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{{Disambig2|Captain Falcon's appearance in ''Super Smash Bros. Melee''|the character in other contexts | {{Disambig2|Captain Falcon's appearance in ''Super Smash Bros. Melee''|the character in other contexts, see [[Captain Falcon]]; for information on Captain Falcon's [[clone]]|Ganondorf (SSBM)}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Captain Falcon | |name = Captain Falcon | ||
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|ssbgame4 = SSBU | |ssbgame4 = SSBU | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = | |tier = B | ||
|tierPAL = C | |tierPAL = C | ||
|ranking = | |ranking = 8 | ||
|rankingPAL = 7 | |rankingPAL = 7 | ||
}} | }} | ||
Announced at [[E3]] 2001, '''Captain Falcon''' ({{ja|キャプテン・ファルコン|Kyaputen Farukon}}, ''Captain Falcon''), shortened as '''C. Falcon''' on the [[victory screen]] and [[character select screen]] is a [[starter character]] in ''[[Super Smash Bros. Melee]]''. | |||
{{s|wikipedia|Ryō Horikawa}} reprises his role as Captain Falcon in ''Melee'', albeit via recycled voice clips from ''[[Super Smash Bros. 64]]'', but slightly more low pitched. | |||
Captain Falcon currently ranks 8th out of 26 on the ''Melee'' [[tier list]], in the B tier. While this is considered to be a minor drop compared to his previous placement in ''Smash 64'', where he was ranked 3rd out of 12, he still ranks rather high likewise in the ''Smash 64'' tier list because he retains his incredible comboing abilities; he has a fast falling speed and air speed, and the single fastest dash speed of all characters, giving him one of the best [[SHFFL]]s in the game. This also makes him the highest ranked of the [[heavyweight]]s. His fast falling speed and heavyweight status make him the most resistant character to vertical KOs. His speed, fast rolls, and [[Raptor Boost]] enable an excellent dodging and tech-chasing game. Falcon also has multiple quick KO moves, most notably his [[Knee Smash]], forward smash, and down aerial, all of which can be powerful combo finishers. Against other high- and top-tier opponents, however, Falcon is susceptible to [[chain grab]]s and combos due to his high [[falling speed]]. He is also prone to edgeguarding, since he has a predictable recovery that, like in ''Smash 64'', cannot grab ledge-hanging enemies. Falcon lacks a projectile, impairing his approach in some matchups, while most of his attacks have long startup and lack extended hitbox duration, making his approaches very committal in general. As such, Falcon is considered to have one of the most inconsistent neutral games among the higher tier characters. Regardless of his weaknesses, Captain Falcon still has an impressive number of winning matchups, including six that are near-unloseable. | |||
Captain Falcon currently ranks | |||
==Attributes== | ==Attributes== | ||
Captain Falcon is arguably the fastest character in the game. He has the single fastest dash speed, the second fastest falling speed (behind Falco), and one of the fastest lateral air speeds in the game. These traits, coupled with his high traction, good jumping prowess, the ability to wall jump, and the longest dash dance (because of his many dash initiation frames) give Captain Falcon great approach options, a short but quick wavedash, and the best [[moonwalk]] in the game. | Captain Falcon is arguably the fastest character in the game. He has the single fastest dash speed, the second fastest falling speed (behind Falco), and one of the fastest lateral air speeds in the game. These traits, coupled with his high traction, good jumping prowess, the ability to wall jump, and the longest dash dance (because of his many dash initiation frames) give Captain Falcon great approach options, a short but quick wavedash, and the best [[moonwalk]] in the game. | ||
Despite lacking a projectile, Captain Falcon's attacks and speediness enable great approach options to KO and combo reliably and efficiently. Many of Falcon's attacks have fairly long startup, but they deal incredible damage and knockback, have great range, and have little ending lag. His low short-hop, very fast falling speed, and aerials that reliably chain into one another makes for an excellent [[SHFFL]], giving him a great damage rate and a multitude of approaches and combo finishers. | Despite lacking a projectile, Captain Falcon's attacks and speediness enable great approach options to KO and combo reliably and efficiently. Many of Falcon's attacks have fairly long startup, but they deal incredible damage and knockback, have great range, and have little ending lag. His low short-hop, very fast falling speed, and aerials that reliably chain into one another makes for an excellent [[SHFFL]], giving him a great damage rate and a multitude of approaches and combo finishers. | ||
His aerials are fast and powerful and allow for many approach and KO options. The second hit of his neutral aerial has sex kick properties and can be SHFFLed very easily. His forward aerial, the ([[Knee Smash]]), is arguably Captain Falcon's best move. It can chain into one another through a series of well-timed sweetspots and sourspots, dealing high damage with little startup and KOing at damage percentages as low as 60%. It can be a combo starter and finisher. His back aerial is a quick and powerful backhand punch that is useful for edgeguarding. His up aerial is a high-reaching, strong bicycle kick with very fast startup (5 frames), and can be used for edgeguarding or as an out-of-shield option. His down aerial is the fourth most powerful meteor smash in the game. It has minor startup, high [[hitstun]], and can chain itself into another down air by SHFFLing. If the down aerial hits above Captain Falcon's waist, then it acts as the most powerful spike in the game, though landing this sweetspot requires good spacing and timing. | His aerials are fast and powerful and allow for many approach and KO options. The second hit of his neutral aerial has sex kick properties and can be SHFFLed very easily. His forward aerial, the ([[Knee Smash]]), is arguably Captain Falcon's best move. It can chain into one another through a series of well-timed sweetspots and sourspots, dealing high damage with little startup and KOing at damage percentages as low as 60%. It can be a combo starter and finisher. His back aerial is a quick and powerful backhand punch that is useful for edgeguarding. His up aerial is a high-reaching, strong bicycle kick with very fast startup (5 frames), and can be used for edgeguarding or as an out-of-shield option. His down aerial is the fourth most powerful meteor smash in the game. It has minor startup, high [[hitstun]], and can chain itself into another down air by SHFFLing. If the down aerial hits above Captain Falcon's waist, then it acts as the most powerful spike in the game, though landing this sweetspot requires good spacing and timing. | ||
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In the transition from ''Smash 64'' to ''Melee'', Captain Falcon gained a mix of buffs and nerfs. His recovery has seen multiple improvements due to his higher air speed, [[Falcon Kick]] giving him his double jump back and [[Falcon Dive]] covering more distance. He also benefits from the fact that jumps carry over momentum from a dash moreso than any other character greatly improving his aerial approach. His forward aerial is now his [[Knee smash]] which has excellent KO potential and combo ability which along with the previous change, now gives him an extremely powerful and deadly approach option and combo ender. Captain Falcon's horizontal movement is better than ever due to multiple universal changes giving him access to new movement options such as more flexible [[dash-dancing]], [[wavedashing]] and [[moonwalking]]. Captain Falcon has also gained strong [[tech-chasing]] potential due to both the universally increased falling speeds and his new up throw, down throw and his new side special [[Raptor Boost]] which also acts as a solid combo starter. Lastly, many of his attacks have reduced ending lag and some of his attacks also have increased KO power (such as forward smash, down smash and the aforementioned Knee smash). | In the transition from ''Smash 64'' to ''Melee'', Captain Falcon gained a mix of buffs and nerfs. His recovery has seen multiple improvements due to his higher air speed, [[Falcon Kick]] giving him his double jump back and [[Falcon Dive]] covering more distance. He also benefits from the fact that jumps carry over momentum from a dash moreso than any other character greatly improving his aerial approach. His forward aerial is now his [[Knee smash]] which has excellent KO potential and combo ability which along with the previous change, now gives him an extremely powerful and deadly approach option and combo ender. Captain Falcon's horizontal movement is better than ever due to multiple universal changes giving him access to new movement options such as more flexible [[dash-dancing]], [[wavedashing]] and [[moonwalking]]. Captain Falcon has also gained strong [[tech-chasing]] potential due to both the universally increased falling speeds and his new up throw, down throw and his new side special [[Raptor Boost]] which also acts as a solid combo starter. Lastly, many of his attacks have reduced ending lag and some of his attacks also have increased KO power (such as forward smash, down smash and the aforementioned Knee smash). | ||
Falcon has also received some significant nerfs however. While he has more movement options and better aerial mobility, his dash speed (while still the fastest) has been decreased especially relative to the cast. His up aerial is no longer an extremely powerful juggling tool due to its clean hit now launching opponents horizontally (although it is still one of his best moves) and its late hit has drastically reduced power no longer being a strong KO move. His throws are also less reliable at comboing (although he now has the potential to [[chain grab]] or [[tech chase]] his opponents out of his down throw) while his back throw has much lower KO potential. His combo game in general is less consistent and effective due to both the introduction of [[DI]] and the fact that some of his other moves having reduced combo potential (such as up smash and down aerial which also have drastically increased startup lag) and are less reliable as his up smash no longer consists of one hit and down aerial can now be meteor-cancelled. A decent amount of Captain Falcon's moves have increased startup lag (such as his smash attacks and aerials) and while some of his attacks have increased KO potential, others have reduced KO power (such as his afforementioned back throw and his aerials besides his forward and down aerials). Captain Falcon also suffers from the changes to [[shield]]s as while he is less vulnerable to shield pressure, his moveset is less safe on shield with multiple moves (such as his up tilt, landing aerials and [[Falcon Punch]] which previous gave him frame advantage against shield) now becoming punishable and his own out of shield options are worse due to his slower and altered aerials making his out of shield game a bigger weakness than it was before. Lastly, his specials are worse in various ways. [[Falcon Punch]] is weaker and slower giving it less combo potential, Falcon Dive is considerably weaker and has seen other non-beneficial changes and Falcon Kick now decays over time making it less effective from afar. | Falcon has also received some significant nerfs however. While he has more movement options and better aerial mobility, his dash speed (while still the fastest) has been decreased especially relative to the cast. His up aerial is no longer an extremely powerful juggling tool due to its clean hit now launching opponents horizontally (although it is still one of his best moves) and its late hit has drastically reduced power no longer being a strong KO move. His throws are also less reliable at comboing (although he now has the potential to [[chain grab]] or [[tech chase]] his opponents out of his down throw) while his back throw has much lower KO potential. His combo game in general is less consistent and effective due to both the introduction of [[DI]] and the fact that some of his other moves having reduced combo potential (such as up smash and down aerial which also have drastically increased startup lag) and are less reliable as his up smash no longer consists of one hit and down aerial can now be meteor-cancelled. A decent amount of Captain Falcon's moves have increased startup lag (such as his smash attacks and aerials) and while some of his attacks have increased KO potential, others have reduced KO power (such as his afforementioned back throw and his aerials besides his forward and down aerials). Captain Falcon also suffers from the changes to [[shield]]s as while he is less vulnerable to shield pressure, his moveset is less safe on shield with multiple moves (such as his up tilt, landing aerials and [[Falcon Punch]] which previous gave him frame advantage against shield) now becoming punishable and his own out of shield options are worse due to his slower and altered aerials making his out of shield game a bigger weakness than it was before. Lastly, his specials are worse in various ways. [[Falcon Punch]] is weaker and slower giving it less combo potential, Falcon Dive is considerably weaker and has seen other non-beneficial changes and Falcon Kick now decays over time making it less effective from afar. | ||
Overall, Captain Falcon has a less consistent combo and punish game along with having many moves with increased startup lag and reduced KO power. Despite this, the few reliable KO moves he has are extremely effective and he still possesses a solid combo and punish game. Additionally, most of his moves which were nerfed in some ways were buffed in other ways and he has benefitted from numerous changes to ''Melee''{{'}}s mechanics which have made his excellent movement speed an even bigger advantage/threat. Nevertheless, Captain Falcon remains one of the stronger characters in the game and has still seen a fair amount of success in tournaments. | Overall, Captain Falcon has a less consistent combo and punish game along with having many moves with increased startup lag and reduced KO power. Despite this, the few reliable KO moves he has are extremely effective and he still possesses a solid combo and punish game. Additionally, most of his moves which were nerfed in some ways were buffed in other ways and he has benefitted from numerous changes to ''Melee''{{'}}s mechanics which have made his excellent movement speed an even bigger advantage/threat. Nevertheless, Captain Falcon remains one of the stronger characters in the game and has still seen a fair amount of success in tournaments. | ||
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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|The graphical upgrades of the Nintendo GameCube give Captain Falcon a more proportionate build. He is slightly more muscular and has a bluish gray racing suit. His visor is also slightly more translucent.}} | *{{change|The graphical upgrades of the Nintendo GameCube give Captain Falcon a more proportionate build. He is slightly more muscular and has a bluish gray racing suit. His visor is also slightly more translucent.}} | ||
*{{change|Captain Falcon has a new [[idle pose]] along with his one from ''Smash 64'', which was also altered.}} | *{{change|Captain Falcon has a new [[idle pose]] along with his one from ''Smash 64'', which was also altered.}} | ||
*{{change|Captain Falcon has new and higher quality voice samples, though he is still voiced by Ryō Horikawa.}} | *{{change|Captain Falcon has new and higher quality voice samples, though he is still voiced by Ryō Horikawa.}} | ||
*{{change|Captain Falcon’s default color is now dark blue instead of purple.}} | *{{change|Captain Falcon’s default color is now dark blue instead of purple.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{nerf|Captain Falcon [[walk]]s | *{{nerf|Captain Falcon [[walk]]s slower (0.32 → 0.85).}} | ||
*{{ | *{{buff|Captain Falcon [[dash]]es slightly faster (75 → 2.3).}} | ||
*{{nerf|Captain Falcon's initial dash is noticeably slower (80 → 2), although it is now the fastest in the game.}} | |||
*{{buff|Captain Falcon's [[ | **{{buff|Despite this, Captain Falcon's initial dash covers much more distance.}} | ||
*{{buff|Captain Falcon's [[air speed]] is faster | *{{nerf|Captain Falcon is [[weight|lighter]] (108 → 104), hindering his endurance.}} | ||
*{{ | *{{buff|Captain Falcon's [[air speed]] is much faster (31 → 1.12). Captain Falcon also greatly benefits from the fact that [[jump]]s now carry momentum from a dash noticeably improving his aerial approach.}} | ||
*{{buff|''Melee''{{'}}s more lenient window for [[dash-dancing]] combined with the addition of [[moonwalking]] and [[air dodging]] has given Captain Falcon more/superior movement options.}} | |||
*{{change|Captain Falcon [[Falling speed|falls]] much faster (66 → 2.9), which combined with his high weight, gives him the best vertical endurance in ''Melee'', ousting Donkey Kong (who has the second highest vertical endurance). However, this does make him more susceptible to combos.}} | |||
*{{change|Captain Falcon [[Falling speed|falls]] | *{{change|Captain Falcon's [[gravity]] is higher (3.4 → 0.13) having the same benefits and drawbacks as his higher falling speed but also reducing the height of his jumps.}} | ||
**{{nerf|As a result, his [[double jump]] is noticeably lower.}} | |||
*{{nerf| | |||
*{{buff|Captain Falcon's [[roll]]s have less ending lag (FAF 42 → 32).}} | *{{buff|Captain Falcon's [[roll]]s have less ending lag (FAF 42 → 32).}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|The first hit of neutral attack has less startup (frame 5 → 3) and ending lag (FAF 21 → 16).}} | **{{buff|The first hit of neutral attack has less startup (frame 5 → 3) and ending lag (FAF 21 → 16).}} | ||
**{{nerf|The first hit of neutral attack deals less damage (3% → 2%) and has a shorter duration (frames 5-8 → 3-5).}} | **{{nerf|The first hit of neutral attack deals less damage (3% → 2%) and has a shorter duration (frames 5-8 → 3-5).}} | ||
**{{buff|The second hit has less ending lag (FAF 20 → 19).}} | **{{buff|The second hit has less ending lag (FAF 20 → 19).}} | ||
**{{nerf|The second hit has more startup lag with a shorter duration (frames 4-7 → 5-7).}} | **{{nerf|The second hit has more startup lag with a shorter duration (frames 4-7 → 5-7).}} | ||
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**{{nerf|Forward tilt deals less damage (15% (up)/14% (mid up)/13% (non angled)/12% (mid down)/11% (down) → 12% (up sweetspot)/11% (up sourspot/non angled/down sweetspot)/10% (down sourspot)) and its base knockback was not fully compensated (6 → 10).}} | **{{nerf|Forward tilt deals less damage (15% (up)/14% (mid up)/13% (non angled)/12% (mid down)/11% (down) → 12% (up sweetspot)/11% (up sourspot/non angled/down sweetspot)/10% (down sourspot)) and its base knockback was not fully compensated (6 → 10).}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{nerf|Up tilt only hits once which in turn:}} | **{{nerf|Up tilt only hits once which in turn:}} | ||
***{{nerf|Increases its startup lag and shortens its duration (frames 8-17 (hit 1)/18-23 (hit 2) → 17-21).}} | ***{{nerf|Increases its startup lag and shortens its duration (frames 8-17 (hit 1)/18-23 (hit 2) → 17-21).}} | ||
***{{nerf|Makes it deal 10% less damage (9% (hit 1)/14% (hit 2)/23% (total) → 13%).}} | ***{{nerf|Makes it deal 10% less damage (9% (hit 1)/14% (hit 2)/23% (total) → 13%).}} | ||
***{{buff|However, this also removes the chances of Falcon's opponents being able to SDI out of the stronger hit.}} | ***{{buff|However, this also removes the chances of Falcon's opponents being able to SDI out of the stronger hit.}} | ||
**{{nerf|Up tilt has altered knockback compared to the previous second hit (20 (base), 100 (scaling) → 50/80) which along with its lower damage, makes it weaker overall.}} | **{{nerf|Up tilt has altered knockback compared to the previous second hit (20 (base), 100 (scaling) → 50/80) which along with its lower damage, makes it weaker overall.}} | ||
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**{{buff|Captain Falcon has a new down tilt: a leg sweep. It has significantly more combo ability than the previous down tilt due to sending opponents at a more vertical angle (30° → 80°/70°/60°).}} | **{{buff|Captain Falcon has a new down tilt: a leg sweep. It has significantly more combo ability than the previous down tilt due to sending opponents at a more vertical angle (30° → 80°/70°/60°).}} | ||
***{{nerf|This new angle however has greatly hindered down tilt's edgeguarding potential.}} | ***{{nerf|This new angle however has greatly hindered down tilt's edgeguarding potential.}} | ||
**{{buff|Down tilt deals more damage (11% → 12%) with its knockback scaling compensated (80 → 75).}} | **{{buff|Down tilt deals more damage (11% → 12%) with its knockback scaling compensated (80 → 75).}} | ||
**{{buff|Down tilt has more range.}} | **{{buff|Down tilt has more range.}} | ||
**{{nerf|Down tilt has more startup lag with a shorter duration (frames 8-15 → 10-15) and has more ending lag (FAF 31 → 35).}} | **{{nerf|Down tilt has more startup lag with a shorter duration (frames 8-15 → 10-15) and has more ending lag (FAF 31 → 35).}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack has a shorter total duration (FAF 41 → 38).}} | **{{buff|Dash attack has a shorter total duration (FAF 41 → 38).}} | ||
**{{nerf|Dash attack has a shorter duration (frames 7-10 (clean)/11-26 (late) → 7-9/10-16) and its total duration was not fully compensated giving it more ending lag.}} | **{{nerf|Dash attack has a shorter duration (frames 7-10 (clean)/11-26 (late) → 7-9/10-16) and its total duration was not fully compensated giving it more ending lag.}} | ||
**{{nerf|Dash attack deals less damage (12% (clean), 9% (late) → 10%/7%) and its clean hit's knockback was not fully compensated (0 (base), 100 (scaling) → 22/90).}} | **{{nerf|Dash attack deals less damage (12% (clean), 9% (late) → 10%/7%) and its clean hit's knockback was not fully compensated (0 (base), 100 (scaling) → 22/90).}} | ||
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*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{nerf|Captain Falcon has a new forward smash: an advancing elbow thrust in a single move. It has slightly less reach and slightly more start-up lag with a shorter duration compared to the previous forward smash (frames 16-23 → 18-21).}} | **{{nerf|Captain Falcon has a new forward smash: an advancing elbow thrust in a single move. It has slightly less reach and slightly more start-up lag with a shorter duration compared to the previous forward smash (frames 16-23 → 18-21).}} | ||
**{{buff|New forward smash deals more damage (19%/18%/17% → 21%/20%/19%), and has increased base knockback (20 → 24) improving its KO potential and now being the 3rd most powerful forward smash in ''Melee''.}} | **{{buff|New forward smash deals more damage (19%/18%/17% → 21%/20%/19%), and has increased base knockback (20 → 24) improving its KO potential and now being the 3rd most powerful forward smash in ''Melee''.}} | ||
**{{buff|Forward smash has less ending lag (FAF 62 → 60).}} | **{{buff|Forward smash has less ending lag (FAF 62 → 60).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Captain Falcon has a new up smash: a jumping-spinning double kick aimed vertically upward. Its first kick has low knockback to connect into the second kick and the second kick has significantly more knockback (90 (base), 40 (scaling) → 25/(128/126/110), no longer making it the weakest up smash, now being the 7th most powerful up smash in ''Melee'' if both kicks connect.}} | **{{buff|Captain Falcon has a new up smash: a jumping-spinning double kick aimed vertically upward. Its first kick has low knockback to connect into the second kick and the second kick has significantly more knockback (90 (base), 40 (scaling) → 25/(128/126/110), no longer making it the weakest up smash, now being the 7th most powerful up smash in ''Melee'' if both kicks connect.}} | ||
**{{buff|Up smash has less ending lag (FAF 46 → 40) with the move now only having 11 frames of cooldown (as opposed to 35).}} | **{{buff|Up smash has less ending lag (FAF 46 → 40) with the move now only having 11 frames of cooldown (as opposed to 35).}} | ||
**{{buff|Due to having two hits, up smash's maximum damage output is much higher (17% → 26%).}} | **{{buff|Due to having two hits, up smash's maximum damage output is much higher (17% → 26%).}} | ||
**{{nerf|Up smash is much less reliable due to now consisting of two hits.}} | **{{nerf|Up smash is much less reliable due to now consisting of two hits.}} | ||
***{{nerf|This combined with the introduction of [[DI]], the reduction of hitstun and the move's altered knockback has prevented the move from comboing reliably despite its much lower ending lag.}} | ***{{nerf|This combined with the introduction of [[DI]], the reduction of hitstun and the move's altered knockback has prevented the move from comboing reliably despite its much lower ending lag.}} | ||
**{{nerf|Up smash has drastically higher startup lag (frame 4 → 21) going from the fastest up smash to one of the slowest.}} | **{{nerf|Up smash has drastically higher startup lag (frame 4 → 21) going from the fastest up smash to one of the slowest.}} | ||
***{{nerf|It also has a shorter duration overall (frames 4-11 → 21-23 (hit 1)/27-28 (hit 2)).}} | ***{{nerf|It also has a shorter duration overall (frames 4-11 → 21-23 (hit 1)/27-28 (hit 2)).}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Captain Falcon has a new down smash: a fast swinging kick that hits forwards with an inward punt and backwards with a back thrusting kick. It has more horizontal and much more vertical [[range]].}} | **{{buff|Captain Falcon has a new down smash: a fast swinging kick that hits forwards with an inward punt and backwards with a back thrusting kick. It has more horizontal and much more vertical [[range]].}} | ||
**{{buff|Down smash launches opponents horizontally (60° → 361°) and it deals more damage (16% (front), 14% (back) → 18%/16%). The front hit has higher base knockback while the back hit's base knockback was not fully compensated (25 → 30 (front)/20 (back)). Altogether, these changes significantly improve its KO potential.}} | **{{buff|Down smash launches opponents horizontally (60° → 361°) and it deals more damage (16% (front), 14% (back) → 18%/16%). The front hit has higher base knockback while the back hit's base knockback was not fully compensated (25 → 30 (front)/20 (back)). Altogether, these changes significantly improve its KO potential.}} | ||
**{{buff|Down smash has less ending lag (FAF 48 → 45) with the move now only having 12 frames of cooldown (as opposed to 25).}} | **{{buff|Down smash has less ending lag (FAF 48 → 45) with the move now only having 12 frames of cooldown (as opposed to 25).}} | ||
**{{nerf|Down smash has more startup lag and the first hit has a shorter duration (frames 8-12 (front), 19-22 (back) → 19-22/29-32).}} | **{{nerf|Down smash has more startup lag and the first hit has a shorter duration (frames 8-12 (front), 19-22 (back) → 19-22/29-32).}} | ||
**{{nerf|Down smash can no longer hit characters hanging on [[ledge]]s due to its higher hitboxes.}} | **{{nerf|Down smash can no longer hit characters hanging on [[ledge]]s due to its higher hitboxes.}} | ||
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*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{change|Captain Falcon's previous forward aerial is now his neutral aerial. It has an altered animation where Falcon kicks with his right leg first, then left leg all while turning to his right, as opposed to the other way around (with right leg first and left leg last). It is also angled more diagonally upwards.}} | **{{change|Captain Falcon's previous forward aerial is now his neutral aerial. It has an altered animation where Falcon kicks with his right leg first, then left leg all while turning to his right, as opposed to the other way around (with right leg first and left leg last). It is also angled more diagonally upwards.}} | ||
**{{change|The first hit of neutral aerial has set knockback and launches opponents vertically (361° → 82°/78°/74°).}} | **{{change|The first hit of neutral aerial has set knockback and launches opponents vertically (361° → 82°/78°/74°).}} | ||
**{{buff|Neutral aerial has less ending lag (FAF 50 → 45).}} | **{{buff|Neutral aerial has less ending lag (FAF 50 → 45).}} | ||
**{{nerf|Neutral aerial is far less reliable due to its multi hit properties.}} | **{{nerf|Neutral aerial is far less reliable due to its multi hit properties.}} | ||
**{{nerf|Neutral aerial has smaller hitboxes.}} | **{{nerf|Neutral aerial has smaller hitboxes.}} | ||
**{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 4-7 (clean)/8-27 (late) → 7-12 (hit 1)/20-29 (hit 2)).}} | **{{nerf|Neutral aerial has more startup lag with a shorter duration (frames 4-7 (clean)/8-27 (late) → 7-12 (hit 1)/20-29 (hit 2)).}} | ||
**{{nerf|Neutral aerial deals less damage (16% (clean)/13% (late) → 6% (hit 1)/7% (hit 2)/12% (total)) and the second hit's base knockback was not fully compensated (20 → 40) significantly hindering its KO potential (no longer being one of the strongest neutral aerials).}} | **{{nerf|Neutral aerial deals less damage (16% (clean)/13% (late) → 6% (hit 1)/7% (hit 2)/12% (total)) and the second hit's base knockback was not fully compensated (20 → 40) significantly hindering its KO potential (no longer being one of the strongest neutral aerials).}} | ||
***{{buff|These changes however give neutral aerial much more combo potential.}} | ***{{buff|These changes however give neutral aerial much more combo potential.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Captain Falcon has a new forward aerial: an [[electric]] knee thrust known as the [[Knee Smash]]. Its clean hit deals significantly higher damage (12% → 18%) and knockback compared to the previous second hit (20 (base), 80 (scaling) → 24/100) making it a drastically stronger KO move.}} | **{{buff|Captain Falcon has a new forward aerial: an [[electric]] knee thrust known as the [[Knee Smash]]. Its clean hit deals significantly higher damage (12% → 18%) and knockback compared to the previous second hit (20 (base), 80 (scaling) → 24/100) making it a drastically stronger KO move.}} | ||
**{{buff|Forward aerial is overall a more reliable move due to only consisting of one hit.}} | **{{buff|Forward aerial is overall a more reliable move due to only consisting of one hit.}} | ||
**{{buff|Forward aerial has less ending lag (FAF 45 → 36).}} | **{{buff|Forward aerial has less ending lag (FAF 45 → 36).}} | ||
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*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial has less ending lag (FAF 35 → 29) and auto-cancels earlier (frame 28 → 21).}} | **{{buff|Back aerial has less ending lag (FAF 35 → 29) and auto-cancels earlier (frame 28 → 21).}} | ||
**{{change|Back aerial has received a late hit after its first four frames which deals significantly less damage (16% → 8%) with only a slight increase to its base knockback on its sweetspot (10 → 20) while its sourspots have less base knockback (10 → 0).}} | **{{change|Back aerial has received a late hit after its first four frames which deals significantly less damage (16% → 8%) with only a slight increase to its base knockback on its sweetspot (10 → 20) while its sourspots have less base knockback (10 → 0).}} | ||
***{{nerf|This drastically hinders its KO potential and makes it more susceptible to punishment.}} | ***{{nerf|This drastically hinders its KO potential and makes it more susceptible to punishment.}} | ||
***{{buff|However, this also significantly improves its combo potential at higher percents when combined with its decreased ending lag.}} | ***{{buff|However, this also significantly improves its combo potential at higher percents when combined with its decreased ending lag.}} | ||
**{{nerf|Back aerial has more startup lag with a shorter duration (frames 7-18 → 10-18).}} | **{{nerf|Back aerial has more startup lag with a shorter duration (frames 7-18 → 10-18).}} | ||
**{{nerf|Back aerial's clean hit deals less damage (16% → 14%). Its sweetspot's base knockback was not fully compensated (10 → 20) | **{{nerf|Back aerial's clean hit deals less damage (16% → 14%). Its sweetspot's base knockback was not fully compensated (10 → 20) and it now has sourspots with less base knockback (10 → 0).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has less ending lag (FAF 34 → 30).}} | **{{buff|Up aerial has less ending lag (FAF 34 → 30).}} | ||
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**{{nerf|Up aerial has more startup lag with a shorter duration (frames 5-13 → 6-13).}} | **{{nerf|Up aerial has more startup lag with a shorter duration (frames 5-13 → 6-13).}} | ||
**{{nerf|Up aerial has less vertical range.}} | **{{nerf|Up aerial has less vertical range.}} | ||
**{{nerf|Up aerial no longer deals consistent damage (16% → 13%/12% (clean)/10%/8% (late)) and the late hit deals less knockback (10 (base), 100 (scaling) → 8/6 (base), 80 (scaling)).}} | **{{nerf|Up aerial no longer deals consistent damage (16% → 13%/12% (clean)/10%/8% (late)) and the late hit deals less knockback (10 (base), 100 (scaling) → 8/6 (base), 80 (scaling)).}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial has less ending lag (FAF 40 → 38).}} | **{{buff|Down aerial has less ending lag (FAF 40 → 38).}} | ||
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**{{buff|Down smash deals more damage (14% → 16%) and has higher base knockback (0 → 40) significantly improving its KO potential as well as the sweetspot's edgeguarding potential (being the fourth most powerful [[meteor smash]] in ''Melee'').}} | **{{buff|Down smash deals more damage (14% → 16%) and has higher base knockback (0 → 40) significantly improving its KO potential as well as the sweetspot's edgeguarding potential (being the fourth most powerful [[meteor smash]] in ''Melee'').}} | ||
**{{nerf|As with all meteor smashes from returning veterans, Down aerial has significantly increased startup lag with a shorter duration (frames 7-24 → 16-20).}} | **{{nerf|As with all meteor smashes from returning veterans, Down aerial has significantly increased startup lag with a shorter duration (frames 7-24 → 16-20).}} | ||
**{{nerf|Down aerial's angle has been altered (-80° → 270°/290°) which allows the move to be meteor canceled unless the highest hitbox on his body (nicknamed the ''Nipple spike'') connects, hindering its reliability.}} | **{{nerf|Down aerial's angle has been altered (-80° → 270°/290°) which allows the move to be meteor canceled unless the highest hitbox on his body (nicknamed the ''Nipple spike'') connects, hindering its reliability.}} | ||
**{{nerf|The weakening of L-canceling combined with its worse auto-cancel window and higher knockback has hindered down aerial's combo potential.}} | **{{nerf|The weakening of L-canceling combined with its worse auto-cancel window and higher knockback has hindered down aerial's combo potential.}} | ||
Line 192: | Line 184: | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{change|Captain Falcon's previous forward throw has been moved to his down throw. It has an altered animation where Captain Falcon keeps both his feet on the ground as opposed to leaning forward enough to bring his following foot off the ground like in ''Smash 64''.}} | **{{change|Captain Falcon's previous forward throw has been moved to his down throw. It has an altered animation where Captain Falcon keeps both his feet on the ground as opposed to leaning forward enough to bring his following foot off the ground like in ''Smash 64''.}} | ||
***{{buff|This new animation gives it less ending lag (FAF 44 → 40).}} | ***{{buff|This new animation gives it less ending lag (FAF 44 → 40).}} | ||
**{{change|Down throw deals much less damage (12% → 7%) and knockback (100 (base), 50 (scaling) → 75/34) which hinders its KO and combo potential but grants it [[chain grab]]bing and [[tech chasing]] potential.}} | **{{change|Down throw deals much less damage (12% → 7%) and knockback (100 (base), 50 (scaling) → 75/34) which hinders its KO and combo potential but grants it [[chain grab]]bing and [[tech chasing]] potential.}} | ||
**{{change|Down throw launches opponents at a slightly lower angle (70° → 65°).}} | **{{change|Down throw launches opponents at a slightly lower angle (70° → 65°).}} | ||
**{{change|Down throw is weight dependent which increases its speed against lighter characters but decreases its speed against heavier characters.}} | **{{change|Down throw is weight dependent which increases its speed against lighter characters but decreases its speed against heavier characters.}} | ||
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**{{change|Captain Falcon now has a side special move: Raptor Boost. It is a dash that, when connects, does a flaming uppercut, which can act as a great tech-chaser and combo-starter; but on the flipside, is somewhat easy to punish and isn't a viable horizontal recovery option as it cannot snap the ledge.}} | **{{change|Captain Falcon now has a side special move: Raptor Boost. It is a dash that, when connects, does a flaming uppercut, which can act as a great tech-chaser and combo-starter; but on the flipside, is somewhat easy to punish and isn't a viable horizontal recovery option as it cannot snap the ledge.}} | ||
*[[Falcon Dive]]: | *[[Falcon Dive]]: | ||
**{{buff|Falcon Dive travels more distance.}} | **{{buff|Falcon Dive travels more distance.}} | ||
**{{nerf|Falcon Dive deals less damage (20% → 5% (hit)/12% (throw)/15% (total) with only a slight increase to its base knockback (30 → 40), greatly hindering its KO potential.}} | **{{nerf|Falcon Dive deals less damage (20% → 5% (hit)/12% (throw)/15% (total) with only a slight increase to its base knockback (30 → 40), greatly hindering its KO potential.}} | ||
**{{nerf|The grabbox has a shorter duration (frames 13-44 → 13-33).}} | **{{nerf|The grabbox has a shorter duration (frames 13-44 → 13-33).}} | ||
**{{nerf|Falcon Dive has more landing lag (17 frames → 30).}} | **{{nerf|Falcon Dive has more landing lag (17 frames → 30).}} | ||
**{{nerf|Falcon Dive no longer auto-cancels on landing before Captain Falcon enters free fall or after performing the throw.}} | **{{nerf|Falcon Dive no longer auto-cancels on landing before Captain Falcon enters free fall or after performing the throw.}} | ||
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**{{nerf|The landing hit can no longer hit aerial opponents.}} | **{{nerf|The landing hit can no longer hit aerial opponents.}} | ||
== | ===PAL differences=== | ||
Like some other characters, Captain Falcon was slightly changed in the [[PAL]] version of ''Melee''. | Like some other characters, Captain Falcon was slightly changed in the [[PAL]] version of ''Melee''. | ||
*{{buff|[[Gentleman]] can be performed without the jab infinite by simply pressing the A button three times.}} | *{{buff|[[Gentleman]] can be performed without the jab infinite by simply pressing the A button three times.}} | ||
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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
Line 252: | Line 244: | ||
|neutralinfdmg=1% (loop) | |neutralinfdmg=1% (loop) | ||
|neutraldesc=The first two hits are fast and somewhat short-ranged jabs, which are good for disrupting an enemy's approach. The third hit is the [[Gentleman]] knee. The jab combo finishes with a series of fast, weak punches. | |neutraldesc=The first two hits are fast and somewhat short-ranged jabs, which are good for disrupting an enemy's approach. The third hit is the [[Gentleman]] knee. The jab combo finishes with a series of fast, weak punches. | ||
|ftiltname= | |ftiltname= | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=12% (leg), 11% (body) | |ftiltupdmg=12% (leg), 11% (body) | ||
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|ftiltdowndmg=10% (leg), 11% (body) | |ftiltdowndmg=10% (leg), 11% (body) | ||
|ftiltdesc=Does a roundhouse kick that can be angled up or down. Fast with decent range. There is not a significant amount of combo options from this move because of its horizontal hit trajectory, low knockback (though it has good knockback for a forward tilt) and stun time, and wind-down lag. One can try to follow up with a u-air or a [[jump-canceled grab]], and even a dash-canceled d-tilt or [[Raptor Boost]], but they are not true combos and can be countered by every character. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance or used after a pivot as a surprise attack to keep enemies away. A forward tilt, angled upward, can stun enemies long enough from an u-throw/d-throw that it can lead to a [[Knee Smash]]. | |ftiltdesc=Does a roundhouse kick that can be angled up or down. Fast with decent range. There is not a significant amount of combo options from this move because of its horizontal hit trajectory, low knockback (though it has good knockback for a forward tilt) and stun time, and wind-down lag. One can try to follow up with a u-air or a [[jump-canceled grab]], and even a dash-canceled d-tilt or [[Raptor Boost]], but they are not true combos and can be countered by every character. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance or used after a pivot as a surprise attack to keep enemies away. A forward tilt, angled upward, can stun enemies long enough from an u-throw/d-throw that it can lead to a [[Knee Smash]]. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=13% | |utiltdmg=13% | ||
|utiltdesc=Brings his leg up and brings it down in an axe-like fashion. It has incredible range, able to out range many of {{SSBM|Marth}}'s tilts. This move has good horizontal knockback and like his f-tilt, is difficult to combo from. Due to its low trajectory, one can often follow off the edge of a platform or stage with a falling n-air or non-sweetspotted fair edgeguard, but this is not a true combo. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance. Most players use this move as an edgeguard technique since the heel can extend below the platform. | |utiltdesc=Brings his leg up and brings it down in an axe-like fashion. It has incredible range, able to out range many of {{SSBM|Marth}}'s tilts. This move has good horizontal knockback and like his f-tilt, is difficult to combo from. Due to its low trajectory, one can often follow off the edge of a platform or stage with a falling n-air or non-sweetspotted fair edgeguard, but this is not a true combo. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance. Most players use this move as an edgeguard technique since the heel can extend below the platform. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=12% | |dtiltdmg=12% | ||
|dtiltdesc=Does a quick sweep kick. This move is a great vertical launcher. Compared to Falcon's other launchers, it has relatively high ending lag. However, it can combo at most percentages into a SHFFLed n-air, which can lead into other combos. Fox and Falco can often be regrabbed from a down tilt at medium percentages, and their side special moves can be intercepted by Falcon's down tilt if they try to sweetspot the ledge. This move can also combo into a Knee Smash and u-air, depending on [[knockback]] and [[Directional influence|DI]]. | |dtiltdesc=Does a quick sweep kick. This move is a great vertical launcher. Compared to Falcon's other launchers, it has relatively high ending lag. However, it can combo at most percentages into a SHFFLed n-air, which can lead into other combos. Fox and Falco can often be regrabbed from a down tilt at medium percentages, and their side special moves can be intercepted by Falcon's down tilt if they try to sweetspot the ledge. This move can also combo into a Knee Smash and u-air, depending on [[knockback]] and [[Directional influence|DI]]. | ||
|dashname= | |dashname= | ||
|dashdmg=10% (clean), 7% (late) | |dashdmg=10% (clean), 7% (late) | ||
|dashdesc=Shoulder tackles forward. Strongest when it comes out, weaker afterward. Fairly fast, good for knocking the foe away from the ledge to follow with an aerial attack or edgeguard, with proper mindgaming/prediction. | |dashdesc=Shoulder tackles forward. Strongest when it comes out, weaker afterward. Fairly fast, good for knocking the foe away from the ledge to follow with an aerial attack or edgeguard, with proper mindgaming/prediction. | ||
|fsmashname= | |fsmashname= | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashupdmg={{ChargedSmashDmgSSBM|21}} | |fsmashupdmg={{ChargedSmashDmgSSBM|21}} | ||
Line 273: | Line 265: | ||
|fsmashdowndmg={{ChargedSmashDmgSSBM|19}} | |fsmashdowndmg={{ChargedSmashDmgSSBM|19}} | ||
|fsmashdesc=Reels his elbow back and thrusts it forward, dealing powerful [[flame]] damage. Excellent knockback even when uncharged with good horizontal and vertical launching power, making it hard to DI. Somewhat fast as well. Uncharged usually KOs around 100%+. This attack is the 3rd most powerful forward smash in the game. This move can be angled, dealing more damage when angled up. | |fsmashdesc=Reels his elbow back and thrusts it forward, dealing powerful [[flame]] damage. Excellent knockback even when uncharged with good horizontal and vertical launching power, making it hard to DI. Somewhat fast as well. Uncharged usually KOs around 100%+. This attack is the 3rd most powerful forward smash in the game. This move can be angled, dealing more damage when angled up. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBM|8}}/{{ChargedSmashDmgSSBM|14}} (hit 1), {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|12}} (hit 2) | |usmashdmg={{ChargedSmashDmgSSBM|8}}/{{ChargedSmashDmgSSBM|14}} (hit 1), {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|12}} (hit 2) | ||
|usmashdesc=Performs a spinning double kick. A fast and powerful move, though is short ranged. The second hit sometimes has difficulty connecting, as with {{SSBM|Ganondorf}}'s. This is Captain Falcon's most powerful move damage-wise (when fully charged). | |usmashdesc=Performs a spinning double kick. A fast and powerful move, though is short ranged. The second hit sometimes has difficulty connecting, as with {{SSBM|Ganondorf}}'s. This is Captain Falcon's most powerful move damage-wise (when fully charged). | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBM|18}} (front), {{ChargedSmashDmgSSBM|16}} (back) | |dsmashdmg={{ChargedSmashDmgSSBM|18}} (front), {{ChargedSmashDmgSSBM|16}} (back) | ||
|dsmashdesc=Quickly kicks forward then backward. Small noticeable startup, but good speed and knockback. | |dsmashdesc=Quickly kicks forward then backward. Small noticeable startup, but good speed and knockback. | ||
|nairname= | |nairname= | ||
|nairdmg=5-6% (hit 1), 7% (hit 2) | |nairdmg=5-6% (hit 1), 7% (hit 2) | ||
|nairdesc=His f-air from ''SSB64'', kicks forward twice. A good two-hit combo starter, though the second hit is difficult to land. | |nairdesc=His f-air from ''SSB64'', kicks forward twice. A good two-hit combo starter, though the second hit is difficult to land. | ||
|fairname=[[Knee Smash]] | |fairname=[[Knee Smash]] | ||
|fairdmg=18% (clean), 6%/3% (late NTSC/PAL) | |fairdmg=18% (clean), 6%/3% (late NTSC/PAL) | ||
|fairdesc=Sticks out his knee. If it lands during the initial frames, the victim is zapped and is sent in a difficult-to-DI-out-of [[semi-spike]] trajectory (32 degrees to be exact). If it lands any other time, the move is very weak with little knockback, though it can be chained into another Knee Smash. An extremely powerful move when it lands a clean hit; it is often regarded as one of the most powerful and useful moves in the game, and undoubtedly the most powerful forward aerial of ''Melee'' (though, in terms of knockback, its the third most powerful forward aerial in the game, after {{SSBM|Zelda}} and {{SSBM|Dr. Mario}}). This move is the usual end to most of Falcon's aerial combos, or even to use against grounded foes in an aerial assault. Easily KOs at damage percentages as low as 60% off the edge. | |fairdesc=Sticks out his knee. If it lands during the initial frames, the victim is zapped and is sent in a difficult-to-DI-out-of [[semi-spike]] trajectory (32 degrees to be exact). If it lands any other time, the move is very weak with little knockback, though it can be chained into another Knee Smash. An extremely powerful move when it lands a clean hit; it is often regarded as one of the most powerful and useful moves in the game, and undoubtedly the most powerful forward aerial of ''Melee'' (though, in terms of knockback, its the third most powerful forward aerial in the game, after {{SSBM|Zelda}} and {{SSBM|Dr. Mario}}). This move is the usual end to most of Falcon's aerial combos, or even to use against grounded foes in an aerial assault. Easily KOs at damage percentages as low as 60% off the edge. | ||
|bairname= | |bairname= | ||
|bairdmg=14% (clean), 8% (late) | |bairdmg=14% (clean), 8% (late) | ||
|bairdesc=Does a quick backhand punch from behind. Good power and speed, often used as an [[edgeguarding]] move. Weak if the opponent is hit late in the attack. | |bairdesc=Does a quick backhand punch from behind. Good power and speed, often used as an [[edgeguarding]] move. Weak if the opponent is hit late in the attack. | ||
|uairname= | |uairname= | ||
|uairdmg=13%/12% (clean), 12%/10% (late) | |uairdmg=13%/12% (clean), 12%/10% (late) | ||
|uairdesc=Does a midair bicycle kick and sticks his feet out. Knockback direction depends on what angle the move hits the foe, though strong nonetheless. Also good for [[juggling]], and edgeguarding if hit near the end of the attack. | |uairdesc=Does a midair bicycle kick and sticks his feet out. Knockback direction depends on what angle the move hits the foe, though strong nonetheless. Also good for [[juggling]], and edgeguarding if hit near the end of the attack. | ||
|dairname= | |dairname= | ||
|dairdmg=16% | |dairdmg=16% | ||
|dairdesc=Stomps below him for good downward knockback and high hitstun. Minor startup and ending lag. Can [[nipple spike]] if hit within the torso region, making it a [[spike]] and even more powerful (the most powerful spike in the game). If used on a grounded opponent, this move is a great combo starter, and can KO at high percentages. | |dairdesc=Stomps below him for good downward knockback and high hitstun. Minor startup and ending lag. Can [[nipple spike]] if hit within the torso region, making it a [[spike]] and even more powerful (the most powerful spike in the game). If used on a grounded opponent, this move is a great combo starter, and can KO at high percentages. One of the strongest [[meteor smash|meteor smashes]] in the game. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Knees opponent in the torso region. | |pummeldesc=Knees opponent in the torso region. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=5% (hit 1), 4% (throw) | |fthrowdmg=5% (hit 1), 4% (throw) | ||
|fthrowdesc=Punches foe forward. | |fthrowdesc=Punches foe forward. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=5% (hit 1), 4% (throw) | |bthrowdmg=5% (hit 1), 4% (throw) | ||
|bthrowdesc=Kicks foe behind. Knockback is usually hard to follow-up or combo with unless over a ledge. | |bthrowdesc=Kicks foe behind. Knockback is usually hard to follow-up or combo with unless over a ledge. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=4% (hit 1), 3% (throw) | |uthrowdmg=4% (hit 1), 3% (throw) | ||
|uthrowdesc=Punches foe upward. Can lead into various moves or tech chases at low percentages, as the opponent usually falls straight down. At higher percentages, aerial followups are easier to land. | |uthrowdesc=Punches foe upward. Can lead into various moves or tech chases at low percentages, as the opponent usually falls straight down. At higher percentages, aerial followups are easier to land. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=7% | |dthrowdmg=7% | ||
|dthrowdesc=Crushes foe to the floor. Depending on opponent percentage, fall speed, and DI, can lead into aerial combos or tech chase regrabs. Can [[Chain grab|chaingrab]] more floaty characters (such as {{SSBM|Ganondorf}}). | |dthrowdesc=Crushes foe to the floor. Depending on opponent percentage, fall speed, and DI, can lead into aerial combos or tech chase regrabs. Can [[Chain grab|chaingrab]] more floaty characters (such as {{SSBM|Ganondorf}}). | ||
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|ssname=Raptor Boost | |ssname=Raptor Boost | ||
|ssdmg=7% | |ssdmg=7% | ||
|ssdesc=Dashes forward. If he doesn't hit an opponent, he falls over. If he hits an opponent on the ground, he launches a fiery uppercut, knocking them into the air. If he hits an opponent while in midair, he punches downward, [[meteor | |ssdesc=Dashes forward. If he doesn't hit an opponent, he falls over. If he hits an opponent on the ground, he launches a fiery uppercut, knocking them into the air. If he hits an opponent while in midair, he punches downward, [[Meteor smash|meteor smashing]] them. However, this move always makes him [[helpless]], so it is very risky to use offstage. | ||
|usname=Falcon Dive | |usname=Falcon Dive | ||
|usdmg=5% (grab), 12% (release), 6% (breakout) | |usdmg=5% (grab), 12% (release), 6% (breakout) | ||
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|dsname=Falcon Kick | |dsname=Falcon Kick | ||
|dsdmg=15%/13%/9% (ground), 15%/13%/11% (air), 9% (landing) | |dsdmg=15%/13%/9% (ground), 15%/13%/11% (air), 9% (landing) | ||
|dsdesc=Rushes forward while performing a fiery kick. If he goes off a ledge, he continues dashing forward. If started in midair, he kicks down at a diagonal angle. Restores his midair jump, making it a useful move for horizontal recovery at long distances | |dsdesc=Rushes forward while performing a fiery kick. If he goes off a ledge, he continues dashing forward. If started in midair, he kicks down at a diagonal angle. Restores his midair jump, making it a useful move for horizontal recovery at long distances. | ||
}} | }} | ||
===[[List of taunts (SSBM)|Taunts]]=== | ===[[List of taunts (SSBM)|Taunts]]=== | ||
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|char=Falcon}} | |char=Falcon}} | ||
==In [[ | ==In [[Competitive play]]== | ||
=== | ===[[Character matchups (SSBM)|Matchups]]=== | ||
{{SSBMMatchupTable|captainfalcon=yes}} | |||
Captain Falcon has strong matchups. He is countered only by {{SSBM|Fox}} and {{SSBM|Falco}}, soft countered only by {{SSBM|Sheik}} and {{SSBM|Jigglypuff}}, has 3 even matchups, soft counters 7, counters 5, and hard counters 6. He does well against relatively floaty characters, such as {{SSBM|Peach}} and {{SSBM|Dr. Mario}}, as he combos these characters the easiest at mid-percents. He also has favorable matchups against slower characters, such as {{SSBM|Yoshi}} and {{SSBM|Ganondorf}}. His even matchups with {{SSBM|Marth}}, {{SSBM|Ice Climbers}}, and {{SSBM|Pikachu}} are widely disputed; Marth has superior range and attack speed, while Captain Falcon has a much more solid combo game on Marth than Marth does on Captain Falcon. The Ice Climbers have intricate setups into [[Wobble]]s and even inescapable handoffs on Captain Falcon, but he can just as easily separate them with his stronger moves. Pikachu can juggle Captain Falcon for long periods of time, but is otherwise lacking the range to consistently win the neutral game. | |||
He has some trouble against characters that can either edgeguard him efficiently or outprioritize his moves, such as Jigglypuff and Sheik. Fox and Falco in particular can do both of these as well as combo Captain Falcon consistently, as he can be juggled very easily; Falco is notable for easily disrupting Captain Falcon with effective use of his lasers, leading many to regard Falco as his worst matchup. However, it is not impossible to win against the space animals, as Captain Falcon can combo them in return if he wins the neutral game. While the ease of juggling Captain Falcon can be exploited by Pikachu and even lower tier characters such as Yoshi, {{SSBM|Donkey Kong}}, and {{SSBM|Mewtwo}}, they usually lack something the space animals do not, allowing Captain Falcon to gain the upper hand regardless. Overall, Captain Falcon has a good matchup spread, and can win against any character. | |||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
''Any number following the Smasher name indicates placement on the [[2019 MPGR]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Melee]]"From January 13th, 2020 to January 24th, 2020." | |||
====Active==== | |||
*{{Sm|Alox|France}} - Ranked 10th on the [[French Power Rankings]]. | |||
*{{Sm|Captain Smuckers|USA}} | |||
*{{Sm|DjaGoF|France}} - Best Falcon in France, Ranked 7th on the [[French Power Rankings]] | |||
*{{Sm|Gahtzu|USA}} (#36) - One of the best Captain Falcon players in the world. | |||
*{{Sm|Gucci|Japan}} - Best Falcon in Japan | |||
*{{Sm|Jeapie|Netherlands}} | |||
*{{Sm|Lucky|USA}} - Top Fox player in SoCal. Occasionally picks Falcon which he is nicknamed Batman. | |||
*{{Sm|Mango|USA}} - One of the five gods and the undisputed best player in SoCal. Occasionally picks Falcon in tournaments. | |||
*{{Sm|n0ne|Canada}} (#15) - Having placed 18th on the [http://wiki.teamliquid.net/smash/SSBM_Rank 2016 SSBMRank] and having beaten a god twice in a row has made him one of the three best Falcon players, along with Wizzrobe and S2J. n0ne is the first Falcon to have beaten Mew2King in a decade, taking two sets in a row at [[Get_On_My_Level_2016|GOML 2016]] and [[UGC_Smash_Open|UGC Smash Open]]. n0ne is known for his very creative and aggressive style, as well as his high-risk/high-reward punishes. His common use of often successful reads and his multitude of mixups are what set him apart from the other top Falcons. There is also a combo known as "The n0ne" (Reverse Back Air to Knee), which n0ne says he uses a lot because it was a popular Falcon combo in Nicaragua, which is where he used to live. Although his high-risk/high-reward punishes often fail him getting back on to the stage, along with having a subpar neutral game compared to the other two, he is still considered among the best with them. He is arguably the most technical Captain Falcon player in the world. | |||
*{{Sm|SilentSpectre|USA}} - Along with {{Sm|Tang}}, SilentSpectre was responsible for the immensely famous [[Wombo Combo]]. He is also one of most influential old-school Falcons, along with Isai, Darkrain, and Scar, who popularized the fast-paced and aggressive playstyle of Captain Falcon. | |||
*{{Sm|S2J|USA}} (#11) - Ranked 16th on both the [[2015 SSBMRank]] and [http://wiki.teamliquid.net/smash/SSBM_Rank 2016 SSBMRank], S2J is known as one of the three best Falcon players, along with Wizzrobe and n0ne. He has been considered one of the best Falcons for almost half a decade. He is known for his unorthodox, aggressive style and his crazy punish game, which has coined the term "Johnny Stock". His fiery zero-to-death combos and ridiculously creative and strong punish game are what sets him apart from the other top Falcons. Although his edgeguarding game is still lacking compared to the other two, he is still considered among them. | |||
*{{Sm|Setchi|Wales}} (#42) - The best Captain Falcon player in Europe. Placed 2nd at both {{Trn|Fête}} and {{Trn|Syndicate 2019}}, and 3rd at {{Trn|DreamHack Rotterdam 2019}}. Managed to win five sets against {{Sm|Trif}} during the Fall of 2019. | |||
*{{Sm|Westballz|USA}} - Westballz has a pocket Falcon whom he notably landed a sacred combo with. He is ranked 8th on the [[2016 SSBMRank]]. | |||
*{{Sm|Wizzrobe|USA}} (#5) - Wizzrobe has become the most consistent and strongest Falcon to date, ranking 12th on the [http://wiki.teamliquid.net/smash/SSBM_Rank 2016 SSBMRank]. His recent success and consistency has made him one of the three best Falcon players, along with S2J and n0ne. He is known for his safe and optimal style, which is a style popularized by the 20GX crew. This style includes optimal tech chases, edgeguards, and followups, as well as safe and consistent neutral game and punish game, which is what sets Wizzrobe apart from the other top Falcons. As such, he is now considered to be the best Captain Falcon player in the world. | |||
Despite Captain Falcon | ====Inactive==== | ||
*{{Sm|$mike|USA}} | |||
*{{Sm|Hax|USA}} - Ranked 19th on the [[2019 MPGR]], Hax was considered the best Falcon player in the world before he retired him in favor of {{SSBM|Fox}}. While playing Falcon, Hax popularized [[Ledgestall#Ledgedashstall|"Haxdashing"]], which is a strong ledge option, especially for Falcon. [[Ledgestall#Ledgedashstall|Haxdashing]] was a technique that Hax did to ledge stall, refresh ledge invincibility, and to mix up from the edge. Despite being a strong ledge option and mix up, Haxdashing is hard to master because of the particular waveland angle and the window to perform it ideally. Hax showed how technical and precise Captain Falcon could be, making him an unforgettable contribution to Falcon's metagame. | |||
*{{Sm|Isai|USA}} - Was regarded as the best Melee Captain Falcon player in the world in his prime. Although his placings at Melee singles tournaments lowered over time, he is one of the few players to have defeated former Melee world champion Ken multiple times. | |||
*{{Sm|Scar|USA}} - Ranked 89th on the [[2014 SSBMRank]]. He is now known primarily as a [[commentator]]. | |||
*{{Sm|Fuzzyness|UK}} | |||
*{{Sm|Darkrain|USA}} | |||
*{{Sm|Gravy|USA}} | |||
*{{Sm|Lord|USA}} | |||
*{{Sm|Mafia|USA}} | |||
===Tier placement and history=== | |||
Captain Falcon was considered a low tier character on the first [[tier list]]; inexperienced panelists felt he was inferior to his ''[[Super Smash Bros.]]'' counterpart, and failed to overcome the high [[technical skill]] demands required to play him. Captain Falcon then moved up to the middle tier, but was not recognized as being a solid character until one year after ''Melee'' began being played competitively. Dedicated Falcon mains such as {{Sm|Isai}} showed how powerful his [[combo]]ing abilities were, and how well he could KO out of a combo with the deadly [[Knee Smash]]. Falcon mains began placing very high in tournaments, inching him up the list into the high tier as old high tier characters, such as {{SSBM|Mario}} and {{SSBM|Luigi}}, began falling. Today, although Captain Falcon does not often win tournaments, he is one of the most common characters that place within the top rankings, resulting in him being at a solid 8th place on the current tier list, being placed below the {{SSBM|Ice Climbers}} for the first time. | |||
====PAL viability==== | ====PAL viability==== | ||
Captain Falcon only received two changes in the transition to PAL, the more welcome of the two being that the Gentleman can now be done with just three A button presses, without any extra inputs or timing alterations required. The other nerfed his soft Knee Smash, making it hit only half as hard as the NTSC soft Knee Smash. The Gentleman is now much easier to perform and Captain Falcon's jab combo is overall a much more viable damage racking option than it is in NTSC. The nerf to the soft Knee Smash, however, prevents a guaranteed followup into another Knee Smash, slightly weakening Falcon's edgeguarding and combo potential, though this can be worked around by using up aerial instead. With almost all of the characters who would years later be above him in the tier list receiving nerfs (particularly Fox and Sheik), he fares better in those respective matchups, but due to considerably less representation of Captain Falcon in Europe, he remains at 7th place. | Captain Falcon only received two changes in the transition to PAL, the more welcome of the two being that the Gentleman can now be done with just three A button presses, without any extra inputs or timing alterations required. The other nerfed his soft Knee Smash, making it hit only half as hard as the NTSC soft Knee Smash. The Gentleman is now much easier to perform and Captain Falcon's jab combo is overall a much more viable damage racking option than it is in NTSC. The nerf to the soft Knee Smash, however, prevents a guaranteed followup into another Knee Smash, slightly weakening Falcon's edgeguarding and combo potential, though this can be worked around by using up aerial instead. With almost all of the characters who would years later be above him in the tier list receiving nerfs (particularly Fox and Sheik), he fares better in those respective matchups, but due to considerably less representation of Captain Falcon in Europe, he remains at 7th place. | ||
==In 1-P Mode== | ==In [[Solo#1-P Mode|1-P Mode]]== | ||
==={{SSBM|Classic Mode}}=== | ==={{SSBM|Classic Mode}}=== | ||
Captain Falcon appears in a one-on-one, as an ally, on a team with {{SSBM|Fox}}, {{SSBM|Falco}}, or {{SSBM|Samus}}, in a giant, multi-man, or metal battle. Captain Falcon appears in {{SSBM|Mute City}} or [[Big Blue]] except in the metal battle where he appears on {{SSBM|Battlefield}}. | Captain Falcon appears in a one-on-one, as an ally, on a team with {{SSBM|Fox}}, {{SSBM|Falco}}, or {{SSBM|Samus}}, in a giant, multi-man, or metal battle. Captain Falcon appears in {{SSBM|Mute City}} or [[Big Blue]] except in the metal battle where he appears on {{SSBM|Battlefield}}. | ||
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*'''[[Event 5: Spare Change]]''': The player controls {{SSB|Ness}} and fights Captain Falcon in a coin battle on [[Onett]]. The player must collect 200 coins within 80 seconds in order to clear the event. | *'''[[Event 5: Spare Change]]''': The player controls {{SSB|Ness}} and fights Captain Falcon in a coin battle on [[Onett]]. The player must collect 200 coins within 80 seconds in order to clear the event. | ||
*'''[[Event 12: Seconds, Anyone?]]''': The player chooses any character and must defeat Captain Falcon within 7 seconds in a one-stock match on {{SSBM|Mute City}}. Both players start with 100% damage. | *'''[[Event 12: Seconds, Anyone?]]''': The player chooses any character and must defeat Captain Falcon within 7 seconds in a one-stock match on {{SSBM|Mute City}}. Both players start with 100% damage. | ||
*'''[[Event 17: Bounty Hunters]]''': The player controls {{SSBM|Samus}}, | *'''[[Event 17: Bounty Hunters]]''': The player controls {{SSBM|Samus}}, allied with Captain Falcon, and must deliver the finishing blow to {{SSBM|Bowser}} on [[Jungle Japes]]. The event results in failure if Captain Falcon delivers the finishing blow or if Bowser [[Self-destruct|self-destructs]]. | ||
*'''[[Event 20: All-Star Match 2]]''': Captain Falcon is the fourth opponent to be fought in this series of staged battles. The player battles him on {{SSBM|Mute City}}, which will transition to the next stage if Captain Falcon gets defeated. With a timer of four minutes, the player must defeat him along with Samus, {{SSBM|Link}}, {{SSBM|Zelda}}, and {{SSBM|Fox}}. | *'''[[Event 20: All-Star Match 2]]''': Captain Falcon is the fourth opponent to be fought in this series of staged battles. The player battles him on {{SSBM|Mute City}}, which will transition to the next stage if Captain Falcon gets defeated. With a timer of four minutes, the player must defeat him along with Samus, {{SSBM|Link}}, {{SSBM|Zelda}}, and {{SSBM|Fox}}. | ||
*'''[[Event 33: Lethal Marathon]]''': As Captain Falcon, the player must race to the finish of F-Zero Grand Prix similar to Adventure Mode. However, the gameplay is sped up and the F-Zero racers can deliver almost a [[one-hit KO]]. | *'''[[Event 33: Lethal Marathon]]''': As Captain Falcon, the player must race to the finish of F-Zero Grand Prix similar to Adventure Mode. However, the gameplay is sped up and the F-Zero racers can deliver almost a [[one-hit KO]]. | ||
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*'''[[Event 43: Birds of Prey]]''': As Fox, the player must defeat Captain Falcon and Falco in a two-stock match on Big Blue. | *'''[[Event 43: Birds of Prey]]''': As Fox, the player must defeat Captain Falcon and Falco in a two-stock match on Big Blue. | ||
===[[ | ===[[Congratulations screen#Super Smash Bros. Melee|Ending images]]=== | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
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</center> | </center> | ||
== | ==Trophies== | ||
In addition to the normal trophy about Captain Falcon as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Captain Falcon on any difficulty: | In addition to the normal trophy about Captain Falcon as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Captain Falcon on any difficulty: | ||
:'''Captain Falcon''' | |||
:''Usually a relentless bounty hunter, Captain Falcon shifts gears to become a race pilot once the F-Zero Grand Prix begins. His beloved racer, the Blue Falcon, can exceed the speed of sound, and he knows how to drive it; he'll go down as one of the all time-greats. Now 36 years old, Captain Falcon wears his F-Zero X visor.'' | |||
:*F-Zero 08/91 | |||
:'''Captain Falcon''' [<span style="color:#FF0000">Smash</span>] | |||
:''Falcon's style is a balanced combination of raw power and speed. His attacks are slow, but when combined with Falcon's high mobility, he's a formidable combat force. The Falcon Punch packs the highest degree of destructive power, while the explosive Raptor Boost can be used to smash airborne foes into the depths.'' | |||
:*B: Falcon Punch | |||
:*Smash B: Raptor Boost | |||
:'''Captain Falcon''' [<span style="color:#0000FF">Smash</span>] | |||
:''The Knee Smash, used in midair on foes in front of you, is slow and has a short reach, but if it connects, it'll send foes flying a long way on a low trajectory. Falcon uses his Falcon Dive to grab an enemy in midair and fling them away with an explosive blast. He can do this technique repeatedly without landing, so it can also be used as a recovery move.'' | |||
:*Up & B: Falcon Dive | |||
:*Down & B: Falcon Kick | |||
: | |||
<center> | |||
| | <gallery> | ||
Captain Falcon Trophy Melee.png|Classic | |||
| | Captain Falcon Trophy (Smash).png|[<span style="color:#FF0000">Smash</span>] | ||
Captain Falcon Trophy (Smash 2).png|[<span style="color:#0000FF">Smash</span>] | |||
| | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBM)#Captain Falcon|Alternate costumes]]== | ==[[Alternate costume (SSBM)#Captain Falcon|Alternate costumes]]== | ||
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<center> | <center> | ||
<gallery> | <gallery> | ||
SSBM Captain Falcon HQ.jpg| | SSBM Captain Falcon HQ.jpg|Alternate artwork of Captain Falcon. | ||
SSBMWebsiteCaptainFalcon1.jpg| | SSBMWebsiteCaptainFalcon1.jpg|Captain Falcon using his [[Captain Falcon (SSBM)/Forward smash|forward smash]] on {{SSBM|Mute City}}. | ||
SSBMWebsiteCaptainFalcon2.jpg| | SSBMWebsiteCaptainFalcon2.jpg|Captain Falcon and {{SSBM|Pikachu}} on [[Brinstar]]. | ||
SSBMWebsiteCaptainFalcon3.jpg| | SSBMWebsiteCaptainFalcon3.jpg|Captain Falcon attacking {{SSBM|Link}} with his up smash on [[Pokémon Stadium]]. | ||
SSBMWebsiteCaptainFalcon4.jpg| | SSBMWebsiteCaptainFalcon4.jpg|Captain Falcon attacking {{SSBM|Mario}} with [[Falcon Punch]] on Pokémon Stadium. | ||
SSBMWebsiteCaptainFalcon5.jpg| | SSBMWebsiteCaptainFalcon5.jpg|Captain Falcon dashing on [[Temple]]. | ||
SSBMWebsiteCaptainFalcon6.jpg| | SSBMWebsiteCaptainFalcon6.jpg|Captain Falcon attacking Mario with an aerial [[Raptor Boost]] on Pokémon Stadium. | ||
RoyAdventureMode.jpg|Posing with {{SSBM|Roy}} on [[Great Bay]]. | RoyAdventureMode.jpg|Posing with {{SSBM|Roy}} on [[Great Bay]]. | ||
SamusAllStarMode.jpg|Posing with {{SSBM|Samus}} on [[Yoshi's Story]]. | SamusAllStarMode.jpg|Posing with {{SSBM|Samus}} on [[Yoshi's Story]]. | ||
NessAllStarMode.jpg|Battling Fox and {{SSBM|Ness}} on Pokémon Stadium. | NessAllStarMode.jpg|Battling {{SSBM|Fox}} and {{SSBM|Ness}} on Pokémon Stadium. | ||
</gallery> | </gallery> | ||
</center> | </center> | ||
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*Captain Falcon is the only character to have every single smash attack changed from ''Smash 64'' to ''Melee''. | *Captain Falcon is the only character to have every single smash attack changed from ''Smash 64'' to ''Melee''. | ||
*While Captain Falcon's normal [[air speed]] is a great 1.12, by jumping while [[running]] he can start off with an airspeed of 2.1, notably faster than any other character's best airspeed and even almost all characters' running speeds (except his own dashing speed and {{SSBM|Fox}}'s). | *While Captain Falcon's normal [[air speed]] is a great 1.12, by jumping while [[running]] he can start off with an airspeed of 2.1, notably faster than any other character's best airspeed and even almost all characters' running speeds (except his own dashing speed and {{SSBM|Fox}}'s). | ||
*Captain Falcon and {{SSBM|Pichu}} are the only characters in ''Melee'' to possess two different taunt animations. | |||
*Captain Falcon's red costume (the costume resembling his evil clone, "Blood Falcon") has a different logo on the back of his outfit, being a skull with bird wings and text that reads "BLOOD HAWK" (Blood Falcon's F-Zero machine). | *Captain Falcon's red costume (the costume resembling his evil clone, "Blood Falcon") has a different logo on the back of his outfit, being a skull with bird wings and text that reads "BLOOD HAWK" (Blood Falcon's F-Zero machine). | ||
**In the Japanese version of ''Melee'', the text instead reads "HELL HAWK". | **In the Japanese version of ''Melee'', the text instead reads "HELL HAWK". | ||
*Captain Falcon is one of the two characters who was [[unlockable character|unlockable]] in ''Smash 64'' that became a [[starter character|starter]] in ''Melee'', the other being {{SSBM|Ness}}. | *Captain Falcon is one of the two characters who was [[unlockable character|unlockable]] in ''Smash 64'' that became a [[starter character|starter]] in ''Melee'', the other being {{SSBM|Ness}}. | ||
* | *Captain Falcon's ECB (Environmental Collision Box) varies in size depending on the costume being used. His default costume has the smallest ECB, while his green costume has the largest. He is the only character in the game known to have gameplay differences depending on costume. | ||
*{{SSBM|Mr. Game & Watch}}, Captain Falcon and {{SSBM|Young Link}} are the only characters in ''Melee'' that don't finish their defeat noises upon being KO'd horizontally or falling. | *{{SSBM|Mr. Game & Watch}}, Captain Falcon and {{SSBM|Young Link}} are the only characters in ''Melee'' that don't finish their defeat noises upon being KO'd horizontally or falling. | ||
*When Captain Falcon is selected on the [[character select screen]], one of his attack voice clips is played very quietly, to the point where it is usually barely audible when the music is turned off due to being drowned out by the [[announcer]]. As shown by the {{SSBM|debug menu}}'s Sound Test, every character has one of these, but only Captain Falcon's isn't silent. The clip also isn't present in the regular [[Sound Test]]. | *When Captain Falcon is selected on the [[character select screen]], one of his attack voice clips is played very quietly, to the point where it is usually barely audible when the music is turned off due to being drowned out by the [[announcer]]. As shown by the {{SSBM|debug menu}}'s Sound Test, every character has one of these, but only Captain Falcon's isn't silent. The clip also isn't present in the regular [[Sound Test]]. | ||
==External links== | ==External links== | ||
*[http://www.youtube.com/watch?v=KpAESH_2YOw Captain Falcon combo video] | *[http://www.youtube.com/watch?v=KpAESH_2YOw Captain Falcon combo video] | ||
*[http://www.youtube.com/watch?v=wxHaH2XlwrY "One Hundred Billion Knees"] | *[http://www.youtube.com/watch?v=wxHaH2XlwrY "One Hundred Billion Knees"] | ||
{{SSBMCharacters}} | {{SSBMCharacters}} |