Captain Falcon (SSB4): Difference between revisions

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


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


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


However, he has his weaknesses. Though he has numerous hard-hitting moves, most of them are difficult or slow to land, some prominent examples being his smash attacks. His Knee Smash is faster than those moves, but it suffers from a small sweetspot that lasts for only one frame, making it hard to land without an air dodge read or setup off of an up aerial. As a result, he often has to rely on edgeguarding to score his kills. Though his neutral game is good overall, his lack of a projectile leaves him susceptible to camping, especially against characters like {{SSB4|Villager}}. Falcon suffers from a poor out of shield game and, while his dash grab has a long range, his standing grab range is average at best. His dash grab is also very easy for players to whiff should they use it carelessly, especially since Captain Falcon's overall high mobility may make him a bit difficult to control properly. His high weight and fast falling speed give him great endurance, but they also leave him vulnerable to combos, and he has no fast options with which to break them.
However, he has his weaknesses. Though he has numerous hard-hitting moves, most of them are difficult or slow to land, some prominent examples being his smash attacks. His Knee Smash is faster than those moves, but it suffers from a small sweetspot that lasts for only one frame, making it hard to land without an air dodge read or setup off of an up aerial. As a result, he often has to rely on edgeguarding to score his kills. Though his neutral game is good overall, his lack of a projectile leaves him susceptible to camping, especially against characters like {{SSB4|Villager}}. Falcon suffers from a poor out of shield game and, while his dash grab has a long range, his standing grab range is average at best. His dash grab is also very easy for players to whiff should they use it carelessly, especially since Captain Falcon's overall high mobility may make him a bit difficult to control properly. His high weight and fast falling speed give him great endurance, but they also leave him vulnerable to combos, and he has no fast options with which to break them.
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===Aesthetics===
===Aesthetics===
*{{change|Captain Falcon has a brighter color scheme overall in ''SSB4'', which matches his appearance in the ''F-Zero'' series. His racing suit and boots are tighter, which make his model more well-defined and muscular than in ''Brawl''. His dimples are also more pronounced, and the "eyes" on his mask are smaller. He has also lost the hair on the back of his head.}}
*{{change|Captain Falcon has a brighter color scheme overall in ''SSB4'', which matches his appearance in the ''F-Zero'' series. His racing suit and boots are tighter, which make his model more well-defined and muscular than in ''Brawl''. His dimples are also more pronounced, and the "eyes" on his visors are smaller. The visors are also opaque. He has also lost the hair on the back of his head.}}
*{{change|Captain Falcon's green [[alternate costume]] has been updated. His helmet and racing suit are now jungle green instead of chartreuse green and goldenrod, respectively. Additionally, the falcon on his helmet is now gold instead of beige, and lastly, his scarf is now red instead of pink. Captain Falcon has also received two new alternate costumes.}}
*{{change|Captain Falcon's green [[alternate costume]] has been updated. His helmet and racing suit are now jungle green instead of chartreuse green and goldenrod, respectively. Additionally, the falcon on his helmet is now gold instead of beige, and lastly, his scarf is now red instead of pink. Captain Falcon has also received two new alternate costumes.}}
*{{change|All of Captain Falcon's actions involving fire have more fiery visuals.}}
*{{change|All of Captain Falcon's actions involving fire have more fiery visuals.}}
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*{{buff|[[Roll]]s have less ending lag (FAF 32 → 28).}}
*{{buff|[[Roll]]s have less ending lag (FAF 32 → 28).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-15).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-15).}}
*{{nerf|[[Spot dodge]] has more startup lag with a shorter duration (frames 2-20 → 3-18).}}  
*{{nerf|[[Spot dodge]] has more startup lag with a shorter duration (frames 2-20 → 3-18).}}
*{{nerf|Spot dodge has more ending lag (frame 26 → 28).}}
*{{nerf|Spot dodge has more ending lag (frame 26 → 28).}}
*{{buff|Captain Falcon's [[item]] toss is stronger (1 → 1.013333).}}
*{{buff|Captain Falcon's [[item]] toss is stronger (1 → 1.013333).}}
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**{{nerf|Neutral attack's first hit deals less damage (3% → 2%).}}
**{{nerf|Neutral attack's first hit deals less damage (3% → 2%).}}
**{{nerf|The first hit has more ending lag (FAF 16 → 18).}}
**{{nerf|The first hit has more ending lag (FAF 16 → 18).}}
**{{change|Neutral attack's second hit can now either transition into the [[Gentleman]] (the third hit) only, or skip to the neutral infinite if the attack button is pressed repeatedly, rather than only being able to transition into the third hit which can then lead into the infinite.}}  
**{{change|Neutral attack's second hit can now either transition into the [[Gentleman]] (the third hit) only, or skip to the neutral infinite if the attack button is pressed repeatedly, rather than only being able to transition into the third hit which can then lead into the infinite.}}
***{{buff|This makes the move much more versatile, allowing the player to either quickly launch opponent away with the Gentleman, or rack up more damage with the infinite.}}
***{{buff|This makes the move much more versatile, allowing the player to either quickly launch opponent away with the Gentleman, or rack up more damage with the infinite.}}
***{{nerf|However, this also hinders neutral attack's damage racking potential, as the third hit can no longer lead into the infinite.}}
***{{nerf|However, this also hinders neutral attack's damage racking potential, as the third hit can no longer lead into the infinite.}}
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**{{nerf|The third hit's knee hitbox is slightly smaller compared to its previous clean counterpart (6.2u → 6u) and the back leg hitbox has been removed.}}
**{{nerf|The third hit's knee hitbox is slightly smaller compared to its previous clean counterpart (6.2u → 6u) and the back leg hitbox has been removed.}}
**{{nerf|The third hit has a higher [[hitlag]] multiplier (1× → 1.2×), making it easier to [[DI]].}}
**{{nerf|The third hit has a higher [[hitlag]] multiplier (1× → 1.2×), making it easier to [[DI]].}}
**{{buff|The infinite launches opponents at higher angles (361°/361°/90° → 85°/75°/90°) and it deals more knockback (0 (base), 50/20 (scaling) → (15/8)/(50/30)), making it connect more reliably.}}  
**{{buff|The infinite launches opponents at higher angles (361°/361°/90° → 85°/75°/90°) and it deals more knockback (0 (base), 50/20 (scaling) → (15/8)/(50/30)), making it connect more reliably.}}
**{{buff|The infinite has a much lower hitlag multiplier (1× → 0.3×) along with a lower [[SDI]] multiplier (1x → 0.7x), making it much more difficult to escape from.}}  
**{{buff|The infinite has a much lower hitlag multiplier (1× → 0.3×) along with a lower [[SDI]] multiplier (1x → 0.7x), making it much more difficult to escape from.}}
**{{change|The infinite's previous body hitbox has now become a static hitbox in front of Captain Falcon. This gives the move less range inside of Captain Falcon but it also gives the move more consistent vertical range.}}
**{{change|The infinite's previous body hitbox has now become a static hitbox in front of Captain Falcon. This gives the move less range inside of Captain Falcon but it also gives the move more consistent vertical range.}}
***{{buff|This hitbox is slightly larger (4u → 4.2u).}}
***{{buff|This hitbox is slightly larger (4u → 4.2u).}}
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**{{nerf|The finisher has much more ending lag than the previous ending animation (FAF 10 → 40).}}
**{{nerf|The finisher has much more ending lag than the previous ending animation (FAF 10 → 40).}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has less ending lag when not angled and when angled downward (FAF 37 (non-angled)/32 (down) → 32/31).}}  
**{{buff|Forward tilt has less ending lag when not angled and when angled downward (FAF 37 (non-angled)/32 (down) → 32/31).}}
**{{buff|The down angled version's far hitboxes have increased base knockback (0 → 10).}}
**{{buff|The down angled version's far hitboxes have increased base knockback (0 → 10).}}
**{{change|The foot hitbox has been slightly repositioned (x/y/z offsets: 0/5.5/0 → 5.5/-1/0.5).}}
**{{change|The foot hitbox has been slightly repositioned (x/y/z offsets: 0/5.5/0 → 5.5/-1/0.5).}}
**{{nerf|Forward tilt deals less damage when not angled and when angled upward (11%/10% (up)/10%/9% (non-angled) → (10%/9%)/(9%/8%).}}
**{{nerf|Forward tilt deals less damage when not angled and when angled upward (11%/10% (up)/10%/9% (non-angled) → (10%/9%)/(9%/8%).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt's foot hitbox now [[meteor smash]]es aerial opponents (361° → 275°), greatly improving its edgeguarding potential.}}  
**{{buff|Up tilt's foot hitbox now [[meteor smash]]es aerial opponents (361° → 275°), greatly improving its edgeguarding potential.}}
***{{nerf|However, this also hinders the move's effectiveness if the opponent is above the stage.}}
***{{nerf|However, this also hinders the move's effectiveness if the opponent is above the stage.}}
**{{change|Up tilt launches opponents at a higher angle (361° → 60°).}}
**{{change|Up tilt launches opponents at a higher angle (361° → 60°).}}
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***{{nerf|However, this also hinders its edgeguarding and overall KO potential, in addition to making it more susceptible to DI.}}
***{{nerf|However, this also hinders its edgeguarding and overall KO potential, in addition to making it more susceptible to DI.}}
**{{change|The foot hitbox has been slightly repositioned (x/y/z offsets: 0/7/0 → 7/-1/0.5).}}
**{{change|The foot hitbox has been slightly repositioned (x/y/z offsets: 0/7/0 → 7/-1/0.5).}}
**{{nerf|Up tilt deals less damage (13% → 11%), without full compensation on its knockback, especially on the aerial foot hitbox (50 (base), 80 (scaling) → (35/22)/100).}}  
**{{nerf|Up tilt deals less damage (13% → 11%), without full compensation on its knockback, especially on the aerial foot hitbox (50 (base), 80 (scaling) → (35/22)/100).}}
**{{nerf|Up tilt has a shorter duration (frames 17-22 → 17-20).}}  
**{{nerf|Up tilt has a shorter duration (frames 17-22 → 17-20).}}
**{{nerf|The foot hitbox is smaller, especially against aerial opponents (6.5u → 6u (grounded)/3.5u (aerial)).}}
**{{nerf|The foot hitbox is smaller, especially against aerial opponents (6.5u → 6u (grounded)/3.5u (aerial)).}}
*[[Down tilt]]:
*[[Down tilt]]:
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**{{buff|The foot hitbox has been moved further away from Captain Falcon (x/y offsets: 0/-6 → 6.5/-1), slightly improving down tilt's range.}}
**{{buff|The foot hitbox has been moved further away from Captain Falcon (x/y offsets: 0/-6 → 6.5/-1), slightly improving down tilt's range.}}
**{{change|Down tilt now has a consistent [[semi-spike]] launch angle (80° (foot)/40° (leg)/20° (body) → 25°).}}
**{{change|Down tilt now has a consistent [[semi-spike]] launch angle (80° (foot)/40° (leg)/20° (body) → 25°).}}
***{{buff|This improving its consistency at edgeguarding and setting up [[tech-chase]]s, especially when combined with its increased knockback.}}  
***{{buff|This improving its consistency at edgeguarding and setting up [[tech-chase]]s, especially when combined with its increased knockback.}}
***{{nerf|However, this also removes down tilt's ability to set up juggles.}}
***{{nerf|However, this also removes down tilt's ability to set up juggles.}}
***{{nerf|The angle is also higher than the previous body hitbox, making it less effective at edgeguarding and setting up tech-chases than the previous body hitbox (at least without taking the increased knockback into account).}}
***{{nerf|The angle is also higher than the previous body hitbox, making it less effective at edgeguarding and setting up tech-chases than the previous body hitbox (at least without taking the increased knockback into account).}}
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***{{buff|This allows down tilt to be used as a pseudo-crawl due to its new interruptible frames.}}
***{{buff|This allows down tilt to be used as a pseudo-crawl due to its new interruptible frames.}}
***{{nerf|However, this also increases the amount of time Captain Falcon cannot walk after performing the move.}}
***{{nerf|However, this also increases the amount of time Captain Falcon cannot walk after performing the move.}}
***{{nerf|Down tilt has a shorter duration (frames 11-15 → 11-12).}}
**{{nerf|Down tilt has a shorter duration (frames 11-15 → 11-12).}}
**{{nerf|The body hitbox is smaller (4.8u → 3.5u) and it has been moved closer to Captain Falcon (x/y offsets: -2.8/2.8 → 0/3.5), reducing the move's range behind Captain Falcon.}}
**{{nerf|The body hitbox is smaller (4.8u → 3.5u) and it has been moved closer to Captain Falcon (x/y offsets: -2.8/2.8 → 0/3.5), reducing the move's range behind Captain Falcon.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack's clean hit deals more damage (8% → 10%) and knockback (80 (base), 40 (scaling) → 90/50).}}
**{{buff|Dash attack's clean hit deals more damage (8% → 10%) and knockback (80 (base), 40 (scaling) → 90/50).}}
**{{buff|The late hit deals more knockback (65 (base), 40 (scaling) → 90/50).}}
**{{buff|The late hit deals more knockback (65 (base), 40 (scaling) → 90/50).}}
**{{buff|Dash attack has larger hitboxes (6u (clean)/4.5u (late) → 6.2u/4.8u) and they are now static, rather than being attached to Captain Falcon's shoulder. They are positioned further forwards overall (z offset: 0.8 → 12), improving dash attack's range.}}  
**{{buff|Dash attack has larger hitboxes (6u (clean)/4.5u (late) → 6.2u/4.8u) and they are now static, rather than being attached to Captain Falcon's shoulder. They are positioned further forwards overall (z offset: 0.8 → 12), improving dash attack's range.}}
***{{nerf|However, this also gives the move less range inside of Captain Falcon to the point where it will now whiff against some characters at close range.}}
***{{nerf|However, this also gives the move less range inside of Captain Falcon to the point where it will now whiff against some characters at close range.}}
**{{change|The late hit launches opponents at a higher angle (40° → 65°). This grants it combo potential but removes its edgeguarding potential.}}
**{{change|The late hit launches opponents at a higher angle (40° → 65°). This grants it combo potential but removes its edgeguarding potential.}}
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**{{buff|Forward smash has a longer duration (frames 18-20 → 19-22).}}
**{{buff|Forward smash has a longer duration (frames 18-20 → 19-22).}}
***{{buff|As the move's animation was unchanged, this improves forward smash's range.}}
***{{buff|As the move's animation was unchanged, this improves forward smash's range.}}
**{{buff|Up and non-angled forward smash deal knockback (20 (base), 85 (scaling) → 24/95), improving its KO potential.}}  
**{{buff|Up and non-angled forward smash deal knockback (20 (base), 85 (scaling) → 24/95), improving its KO potential.}}
**{{buff|Down angled forward smash deals more damage (18% → 20%) with minimally compensated knockback (20 (base), 85 (scaling) → 24/83), improving its KO potential.}}  
**{{buff|Down angled forward smash deals more damage (18% → 20%) with minimally compensated knockback (20 (base), 85 (scaling) → 24/83), improving its KO potential.}}
**{{buff|Down angled forward smash launches opponents at a lower angle (40° → 38°).}}
**{{buff|Down angled forward smash launches opponents at a lower angle (40° → 38°).}}
**{{buff|The arm hitbox is positioned further away from Captain Falcon (x/y offsets: 0/0 → -2/-2), improving its range.}}
**{{buff|The arm hitbox is positioned further away from Captain Falcon (x/y offsets: 0/0 → -2/-2), improving its range.}}
**{{nerf|The middle hitbox is smaller (4.5u → 3u).}}
**{{nerf|The middle hitbox is smaller (4.5u → 3u).}}
**{{nerf|Captain Falcon no longer lunges farther when performing a pivoted forward smash, significantly hindering its approach and whiff punishment potential.}}  
**{{nerf|Captain Falcon no longer lunges farther when performing a pivoted forward smash, significantly hindering its approach and whiff punishment potential.}}
**{{nerf|Captain Falcon can no longer do a two-hit forward smash with [[battering item]]s, nor can he fire multiple stars at once with the [[Star Rod]].}}
**{{nerf|Captain Falcon can no longer do a two-hit forward smash with [[battering item]]s, nor can he fire multiple stars at once with the [[Star Rod]].}}
*[[Up smash]]:
*[[Up smash]]:
**{{nerf|Up smash has a short duration (frames 22-23 (hit 1)/28-29 (hit 2) → 22/28).}}
**{{nerf|Up smash has a short duration (frames 22-23 (hit 1)/28-29 (hit 2) → 22/28).}}
**{{change|Up smash now uses static hitboxes.}}
**{{change|Up smash now uses static hitboxes.}}
**{{buff|The first hit's lower hitboxes have altered angles (90°/100° → 95°/110°) and higher [[set knockback]] (80/100 → 120/140), allowing them to connect more reliably into the second hit.}}  
**{{buff|The first hit's lower hitboxes have altered angles (90°/100° → 95°/110°) and higher [[set knockback]] (80/100 → 120/140), allowing them to connect more reliably into the second hit.}}
**{{buff|The first hit's upper leg hitboxes have gained set knockback (0 → 20), allowing them to connect into the second hit regardless of the opponent's percent.}}
**{{buff|The first hit's upper leg hitboxes have gained set knockback (0 → 20), allowing them to connect into the second hit regardless of the opponent's percent.}}
***{{nerf|However, this only links into the second hit against certain characters and even against characters where it can, the second hit can still miss depending on Captain Falcon's positioning relative to the opponent and when it does miss, the opponent is left in a more favorable position.}}
***{{nerf|However, this only links into the second hit against certain characters and even against characters where it can, the second hit can still miss depending on Captain Falcon's positioning relative to the opponent and when it does miss, the opponent is left in a more favorable position.}}
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**{{nerf|The first hit's lower hitboxes are smaller (6.72u/5.76u → 6u/5.7u).}}
**{{nerf|The first hit's lower hitboxes are smaller (6.72u/5.76u → 6u/5.7u).}}
**{{buff|The second hit has slightly higher knockback scaling (102/103/110 → 104/106/112).}}
**{{buff|The second hit has slightly higher knockback scaling (102/103/110 → 104/106/112).}}
**{{buff|The second hit has larger hitboxes (4.8u/4.8u/4.8u → 6u/5.5u/5u).}}  
**{{buff|The second hit has larger hitboxes (4.8u/4.8u/4.8u → 6u/5.5u/5u).}}
**{{buff|The changes to hitstun canceling and DI grant the move some combo potential against fast-fallers at lower percentages.}}
**{{buff|The changes to hitstun canceling and DI grant the move some combo potential against fast-fallers at lower percentages.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash's front hit no longer has an extremely weak hitbox that deals 6% with set knockback, making it more reliable against low profiling opponents.}}
**{{buff|Down smash's front hit no longer has an extremely weak hitbox that deals 6% with set knockback, making it more reliable against low profiling opponents.}}
**{{buff|The back hit deals more damage (16% → 18%), improving its KO potential.}}
**{{buff|The back hit deals more damage (16% → 18%), improving its KO potential.}}
**{{nerf|The front hit deals much less damage (18% → 14%) without full compensation on its knockback scaling (85 → 90), significantly hindering its KO potential.}}  
**{{nerf|The front hit deals much less damage (18% → 14%) without full compensation on its knockback scaling (85 → 90), significantly hindering its KO potential.}}
**{{nerf|Down smash smaller hitboxes (6u/5u/4u/3.5u (front)/5u/4.5u/4u (back) → 4.5u/4.2u/3.7u (both)) with the foot hitbox being moved slightly closer to Captain Falcon (x/y offsets: 0/5 → 4.9/-0.9), reducing its range.}}
**{{nerf|Down smash smaller hitboxes (6u/5u/4u/3.5u (front)/5u/4.5u/4u (back) → 4.5u/4.2u/3.7u (both)) with the foot hitbox being moved slightly closer to Captain Falcon (x/y offsets: 0/5 → 4.9/-0.9), reducing its range.}}
**{{nerf|The back hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}}
**{{nerf|The back hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}}
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*{{buff|The introduction of [[frame canceling]] improves the followup potential of Captain Falcon's aerials if he perfectly lands with them, especially with forward aerial.}}
*{{buff|The introduction of [[frame canceling]] improves the followup potential of Captain Falcon's aerials if he perfectly lands with them, especially with forward aerial.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial's second hit has slightly knockback scaling (125 → 130), improving its KO potential.}}  
**{{buff|Neutral aerial's second hit has slightly increased knockback scaling (125 → 130), improving its KO potential.}}
**{{buff|The changes to hitstun canceling and DI significantly improve the second hit's combo potential.}}
**{{buff|The changes to hitstun canceling and DI significantly improve the second hit's combo potential.}}
**{{nerf|Neutral aerial has more landing lag (9 frames → 12).}}
**{{nerf|Neutral aerial has more landing lag (9 frames → 12).}}
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**{{nerf|Forward aerial has more ending (FAF 40 → 46).}}
**{{nerf|Forward aerial has more ending (FAF 40 → 46).}}
**{{nerf|Forward aerial has more landing lag (22 frames → 30).}}
**{{nerf|Forward aerial has more landing lag (22 frames → 30).}}
**{{nerf|Forward aerial has a shorter initial [[auto-cancel]] window (frames 1-6 → 1-4).}}  
**{{nerf|Forward aerial has a shorter initial [[auto-cancel]] window (frames 1-6 → 1-4).}}
**{{nerf|Forward aerial auto-cancels later (frame 35 → 42), no longer doing so in a short hop.}}  
**{{nerf|Forward aerial auto-cancels later (frame 35 → 42), no longer doing so in a short hop.}}
**{{nerf|The back hitbox is smaller (4u (clean)/4.3u (late) → 3u (both)) and it is now positioned right behind the knee hitbox rather than on Captain Falcon's back leg. The reduces the move's range behind Captain Falcon in addition to not making the clean sweetspot any easier to land.}}
**{{nerf|The back hitbox is smaller (4u (clean)/4.3u (late) → 3u (both)) and it is now positioned right behind the knee hitbox rather than on Captain Falcon's back leg. The reduces the move's range behind Captain Falcon in addition to not making the clean sweetspot any easier to land.}}
**{{nerf|The late hit has a lower [[trip]] chance (30% → 20%).}}
**{{nerf|The late hit has a lower [[trip]] chance (30% → 20%).}}
***{{nerf|When combined with the move's worse auto-cancel window and higher landing lag, this makes it much harder and more situation for Captain Falcon to exploit the opponent if they trip.}}
***{{nerf|When combined with the move's worse auto-cancel window and higher landing lag, this makes it much harder and more situational for Captain Falcon to exploit the opponent if they trip.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial has consistent and higher base knockback (20/0 → 25), improving the near hitboxes' and the late hit's KO potential.}}
**{{buff|Back aerial has consistent and higher base knockback (20/0 → 25), improving the near hitboxes' and the late hit's KO potential.}}
**{{buff|The universal increase to [[shieldstun]] has noticeably benefitted back aerial, as the clean hit is now completely safe on shield against 90% of the cast if Captain Falcon lands perfectly with it and the move becomes completely unpunishable on shield if Captain Falcon perfectly auto-cancels the move.}}
**{{buff|The universal increase to [[shieldstun]] has noticeably benefitted back aerial, as the clean hit is now completely safe on shield against 90% of the cast if Captain Falcon lands perfectly with it and the move becomes completely unpunishable on shield if Captain Falcon perfectly auto-cancels the move.}}
**{{nerf|Back aerial has a shorter initial auto-cancel window (frames 1-6 → 1-4).}}  
**{{nerf|Back aerial has a shorter initial auto-cancel window (frames 1-6 → 1-4).}}
**{{nerf|The clean hit deals less damage (14% → 13%), hindering the hand hitbox's KO potential.}}
**{{nerf|The clean hit deals less damage (14% → 13%), hindering the hand hitbox's KO potential.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{change|Up aerial's clean hit now launches opponents vertically (361° → 70°), similar to its ''Smash 64'' counterpart.}}
**{{change|Up aerial's clean hit now launches opponents vertically (361° → 70°), similar to its ''Smash 64'' counterpart.}}
***{{buff|This siginificantly improves its combo potential at higher percents when combined with the changes to hitstun canceling and DI, with the move notably being able to combo into itself and even into a forward aerial.}}  
***{{buff|This siginificantly improves its combo potential at higher percents when combined with the changes to hitstun canceling and DI, with the move notably being able to combo into itself and even into a forward aerial.}}
***{{nerf|However, this also considerably hinders its edgeguarding potential, as well as its followup potential into itself at lower percents.}}
***{{nerf|However, this also considerably hinders its edgeguarding potential, as well as its followup potential into itself at lower percents.}}
**{{buff|The universal increase to shieldstun has noticeably benefitted up aerial, with it now being completely unpunishable on shield if Captain Falcon perfectly lands with it.}}
**{{buff|The universal increase to shieldstun has noticeably benefitted up aerial, with it now being completely unpunishable on shield if Captain Falcon perfectly lands with it.}}
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**{{nerf|Up aerial auto-cancels later (frame 22 → 24).}}
**{{nerf|Up aerial auto-cancels later (frame 22 → 24).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's foot hitbox is noticeably larger (4.5u → 5.9u).}}  
**{{buff|Down aerial's foot hitbox is noticeably larger (4.5u → 5.9u).}}
**{{buff|The removal of [[meteor canceling]], significantly improves down aerial's edgeguarding potential, especially since its power was unchanged.}}  
**{{buff|The removal of [[meteor canceling]], significantly improves down aerial's edgeguarding potential, especially since its power was unchanged.}}
***{{buff|The removal of meteor canceling also allows the foot hitbox to [[lock]] opponents. This greatly improves the move's combo potential as Captain Falcon can abuse this lock to set up a [[footstool]] to put opponents into an untechable bound where Captain Falcon can either lock with the down aerial at lower percents to set up into a neutral aerial for another footstool or (when combined with the changes to hitstun canceling and DI), launch the opponent with an untechable down aerial meteor smash at higher percents to footstool the opponent again to continuously reset the situation right up until the opponent is at KO percents}}
***{{buff|The removal of meteor canceling also allows the foot hitbox to [[lock]] opponents. This greatly improves the move's combo potential as Captain Falcon can abuse this lock to set up a [[footstool]] to put opponents into an untechable bound where Captain Falcon can either lock with the down aerial at lower percents to set up into a neutral aerial for another footstool or (when combined with the changes to hitstun canceling and DI), launch the opponent with an untechable down aerial meteor smash at higher percents to footstool the opponent again to continuously reset the situation right up until the opponent is at KO percents}}
**{{change|Down aerial now uses static hitboxes. This gives the move more consistent range below Captain Falcon but reduces it range above Captain Falcon during its later frames.}}
**{{change|Down aerial now uses static hitboxes. This gives the move more consistent range below Captain Falcon but reduces it range above Captain Falcon during its later frames.}}
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*[[Grab]]s
*[[Grab]]s
**{{buff|Dash and especially pivot grab have less startup lag (frame 11 (dash)/16 (pivot) → 9/12), with pivot grab no longer being the slowest non extended/tether pivot grab.}}
**{{buff|Dash and especially pivot grab have less startup lag (frame 11 (dash)/16 (pivot) → 9/12), with pivot grab no longer being the slowest non extended/tether pivot grab.}}
***{{buff|In addition to this Dash grab's total duration was compensated (FAF 40 → 38).}}  
***{{buff|In addition to this Dash grab's total duration was compensated (FAF 40 → 38).}}
**{{buff|All grabs extend further outwards (z offset: 7.2 (standing)/8.8 (dash)/-12 (pivot) → z stretch: 9.7/12.2/-16.2), improving their range.}}
**{{buff|All grabs extend further outwards (z offset: 7.2 (standing)/8.8 (dash)/-12 (pivot) → z stretch: 9.7/12.2/-16.2), improving their range.}}
***{{buff|In addition to this, dash grab has a new animation where Captain Falcon slides much further forwards. This greatly improves its range.}}
***{{buff|In addition to this, dash grab has a new animation where Captain Falcon slides much further forwards. This greatly improves its range.}}
****{{buff|Furthermore, the momentum from the dash grab is retained after Captain Falcon grabs the opponent, which notably benefits his forward and down throws.}}
****{{buff|Furthermore, the momentum from the dash grab is retained after Captain Falcon grabs the opponent, which notably benefits his forward and down throws.}}
**{{nerf|Standing and pivot grab have more ending lag (FAF 30 (standing)/36 (pivot) → 31/37).}}
**{{nerf|Standing and pivot grab have more ending lag (FAF 30 (standing)/36 (pivot) → 31/37).}}
**{{nerf|All grabs are smaller (4.8u → 3.3u (standing/pivot)/2.6u (dash) and they do not extend as far inside of Captain Falcon (z offset: 2.2 (standing)/-2.4 (dash)/-2.5 (pivot) → 4/4/-4) reducing their range above and inside of Falcon.}}
**{{nerf|All grabs are smaller (4.8u → 3.3u (standing/pivot)/2.6u (dash) and they do not extend as far inside of Captain Falcon (z offset: 2.2 (standing)/-2.4 (dash)/-2.5 (pivot) → 4/4/-4) reducing their range above and inside of Captain Falcon.}}
***{{nerf|When combined with dash grab's new animation, this makes dash grab more prone to whiffing when used close to an opponent.}}
***{{nerf|When combined with dash grab's new animation, this makes dash grab more prone to whiffing when used close to an opponent.}}
*{{nerf|The changes to aerial [[grab release]]s hinders Captain Falcon moreso than almost any other returning veteran as he no longer has any guaranteed followups out of an aerial grab release on any character (as opposed to having multiple followups against most of the cast) while not significantly reducing his own susceptibility to them.}}
*{{nerf|The changes to aerial [[grab release]]s hinder Captain Falcon moreso than almost any other returning veteran as they remove all the guaranteed followups out of an aerial grab release on any character he had in Brawl (as opposed to having multiple followups against most of the cast) while not significantly decreasing his own susceptibility to them.}}
*[[Pummel]]
*[[Pummel]]
**{{change|Pummel now launches bystanders horizontally (80° → 361°).}}
**{{change|Pummel now launches bystanders horizontally (80° → 361°).}}
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*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw deals less damage (7% → 6%) and more knockback (75 (base), 34 (scaling) → 80/45), hindering its followup potential at higher percents.}}
**{{nerf|Down throw deals less damage (7% → 6%) and more knockback (75 (base), 34 (scaling) → 80/45), hindering its followup potential at higher percents.}}
***{{buff|However, the changes to hitstun canceling and DI have drastically improved the throw's combo potential despite this, with the throw now being a completely reliable combo starter, especially when combined with the changes to dash grab.}}  
***{{buff|However, the changes to hitstun canceling and DI have drastically improved the throw's combo potential despite this, with the throw now being a completely reliable combo starter, especially when combined with the changes to dash grab.}}
*[[Floor attack]]s:
*[[Floor attack]]s:
**{{buff|Floor attacks deal more [[shield damage]] per hit (1 → 8). Both floor attacks also have less startup lag (frame 20 (front), 19 (back) → 14 (both)), ending lag (FAF 50 → 46) and front floor attack deals more damage per hit (6% 7%).}}
**{{buff|Floor attacks deal more [[shield damage]] per hit (1 → 8).}}
**{{change|Front floor attack's angle has been altered (361° 48°).}}
**{{buff|Floor attacks have less startup lag (frame 20 (front)/19 (back)/28 (hit 2) → 14 (hit 1)/24 (front hit 2)/20 (back hit 2)) and they have shorter total durations (FAF 50 → 46).}}
***{{nerf|However, back floor attack's total duration was not fully compensated (FAF 50 46), giving it more ending lag.}}
**{{nerf|Floor attacks have less intangibility (frames 1-29 1-25 (front)/1-21 (back)).}}
**{{nerf|Floor attacks have lower knockback scaling (50 → 48).}}
**{{nerf|Floor attacks have lower knockback scaling (50 → 48).}}
**{{nerf|Front floor attack has less intangibility (frames 1-29 1-25).}}
**{{nerf|Both floor attacks now use one smaller static extended hitbox rather than multiple larger normal hitboxes attached to Captain Falcon's legs, reducing their range. especially vertically.}}
**{{nerf|Back floor attack has less intangibility (frames 1-29 1-21) and less range.}}
***{{nerf|Both floor attacks also have new animations where Captain Falcon stretches his legs out further, removing their disjoint.}}
*Front Floor attack
**{{buff|Front floor attack deals more damage (6% 7%).}}
**{{buff|The second hit has more range inside of Captain Falcon.}}
**{{nerf|Front floor attack launches opponents at a higher angle (361° 48°).}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{buff|Edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20). It also has less startup lag compared to the previous fast edge attack (frame 24 → 22).}}
**{{buff|Edge attack has less startup lag (frame 24 → 22).}}
**{{nerf|Edge attack deals less damage (10% (fast), 8% (slow) → 7%), has a shorter duration (frames 24-28 22-24), less range and less intangibility (frames 1-23 → 1-19) compared to the previous fast edge attack.}}
***{{nerf|However, its total duration was unchanged, giving it more ending lag.}}
**{{buff|As with other edge attacks, it no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{nerf|Edge attack has a new animation where Captain Falcon performs a straight sweep, rather than a leaping cartwheel. When combined with the move now using one smaller static hitbox rather than multiple larger normal hitboxes attached to Captain Falcon's legs, this gives the move less vertical range and reduces its disjoint.}}
***{{buff|However, this does also make Captain Falcon harder to hit.}}
**{{nerf|Edge attack has a shorter duration (frames 24-28 → 22-24).}}
**{{nerf|Edge attack has less intangibility (frames 1-22 → 1-19).}}
**{{nerf|Edge attack deals less damage (10% → 7%) and launches opponents at a less favorable angle (361° → 45°).}}
**{{nerf|As with other edge attacks, edge attack can no longer send opponents behind Captain Falcon, removing its ability to set up edgeguards.}}
*[[Trip attack]]:
**{{buff|Trip attack has less startup lag (frame 19 → 18).}}
**{{buff|Trip attack deals more shield damage (1 8) per hit.}}
**{{buff|Trip attack has a larger hitbox (4u 5u), giving it more vertical range.}}
***{{nerf|However, it now uses one extended hitbox rather than three normal hitboxes, giving it less horizontal range.}}
**{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}}


===Special moves===
===Special moves===
*[[Falcon Punch]]:
*[[Falcon Punch]]:
**{{buff|Falcon Punch is now impossible to SDI (1× → 0×). It also has a higher hitlag multiplier (1x 1.5x), which alongside the increased shieldstun and 19% damage increase to shields improves its shield pressuring ability.}}
**{{buff|Falcon Punch can no longer be SDIed (SDI multiplier: 1× → 0×).}}
**{{nerf|Falcon Punch has significantly decreased knockback (30 (base), 93 (scaling) → 0/90), making it weaker than his fully charged forward smash unless reversed on the ground. It also has more ending lag (frame 100 (non-reversed)/108 (reversed) → 110/118), which combined with the removed base knockback makes it unsafe on hit at low percents. Lastly, it has smaller hitboxes (5u/3.5u → 4u/2.5u).}}
**{{buff|The grounded reversed version deals consistent damage (28% (middle)/26% (near)/24% (far) → 28% (all)).}}
**{{buff|Falcon Punch's lower knockback allows it to lock heavier characters at very low percents.}}
**{{buff|The aerial version's far hitbox is larger (3.5u 4.025u).}}
**{{nerf|Falcon Punch deals consistent damage for all its versions. While this makes the reversed grounded version more consistent (28%/26%/24% → 28%), it reduces the maximum damage of all other variants (27%/25%/23% → 25% (grounded), (26%/23%/22% → 22% (aerial), 27%/24%/23% 25% (reverse aerial)).}}
**{{change|The aerial reversed version deals consistent damage (27% (middle)/24% (near)/23% (far) → 25% (all)). This makes the far and close hitboxes more damaging but it also makes the middle hitbox weaker.}}
**{{nerf|Falcon Punch has more ending lag (FAF 100 (normal)/108 (reversed) → 110/118), making an already incredibly punishable move even more punishable.}}
**{{nerf|Falcon Punch deals noticeably less knockback (30 (base), 93 (scaling) → 0/90). This not only hinders its KO potential (especially when combined with its lower damage on certain hitboxes) but this also makes the move highly punishable on hit at lower percents.}}
**{{nerf|Falcon Punch has a higher hitlag multiplier (1x → 1.5x), making it easier to DI.}}
**{{nerf|Excluding the aerial version's far hitbox, Falcon Punch has smaller hitboxes (5u/3.5u/3.5u → 4u/2.5u/3.4u (grounded)/4.6u/2.875u (aerial)).}}
***{{nerf|In addition to this, the aerial version's far hitbox has been moved closer to Captain Falcon (x offset: -4 → 3.4), reducing its range.}}
**{{nerf|The grounded version deals consistent damage (27% (middle)/25% (near)/23% (far) → 25% (all)). While this makes the far hitbox more damaging, this also makes the middle hitbox weaker, hindering the move overall.}}
**{{nerf|The aerial version deals consistent damage (26% (middle)/23% (near)/22% (far) → 22% (all)), making the near and especially the middle hitbox weaker.}}
*[[Raptor Boost]]:
*[[Raptor Boost]]:
**{{buff|Raptor Boost deals more damage (7% → 9% (grounded)/8% (aerial)). Grounded Raptor Boost also deals more shield damage (2 → 4), launches at a higher angle (80° → 85°), and has increased knockback scaling (52 → 75), significantly improving its KO potential, especially with [[rage]]. It also no longer dashes off edges, making it harder to [[self-destruct]] with.}}
**{{buff|Raptor Boost's search hitboxes are positioned further away from Captain Falcon (z offset: 8.5 (grounded)/8 (aerial) → 10), improving its range.}}
**{{nerf|Grounded Raptor Boost's attack has a smaller hitbox (8u → 7u) and more ending lag (frame 25 → 36). Aerial Raptor Boost is also no longer a guaranteed meteor smash on aerial opponents (270° → 60°/275°), making it much harder to edgeguard with. Furthermore, both versions have a higher hitlag multiplier (), making them easier to DI, while still being unsafe on shield due to the grounded version's higher ending lag and the aerial version's landing lag.}}
**{{buff|Grounded Raptor Boost's attack deals more damage (7% → 9%), more shield damage (2 → 4), launches opponents at a higher angle (80° → 85°), and has increased knockback scaling (52 → 75), greatly improving its KO potential to the point where it is now a viable and decently strong KO option.}}
**{{buff|Captain Falcon no longer dashes off edges when using grounded Raptor Boost, making it safer to use.}}
**{{buff|Aerial Raptor Boost's attack deals more damage (7% → 8%).}}
**{{change|Raptor Boost's search hitbox now uses one extended hitbox rather than three normal hitboxes.}}
**{{nerf|Raptor Boost has a much higher hitlag multiplier (1x → 2x).}}
**{{nerf|Grounded Raptor Boost's attack has a smaller hitbox (8u → 7u).}}
**{{nerf|Grounded Raptor Boost's attack has more ending lag (FAF 25 → 36).}}
**{{nerf|Aerial Raptor Boost's dash has more landing lag (20 frames → 22).}}
**{{nerf|Aerial Raptor Boost's attack has more startup lag with a shorter duration (frames 4-8 → 5-6), reducing its vertical range.}}
**{{nerf|Aerial Raptor Boost's arm hitbox is smaller (4u → 3u) and it has been moved closer to Captain Falcon (x offset: -2 → -1).}}
**{{nerf|Aerial Raptor Boost's arm hitbox against grounded opponents now works against both grounded and aerial opponents, with the previous aerial arm hitbox being removed. This means that aerial raptor boost no longer consistently meteor smashes aerial opponents (270° → 60°/275°), hindering its reliability.}}
***{{nerf|In addition to this, the arm hitbox now takes priority over the hand hitbox (ID# 1/3 0), further hindering the move's reliability against aerial opponents.}}
*[[Falcon Dive]]:
*[[Falcon Dive]]:
**{{buff|[[Falcon Dive]] covers more distance while losing less momentum, improving Captain Falcon's recovery.}}
**{{buff|Falcon Dive's far grabbox has been moved marginally further away from Captain Falcon (z offset: 13.65 → 13.7).}}
**{{nerf|The removal of grab armor removes the minimal protection Falcon Dive provided, leaving Captain Falcon more vulnerable to edgeguarding.}}
**{{buff|The removal of [[edge hog]]ging significantly improves Falcon Dive's recovery potential.}}
**{{change|Falcon Dive's angle has been altered (361° → 50°). It has a modified animation after the attack's explosion, where Captain Falcon does a flourishing backflip before righting himself.}}
**{{change|Falcon Dive's throw has an altered animation, where Captain Falcon does a flourishing backflip before righting himself.}}
**{{nerf|Falcon Dive launches opponents at a higher angle (361° → 50°). While this does improves its KO potential near the upper blastzone, this also hinders its overall KO and edgeguarding potential, as well as making it more susceptible to DI.}}
**{{nerf|The removal of grab armor removes the minimal protection Falcon Dive provided, making Falcon Dive safer to challenge.}}
*[[Falcon Kick]]:
*[[Falcon Kick]]:
**{{buff|Grounded Falcon Kick's clean hit deals much more knockback (50 (base), 70 (scaling) → 60/80) and launches at a higher angle (45° → 80°), while its mid and late hits have more base knockback (62 (mid)/50 (late) → 90/80), improving its KO potential. Its late hit also lasts longer (frames 26-33 29-38). Lastly, aerial Falcon Kick's late hit has higher knockback scaling (60 → 65).}}
**{{buff|Falcon Kick has a longer duration when used on the ground (frames 15-33 → 18-38).}}
**{{nerf|Grounded [[Falcon Kick]] has more startup (frame 15 → 18) and ending lag (frame 70 → 74). Aerial Falcon Kick's clean hit also has lower knockback scaling (70 65), hindering its KO potential. Falcon Kick also has increased landing lag (46 frames 49).}}
**{{buff|The grounded version's clean hit deals much more knockback (50 (base), 70 (scaling) → 60/80), significantly improving its KO potential.}}
**{{change|Grounded Falcon Kick's mid hit's angle has been altered (85° 68°).}}
**{{buff|The grounded version's mid and late hits have higher base knockback (62 (mid)/50 (late) → 90/80).}}
**{{buff|Captain Falcon slows down less after hitting an opponent with grounded Falcon Kick (0.66x 0.8x).}}
**{{buff|The aerial version's late hit has higher knockback scaling (60 → 65).}}
**{{buff|The aerial version's hitbox is positioned further downwards (x offset: 0 → 4), with the move now actually covering Captain Falcon's foot.}}
**{{buff|The landing hit has less startup lag (frame 2 → 1).}}
**{{change|The grounded version's clean hit launches opponents at a higher angle (45° → 80°).}}
**{{change|Captain Falcon now retains some forwards momentum after finishing grounded Falcon Kick.}}
**{{change|The landing hit now uses one extended hitbox rather than three normal hitboxes.}}
**{{nerf|The grounded version has more startup (frame 15 → 18) and ending lag (FAF 70 → 74).}}
**{{nerf|Falcon Kick has more landing lag (45 frames → 48).}}
**{{nerf|The grounded version's mid hit launches opponents at a less favorable angle (85° → 68°).}}
**{{nerf|The grounded version now has one extended hitbox rather than three normal hitboxes. This hitbox is smaller than the previous largest hitbox (4.8u/3.3u/2.5u 3.8u (clean)/3.2u (mid/late)) and it overall has less horizontal range, both in front of and behind Captain Falcon.}}
**{{nerf|Falcon Kick can no longer be [[edge cancel]]ed.}}
**{{nerf|The aerial version's clean hit has lower knockback scaling (70 65).}}
**{{nerf|The aerial version no longer has an upper hitbox. This reduces the move's range above Captain Falcon, especially with the clean hit due to the clean hit retaining a normal hitbox.}}
***{{nerf|The mid and late hits now use extended hitboxes however, they are smaller (5.76u/4.8u 5u) and they do not have as much vertical range as the previous upper hitbox.}}
**{{nerf|Captain Falcon now plummets at a much faster speed after using aerial Falcon Kick, significantly hindering its safety off stage.}}
*[[Blue Falcon]]:
*[[Blue Falcon]]:
**{{buff|[[Blue Falcon]] has larger hitboxes upon startup.}}
**{{buff|Blue Falcon now slows opponents down on startup (0.25x speed for 30 frames), significantly reducing the move's relative startup lag.}}
**{{nerf|Blue Falcon has altered knockback (110 (base), 160 (scaling) → 100/165), being weaker overall.}}
**{{buff|Blue Falcon has a longer duration (frame 28 → 28-30).}}
**{{change|Blue Falcon has seen various updated visual effects and sound effects.}}
**{{nerf|Blue Falcon has altered knockback (110 (base), 160 (scaling) → 100/165), which overall hinders its KO potential unless opponents are at very high percents.}}
**{{bugfix|[[Blue Falcon#Glitches|Various glitches involving Blue Falcon]] have been removed.}}
**{{bugfix|[[Blue Falcon#Glitches|Various glitches involving Blue Falcon]] have been removed.}}


==Update history==
==Update history==
Captain Falcon has been slightly [[nerf]]ed in most balance patches so far, mostly to his KO power. However, changes to the shield mechanics in [[1.1.0]] and [[1.1.1]] have indirectly buffed Falcon, as the increase in [[shieldstun]] and the application of [[hitlag]] on shields benefit many of his moves, improving his offensive playstyle.
Captain Falcon was slightly [[nerf]]ed throughout balance patches, mostly to his KO power. However, changes to the shield mechanics in [[1.1.0]] and [[1.1.1]] have indirectly buffed Falcon, as the increase in [[shieldstun]] and the application of [[hitlag]] on shields benefit many of his moves, improving his offensive playstyle.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
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|nairdmg=4% (hit 1), 6% (hit 2)
|nairdmg=4% (hit 1), 6% (hit 2)
|nairdesc=Kicks forwards twice. A decent follow-up option after a down throw. Can combo into itself or an up aerial, as well as a neutral attack or grab by connecting only the first hit and quickly landing with the move.
|nairdesc=Kicks forwards twice. A decent follow-up option after a down throw. Can combo into itself or an up aerial, as well as a neutral attack or grab by connecting only the first hit and quickly landing with the move.
|fairname=[[Knee Smash]]
|fairname=[[Knee Smash]] ({{ja|ストライキングニー|Sutoraikingu Nī}}, ''Striking Knee'')
|fairdmg=19% (clean sweetspot), 6% (clean sourspot), 3% (late)
|fairdmg=19% (clean sweetspot), 6% (clean sourspot), 3% (late)
|fairdesc=A knee strike. It has very high knockback and an [[electric]] effect if sweetspotted, but is incredibly weak if sourspotted. Reliably KOs below 90% from center stage and even earlier near the edge, and is the strongest forward aerial in the game, while having only moderate startup and ending lag. However, it has short reach, along with a very small sweetspot that lasts for only one frame, possesses very high landing lag, and cannot autocancel in a short hop, making it extremely difficult to sweetspot without set-ups.
|fairdesc=A knee strike. It has very high knockback and an [[electric]] effect if sweetspotted, but is incredibly weak if sourspotted. Reliably KOs below 90% from center stage and even earlier near the edge, and is the strongest forward aerial in the game, while having only moderate startup and ending lag. However, it has short reach, along with a very small sweetspot that lasts for only one frame, possesses very high landing lag, and cannot autocancel in a short hop, making it extremely difficult to sweetspot without set-ups.
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|ssdefname=Raptor Boost
|ssdefname=Raptor Boost
|ssdefdmg=9% (ground), 8% (air)
|ssdefdmg=9% (ground), 8% (air)
|ssdefdesc=Dashes forward, performing an uppercut on the ground if an opponent is in range, or a downswing in the air. The grounded version can KO middleweights at around 125% without rage, while the aerial version can meteor smash opponents below Captain Falcon.  
|ssdefdesc=Dashes forward, performing an uppercut on the ground if an opponent is in range, or a downswing in the air. The grounded version can KO middleweights at around 125% without rage, while the aerial version can meteor smash opponents below Captain Falcon.
|ssc1name=Heavy Raptor Boost
|ssc1name=Heavy Raptor Boost
|ssc1dmg=12% (ground), 12% (air)
|ssc1dmg=12% (ground), 12% (air)
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|dsdefname=Falcon Kick
|dsdefname=Falcon Kick
|dsdefdmg=13%/11%/7% (ground), 15%/13%/11% (air), 9% (landing)
|dsdefdmg=13%/11%/7% (ground), 15%/13%/11% (air), 9% (landing)
|dsdefdesc=Bursts forward with a flaming high-speed kick. If used in the air, he will plunge down at a diagonal angle. The grounded version launches vertically and KOs middleweights at around 120% when clean, while the aerial version launches horizontally and has a landing hitbox.  
|dsdefdesc=Bursts forward with a flaming high-speed kick. If used in the air, he will plunge down at a diagonal angle. The grounded version launches vertically and KOs middleweights at around 120% when clean, while the aerial version launches horizontally and has a landing hitbox.
|dsc1name=Falcon Kick Fury
|dsc1name=Falcon Kick Fury
|dsc1dmg=1% (ground loop hits), 7% (ground last hit), 2% (air loop hits), 5% (air last hit), 5% (landing)
|dsc1dmg=1% (ground loop hits), 7% (ground last hit), 2% (air loop hits), 5% (air last hit), 5% (landing)
|dsc1desc= Hits multiple times, with the last hit launching the opponent. The last hit has less knockback, however.  
|dsc1desc= Hits multiple times, with the last hit launching the opponent. The last hit has less knockback, however.
|dsc2name=Lightning Falcon Kick
|dsc2name=Lightning Falcon Kick
|dsc2dmg=12%/10%/6% (ground), 14%/12%/10% (air), 4% (landing)
|dsc2dmg=12%/10%/6% (ground), 14%/12%/10% (air), 4% (landing)
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|fsdesc=Calls in the Blue Falcon, which crashes through the stage in front of him. Should it hit an opponent, a short cutscene plays where they are run over and sent flying. Characters who are not hit will stay in place until the end of the move. Like certain other Final Smashes, if no one is hit when the Blue Falcon appears, the attack fails.
|fsdesc=Calls in the Blue Falcon, which crashes through the stage in front of him. Should it hit an opponent, a short cutscene plays where they are run over and sent flying. Characters who are not hit will stay in place until the end of the move. Like certain other Final Smashes, if no one is hit when the Blue Falcon appears, the attack fails.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 104
|rweight = 11-13
|dash = 1.7
|rdash = 11-15
|run = 2.32
|rrun = 2
|walk = 0.94
|rwalk = 42
|trac = 0.05
|rtrac = 40
|airfric = 0.0075
|rairfric = 43-48
|air = 1.1
|rair = 14-19
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.065
|raddaccel = 30-34
|gravity = 0.12
|rgravity = 5-8
|fall = 1.837
|rfall = 4
|ff = 2.9392
|rff = 5
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 37.306652
|rjumpheight = 11
|shorthop = 17.980684
|rshorthop = 11
|djump = 37.306652
|rdjump = 13
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Captain Falcon English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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|set10=3111
|set10=3111
}}
}}
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


===Notable players===
''See also: [[:Category:Captain Falcon players (SSB4)]]''
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
====Active====
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of them placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot. Using that criteria, please refrain from adding Lythero or Stroumbert-->
*{{Sm|Big D|Canada}} - Considered one of the best {{SSB4|King Dedede}} players in the world, also has a notably strong Falcon.
*{{Sm|Eda|Japan}} - A strong Captain Falcon main from Japan. Placed 5th at [[Sumabato 22]] and 9th at [[Karisuma 15]]. Has wins on {{Sm|ikep}}, {{Sm|Shogun}} and {{Sm|DIO}}.
*{{Sm|Fatality|USA}} (#19) - Widely considered to be the best Falcon main in the world, with wins over {{Sm|CaptainZack}}, {{Sm|Larry Lurr}}, {{Sm|Salem}}, {{Sm|Cosmos}}, {{Sm|Nairo}}, {{Sm|Dabuz}}, {{Sm|komorikiri}}, {{Sm|Kameme}}, {{Sm|Marss}}, and {{Sm|ZeRo}}. Ranked 14th on the [[Panda Global SSB4 Rankings]] and 1st on the [[Georgia Smash 4 Power Rankings]]. Placed 2nd at [[2GGC: Civil War]], 2nd at Momocon 2017, and 5th at [[Frostbite 2018]]. He is the 25th player to take a set off {{Sm|ZeRo}}.
*{{Sm|Kesa|USA}} - The best Captain Falcon player in California. Has wins over {{Sm|Elegant}}, {{Sm|K9sbruce}}, {{Sm|Sho}} and {{Sm|pu55yk1ng}}.
*{{Sm|Kirbis|Japan}} - Notably placed 7th at [[Little Big House 4]].
*{{Sm|Marss|USA}} - Uses Captain Falcon as a counter-pick for {{SSB4|Diddy Kong}} and for [[Final Destination (SSB4)|Final Destination]]. Has taken sets from {{Sm|MVD}}, {{Sm|Light|p=Connecticut}}, {{Sm|dyr}}, and {{Sm|Pugwest}}.
*{{Sm|Meek|USA}} - Formerly ranked 10th on the [[Michigan Smash 4 Power Rankings]].
*{{Sm|Nanon|Mexico}} - Considered to be one of the two best Falcon players in Mexico, along with {{Sm|z0mfg}}. Placed 9th at [[Smash Factor 4]] and 17th at [[Smash Factor 5]].
*{{Sm|NickC|USA}} - Has wins over {{Sm|Dabuz}}, {{Sm|Sinji}} and {{Sm|Frozen}}.
*{{Sm|Ntarps|USA}} - 17th at [[KTAR XV]] and [[Shine 2016]]. He has wins on players such as {{Sm|dyr}}, {{Sm|Remzi}}, {{Sm|Pugwest}} and {{Sm|James}}.
*{{Sm|Ogey|France}} - Currently ranked 7th in France. Considered to be the best Falcon in Europe. He has wins over {{Sm|komorikiri}}, {{Sm|Glutonny}}, {{Sm|Elexiao}}, {{Sm|BestNess}}, {{Sm|Griffith}}, {{Sm|LoNg0uw}} and {{Sm|aperture}}. He placed 9th at [[Triforce Friday]]
*{{Sm|Pichi|Japan}} - Considered the best Falcon player in Japan. Placed 1st at [[Umebura 24]].
*{{Sm|Runes|USA}} - One of the best Captain Falcon players in Michigan. Ranked 11th on the [[Michigan Power Rankings]].
*{{Sm|Saiya|Japan}} - Currently ranked 49th on the [[JAPAN Power Rankings]].
*{{Sm|Sean|USA|p=Florida}} - Took sets off of {{Sm|Tsu-}} and {{Sm|Mr.E}} at [[Frame Perfect Series 2]] and placed 9th.
*{{Sm|SETHsational|USA}} - The best Falcon player in the Midwest. Ranked 10th on the [[Michigan Power Rankings]]. Has wins over {{Sm|Raito}}, {{Sm|Rags}} and {{Sm|Ryuga}}.
*{{Sm|Souther|Japan}} - Currently ranked 122nd on the [[JAPAN Power Rankings]].
*{{Sm|Tearbear|USA}} - Formerly ranked 18th on the [[SoCal Smash 4 Power Rankings]]. Has wins over {{Sm|Larry Lurr}}, {{Sm|VoiD}}, and {{Sm|FOW}}.
*{{Sm|TraX|Luxembourg}} - Best C. Falcon in Luxembourg.
*{{Sm|Tsu~|Japan}} - Currently ranked 82nd on the [[JAPAN Power Rankings]].
*{{Sm|YuriAIR|Japan}} - Placed 49th at [[Umebura S.A.T.]]
*{{Sm|zOmfg|Mexico}} - Currently ranked 11th on the [[Mexican Smash 4 Power Rankings]] and considered to be one of the two best Falcon players in Mexico, along with {{Sm|Nanon}}. Took sets off {{Sm|Wonf }} and {{Sm|Chota}}. Placed 7th at [[Smash Factor 4]] and 13th at [[Smash Factor 5]].


====Inactive====
*{{Sm|Fatality|USA}} - The best Captain Falcon player of all-time, ranking 19th on the [[PGR 100]]. A major contributor to the character's metagame, he was the closest a Captain Falcon player came to winning a major, placing 2nd at one of the most stacked ''Smash 4'' tournaments in {{Trn|2GGC: Civil War}}, and also was runner-up at {{Trn|MomoCon 2017}}, notably eliminating {{Sm|ZeRo}} and {{Sm|Salem}} at the latter event.
*{{Sm|Acid|USA}} - Notably beat Fatality in Captain Falcon dittos at [[Tipped Off 11]].
*{{Sm|Nanon|Mexico}} - The best Captain Falcon player in Mexico. He established himself as the top Captain Falcon of the country with his 5th place at {{Trn|The Arena 2015}} upestting {{Sm|Serge}}, and maintained top 24 in-region with event placements such as 9th at {{Trn|TGC 6}}, 13th at {{Trn|Smash Factor 4}}, and 17th at {{Trn|Smash Factor 5}}.
*{{Sm|Demitus|USA}} - Was ranked 7th on the [[Chicago Smash 4 Power Rankings]]. He stopped playing Falcon in 2016.
*{{Sm|Nishiya|Japan}} - One of the best Captain Falcon players in Japan. He was one of the first to show Captain Falcon results in Japan, placing 2nd at {{Trn|Super Sumabato}}, 5th at {{Trn|Sumabato 2}}, and 33rd at Japan's first major, {{Trn|Umebura F.A.T.}} He would compete in only Sumabato events for the most part, but often placed in the top 8, with 5th at {{Trn|Sumabato 15}} and 7th at {{Trn|Sumabato 20}}.
*{{Sm|Glutonny|France}} - Has mostly dropped this character.
*{{Sm|Ogey|France}} - The best Captain Falcon player in Europe. He placed top 32 at many European regionals such as 13th at {{Trn|Fortuna}} and 25th at both {{Trn|Deflagration}} and {{Trn|Albion 3}}, and has also taken sets over top European players such as {{Sm|Glutonny}}. He notably defeated {{Sm|komorikiri}} during {{Trn|Triforce Friday}}, where he placed 9th.
*{{Sm|GrimTurtle|USA}} - Switched mains to {{SSB4|Bayonetta}} and {{SSB4|Fox}}.
*{{Sm|Pichi|Japan}} - The best Captain Falcon player in Japan. He has the distinction of being the only Captain Falcon player to win a ''Smash 4'' Umebura, namely {{Trn|Umebura 24}}, double-eliminating {{Sm|T}} and {{Sm|Tsu}}. Additionally, he placed 5th at {{Trn|Umebura 15}} and {{Trn|Umebura 16}}, and 9th at {{Trn|Umebura Japan Major 2017}} defeating {{Sm|Raito}}.
*{{Sm|Max Ketchum|USA}} - Was ranked 11th on the [[New Jersey Smash 4 Power Rankings]], with a notable win over {{Sm|Nairo}}. He switched to {{SSB4|Cloud}}/{{SSB4|Lucina}} in 2016.
*{{Sm|Sean|USA|p=Florida}} - One of the best Captain Falcon players in the United States. He was in contention for second best in the country behind Fatality after a impressive run in 2017, when he defeated many top players such as {{Sm|Mr. E}} and {{Sm|Tsu}}, and notably placed well at different events with 7th at {{Trn|Too Hot to Handle}}, 9th at {{Trn|Frame Perfect Series 2}}, and 17th at {{Trn|Super Smash Con 2017}}.
*{{Sm|SilentSpectre|USA}}
*{{Sm|Tearbear|USA}} - One of the best Captain Falcon players in the early metagame, ranking 50th on the [[Panda Global Rankings v1]]. During this particular season, he most notably placed 3rd at {{Trn|2GGT: FOW Saga}}, defeating {{Sm|VoiD}} and {{Sm|FOW}} in his bracket, and 9th at {{Trn|Paragon Los Angeles 2015}}. He never was ranked globally past this season, but still managed to place decently at majors, with 17th at {{Trn|2GGT: Abadango Saga}} and 33rd at {{Trn|GENESIS 3}}, although his attendance and consistency would decline after 2016.
*{{Sm|Trifroze|Finland}}
*{{Sm|ZeRo|Chile}} - He notably beat {{Sm|Ito}} with Captain Falcon at [[NorCal Regionals 2015]]. Occasionally (although rarely) breaks the character out in tournament, most notably against {{Sm|Tsu-}} at [[Frostbite 2017]] and against {{Sm|Fatality}} at [[MomoCon 2017]].


===Tier placement and history===
===Tier placement and history===
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He would rank at 14th on the first iteration of the ''4BR'' [[tier list]], at the very top of the mid-tier, then dropped six spots on the second tier list to 20th, and dropped once again to 23rd on the third tier list. However, the change in the arrangement of the tiers caused him to be ranked more positively than in the initial tier list. However, his tier placement became a topic of debate amongst players, due to the recent appearances of many noteworthy results. Most notably, {{Sm|Fatality}} placed 2nd at [[2GGC: Civil War]], which is one of the largest ''Smash 4'' tournaments to date. Afterwards he went on to decisively eliminate {{sm|ZeRo}} from [[MomoCon 2017]], even while ZeRo counterpicked. This had him rise to 19th on the fourth and current tier list. Overall, Falcon has had the third highest rise from the ''[[Brawl]]'' tier list, and is one of the characters to have improved the most from that game.
He would rank at 14th on the first iteration of the ''4BR'' [[tier list]], at the very top of the mid-tier, then dropped six spots on the second tier list to 20th, and dropped once again to 23rd on the third tier list. However, the change in the arrangement of the tiers caused him to be ranked more positively than in the initial tier list. However, his tier placement became a topic of debate amongst players, due to the recent appearances of many noteworthy results. Most notably, {{Sm|Fatality}} placed 2nd at [[2GGC: Civil War]], which is one of the largest ''Smash 4'' tournaments to date. Afterwards he went on to decisively eliminate {{sm|ZeRo}} from [[MomoCon 2017]], even while ZeRo counterpicked. This had him rise to 19th on the fourth and current tier list. Overall, Falcon has had the third highest rise from the ''[[Brawl]]'' tier list, and is one of the characters to have improved the most from that game.


==Trophies==
==[[Trophies]]==
{{Trophy/Fighter
|name=Captain Falcon
|image-3ds=CaptainFalconTrophy3DS.png
|image-wiiu=CaptainFalconTrophyWiiU.png
|mode=Classic
|desc-ntsc=In the F-Zero racing scene, Captain Falcon uses his Blue Falcon to win big. His origin largely a mystery, he's made his way to the Smash Bros. battlefield to prove his worth outside the cockpit. He's got speed and power, and his distinct Falcon Punch leaves a dent. Start it in the air to surprise your foes!
|desc-pal=We love it when this F-Zero pilot from Port Town takes a break from racing the Blue Falcon to take on challengers in brawls. His balance of speed, power and weight is spot on, and his slow but mighty Falcon Punch is oh so sweet when it finally connects. Try starting the attack in mid-air and punching your way into a frantic fray!
|gamelist-ntsc={{Trophy games|console1=SNES|game1=F-Zero|release1=08/1991|console2=GCN|game2=F-Zero GX|release2=08/2003}}
|gamelist-pal={{Trophy games|console1=SNES|game1=F-Zero|release1=06/1992|console2=GCN|game2=F-Zero GX|release2=10/2003}}
}}
{{clrl}}


:'''Captain Falcon'''
{{Trophy/Fighter
::{{flag|ntsc}} ''In the F-Zero racing scene, Captain Falcon uses his Blue Falcon to win big. His origin largely a mystery, he's made his way to the Smash Bros. battlefield to prove his worth outside the cockpit. He's got speed and power, and his distinct Falcon Punch leaves a dent. Start it in the air to surprise your foes!''
|name=Captain Falcon (Alt.)
|image-3ds=CaptainFalconAltTrophy3DS.png
|image-wiiu=CaptainFalconAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Captain Falcon's default down special, Falcon Kick, is no ordinary kick—it surges forward in a fiery blaze. It's a versatile attack that moves sideways on the ground and diagonally down in the air. His forward air attack, Knee Smash, can send an enemy flying for miles if hit just right.
|desc-wiiu-ntsc=Captain Falcon's default down special, Falcon Kick, is no ordinary kick—it surges forward in a fiery blaze. It's a versatile attack that moves sideways on the ground and diagonally down in the air. His front air attack, Knee Smash, can send an enemy flying for miles if landed just right.
|desc-pal=The captain's Falcon Kick isn't just any old kick – it blazes either to the side or diagonally down to terrorise the enemy. Its speed also makes it top-notch for surprise attacks! Another move to try out is his forward air attack, Knee Smash. If you get as close to someone as you can before using it, it can launch them miles!
|gamelist-ntsc={{Trophy games|console1=SNES|game1=F-Zero|release1=08/1991|console2=GCN|game2=F-Zero GX|release2=08/2003}}
|gamelist-pal={{Trophy games|console1=SNES|game1=F-Zero|release1=06/1992|console2=GCN|game2=F-Zero GX|release2=10/2003}}
}}
{{clrl}}


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


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