gamelist=:Up & B: Falcon Dive
</center>
:Down & B: Falcon Kick
|game=Melee
}}
{{clrl}}


==[[Alternate costume (SSBM)#Captain Falcon|Alternate costumes]]==
==[[Alternate costume (SSBM)#Captain Falcon|Alternate costumes]]==
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<center>
<center>
<gallery>
<gallery>
SSBM Captain Falcon HQ.jpg|Alternate artwork of Captain Falcon.
SSBM Captain Falcon HQ.jpg|Official artwork of Captain Falcon.
SSBMWebsiteCaptainFalcon1.jpg|Captain Falcon using his [[Captain Falcon (SSBM)/Forward smash|forward smash]] on {{SSBM|Mute City}}.
SSBMWebsiteCaptainFalcon1.jpg|Using his [[Captain Falcon (SSBM)/Forward smash|forward smash]] on [[Mute City]].
SSBMWebsiteCaptainFalcon2.jpg|Captain Falcon and {{SSBM|Pikachu}} on [[Brinstar]].
SSBMWebsiteCaptainFalcon2.jpg|[[Taunt]]ing next to {{SSBM|Pikachu}} on [[Brinstar]].
SSBMWebsiteCaptainFalcon3.jpg|Captain Falcon attacking {{SSBM|Link}} with his up smash on [[Pokémon Stadium]].
SSBMWebsiteCaptainFalcon3.jpg|Attacking {{SSBM|Link}} with his [[up smash]] on [[Pokémon Stadium]].
SSBMWebsiteCaptainFalcon4.jpg|Captain Falcon attacking {{SSBM|Mario}} with [[Falcon Punch]] on Pokémon Stadium.
SSBMWebsiteCaptainFalcon4.jpg|Using [[Falcon Punch]] on {{SSBM|Fox}} and {{SSBM|Mario}} on Pokémon Stadium.
SSBMWebsiteCaptainFalcon5.jpg|Captain Falcon dashing on [[Temple]].
SSBMWebsiteCaptainFalcon5.jpg|[[Dash]]ing on [[Temple]].
SSBMWebsiteCaptainFalcon6.jpg|Captain Falcon attacking Mario with an aerial [[Raptor Boost]] on Pokémon Stadium.
SSBMWebsiteCaptainFalcon6.jpg|Using aerial [[Raptor Boost]] on Mario on Pokémon Stadium.
RoyAdventureMode.jpg|Posing with {{SSBM|Roy}} on [[Great Bay]].
RoyAdventureMode.jpg|Posing with {{SSBM|Roy}} on [[Great Bay]].
SamusAllStarMode.jpg|Posing with {{SSBM|Samus}} on [[Yoshi's Story]].
SamusAllStarMode.jpg|Posing with {{SSBM|Samus}} on [[Yoshi's Story]].
NessAllStarMode.jpg|Battling {{SSBM|Fox}} and {{SSBM|Ness}} on Pokémon Stadium.
NessAllStarMode.jpg|Battling Fox and {{SSBM|Ness}} on Pokémon Stadium.
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*Captain Falcon is the only character to have every single smash attack changed from ''Smash 64'' to ''Melee''.
*Captain Falcon is the only character to have every single smash attack changed from ''Smash 64'' to ''Melee''.
*While Captain Falcon's normal [[air speed]] is a great 1.12, by jumping while [[running]] he can start off with an airspeed of 2.1, notably faster than any other character's best airspeed and even almost all characters' running speeds (except his own dashing speed and {{SSBM|Fox}}'s).
*While Captain Falcon's normal [[air speed]] is a great 1.12, by jumping while [[running]] he can start off with an airspeed of 2.1, notably faster than any other character's best airspeed and even almost all characters' running speeds (except his own dashing speed and {{SSBM|Fox}}'s).
*Captain Falcon and {{SSBM|Pichu}} are the only characters in ''Melee'' to possess two different taunt animations.
*Captain Falcon's red costume (the costume resembling his evil clone, "Blood Falcon") has a different logo on the back of his outfit, being a skull with bird wings and text that reads "BLOOD HAWK" (Blood Falcon's F-Zero machine).
*Captain Falcon's red costume (the costume resembling his evil clone, "Blood Falcon") has a different logo on the back of his outfit, being a skull with bird wings and text that reads "BLOOD HAWK" (Blood Falcon's F-Zero machine).
**In the Japanese version of ''Melee'', the text instead reads "HELL HAWK".
**In the Japanese version of ''Melee'', the text instead reads "HELL HAWK".
*Captain Falcon is one of the two characters who was [[unlockable character|unlockable]] in ''Smash 64'' that became a [[starter character|starter]] in ''Melee'', the other being {{SSBM|Ness}}.
*Captain Falcon is one of the two characters who was [[unlockable character|unlockable]] in ''Smash 64'' that became a [[starter character|starter]] in ''Melee'', the other being {{SSBM|Ness}}.
*Captain Falcon's ECB (Environmental Collision Box) varies in size depending on the costume being used. His default costume has the smallest ECB, while his green costume has the largest. He is the only character in the game known to have gameplay differences depending on costume.
*Each of Captain Falcon's costumes have a unique default pose, with minute alterations on his hands and arms. That leads to tiny differences on his arm hurtbox positions and 3D-orientations, as well as environment collision boxes (ECBs) that govern stage collisions. The differences aren't static, as animations may also alter the arms and hands. For instance, his green costume has the widest ECB on most neutral standing ("<code>Wait</code>") frames, but on some aerial attack frames its the narrowest instead. Some animations that animate the hands and arms undo the costume differences altogether. Different costumes also have slightly altered hitbox placements on his back air, Raptor Boost, and Falcon Punch. Captain Falcon is the only character in the game known to have gameplay differences depending on costume.
*{{SSBM|Mr. Game & Watch}}, Captain Falcon and {{SSBM|Young Link}} are the only characters in ''Melee'' that don't finish their defeat noises upon being KO'd horizontally or falling.
*{{SSBM|Mr. Game & Watch}}, Captain Falcon and {{SSBM|Young Link}} are the only characters in ''Melee'' that don't finish their defeat noises upon being KO'd horizontally or falling.
*Captain Falcon's down air attack is the only move in ''Melee'' that has both a spiked hitbox and a meteor smash hitbox.
*When Captain Falcon is selected on the [[character select screen]], one of his attack voice clips is played very quietly, to the point where it is usually barely audible when the music is turned off due to being drowned out by the [[announcer]]. As shown by the {{SSBM|debug menu}}'s Sound Test, every character has one of these, but only Captain Falcon's isn't silent. The clip also isn't present in the regular [[Sound Test]].
*When Captain Falcon is selected on the [[character select screen]], one of his attack voice clips is played very quietly, to the point where it is usually barely audible when the music is turned off due to being drowned out by the [[announcer]]. As shown by the {{SSBM|debug menu}}'s Sound Test, every character has one of these, but only Captain Falcon's isn't silent. The clip also isn't present in the regular [[Sound Test]].
*His Forward Smash and Raptor Boost are the only moves from Captain Falcon with a proper origin, as they resemble [https://www.captainfalcon.com/images/comic/page-4.jpg two panels in the comic found in F-Zero's manual], where he's seen hitting two criminals with his elbow and an uppercut in similar poses as the comic.


==External links==
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0814/index.html Captain Falcon's page at Smabura-Ken]
*[[smashwiki:26TP/Captain Falcon|Translation]]
*[http://www.youtube.com/watch?v=KpAESH_2YOw Captain Falcon combo video]
*[http://www.youtube.com/watch?v=KpAESH_2YOw Captain Falcon combo video]
*[http://www.youtube.com/watch?v=wxHaH2XlwrY "One Hundred Billion Knees"]
*[http://www.youtube.com/watch?v=wxHaH2XlwrY "One Hundred Billion Knees"]
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