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'''Captain Falcon''' ({{ja|キャプテン・ファルコン|Kyaputen Farukon}}, ''Captain Falcon''), written as '''C. Falcon''', is the main character from the {{uv|F-Zero}} franchise, and appears in ''[[Super Smash Bros.]]'' as one of the four [[unlockable]] characters. His appearance is based on his incarnation from ''[[F-Zero X]]'' for the [[Nintendo 64]]. He is voiced by Ryō Horikawa, who would go on to voice him in the later games. | '''Captain Falcon''' ({{ja|キャプテン・ファルコン|Kyaputen Farukon}}, ''Captain Falcon''), written as '''C. Falcon''', is the main character from the {{uv|F-Zero}} franchise, and appears in ''[[Super Smash Bros.]]'' as one of the four [[unlockable]] characters. His appearance is based on his incarnation from ''[[F-Zero X]]'' for the [[Nintendo 64]]. He is voiced by Ryō Horikawa, who would go on to voice him in the later games. | ||
Captain Falcon is ranked 3rd overall on the [[tier list]] for his overall very quick movement speed (despite a slow [[walking]] speed, he has the fastest [[dashing]] and [[falling speed]]s in the game, and an average [[air speed]]) and very strong [[combo]] ability, with his {{mvsub|Captain Falcon|SSB|up aerial}} being an especially useful move that can combo in a huge variety of ways, including being able to lead into another up aerial or a {{mvsub|Captain Falcon|SSB|forward aerial}} for aerial combos, as well as a [[Falcon Dive]] or {{mvsub|Captain Falcon|SSB|down aerial}} as a combo finisher. Along with powerful [[edgeguard]]ers in his {{mvsub|Captain Falcon|SSB|back aerial}} and up aerial [[semi-spike]], and an effective [[meteor smash]] with a very long duration in his down aerial, this gives Falcon a strong aerial game. His combo game isn't limited to the air, thanks to his {{mvsub|Captain Falcon|SSB|up smash}} and {{mvsub|Captain Falcon|SSB|forward throw}} that can easily setup other moves due to their low knockback. His combos involving aerials, up smash, and forward throw are able to [[0-death]] many characters without much difficulty. Captain Falcon also has strong vertical endurance and is overall fairly difficult to KO onstage. | Captain Falcon is currently ranked 3rd overall on the [[tier list]] for his overall very quick movement speed (despite a slow [[walking]] speed, he has the fastest [[dashing]] and [[falling speed]]s in the game, and an average [[air speed]]) and very strong [[combo]] ability, with his {{mvsub|Captain Falcon|SSB|up aerial}} being an especially useful move that can combo in a huge variety of ways, including being able to lead into another up aerial or a {{mvsub|Captain Falcon|SSB|forward aerial}} for aerial combos, as well as a [[Falcon Dive]] or {{mvsub|Captain Falcon|SSB|down aerial}} as a combo finisher. Along with powerful [[edgeguard]]ers in his {{mvsub|Captain Falcon|SSB|back aerial}} and up aerial [[semi-spike]], and an effective [[meteor smash]] with a very long duration in his down aerial, this gives Falcon a strong aerial game. His combo game isn't limited to the air, thanks to his {{mvsub|Captain Falcon|SSB|up smash}} and {{mvsub|Captain Falcon|SSB|forward throw}} that can easily setup other moves due to their low knockback. His combos involving aerials, up smash, and forward throw are able to [[0-death]] many characters without much difficulty. Captain Falcon also has strong vertical endurance and is overall fairly difficult to KO onstage. | ||
Captain Falcon's primary weaknesses include his vulnerability to combos from many characters due to his very fast falling speed and high [[weight]] and size. His ground game is also much more limited than his air game, due to him lacking options on the ground outside up smash, {{mvsub|Captain Falcon|SSB|forward smash}}, [[grab]], and [[neutral attack]], as well as having somewhat limited [[out of shield]] options. He is also highly vulnerable to [[edgeguarding]], due to his large size and subpar [[recovery]], due to it being predictable, as his primary recovery move, Falcon Dive, gives short horizontal and vertical distance, while also being unable to grab [[edgehog]]gers, and his very fast falling speed hindering it further. Additionally, Captain Falcon lacks a [[projectile]] and a reliable way to deal with them, making characters like {{SSB|Fox}} difficult to deal with. | Captain Falcon's primary weaknesses include his vulnerability to combos from many characters due to his very fast falling speed and high [[weight]] and size. His ground game is also much more limited than his air game, due to him lacking options on the ground outside up smash, {{mvsub|Captain Falcon|SSB|forward smash}}, [[grab]], and [[neutral attack]], as well as having somewhat limited [[out of shield]] options. He is also highly vulnerable to [[edgeguarding]], due to his large size and subpar [[recovery]], due to it being predictable, as his primary recovery move, Falcon Dive, gives short horizontal and vertical distance, while also being unable to grab [[edgehog]]gers, and his very fast falling speed hindering it further. Additionally, Captain Falcon lacks a [[projectile]] and a reliable way to deal with them, making characters like {{SSB|Fox}} difficult to deal with. | ||
Regardless, Captain Falcon's strengths | Regardless, Captain Falcon's strengths outweigh his flaws by a noticeable margin, resulting in strong matchups, and he has some of the highest representation and results of any character. He ranks higher in the NTSC-U than in the NTSC-J Japanese version due to him being buffed, whereas in the Japanese version he ranks 4th on the tier list. | ||
==How to unlock== | ==How to unlock== | ||
Complete [[1P Game]] | Complete [[1P Game]] in under 20 minutes. The player must defeat Captain Falcon in a battle on [[Planet Zebes]]. | ||
==Attributes== | ==Attributes== | ||
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Captain Falcon, however, has limited effective ground options. His up smash is another one of his especially effective combo moves, being able to chain into itself up to three times depending on the falling speed of the opponent, and easily being to able to lead into aerials. Additionally, his forward throw is a very useful combo tool, being able to combo into forward aerial, up aerial, and up smash out of a [[dash]], as well as a Falcon Punch on fastfallers or heavyweights at moderately high percentages. He also lacks a [[projectile]] and reliable ways to avoid them, which can give him trouble against characters like {{SSB|Fox}} on larger stages. Simply put, he is among the most vulnerable characters to constant [[projectile camping]] and ground-based [[camping]]. The banning of [[Hyrule Castle]] has helped Captain Falcon's metagame as he is less susceptible to projectile camping. Captain Falcon's two most major weaknesses are his recovery and how vulnerable he is to combos. His high weight, moderately large [[hurtbox]], and very fast falling speed makes it easy to combo him offstage, where his large size, very fast falling speed, and short and predictable recovery make him one of the easiest characters to edgeguard. | Captain Falcon, however, has limited effective ground options. His up smash is another one of his especially effective combo moves, being able to chain into itself up to three times depending on the falling speed of the opponent, and easily being to able to lead into aerials. Additionally, his forward throw is a very useful combo tool, being able to combo into forward aerial, up aerial, and up smash out of a [[dash]], as well as a Falcon Punch on fastfallers or heavyweights at moderately high percentages. He also lacks a [[projectile]] and reliable ways to avoid them, which can give him trouble against characters like {{SSB|Fox}} on larger stages. Simply put, he is among the most vulnerable characters to constant [[projectile camping]] and ground-based [[camping]]. The banning of [[Hyrule Castle]] has helped Captain Falcon's metagame as he is less susceptible to projectile camping. Captain Falcon's two most major weaknesses are his recovery and how vulnerable he is to combos. His high weight, moderately large [[hurtbox]], and very fast falling speed makes it easy to combo him offstage, where his large size, very fast falling speed, and short and predictable recovery make him one of the easiest characters to edgeguard. | ||
Captain Falcon is known on a competitive level as being one of the top characters on {{SSB|Dream Land}} and having one of the best matchups (45-55) against {{SSB|Pikachu}}. However, Captain Falcon struggles with {{SSB|Kirby}}. | |||
===In doubles=== | ===In doubles=== | ||
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''For a gallery of Captain Falcon's hitboxes, see [[Captain Falcon (SSB)/Hitboxes|here]].'' | ''For a gallery of Captain Falcon's hitboxes, see [[Captain Falcon (SSB)/Hitboxes|here]].'' | ||
[[File:SSB64 Falcon.gif|right]] | [[File:SSB64 Falcon.gif|right]] | ||
[[File:Captain Falcon SSB Air Attacks.PNG|thumb|200px|Captain Falcon's aerial attacks]] | [[File:Captain Falcon SSB Air Attacks.PNG|right|thumb|200px|Captain Falcon's aerial attacks]] | ||
[[File:Falcon SSB 270 degree u-air Hurtbox.jpg| | [[File:Falcon SSB 270 degree u-air Hurtbox.jpg|thumbnail|right|The three u-air hitboxes, the arrows demonstrate where the smallest hitbox (near the elbow) would send an opponent]] | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB | |game=SSB | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
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|neutraldesc=Two quick jabs, a knee, and a series of rapid jabs. The second hit can be [[jab cancel]]led into a grab and then a throw. The rapid punches are fast, though a little awkward for combos. | |neutraldesc=Two quick jabs, a knee, and a series of rapid jabs. The second hit can be [[jab cancel]]led into a grab and then a throw. The rapid punches are fast, though a little awkward for combos. | ||
|ftiltangles=5 | |ftiltangles=5 | ||
|ftiltname= | |ftiltname= | ||
|ftiltupdmg=15% | |ftiltupdmg=15% | ||
|ftiltmidupdmg=14% | |ftiltmidupdmg=14% | ||
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|ftiltdowndmg=11% | |ftiltdowndmg=11% | ||
|ftiltdesc=Kicks to his side. It can be [[angled]] in five directions, with its damage changing depending on which angled variant is used. A half-decent spacing move, but rarely used in combos. | |ftiltdesc=Kicks to his side. It can be [[angled]] in five directions, with its damage changing depending on which angled variant is used. A half-decent spacing move, but rarely used in combos. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=9% (hit 1), 14% (hit 2), 23% (total) | |utiltdmg=9% (hit 1), 14% (hit 2), 23% (total) | ||
|utiltdesc= | |utiltdesc=An axe kick, doing 9%, then 14%. This attack is unique because it can hit from behind, and at the start of the move, above Captain Falcon. The move in general has somewhat high lag, though. This move is often used with his wall combos because of its range and damage (such as back throw, up tilt, regrab, etc.). It's additionally a way to edgeguard characters hanging on the edge, due to its [[hitbox]] extending below the platform. The hitbox is also high enough to hit someone on a Dream Land platform. The attack is the most damaging up tilt in the game. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=11% | |dtiltdmg=11% | ||
|dtiltdesc=Does a quick kick while crouching. Slightly [[disjointed]] hitbox but has a high amount of [[ending lag]]. This attack sends the opponent at a low trajectory, and can be used against opponents hanging on the edge or to [[gimp]] opponents recovering from below such as {{SSB|Fox}}, {{SSB|Kirby}}, or {{SSB|Jigglypuff}}. Not fully recommended for this purpose against people who are able to [[SDI]] into the edge. Has generally little combo ability. | |dtiltdesc=Does a quick kick while crouching. Slightly [[disjointed]] hitbox but has a high amount of [[ending lag]]. This attack sends the opponent at a low trajectory, and can be used against opponents hanging on the edge or to [[gimp]] opponents recovering from below such as {{SSB|Fox}}, {{SSB|Kirby}}, or {{SSB|Jigglypuff}}. Not fully recommended for this purpose against people who are able to [[SDI]] into the edge. Has generally little combo ability. | ||
|dashname= | |dashname= | ||
|dashdmg=12% (clean), 9% (late) | |dashdmg=12% (clean), 9% (late) | ||
|dashdesc=Does a shoulder tackle. Decent knockback, can combo into itself on heavy characters or potentially lead into grabs. Heavy lag and generally is highly [[punish]]able however, meaning it isn't very reliable. Is punishable on hit at low percents. Considered to be Captain Falcon's worst move. | |dashdesc=Does a shoulder tackle. Decent knockback, can combo into itself on heavy characters or potentially lead into grabs. Heavy lag and generally is highly [[punish]]able however, meaning it isn't very reliable. Is punishable on hit at low percents. Considered to be Captain Falcon's worst move. | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashname= | |fsmashname= | ||
|fsmashupdmg=19% | |fsmashupdmg=19% | ||
|fsmashsidedmg=18% | |fsmashsidedmg=18% | ||
|fsmashdowndmg=17% | |fsmashdowndmg=17% | ||
|fsmashdesc=Does a flaming forward kick. Somewhat resembles his Falcon Kick in terms of special effects. Good KO move, but has some startup and ending lag; not considered a fast KO move. Is a somewhat reliable spacing tool, especially when [[pivot]]ed. | |fsmashdesc=Does a flaming forward kick. Somewhat resembles his Falcon Kick in terms of special effects. Good KO move, but has some startup and ending lag; not considered a fast KO move. Is a somewhat reliable spacing tool, especially when [[pivot]]ed. | ||
|usmashname= | |usmashname= | ||
|usmashdmg=17% | |usmashdmg=17% | ||
|usmashdesc=An upwards elbow swing-launcher in a single turn. The move comes out on frame 4, making it the fastest up smash in both the game and the entire series, with the move being Captain Falcon's fastest [[Out of Shield]] option. In addition to this, it has great range both in front and above of Captain Falcon (having comparable horizontal range to his grab as well as easily being able to hit opponents on upper Dream Land platforms) and it launches opponents up and towards him with high base knockback at lower percents, making it a strong combo starter at lower percents, as its ending lag is not too high. At lower percents, it can lead into Captain Falcon's aerials or even itself on fast fallers. Captain Falcon can also lead into it at lower percents with his aerials, which can then lead into a combo. A single up smash as a combo starter or extender at 0% can lead into anywhere from a 50%-100%+ combo or even death. | |usmashdesc=An upwards elbow swing-launcher in a single turn. The move comes out on frame 4, making it the fastest up smash in both the game and the entire series, with the move being Captain Falcon's fastest [[Out of Shield]] option. In addition to this, it has great range both in front and above of Captain Falcon (having comparable horizontal range to his grab as well as easily being able to hit opponents on upper Dream Land platforms) and it launches opponents up and towards him with high base knockback at lower percents, making it a strong combo starter at lower percents, as its ending lag is not too high. At lower percents, it can lead into Captain Falcon's aerials or even itself on fast fallers. Captain Falcon can also lead into it at lower percents with his aerials, which can then lead into a combo. A single up smash as a combo starter or extender at 0% can lead into anywhere from a 50%-100%+ combo or even death. | ||
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Up Smash is overall considered to be one of Captain Falcon's most useful moves, as well as one of the best up smashes in the game due to its speed, range and combo potential. | Up Smash is overall considered to be one of Captain Falcon's most useful moves, as well as one of the best up smashes in the game due to its speed, range and combo potential. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg=16% (front), 14% (back) | |dsmashdmg=16% (front), 14% (back) | ||
|dsmashdesc=A "down spin kick". If the attack connects closer to the body, the opponent will be sent upwards. If it connects with the tip, the opponent will be sent in a more horizontal direction. Somewhat short duration, for a move of this criteria, but an awkward move for one of Captain Falcon's. Does not combo well as is generally not recommended too much. Computers oddly use this move much more commonly than humans. It can catch rolls but grabs are preferred. | |dsmashdesc=A "down spin kick". If the attack connects closer to the body, the opponent will be sent upwards. If it connects with the tip, the opponent will be sent in a more horizontal direction. Somewhat short duration, for a move of this criteria, but an awkward move for one of Captain Falcon's. Does not combo well as is generally not recommended too much. Computers oddly use this move much more commonly than humans. It can catch rolls but grabs are preferred. | ||
|nairname= | |nairname= | ||
|nairdmg=16% (clean), 13% (late) | |nairdmg=16% (clean), 13% (late) | ||
|nairdesc=A [[sex kick]]. Like most sex kicks, this attack loses power with time. Very powerful when it first comes out and a good defensive move. Not exactly the most useful combo move but is sometimes thrown out as a KO move or a finisher vs. lighter opponents after a fair. A weak n-air is a moderately strong combo move but it is quite hard to hit with outside of when falling. Not a bad move per-say but more less used than his other aerials as they have a better hitbox. Is also less safe on shield compared to other aerials. | |nairdesc=A [[sex kick]]. Like most sex kicks, this attack loses power with time. Very powerful when it first comes out and a good defensive move. Not exactly the most useful combo move but is sometimes thrown out as a KO move or a finisher vs. lighter opponents after a fair. A weak n-air is a moderately strong combo move but it is quite hard to hit with outside of when falling. Not a bad move per-say but more less used than his other aerials as they have a better hitbox. Is also less safe on shield compared to other aerials. | ||
|fairname= | |fairname= | ||
|fairdmg=10% (hit 1), 12% (hit 2), 22% (total) | |fairdmg=10% (hit 1), 12% (hit 2), 22% (total) | ||
|fairdesc=Does two kicks in front for him. This attack is similar to Captain Falcon's neutral aerial in later ''Smash'' games, though without the horizontal movement, sends opponents on more of a horizontal angle, and is better at chasing opponents and KOing. It is also possible to link only one of these aerials into a down aerial, up aerial, or a grab, leading to further combos, a neutral aerial for KOs, or at certain percentages a down aerial to meteor smash. The two hits can lead into a Falcon Kick offstage or close to offstage as well as another forward aerial or grab depending on the opponent's weight and percentage. Very useful against more [[floaty]] characters for comboing as up air isn't as useful. Excellent spacing tool. At max horizontal spacing, this is one of the only aerial moves that is safe on shield. Captain Falcon's best aerial along with up air. | |fairdesc=Does two kicks in front for him. This attack is similar to Captain Falcon's neutral aerial in later ''Smash'' games, though without the horizontal movement, sends opponents on more of a horizontal angle, and is better at chasing opponents and KOing. It is also possible to link only one of these aerials into a down aerial, up aerial, or a grab, leading to further combos, a neutral aerial for KOs, or at certain percentages a down aerial to meteor smash. The two hits can lead into a Falcon Kick offstage or close to offstage as well as another forward aerial or grab depending on the opponent's weight and percentage. Very useful against more [[floaty]] characters for comboing as up air isn't as useful. Excellent spacing tool. At max horizontal spacing, this is one of the only aerial moves that is safe on shield. Captain Falcon's best aerial along with up air. | ||
|bairname= | |bairname= | ||
|bairdmg=16% | |bairdmg=16% | ||
|bairdesc=Extends his fist behind him. A basic edgeguarding move with good power and no sweetspot. One of the strongest back aerials in the game. Can combo into another back aerial, a reverse back aerial, or potentially a reverse up aerial. The reverse back air is quite useful for edgeguards but due to its odd hitbox, a pivot up air or Up B is usually used. Has just enough stun to be safe on block, but only when Captain Falcon is lower to the ground before performing it. | |bairdesc=Extends his fist behind him. A basic edgeguarding move with good power and no sweetspot. One of the strongest back aerials in the game. Can combo into another back aerial, a reverse back aerial, or potentially a reverse up aerial. The reverse back air is quite useful for edgeguards but due to its odd hitbox, a pivot up air or Up B is usually used. Has just enough stun to be safe on block, but only when Captain Falcon is lower to the ground before performing it. | ||
|uairname= | |uairname= | ||
|uairdmg=16% | |uairdmg=16% | ||
|uairdesc=Flips in the air. Many consider this attack to be Captain Falcon's most versatile attack as well the best up aerial (along with {{SSB|Pikachu}}'s). Depending on what part of the [[hitbox]] connects with the opponent, it can send the opponent in various directions. A view of the hitboxes can be seen in one of the images to the right. Part of the [[Stairway to Heaven]] combo. For edgeguards, a pivot up air has extremely high hitstun making it a very useful edgeguard after a forward throw near the edge. Safe on shield and can lead to a [[shield break combo]] if the opponent is stuck on a platform. | |uairdesc=Flips in the air. Many consider this attack to be Captain Falcon's most versatile attack as well the best up aerial (along with {{SSB|Pikachu}}'s). Depending on what part of the [[hitbox]] connects with the opponent, it can send the opponent in various directions. A view of the hitboxes can be seen in one of the images to the right. Part of the [[Stairway to Heaven]] combo. For edgeguards, a pivot up air has extremely high hitstun making it a very useful edgeguard after a forward throw near the edge. Safe on shield and can lead to a [[shield break combo]] if the opponent is stuck on a platform. | ||
|dairname= | |dairname= | ||
|dairdmg=14% | |dairdmg=14% | ||
|dairdesc=[[Stomp (archetype)|Stomp]]s below him, though has a hitbox above his feet. A very long duration. This attack is a [[meteor smash]]. The hitbox exists on the legs and chest, and if the opponent connects with the chest, they will be sent down at a slight angle. If the opponent is already on the ground, it will, depending on their damage percentage, keep the opponent in place or bounce them up at a very slight angle, leading into another aerial such as a second dair to spike offstage, a Falcon Punch for a KO, a grab, or a quick up smash (depending on the percentage and opponent's reaction). The inspiration for the [[Ken Combo]] is based on this spiking after an up air. Is safe on block (when z-cancelled.) | |dairdesc=[[Stomp (archetype)|Stomp]]s below him, though has a hitbox above his feet. A very long duration. This attack is a [[meteor smash]]. The hitbox exists on the legs and chest, and if the opponent connects with the chest, they will be sent down at a slight angle. If the opponent is already on the ground, it will, depending on their damage percentage, keep the opponent in place or bounce them up at a very slight angle, leading into another aerial such as a second dair to spike offstage, a Falcon Punch for a KO, a grab, or a quick up smash (depending on the percentage and opponent's reaction). The inspiration for the [[Ken Combo]] is based on this spiking after an up air. Is safe on block (when z-cancelled.) | ||
|grabname= | |grabname= | ||
|grabdesc=Captain Falcon clenches his fist. Captain Falcon's grab has good range and when combined with his great mobility, it is easy to land and Captain Falcon has strong throws he can use after landing a grab. Captain Falcon's grab can whiff against some crouching characters however. | |grabdesc=Captain Falcon clenches his fist. Captain Falcon's grab has good range and when combined with his great mobility, it is easy to land and Captain Falcon has strong throws he can use after landing a grab. Captain Falcon's grab can whiff against some crouching characters however. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=12% | |fthrowdmg=12% | ||
|fthrowdesc=Slams the opponent down in front of him. This throw would become his down throw in later ''Smash'' games. It has a upwards diagonal launch angle with high base knockback but low knockback scaling. When combined with Captain Falcon's mobility, this allows the move to be used to start aerial chains, easily leading into a forward or up aerial. His other main combo starter on the ground along with up smash and aerials. It is overall a very useful throw, being a great combo starter at lower percents, although it does not KO at realistic percents and it does lose its combo potential at higher percents. | |fthrowdesc=Slams the opponent down in front of him. This throw would become his down throw in later ''Smash'' games. It has a upwards diagonal launch angle with high base knockback but low knockback scaling. When combined with Captain Falcon's mobility, this allows the move to be used to start aerial chains, easily leading into a forward or up aerial. His other main combo starter on the ground along with up smash and aerials. It is overall a very useful throw, being a great combo starter at lower percents, although it does not KO at realistic percents and it does lose its combo potential at higher percents. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=16% (throw), 10% (collateral) | |bthrowdmg=16% (throw), 10% (collateral) | ||
|bthrowdesc=He kicks the opponent back, dealing 16% and horizontal knockback. Captain Falcon's back throw is the strongest in the game at 0%, having the highest base knockback out of any back throw. If Captain Falcon back throws {{SSB|Link}} at the ledge at 0% for example, Link cannot make back to the stage at all if Captain Falcon grabs the ledge and if Link doesn't have a Bomb (outside of the European version). Back throw does have above average KO potential at the ledge but it has lower knockback scaling than other back throws, making it one of the weakest back throws at higher percents. Back throw is overall a very useful throw, easily setting up edgeguards at lower percents due to its high base knockback. | |bthrowdesc=He kicks the opponent back, dealing 16% and horizontal knockback. Captain Falcon's back throw is the strongest in the game at 0%, having the highest base knockback out of any back throw. If Captain Falcon back throws {{SSB|Link}} at the ledge at 0% for example, Link cannot make back to the stage at all if Captain Falcon grabs the ledge and if Link doesn't have a Bomb (outside of the European version). Back throw does have above average KO potential at the ledge but it has lower knockback scaling than other back throws, making it one of the weakest back throws at higher percents. Back throw is overall a very useful throw, easily setting up edgeguards at lower percents due to its high base knockback. | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Captain Falcon has always been considered a high-tier character, with his lowest placement being 5th on the first tier list. His flexible combos, speed, and power have allowed him to take on the majority of the cast extremely well, and has garnered him consistently strong representation and results from high—level players. As the metagame advanced further, Falcon has been notably one of the few characters that has a manageable matchup against {{SSB|Pikachu}}, the best character in the game, although he still struggles to approach and make full use of his advantages against {{SSB|Kirby}}, who can camp him with his large hitboxes. These factors have led to a rock-paper-scissors flowchart, where those three characters together shape most of the metagame. Although other characters have since risen in usage in recent times, such as {{SSB|Yoshi}} and {{SSB|Jigglypuff}} being able to disrupt Falcon’s advantage, he still enjoys excellent usage in all levels of play. | Captain Falcon has always been considered a high-tier character, with his lowest placement being 5th on the first tier list. His flexible combos, speed, and power have allowed him to take on the majority of the cast extremely well, and has garnered him consistently strong representation and results from high—level players. As the metagame advanced further, Falcon has been notably one of the few characters that has a manageable matchup against {{SSB|Pikachu}}, the best character in the game, although he still struggles to approach and make full use of his advantages against {{SSB|Kirby}}, who can camp him with his large hitboxes. These factors have led to a rock-paper-scissors flowchart, where those three characters together shape most of the metagame. Although other characters have since risen in usage in recent times, such as {{SSB|Yoshi}} and {{SSB|Jigglypuff}} being able to disrupt Falcon’s advantage, he still enjoys excellent usage in all levels of play. | ||
===Notable players=== | |||
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}} | |||
:''See also: [[:Category:Captain Falcon professionals (SSB)]]'' | |||
''Numbers in brackets indicate position in [[2019-2020 Smash 64 Power Rankings]].'' | |||
*{{sm|Alvin|Peru}} (#5) - Best player from Peru, won multiple North American majors; duals mains Captain Falcon and Pikachu. | |||
*{{sm|Capitan Tavo|Peru}} - 4th at {{Trn|Tacna All Stars 2017}}. | |||
*{{sm|Cesar|Peru}} - 5th at {{Trn|Sunset Blast}}, 3rd at {{Trn|Tacna All Stars 2017}}. | |||
*{{sm|Clubbadubba|USA}} - Switched to Donkey Kong in 2017. | |||
*{{sm|Combo Blaze|USA}} (#65) - Placed 9th at {{Trn|Smash 'N' Splash 4}}. | |||
*{{sm|Cobr|USA}} (#42) | |||
*{{sm|Daniel|USA}} | |||
*{{sm|Darkhorse|USA}} (#33) - Dual Mains Kirby and Captain Falcon. Placed 9th at {{Trn|Smash 'N' Splash 4}}. | |||
*{{sm|Dogs_Johnson|USA}} (#35) | |||
*{{Sm|duck|Japan|p=Japan}} - 9th at {{Trn|Kanto 2018}}. | |||
*{{Sm|EG|USA}} - Ranked 1st in Michigan in 2018 | |||
*{{Sm|Fck Vwls|Canada}} | |||
*{{Sm|Gilkaoz|Mexico}} - 7th at {{Trn|Sunset Blast}}. | |||
*{{Sm|JaimeHR|Mexico}} (#14) - Used to be the 3rd best player in North America. | |||
*{{sm|Janitor|USA|p=SoCal}} (#24) | |||
*{{sm|Jason|Brazil}} (#HB) - Placed 25th at {{Trn|Super Smash Con 2019}}. | |||
*{{Sm|Kysk|Japan}} (#1) - Placed 3rd at {{Trn|GENESIS 4}} and 5th at {{Trn|GENESIS 5}}, won multiple Japanese majors; More known for his Pikachu and Kirby, but often counterpicks Captain Falcon against Pikachu. | |||
*{{sm|Lord Narwhal|USA}} | |||
*{{sm|Loto|USA}} (#26) | |||
*{{Sm|Lowww|USA}} (#15) | |||
*{{Sm|Madrush|USA}} (#63) | |||
*{{Sm|Merihim|Japan}} - Placed 13th at {{Trn|Apex 2013}}. | |||
*{{Sm|Micchan|Japan}} - 4th at {{Trn|Kansai 2017}}. | |||
*{{Sm|Mariguas|Mexico}} - More well-known for his Pikachu. | |||
*{{Sm|Ruoka Dancho|Japan}} - Placed 4th at {{Trn|Apex 2013}} and 7th at [[Apex 2014]]; one of the best Japanese players from 2008-2014. | |||
*{{Sm|Sin|Japan}} - Placed 2nd at {{Trn|Kanto 2013}} and 5th at {{Trn|Kanto 2014}}. Has become inactive. | |||
*{{Sm|Stranded|USA}} | |||
*{{Sm|Supa|USA}} | |||
*{{Sm|SuPeRbOoMfAn|Canada}} (#2) - Considered to be the best Captain Falcon in the world; triple mains him along with Pikachu and Kirby. | |||
*{{Sm|tacos|USA}} (#6) - More well-known for his Yoshi, but occasionally uses Captain Falcon in bracket such as {{Trn|Apex 2014}}. | |||
*{{Sm|Taimai|Japan}} - Placed 9th at {{Trn|GENESIS 4}}, dual mains him with Fox. | |||
*{{Sm|The Z|Canada}} - More well-known for his Pikachu and Fox. | |||
*{{Sm|Yuu|Japan}} - Placed 9th at {{Trn|GENESIS 4}}. | |||
*{{Sm|Zero|USA|p=Texas}} (#HB) - Best player from Texas. Placed 5th at {{Trn|Super Smash Con 2018}}. | |||
==Techniques== | ==Techniques== | ||
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*Captain Falcon and {{SSB|Samus}} are the only characters to have blue costumes that are only usable while playing on the blue team in VS Mode. Similarly, Captain Falcon's green/yellow costume is only available while playing on the green team, making him the only character to have two costumes that are only usable in Team Battle. | *Captain Falcon and {{SSB|Samus}} are the only characters to have blue costumes that are only usable while playing on the blue team in VS Mode. Similarly, Captain Falcon's green/yellow costume is only available while playing on the green team, making him the only character to have two costumes that are only usable in Team Battle. | ||
*On the [[Character selection screen]], Captain Falcon's portrait greatly resembles his artwork from ''F-Zero X''. | *On the [[Character selection screen]], Captain Falcon's portrait greatly resembles his artwork from ''F-Zero X''. | ||
*Captain Falcon's inclusion marks the only time to introduce a new character from the {{uv|F-Zero}} universe. | *Captain Falcon's inclusion marks the only time to introduce a new character from the {{uv|F-Zero}} universe. | ||
**Because of this, both he and {{SSB|Yoshi}} are the only fighters to remain as the sole fighters from their own franchises as of ''Ultimate''. | **Because of this, both he and {{SSB|Yoshi}} are the only fighters to remain as the sole fighters from their own franchises as of ''Ultimate''. |