Captain Falcon (SSB4): Difference between revisions

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


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


However, he has his weaknesses. Though he has numerous hard-hitting moves, most of them are difficult or slow to land, some prominent examples being his smash attacks. His Knee Smash is faster than those moves, but it suffers from a small sweetspot that lasts for only one frame, making it hard to land without an air dodge read or setup off of an up aerial. As a result, he often has to rely on edgeguarding to score his kills. Though his neutral game is good overall, his lack of a projectile leaves him susceptible to camping, especially against characters like {{SSB4|Villager}}. Falcon suffers from a poor out of shield game and, while his dash grab has a long range, his standing grab range is average at best. His dash grab is also very easy for players to whiff should they use it carelessly, especially since Captain Falcon's overall high mobility may make him a bit difficult to control properly. His high weight and fast falling speed give him great endurance, but they also leave him vulnerable to combos, and he has no fast options with which to break them.
However, he has his weaknesses. Though he has numerous hard-hitting moves, most of them are difficult or slow to land, some prominent examples being his smash attacks. His Knee Smash is faster than those moves, but it suffers from a small sweetspot that lasts for only one frame, making it hard to land without an air dodge read or setup off of an up aerial. As a result, he often has to rely on edgeguarding to score his kills. Though his neutral game is good overall, his lack of a projectile leaves him susceptible to camping, especially against characters like {{SSB4|Villager}}. Falcon suffers from a poor out of shield game and, while his dash grab has a long range, his standing grab range is average at best. His dash grab is also very easy for players to whiff should they use it carelessly, especially since Captain Falcon's overall high mobility may make him a bit difficult to control properly. His high weight and fast falling speed give him great endurance, but they also leave him vulnerable to combos, and he has no fast options with which to break them.
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