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{{disambig2|Captain Falcon's appearance in ''Super Smash Bros. 4''|the character in other contexts|Captain Falcon}} | {{disambig2|Captain Falcon's appearance in ''Super Smash Bros. 4''|the character in other contexts|Captain Falcon}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Captain Falcon | |name = Captain Falcon | ||
|image = [[File:Captain Falcon SSB4.png|250px]] | |image = [[File:Captain Falcon SSB4.png|250px|Captain Falcon]] | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
|ssbgame2 = SSBM | |ssbgame2 = SSBM | ||
|ssbgame3 = SSBB | |ssbgame3 = SSBB | ||
|ssbgame4 = | |ssbgame4 = Ultimate | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = B | |tier = B | ||
|ranking = 19 | |ranking = 19 | ||
}} | }} | ||
'''Captain Falcon''' ({{ja|キャプテン・ファルコン|Kyaputen Farukon}}, ''Captain Falcon'') returns as a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed during a live stream on July 14th, 2014, which is exactly 16 years after ''F-Zero X'' was released for the Nintendo 64 in Japan in 1998, alongside {{SSB4|Lucina}} and {{SSB4|Robin}}. | '''Captain Falcon''' ({{ja|キャプテン・ファルコン|Kyaputen Farukon}}, ''Captain Falcon'') returns as a playable character in ''[[Super Smash Bros. 4]]''. He was confirmed during a live stream on July 14th, 2014, which is exactly 16 years after ''F-Zero X'' was released for the Nintendo 64 in Japan in 1998, alongside {{SSB4|Lucina}} and {{SSB4|Robin}}. Captain Falcon is once again voiced by Ryō Horikawa, using recycled voice clips from ''Brawl''. | ||
Captain Falcon currently ranks 19th on the ''SSB4'' [[tier list]], placing him in the B tier. This is a remarkable improvement over his bottom tier placement in ''Brawl'', where he was ranked 34th out of 38. Thanks to the changes to [[hitstun canceling]], Captain Falcon's lost combo game has been greatly restored. Additionally, Captain Falcon retains his rudimentary speed and power, allowing him to rush foes down with ease. When combined with his excellent endurance, Captain Falcon has a very effective neutral game, courtesy of his strong edgeguarding game, further supplemented by several renowned moves, the most notable being his forward aerial. | |||
Captain Falcon ranks 19th on the ''SSB4'' [[tier list]], | |||
However, Captain Falcon has noteworthy shortcomings. Captain Falcon remains highly susceptible to combos, which are linked to his high weight, gravity, falling speed, and hurtbox. While his high air speed and air acceleration can allow him to return to a stage, Raptor Boost and Falcon Dive do not grant sufficient protection, meaning that Captain Falcon is also very vulnerable to edgeguarding himself. Captain Falcon's neutral game is also moderately hindered by his short range and lack of a projectile, making it very difficult for him to counter spacing and camping. | However, Captain Falcon has noteworthy shortcomings. Captain Falcon remains highly susceptible to combos, which are linked to his high weight, gravity, falling speed, and hurtbox. While his high air speed and air acceleration can allow him to return to a stage, Raptor Boost and Falcon Dive do not grant sufficient protection, meaning that Captain Falcon is also very vulnerable to edgeguarding himself. Captain Falcon's neutral game is also moderately hindered by his short range and lack of a projectile, making it very difficult for him to counter spacing and camping. | ||
==Attributes== | ==Attributes== | ||
Captain Falcon is a tall heavyweight character. However, his | Captain Falcon is a tall, heavyweight character. However, his attributes are nearly unconventional of his weight class; he has the second fastest [[dashing]] speed, the fourth fastest [[falling speed]], and the twelfth fastest [[air speed]]. Strangely, though, his [[walking speed]] is rather slow. 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 | 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 mid-percents, 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 | 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 percents 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 KOing at high percentages. Due to his heavy weight, he is a proficient user of [[rage]], boosting his already strong KO 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 | 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 endurance, but they also leave him especially vulnerable to combos, and he has no fast options with which to break them. | ||
Captain Falcon's greatest problem lies in his recovery, despite having an impressive air speed. His two recovery options, [[Falcon Dive]] and [[Raptor Boost]], are linear and do not grant enough distance, making them predictable and easily intercepted, and they have small ledge sweetspots. These two moves do not have hitboxes above him, leaving him open to meteor smashes, which he usually cannot survive due to his short recovery and falling speed. To his merit, he can reuse Falcon Dive if it connects with an opponent, and even stage spike them, though this is easily teched. Although he has a wall jump, he will be in danger offstage without his double jump. | Captain Falcon's greatest problem lies in his recovery, despite having an impressive air speed. His two recovery options, [[Falcon Dive]] and [[Raptor Boost]], are linear and do not grant enough distance, making them predictable and easily intercepted, and they have small ledge sweetspots. These two moves do not have hitboxes above him, leaving him open to meteor smashes, which he usually cannot survive due to his short recovery and falling speed. To his merit, he can reuse Falcon Dive if it connects with an opponent, and even stage spike them, though this is easily teched. Although he has a wall jump, he will be in danger offstage without his double jump. | ||
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Overall, Captain Falcon's strengths outweigh his weaknesses. With speed, power, and easy-to-use combos off of throw setups, he has a comparatively low learning curve and high payoff. While Falcon is not as common or as dominant as other perceived top-tier characters such as {{SSB4|Bayonetta}} and {{SSB4|Rosalina & Luma}}, he has a dedicated playerbase that brings his usage in line with many characters said to be better than he is, with many top players continuing to use him as a main or a secondary. As a result, he has achieved notable tournament success at high-level play and even stronger results in low- and mid-level play (including regional tournaments), and is considered by the competitive community to be a viable choice for tournament play. | Overall, Captain Falcon's strengths outweigh his weaknesses. With speed, power, and easy-to-use combos off of throw setups, he has a comparatively low learning curve and high payoff. While Falcon is not as common or as dominant as other perceived top-tier characters such as {{SSB4|Bayonetta}} and {{SSB4|Rosalina & Luma}}, he has a dedicated playerbase that brings his usage in line with many characters said to be better than he is, with many top players continuing to use him as a main or a secondary. As a result, he has achieved notable tournament success at high-level play and even stronger results in low- and mid-level play (including regional tournaments), and is considered by the competitive community to be a viable choice for tournament play. | ||
==Changes from '' | ==Changes from ''Brawl''== | ||
Captain Falcon has been significantly [[buff]]ed from ''Brawl'', in which he was a | Captain Falcon has been significantly [[buff]]ed from ''Brawl'', in which he was a low-tier character despite his speed and power. Several of his moves have been given more reach and knockback, and some of his situational moves, such as his up tilt, have been greatly improved. Falcon's grab game has also been buffed, as his throws have less ending lag, allowing him to string together combos more reliably, much as he could before ''Brawl''. Complementing this is his newly buffed dash grab, which comes out very quickly and covers a lot of distance. Falcon also significantly benefits from the changes to two of ''Brawl'''s mechanics - [[hitstun canceling]], which is now only possible at higher percents and restored his comboing ability for lower percents, and [[chain grab]]bing, which is now impossible and was one of his biggest weaknesses in ''Brawl''. As he is a heavyweight character, Falcon also benefits from the [[rage]] mechanic, without his combos being affected. As in ''SSB'' and ''Melee'', Falcon is mainly a heavily offensive rushdown character who relies on overwhelming his opponents with rapid combos and powerful finishers. | ||
On the other hand, some of Captain Falcon's previous staple moves were nerfed; for example, his [[Knee Smash]] now has much more landing lag and can no longer autocancel from a short hop, and [[Falcon Dive]] has decreased safety due to its higher ending lag, weakening some of his possible recovery mixups. As a result, while being considered | On the other hand, some of Captain Falcon's previous staple moves were nerfed; for example, his [[Knee Smash]] now has much more landing lag and can no longer autocancel from a short hop, and [[Falcon Dive]] has decreased safety due to its higher ending lag, weakening some of his possible recovery mixups. As a result, while being considered noticeably better than in ''Brawl'' he is often still considered to be slightly inferior to his ''Melee'' incarnation. However, these nerfs are very minuscule compared to the massive buffs he received, and Captain Falcon is one of the few characters to get truly buffed in his transition from ''Brawl'' to ''SSB4''. | ||
===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 | *{{change|Captain Falcon now has a brighter color scheme overall in ''SSB4'', which matches his appearance in the ''F-Zero'' series. His racing suit and boots are now tighter, which make his model more well-defined and muscular than in ''Brawl''. His face also has more-visible dimples. He has also lost the hair from the back of his head.}} | ||
*{{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.}} | ||
*{{change|Like other characters, Falcon has more exaggerated facial expressions (albeit less noticeable due to his helmet), and clenches his teeth when performing certain attacks and during one of his victory poses. Oddly enough, however, Captain Falcon's mouth no longer moves for his voiced down and side taunts (instead grimacing with a closed mouth for his down taunt), despite his mouth being fully animated for a few of his moves and victory poses. His mouth can still be seen moving in certain circumstances, such as during the slowdown after ending a match, which may be carryover from ''Brawl''.}} | *{{change|Like other characters, Falcon has more exaggerated facial expressions (albeit less noticeable due to his helmet), and clenches his teeth when performing certain attacks and during one of his victory poses. Oddly enough, however, Captain Falcon's mouth no longer moves for his voiced down and side taunts (instead grimacing with a closed mouth for his down taunt), despite his mouth being fully animated for a few of his moves and victory poses. His mouth can still be seen moving in certain circumstances, such as during the slowdown after ending a match, which may be carryover from ''Brawl''.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Captain Falcon [[ | *{{buff|Captain Falcon [[Walking|walks]] faster (0.85 → 0.94).}} | ||
*{{buff|Captain Falcon [[ | *{{buff|Captain Falcon [[Dashing|dashes]] faster (2.18 → 2.32).}} | ||
*{{nerf|Captain Falcon's [[gravity]] is higher (0.1027 → 0.12), slightly worsening his endurance and making his jumps lower, although this is slightly mitigated by his short hops being faster.}} | |||
*{{nerf|Captain Falcon's [[air speed]] is slower (1.18 → 1.1).}} | *{{nerf|Captain Falcon's [[air speed]] is slower (1.18 → 1.1).}} | ||
*{{buff|Captain Falcon's [[air acceleration]] is faster (0. | *{{buff|Captain Falcon's [[air acceleration]] is faster (0.05 → 0.065).}} | ||
*{{buff|Captain Falcon arguably benefits the most from the changes to hitstun cancelling, as it restores his ability to perform combos, especially with and into some of his more powerful moves.}} | |||
*{{buff|Captain Falcon | *{{buff|The removal of [[chain grabbing]] improves Captain Falcon's survivability, as he is no longer vulnerable to them.}} | ||
*{{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]].}} | |||
*{{buff|The removal of [[chain grabbing]] | |||
*{{nerf| | |||
===Ground attacks=== | ===Ground attacks=== | ||
*[[ | *{{buff|[[Gentleman]] has drastically more knockback (10/0 base/50/70 scaling → 70/100) and now initiates independently of the infinite strike, making it much easier to use and allows it to be skipped upon initiating the infinite, keeping it from knocking opponents out of the infinite's reach.}} | ||
*{{change|Gentleman has increased [[Freeze frame|hitlag]] (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | |||
*{{buff|Neutral infinite has received a finisher,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA Pic of the Day: February 26, 2014]</ref> a short straight-punch.}} | |||
*{{nerf|The first hit of [[neutral attack]] and Gentleman deal less damage (3% → 2% (neutral attack), 6%/5% → 5% (Gentleman)). Gentleman also has slightly smaller hitboxes (6.2u → 6u), and its duration is shorter (4 frames → 2) due to the late hitbox being removed.}} | |||
*{{buff|[[Dash attack]]'s clean hit deals 2% more damage (8% → 10%) along with increased knockback (80/65 base/40 scaling → 90/50) and a larger hitbox (6u/4u → 6.2u/4.8u).}} | |||
*{{buff|[[Forward tilt]] now deals consistent base knockback when angled downward (0/10 → 10).}} | |||
*{{nerf|Forward tilt deals less damage when not angled and angled upward (non angled: 10%/9% → 9%/8%, angled up: 11%/10% → 10%/9%).}} | |||
*{{buff|[[Up tilt]] can now [[meteor smash]] aerial opponents if the heel is landed (colloquially referred to as the "Heel of Shame"), greatly improving its KOing and edgeguarding potential. The non-meteor smash hitbox now sends opponents at a higher trajectory (60°), improving its combo potential.}} | |||
*{{nerf|Outside of the meteor smash, up tilt's new trajectory weakens its KOing ability. It also deals 2% less damage (13% → 11%), though with its knockback compensated (50 base/80 scaling → 35/100). It also has slightly smaller hitboxes (6.5u → 6u).}} | |||
*{{buff|[[Down tilt]] now always sends opponents at a [[semi-spike]] trajectory (80°/40°/20° → 25°), allowing it to set up tech-chases and [[edgeguard]]s, and edgeguard effectively itself. It also has less ending lag (25 → 23 frames) and noticeably increased knockback (25 base/75 scaling → 38/80).}} | |||
*{{nerf|Since down tilt no longer sends opponents vertically, the move has significantly decreased combo potential. Its also has a shorter duration (5 frames → 2 frames).}} | |||
*{{buff|[[Forward smash]] has increased knockback (20 base/85 scaling → 24 base/95/83 scaling) and a longer duration (akin to ''Melee''). It also deals more damage when angled downward (18% → 20%).}} | |||
*{{change|Forward smash has slightly increased startup lag (18 → 19 frames), but with slightly less less ending lag to compensate (39 → 38 frames).}} | |||
*{{buff|[[Up smash]]'s second kick has slightly increased knockback scaling (102/103/110 → 104/106/112) and more horizontal reach (4.8u → 6u).}} | |||
*{{nerf|Up smash's first kick has less damage potential (8%/8%/11%/11% → 6%/6%/11%/11%) and slightly lowered horizontal reach (6.72u → 6u).}} | |||
*{{change|The first kick of up smash has altered knockback (80/100 set knockback/30 base/90 scaling → 120/140/20 set knockback/30 base/90 scaling) and angle (90°/100°/80°/90° → 95°/110°/80°/90°) properties.}} | |||
*{{change|[[Down smash]]'s knockback properties of its two kicks have been reversed, with the back kick now being more powerful. Their hitboxes are also now uniformly direct attacks, as opposed to the first hit's interior hitbox being indirect.}} | |||
*[ | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff| | *{{buff|[[Neutral aerial]] has slightly more knockback scaling (125 → 130).}} | ||
*{{nerf|Neutral aerial has more landing lag (9 → 12 frames), though it is still less than the non-[[L-cancel]]ed version in ''Melee''.}} | |||
*{{buff|[[Knee Smash]] is much easier to combo into at mid percents due to up aerial's trajectory and the changes to hitstun cancelling.}} | |||
*{{nerf|Knee Smash has increased ending (40 → 46 frames) and landing lag (22 → 30 frames) and can no longer [[autocancel]] in a short hop.}} | |||
*{{change|[[Back aerial]] deals less damage (14% → 13%) but now has more and consistent base knockback (20/0 → 25).}} | |||
*{{buff|Clean [[up aerial]]'s trajectory has been altered ([[Sakurai angle|361°]] → 70°), making it a much better combo move.}} | |||
*{{nerf|Up aerial's sweetspot does 2% less damage (13%/12%/12% → 11%/10%/10%), the sourspot deals 1% less damage (10% → 9%), it autocancels later (frame 22 → 24), and its new angle comes at the cost of losing its decent edgeguarding potential.}} | |||
*{{buff|[[Down aerial]]'s meteor hitbox is noticeably larger (4.5u → 5.9u) and is benefitted by the removal of meteor cancelling.}} | |||
*{{nerf|Down aerial can no longer autocancel in a short hop.}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|Dash grab covers significantly more ground, making it much easier for Captain Falcon to grab opponents. It also comes out faster (frame 11 → 9).}} | |||
*{{buff|Pivot grab comes out faster (frame 16 → 12), no longer being the slowest non-tether pivot grab in the game.}} | |||
*{{buff|Forward and down throws have less ending lag, which coupled with the changes to hitstun canceling allows them to start combos more effectively.}} | |||
*{{buff|[[Forward throw]] has significantly increased knockback (45 base/105 scaling → 55/120).}} | |||
*{{buff|[[Back throw]] has significantly increased base knockback (30 → 60), now giving it KO potential at high damages near the ledge and set-up edgeguards easier.}} | |||
*{{buff|[[Up throw]] deals more knockback (70 base/105 scaling → 80/110), allowing it to KO floaty or lightweight characters on stages with platforms or low ceilings.}} | |||
*{{nerf|[[Down throw]] deals slightly less damage (7% → 6%) and has increased knockback (75 base/34 scaling → 80/45), hindering its combo potential.}} | |||
===Special moves=== | ===Special moves=== | ||
*{{nerf|Non-reversed Falcon Punch deals slightly less damage (27% → 25%) with significantly decreased knockback (30 base/93 growth → 0 base/90 growth), now making it weaker than his fully charged forward smash. All variants also have 10 more frames of ending lag (43 → 53) which combined with the removed base knockback make the move unsafe on hit at low percents. The move also has a smaller hitbox size (5u → 4u).}} | |||
*{{buff|Falcon Punch now deals consistent damage throughout all its hitboxes. This means that the weak hitboxes (which formerly did 4% less damage) are no longer present, allowing the reversed Falcon Punch to consistantly deal 28% damage. Although the non-reversed variant has lower damage potential, it does hit more consistently now.}} | |||
*{{buff|[[Raptor Boost]] deals more damage (7% → 9%/8%), sends opponents at a highervangle (80° → 85°), and has significantly increased knockback scaling (52 → 75), making it a reliable KO move below 150%. It also no longer dashes over the edge when used on the ground. The introduction of rage also makes Raptor Boost a very powerful KO move once Falcon achieves a high enough level of rage, being able to KO middleweights around 75% due to its immense base knockback and both its different launch angle and its increase in knockback scaling on the move's transition. The move also covers more range.}} | |||
*{{nerf|Raptor Boost has more ending lag and no longer deals extra shield damage (2 → 0).}} | |||
*{{change|Aerial Raptor Boost is no longer a guaranteed meteor smash.}} | |||
*{{buff|[[Falcon Dive]] has much less startup lag and covers more distance while losing less momentum.}} | |||
*{{nerf|The removal of grab armor removes the minimal protection Falcon Dive provided, making Captain Falcon easier to be edgeguarded. The animation after successfully landing Falcon Dive also has much more ending lag (45 → 61 frames).}} | |||
*{{change|Falcon Dive has a modified animation after the attack's explosion, where Captain Falcon does a flourishing backflip before righting himself.}} | |||
*{{buff|[[Falcon Kick]] deals significantly stronger knockback (50 base/70 scaling → 60/80) when used on the ground, with the initial hitbox now KOing under 150%. Additionally, the changes to hitstun cancelling no longer allows opponents to punish Captain Falcon for landing it at low percentages if it connects with the clean or late hitboxes.}} | |||
*{{buff|[[Blue Falcon]] has larger hitboxes upon startup.}} | |||
==Update history== | ==Update history== | ||
Captain Falcon | Captain Falcon has been slightly [[nerf]]ed in most balance patches so far, mostly to his KOing 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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'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
*{{nerf|Down-angled forward smash has | *{{nerf|Down-angled forward smash's knockback has been noticeably reduced hindering its KO potential .}} | ||
*{{change|Neutral infinite has less visual whiffs.}} | *{{change|Neutral infinite has less visual whiffs.}} | ||
'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{buff|Non-angled and up-angled forward smash's knockback scalings have been minimally increased, now KOing about 1-2% sooner.}} | |||
*{{nerf|Down-angled forward smash's knockback scaling has been minimally decreased, KOing about 1-2% later.}} | |||
*{{nerf|Up aerial's knockback has been reduced while its sweetspot, sourspot and middle hitboxes all do less damage: 13%/12%/12%/10% → 11%/10%/10%/9%. This makes it a less reliable KOing option.}} | |||
*{{buff|Up aerial's reduced knockback allows it to combo up to higher percents.}} | |||
====Technical changelist 1.0.8==== | |||
{| class="wikitable sortable collapsible collapsed" style="text-align:center" | |||
! Change!!Old value!!New value | |||
|- | |||
|Forward smash knockback scaling on non-angled and up-angled variants||94|||95 | |||
|- | |||
|Forward smash knockback scaling on down-angled variant||84||83 | |||
|} | |||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{nerf|Back aerial | *{{nerf|Back aerial's damage reduced by 1%|14%|13%.}} | ||
*{{nerf| | *{{nerf|Infinite jab's horizontal displacement has been reduced|5.0u/4.8u|3.0u/2.8u.}} | ||
*{{nerf|Infinite jab's finisher's horizontal displacement has been reduced|14u|10u.}} | |||
'''{{GameIcon|ssb4}} [[1.1.1]]''' | '''{{GameIcon|ssb4}} [[1.1.1]]''' | ||
*{{buff|Wind-Up Raptor Boost deals more damage | *{{buff|Wind-Up Raptor Boost deals 1% more damage|8% ground/7% air|9%/8%.}} | ||
'''{{GameIcon|ssb4}} [[1.1.4]]''' | '''{{GameIcon|ssb4}} [[1.1.4]]''' | ||
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==Moveset== | ==Moveset== | ||
*Captain Falcon can [[wall jump]]. | *Captain Falcon can [[wall jump]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1name= | |neutral1name= | ||
|neutral2name= | |neutral2name= | ||
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|neutral3dmg=5% | |neutral3dmg=5% | ||
|neutralinfdmg=1% (loop), 2% (last) | |neutralinfdmg=1% (loop), 2% (last) | ||
|neutraldesc= | |neutraldesc=Punches twice, then [[Gentleman|knee strikes the opponent]]. Alternatively, the first two punches can be followed by a series of punches, culminating in an underhand punch that has very high base knockback. The infinite and underhand punch have deceptively high range. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname= | |ftiltname= | ||
|ftiltupdmg=10% (foot), 9% (leg) | |ftiltupdmg=10% (foot), 9% (leg) | ||
|ftiltsidedmg=9% (foot), 8% (leg) | |ftiltsidedmg=9% (foot), 8% (leg) | ||
|ftiltdowndmg=10% (foot), 9% (leg) | |ftiltdowndmg=10% (foot), 9% (leg) | ||
|ftiltdesc= | |ftiltdesc=Performs a roundhouse kick. A downward-angled kick can [[lock]]. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=11% | |utiltdmg=11% | ||
|utiltdesc= | |utiltdesc=Does an axe kick with good horizontal knockback. Can be used to continue or start combos at mid percents. It is a powerful [[meteor smash]] on aerial opponents if the heel is landed. However, it has moderate startup. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=10% | |dtiltdmg=10% | ||
|dtiltdesc= | |dtiltdesc=Does a sweep kick with [[Semi-spike|horizontal knockback]]. Great for edgeguarding due to its trajectory, but has noticeable startup. | ||
|dashname= | |dashname= | ||
|dashdmg=10% (clean), 6% (late) | |dashdmg=10% (clean), 6% (late) | ||
|dashdesc= | |dashdesc=Shoulder tackles his opponent. Grants a good boost of momentum forward, and can be used to set up an aerial attack. | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashname= | |fsmashname= | ||
|fsmashupdmg={{ChargedSmashDmgSSB4|20}} | |fsmashupdmg={{ChargedSmashDmgSSB4|20}} | ||
|fsmashsidedmg={{ChargedSmashDmgSSB4|19}} | |fsmashsidedmg={{ChargedSmashDmgSSB4|19}} | ||
|fsmashdowndmg={{ChargedSmashDmgSSB4|20}} | |fsmashdowndmg={{ChargedSmashDmgSSB4|20}} | ||
|fsmashdesc=Rears back and | |fsmashdesc=Rears back and makes a lunging burning elbow. Powerful, as it KOs between 90 - 100% on middleweights. Deceptively long horizontal range, as he leans forward during the animation. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|6}} (hit 1), {{ChargedSmashDmgSSB4|13}}/{{ChargedSmashDmgSSB4|12}} (hit 2) | |usmashdmg={{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|6}} (hit 1), {{ChargedSmashDmgSSB4|13}}/{{ChargedSmashDmgSSB4|12}} (hit 2) | ||
|usmashdesc=Performs a spinning double hop-kick. A potent move that despite its slow | |usmashdesc=Performs a spinning double hop-kick. A potent move that despite its slow start-up lag, has low ending lag and deceptive horizontal range. Its slow startup lag can also be used for surprising as well as catching opponent out of a spotdodge. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|18}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|18}} (hit 2) | ||
|dsmashdesc=Kicks forwards and then backwards. The back kick is more powerful | |dsmashdesc=Kicks forwards and then backwards. The back kick is more powerful and can KO at 116%. | ||
|nairname= | |nairname= | ||
|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 | |nairdesc=Kicks forwards twice. A decent follow-up option after a down throw. Can combo into itself or an up aerial. | ||
|fairname=[[Knee Smash]] | |fairname=[[Knee Smash]] | ||
|fairdmg=19% (clean sweetspot), 6% (clean sourspot), 3% (late) | |fairdmg=19% (clean sweetspot), 6% (clean sourspot), 3% (late) | ||
|fairdesc= | |fairdesc=Performs a knee strike that deals [[electric]] damage. It has very high knockback when sweetspotted, but is incredibly weak if sourspotted. Reliably KOs below 100% from center stage and even lower near the edge, and is the strongest forward aerial in the game. This move has relatively quick start-up, hitting on frame 14, and low ending lag. However, it has short reach, along with a very small sweetspot that lasts for only one frame, and has very high landing lag. While hard to land, it is a safe option offstage due to its low ending lag. | ||
|bairname= | |bairname= | ||
|bairdmg=13% (clean), 8% (late) | |bairdmg=13% (clean), 8% (late) | ||
|bairdesc=A quick backhanded strike. | |bairdesc=A quick backhanded strike. Functions like a [[sex kick]]. Autocancels in a [[SHFF]]. KOs at 90% near the edge when clean. Combos into a dash attack or grab at low percents. | ||
|uairname= | |uairname= | ||
|uairdmg=11%/10% (clean), 10%/9% (late) | |uairdmg=11%/10% (clean), 10%/9% (late) | ||
|uairdesc= | |uairdesc=Does a flip kick with fast start-up and good all-around range (though not directly below him). Hits on frame 6, and has decently long duration, low ending lag, minimal landing lag, and auto-cancels in a short-hop, and deals very weak base knockback. All these attributes make it an excellent combo move. Depending on percent and positioning, it combos into itself and any other aerial. At mid- to high-percents, an up aerial on a grounded opponent can combo into a down aerial meteor smash, which is deadly at the ledge, or, alternatively, it can lead into a Knee Smash, almost guaranteeing a KO. It is also a decent KOing option on its own, KOing below 150% near the upper blast line, and the late hit is a weak [[semi-spike]] that is effective against opponents with poor horizontal recoveries. Captain Falcon can also land with an up aerial after hitting an opponent with Falcon Dive, as he sustains less landing lag than the [[RCO Lag]] he would sustain otherwise. | ||
|dairname= | |dairname= | ||
|dairdmg=14% | |dairdmg=14% | ||
|dairdesc=Stomps downward. A strong meteor smash when sweetspotted at his legs, but | |dairdesc=Stomps downward. A strong meteor smash when sweetspotted at his legs, but high horizontal knockback nonetheless if sourspotted. It can notably lock floored opponents. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc=Captain Falcon's grab range is short. However, his dash grab has deceptively high range and propels him forwards a good distance. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc=Knee strikes the opponent. A fairly fast pummel. | |pummeldesc=Knee strikes the opponent. A fairly fast pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=5% (hit 1), 4% (throw) | |fthrowdmg=5% (hit 1), 4% (throw) | ||
|fthrowdesc=Punches the enemy, sending them forward. Can be followed up with a dash attack. It can also | |fthrowdesc=Punches the enemy, sending them forward. Can be followed up with a dash attack. It can also lock opponents if hit with a pivoted f-tilt at low percents for an easy smash attack or knee, but only works if the opponent misses the tech. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=5% (hit 1), 4% (throw) | |bthrowdmg=5% (hit 1), 4% (throw) | ||
|bthrowdesc=Puts the enemy behind him and kicks them backwards. Can KO at high percentages | |bthrowdesc=Puts the enemy behind him and kicks them backwards. Can KO at high percentages, starting at 150%. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=4% (hit 1), 3% (throw) | |uthrowdmg=4% (hit 1), 3% (throw) | ||
|uthrowdesc=Holds the enemy up and punches them upward with his left hand. | |uthrowdesc=Holds the enemy up and punches them upward with his left hand. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc=Swings the foe overhead and then slams them on the ground with a single arm. Can be followed up reliably with neutral air | |dthrowdesc=Swings the foe overhead and then slams them on the ground with a single arm. Can be followed up reliably with neutral air or up air. It is his only throw that consists of a single hit. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|nsdefname=Falcon Punch | |nsdefname=Falcon Punch | ||
|nsdefdmg=25% (ground), 28% (ground reverse), 22% (air), 25% (air reverse) | |nsdefdmg=25% (ground), 28% (ground reverse), 22% (air), 25% (air reverse) | ||
|nsdefdesc= | |nsdefdesc=Captain Falcon winds up and releases his iconic fiery punch. Turning around while using the move increases its power, but slightly increases its startup lag, while landing an aerial punch lowers its power. Inputting a direction (up or down) when charging Falcon Punch in the air will give a slight boost in that direction, and this also applies for custom variants. | ||
|nsc1name=Falcon Dash Punch | |nsc1name=Falcon Dash Punch | ||
|nsc1dmg=20%/16%/13%/11% (ground), 22%/18%/15%/13% (ground reverse), 17%/15%/13%/11% (air), 20%/18%/16%/14% (air reverse) | |nsc1dmg=20%/16%/13%/11% (ground), 22%/18%/15%/13% (ground reverse), 17%/15%/13%/11% (air), 20%/18%/16%/14% (air reverse) | ||
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|ssdefname=Raptor Boost | |ssdefname=Raptor Boost | ||
|ssdefdmg=9% (ground), 8% (air) | |ssdefdmg=9% (ground), 8% (air) | ||
|ssdefdesc= | |ssdefdesc=Captain Falcon dashes forward and follows up with an uppercut. Can meteor smash the opponent if below and used in the air. Grounded version KOs reliably around 110% against middleweights. | ||
|ssc1name=Heavy Raptor Boost | |ssc1name=Heavy Raptor Boost | ||
|ssc1dmg=12% (ground), 12% (air) | |ssc1dmg=12% (ground), 12% (air) | ||
|ssc1desc= More | |ssc1desc= More starting lag and travels a low distance, but has more power and super armor. | ||
|ssc2name=Wind- | |ssc2name=Wind-up Raptor Boost | ||
|ssc2dmg=9% (ground), 8% (air) | |ssc2dmg=9% (ground), 8% (air) | ||
|ssc2desc=Moves backwards a bit before dashing forward. The charge is faster and the move has negligible endlag in the air, but the resultant animation increases its startup lag and reduces its travel distance, while the move is additionally weaker. Can be used for mindgames. | |ssc2desc=Moves backwards a bit before dashing forward. The charge is faster and the move has negligible endlag in the air, but the resultant animation increases its startup lag and reduces its travel distance, while the move is additionally weaker. Can be used for mindgames. | ||
|usdefname=Falcon Dive | |usdefname=Falcon Dive | ||
|usdefdmg=5% (hit 1), 12% (throw) | |usdefdmg=5% (hit 1), 12% (throw) | ||
|usdefdesc= | |usdefdesc=Captain Falcon attempts to grab an opponent, finishing with an explosion. If successful, he will cry "YES!!!". Does a harmless flip if the attack fails. | ||
|usc1name=Falcon Strike | |usc1name=Falcon Strike | ||
|usc1dmg=8% | |usc1dmg=8% | ||
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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= | |dsdefdesc=Captain Falcon bursts forward with a flaming high-speed kick. If used in the air, Captain Falcon will plunge down at a diagonal angle. Grounded version KOs around 120% if opponent is hit at the beginning of the move. | ||
|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) | ||
|dsc2desc=A | |dsc2desc=A fast kick that is much weaker and takes slightly longer to charge, but goes right through opponents. Using it in midair stalls Captain Falcon when the move completes. The landing hit [[paralyze]]s opponents. | ||
|fsname=Blue Falcon | |fsname=Blue Falcon | ||
|fsdmg=10% (hit 1), 20% (hit 2), 10% (throw) | |fsdmg=10% (hit 1), 20% (hit 2), 10% (throw) | ||
|fsdesc= | |fsdesc=Captain Falcon calls in the Blue Falcon, which crashes through the stage in front of Captain Falcon. Whoever it hits when it first appears will be hit by the rest of the move. Characters who are not hit will stay in place until the end of the smash. A short cutscene appears, and the opponents are run over and sent flying. Like certain other Final Smashes, if no one is hit when the Blue Falcon appears, then the attack fails. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|set10=3111 | |set10=3111 | ||
}} | }} | ||
=== | ===Notable players=== | ||
<!-- | ====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}} - 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 38th 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|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}} and {{Sm|dyr}}. | |||
*{{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|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|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 Michigan. Ranked 10th on the [[Michigan Power Rankings]]. | |||
*{{Sm|Souther|Japan}} - Currently ranked 122nd on the [[JAPAN Power Rankings]]. | |||
*{{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]]. | |||
*{{Sm| | ====Inactive==== | ||
*{{Sm| | *{{Sm|Acid|USA}} - Notably beat Fatality in Captain Falcon dittos at [[Tipped Off 11]]. | ||
*{{Sm| | *{{Sm|Demitus|USA}} - Was ranked 7th on the [[Chicago Smash 4 Power Rankings]]. He stopped playing Falcon in 2016. | ||
*{{Sm| | *{{Sm|Glutonny|France}} - Has mostly dropped this character. | ||
*{{Sm| | *{{Sm|GrimTurtle|USA}} - Switched mains to {{SSB4|Bayonetta}} and {{SSB4|Fox}}. | ||
*{{Sm| | *{{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|SilentSpectre|USA}} | |||
*{{Sm|Tearbear|USA}} - Formerly ranked 18th on the [[SoCal Smash 4 Power Rankings]]. Has wins over {{Sm|Larry Lurr}}, {{Sm|VoiD}}, and {{Sm|FOW}}. Has since switched mains to {{SSB4|Marth}}. | |||
*{{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== | ||
:'''Captain Falcon''' | |||
| | ::{{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!'' | ||
::{{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 games|console1=SNES|game1=F-Zero (08/1991)|console2=GCN|game2=F-Zero GX (08/2003)}} | ||
| | :'''Captain Falcon (Alt.)''' | ||
::{{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.'' | |||
::{{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 hem miles!'' | |||
{{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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{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[ | |colspan=8|[[Image:Captain Falcon Palette (SSB4).png|link=Palette swap (SSB4)#Captain Falcon]] | ||
|- | |- | ||
|{{Head|Captain Falcon|g=SSB4|s=50px}} | |{{Head|Captain Falcon|g=SSB4|s=50px}} | ||
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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]]. | ||
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. | ||
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==Trivia== | ==Trivia== | ||
*The lines bordering Captain Falcon's "eyes" change depending on the costume used. | *The lines bordering Captain Falcon's "eyes" change depending on the costume used. | ||
*Of all the veterans that have appeared in and retain their voice clips from ''Brawl'', Captain Falcon | *Of all the veterans that have appeared in and retain their voice clips from ''Brawl'', Captain Falcon and {{SSB4|Ganondorf}} are the only ones to not make use of knockback sound clips that weren't used in-game in ''Brawl'' despite having them. | ||
*Captain Falcon, {{SSB4|Yoshi}}, and {{SSB4|Jigglypuff}} are the only characters who have voice clips that have been used in all | *Captain Falcon, {{SSB4|Yoshi}}, and {{SSB4|Jigglypuff}} are the only characters who have voice clips that have been used in all four ''Super Smash Bros.'' installments. | ||
*{{for3ds}} is the only game where {{SSB4|Ness}} and Captain Falcon do not have the same [[Unlockable character|availability]]. | *{{for3ds}} is the only game where {{SSB4|Ness}} and Captain Falcon do not have the same [[Unlockable character|availability]]. | ||
{{SSB4Characters}} | {{SSB4Characters}} | ||
{{F-Zero universe}} | {{F-Zero universe}} | ||
[[Category:Captain Falcon (SSB4) | [[Category:Characters (SSB4)]] | ||
[[Category:Captain Falcon (SSB4)]] | |||
[[Category:F-Zero universe]] | |||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||
[[Category:Trophies (SSB4-Wii U)]] | [[Category:Trophies (SSB4-Wii U)]] | ||