Editing Captain Falcon (SSBU)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 10: | Line 10: | ||
|ssbgame4 = SSB4 | |ssbgame4 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
'''Captain Falcon''' ({{ja|キャプテン・ファルコン|Kyaputen Farukon}}, ''Captain Falcon'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed on June 12th, 2018. As in the original ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Brawl]]'', he is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Captain Falcon is classified as [[Fighter number|Fighter #11]]. | '''Captain Falcon''' ({{ja|キャプテン・ファルコン|Kyaputen Farukon}}, ''Captain Falcon'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed on June 12th, 2018. As in the original ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Brawl]]'', he is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Captain Falcon is classified as [[Fighter number|Fighter #11]]. | ||
As in ''[[ | As in ''[[Smash 4]]'', {{s|wikipedia|Ryō Horikawa}}'s portrayals of Captain Falcon from ''[[Melee]]'' and ''Brawl'' were repurposed for ''Ultimate''. However, Horikawa briefly returned to voice Captain Falcon in {{SSBU|Min Min}}'s reveal trailer, though only recording eating sounds for Captain Falcon rather than new voice lines. | ||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
*Play [[VS. match]]es, with Captain Falcon being the 11th character to be unlocked. | *Play [[VS. match]]es, with Captain Falcon being the 11th character to be unlocked. | ||
*Clear {{SSBU|Classic Mode}} with {{SSBU|Fox}} or | *Clear {{SSBU|Classic Mode}} with {{SSBU|Fox}} or any character in his unlock tree, being the 1st character unlocked. | ||
*Have Captain Falcon join the player's party in [[World of Light]]. | *Have Captain Falcon join the player's party in [[World of Light]]. | ||
With the exception of the third method, Captain Falcon must then be defeated on [[Port Town Aero Dive]]. | With the exception of the third method, Captain Falcon must then be defeated on [[Port Town Aero Dive]]. | ||
Line 35: | Line 27: | ||
Despite lacking a projectile, Falcon has an overall effective neutral game, courtesy of his mobility. His primary combo starter is grounded [[Raptor Boost]]; its low knockback along with its vertical launching angle and low ending lag make it a fearsome combo starter if landed, allowing it to combo into a plentiful number of moves. Neutral aerial can chain into itself at low percents, and Falcon can combo it into his other aerials if he lands with the first hit. His up tilt consistently meteor smashes opponents even if they are grounded, making it not only a great combo tool, but a decent edgeguarding tool as well. One of his best combo tools is his up aerial; at a wide range of percents, it can create incredibly long chains, especially into itself due to its low base knockback and overall low lag. Alternatively, Falcon can chain his up aerial into some of his deadliest finishers, most notably into his forward aerial, the Knee Smash. | Despite lacking a projectile, Falcon has an overall effective neutral game, courtesy of his mobility. His primary combo starter is grounded [[Raptor Boost]]; its low knockback along with its vertical launching angle and low ending lag make it a fearsome combo starter if landed, allowing it to combo into a plentiful number of moves. Neutral aerial can chain into itself at low percents, and Falcon can combo it into his other aerials if he lands with the first hit. His up tilt consistently meteor smashes opponents even if they are grounded, making it not only a great combo tool, but a decent edgeguarding tool as well. One of his best combo tools is his up aerial; at a wide range of percents, it can create incredibly long chains, especially into itself due to its low base knockback and overall low lag. Alternatively, Falcon can chain his up aerial into some of his deadliest finishers, most notably into his forward aerial, the Knee Smash. | ||
Captain Falcon, like most of his fellow medium-heavyweights also boasts excellent KO power. He also has a formidable edgeguarding ability. His up and down smashes are both excellent baiting options due to their low ending lag, making them safe on shield and potentially even on whiff. Even if they both have rather noticeable startup, they are also long enough to punish spot dodges reliably. His up smash in particular even functions as a situational combo starter at low percentages, which can allow Falcon to deal insane amounts of damage in just a few measly hits. While his forward smash is his least useful smash attack as a whole, even it | Captain Falcon, like most of his fellow medium-heavyweights also boasts excellent KO power. He also has a formidable edgeguarding ability. His up and down smashes are both excellent baiting options due to their low ending lag, making them safe on shield and potentially even on whiff. Even if they both have rather noticeable startup, they are also long enough to punish spot dodges reliably. His up smash in particular even functions as a situational combo starter at low percentages, which can allow Falcon to deal insane amounts of damage in just a few measly hits. While his forward smash is his least useful smash attack as a whole, even it serves well as a KO move. His forward, back, and down aerials all deal high knockback, with his forward aerial in particular being the strongest of its type in the entire game. His down tilt, while having noticeable startup, sends at a semi-spike angle with high knockback, and it has low ending lag, making it not only a good spacing and poking tool, but also a great edgeguarding and KO move, the lattermost quirk being extremely rare for a down tilt. | ||
Falcon's special moveset also has its uses. [[Falcon Punch]], while being extremely situational in the long run, is one of the strongest neutral specials in the entire game, especially when reversed on the ground, and is perfect for punishing shield breaks. As mentioned earlier, Raptor Boost is an excellent combo starter on the ground. In the air, it has the potential to [[meteor smash]], and it also serves well as a KO move in such cases. [[Falcon Dive]] is one of the strongest command grabs in the game, and while it is linear, it does cover a decent amount of distance. It also works well as a combo finisher and out-of-shield option due to its high knockback and being a command grab. Finally, [[Falcon Kick]] is effective in terms of dealing with pressure due to its speed and long-lasting hitbox, and it also possesses decent KO power when hit early on. It is also an excellent tool for returning to the stage quickly when used in the air. | Falcon's special moveset also has its uses. [[Falcon Punch]], while being extremely situational in the long run, is one of the strongest neutral specials in the entire game, especially when reversed on the ground, and is perfect for punishing shield breaks. As mentioned earlier, Raptor Boost is an excellent combo starter on the ground. In the air, it has the potential to [[meteor smash]], and it also serves well as a KO move in such cases. [[Falcon Dive]] is one of the strongest command grabs in the game, and while it is linear, it does cover a decent amount of distance. It also works well as a combo finisher and out-of-shield option due to its high knockback and being a command grab. Finally, [[Falcon Kick]] is effective in terms of dealing with pressure due to its speed and long-lasting hitbox, and it also possesses decent KO power when hit early on. It is also an excellent tool for returning to the stage quickly when used in the air. | ||
Line 41: | Line 33: | ||
However, Captain Falcon does have his fair share of weaknesses. While he is a powerhouse, most of his KO moves are difficult to land, the most prominent examples being his forward smash and Falcon Punch. His forward aerial is faster than those moves, but even then it suffers from a rather 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 KOs. Though his neutral game is good overall, his lack of a projectile leaves him susceptible to camping. While his above average weight and fast falling speed give him excellent endurance, they also leave him vulnerable to combos, which is further exacerbated by the fact that he has little to no fast options with which to break them. | However, Captain Falcon does have his fair share of weaknesses. While he is a powerhouse, most of his KO moves are difficult to land, the most prominent examples being his forward smash and Falcon Punch. His forward aerial is faster than those moves, but even then it suffers from a rather 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 KOs. Though his neutral game is good overall, his lack of a projectile leaves him susceptible to camping. While his above average weight and fast falling speed give him excellent endurance, they also leave him vulnerable to combos, which is further exacerbated by the fact that he has little to no fast options with which to break them. | ||
Falcon's moveset in general is also full of issues. As mentioned earlier, most of his KO moves are slow and tough to land, which forces him to rely on edgeguarding to KO effectively. Falcon Kick is extremely unsafe offstage due to its lag and Falcon's fast falling speed, as it is not unlikely for him to self-destruct with it. While Raptor Boost can meteor smash in the air, it will leave him [[helpless]] if he misses, which could also result in a self-destruct. Other examples of unreliability within his moveset lie in his neutral aerial and up smash, both of which tend to have trouble connecting properly at high percentages. His overall range, while not necessarily lacking for a brawler, is also lackluster when compared to other characters with good physical reach, especially due to the fact that he lacks a projectile. | Falcon's moveset in general is also full of issues. As mentioned earlier, most of his KO moves are slow and tough to land, which forces him to rely on edgeguarding to KO effectively. Falcon Kick is extremely unsafe offstage due to its lag and Falcon's fast falling speed, as it is not unlikely for him to self-destruct with it. While Raptor Boost can meteor smash in the air, it will leave him [[helpless]] if he misses, which could also result in a self-destruct. Other examples of unreliability within his moveset lie in his neutral aerial and up smash, both of which tend to have trouble connecting properly at high percentages. His overall range, while not necessarily lacking for a brawler, is also lackluster in some moves when compared to other characters with good physical reach, especially due to the fact that he lacks a projectile. | ||
While Captain Falcon has a good ground game and an excellent air game, his grab game is rather mediocre. To begin with, his grab range is overall somewhat short despite his height, making it risky to throw out. His down throw remains a useful combo starter at low to medium percents, but has lost its utility as a semi-guarenteed setup into Knee Smash due to its knockback and angle adjustments. While Captain Falcon's back throw remains a useful KO move, his forward throw has lost its decent combo potential as an indirect consequence of his much higher traction, just like {{SSBU|Meta Knight}}'s forward throw. Although it remains a serviceable KO move, it is utterly outclassed by back throw in this regard. Captain Falcon's up throw suffers from similar issues to his forward throw: it has too much ending lag to combo properly, even in spite of his faster jumpsquat, and it is somewhat weak for a KO throw despite dealing more damage than in ''Smash 4''. | While Captain Falcon has a good ground game and an excellent air game, his grab game is rather mediocre. To begin with, his grab range is overall somewhat short despite his height, making it risky to throw out. His down throw remains a useful combo starter at low to medium percents, but has lost its utility as a semi-guarenteed setup into Knee Smash due to its knockback and angle adjustments. While Captain Falcon's back throw remains a useful KO move, his forward throw has lost its decent combo potential as an indirect consequence of his much higher traction, just like {{SSBU|Meta Knight}}'s forward throw. Although it remains a serviceable KO move, it is utterly outclassed by back throw in this regard. Captain Falcon's up throw suffers from similar issues to his forward throw: it has too much ending lag to combo properly, even in spite of his faster jumpsquat, and it is somewhat weak for a KO throw despite dealing more damage than in ''Smash 4''. | ||
Line 47: | Line 39: | ||
Captain Falcon's biggest flaw is his recovery: despite his impressive air speed, his two recovery options, Falcon Dive and Raptor Boost, are linear, easily intercepted, and have small edge sweetspots. Raptor Boost also doesn't have a hitbox above him, which can leave him open to meteor smashes, which he usually has trouble surviving due to his linear recovery and fast 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. Furthermore, since all characters can wall jump out of a tech, opponents can punish Falcon as he leaps back, possibly putting him in a worse offstage situation. In addition, while Falcon Dive covers an alarmingly high amount of horizontal distance due to its high drift, its vertical travel distance is quite mild, and Raptor Boost also renders him helpless, making it situational when combined with its poor travel distance. Although he has the second-best wall jump in the game, Falcon will be in danger offstage without his double jump. | Captain Falcon's biggest flaw is his recovery: despite his impressive air speed, his two recovery options, Falcon Dive and Raptor Boost, are linear, easily intercepted, and have small edge sweetspots. Raptor Boost also doesn't have a hitbox above him, which can leave him open to meteor smashes, which he usually has trouble surviving due to his linear recovery and fast 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. Furthermore, since all characters can wall jump out of a tech, opponents can punish Falcon as he leaps back, possibly putting him in a worse offstage situation. In addition, while Falcon Dive covers an alarmingly high amount of horizontal distance due to its high drift, its vertical travel distance is quite mild, and Raptor Boost also renders him helpless, making it situational when combined with its poor travel distance. Although he has the second-best wall jump in the game, Falcon will be in danger offstage without his double jump. | ||
Overall, Captain Falcon is the epitome of a | Overall, Captain Falcon is the epitome of a rushdown character, yet also benefits from a bait and punish playstyle; when combining his excellent mobility and combo game, he can string very long combos for huge amounts of damage. Otherwise, if he can use his KO moves wisely, he does not have much trouble scoring KOs. However, he also falls under the bait and punish archetype, as one must be cautious due to his susceptibility to combos and exploitable recovery. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Being considered a high tier character in ''Smash 4'' (ranked 19th out of 55 characters), Captain Falcon received a mix of buffs and nerfs in his transition to ''Ultimate''. Although he has a noticeably higher learning curve as a result of his nerfs, the plethora of very useful buffs he received from subsequent game updates has essentially resulted in him being nerfed slightly overall. | |||
Falcon's overall punish game has seen | Falcon's overall punish game has seen bountiful buffs in one way or another. On one hand, several of Falcon's options at close range have been improved, some of which are more rewarding by virtue of their increased combo potential. Notable examples are his [[neutral attack|neutral infinite]] connecting much more reliably and being therefore more effective for racking up damage; his [[forward tilt]]'s lower lag and higher base knockback making it safer for spacing; his [[up tilt]] consistently [[meteor smash]]ing both grounded and aerial opponents, allowing for combo extensions; and his [[up smash]]'s increased damage, added leg intangibility, and reduced ending lag turning it into a high-risk, high-reward combo starter that can contest aerial approaches. A notable buff was to his [[neutral aerial]]'s first hit; while it is harder to connect into the second hit at high percents, it more notably launches opponents at a more vertical angle on landing, allowing Falcon to land combos and even KO confirms with his [[Knee Smash]], which deals far more damage if sweetspotted. On the other hand, his other options have improved KO ability, such as his [[dash attack]], his new [[forward smash]] (despite already being remarkably powerful in ''Smash 4''), and his [[down smash]], the latter which now [[semi-spike]]s and hits low-profile opponents more effectively, allowing him to take stocks more reliably up close. | ||
Furthermore, Falcon's entire special moveset has been buffed in miscellaneous ways: [[Falcon Punch]] has significantly increased knockback, making it deadlier as a [[hard read]] or [[shield break]] punish much like in previous games; [[Raptor Boost]] | Furthermore, Falcon's entire special moveset has been buffed in miscellaneous ways: [[Falcon Punch]] has significantly increased knockback, making it deadlier as a [[hard read]] or [[shield break]] punish much like in previous games; [[Raptor Boost]] is a much more effective combo starter on the ground thanks to its lower knockback, ending lag, and new damage-based armor on hit, and leaves Falcon less vulnerable if it connects in the air (no longer causing [[helpless]]ness in such case); [[Falcon Dive]] has increased knockback and less ending lag making it safer to hit opponents with and giving him a KO option that can counter shielding opponents, as well as increased recovery distance; and [[Falcon Kick]] is faster, has increased power on the ground, and less landing lag. In addition to these direct changes, the universal changes in ''Ultimate'' benefit Falcon's rushdown-oriented playstyle, having increased mobility and reduced landing lag on aerial attacks that allow him to juggle and punish opponents more effectively, the ability to use any attack out of a dash cancel further improving his grounded game, and the removal of [[tech]]ing grounded meteor smashes giving his up tilt and [[down aerial]] increased combo potential. | ||
However, Captain Falcon has received significant nerfs as well. | However, Captain Falcon has received significant nerfs as well, enough to counter his buffs and differentiate him from his previous appearances. The biggest nerfs were to his grab game as a result of increased traction; [[forward throw]] and [[down throw]] are less reliable for combos at higher percents in combination with the latter's altered knockback, and for mixups at lower percents. It even more notably shortens his [[dash grab]], infamous in ''Smash 4'' for being one of Captain Falcon's best approach punish and/or burst options due to its large ground coverage and high reward. This means he has a more lackluster grab game compared to ''Smash 4'', as his grab is now harder to land, less rewarding, and due to all standard grabs having increased ending lag in ''Ultimate'', easier to punish if it misses. His [[up aerial]] may have slightly less ending lag and knockback, but it also has increased landing lag compared to almost all other aerials (which instead had it decreased), lower damage, and a shorter duration with increased startup, weakening its KO setups and slightly worsening the ability to chain into itself repeatedly. While [[Raptor Boost]]'s reduced knockback allows combos at much higher percents, it can no longer KO at realistic percents in exchange for its increased combo ability. Meanwhile, his new forward smash, while dealing more knockback, has significantly decreased range, to the point it can sometimes miss at point-blank range if the opponent is pushed by Falcon himself. | ||
While Falcon's | While Falcon's playstyles benefit from some of the universal changes, other changes have negatively impacted the way he has to execute his playstyle. Namely, the tumbling animation from a [[footstool jump]] now being [[tech]]able prevents him from racking up large amounts of damage and setting up KOs by repeatedly footstooling and meteor smashing opponents back up with his down aerial. Ironically, the changes to [[dash-dancing]] have also adversely affected him more than other characters; since his initial dash animation is quite slow, this causes his dash-dancing animation to be more awkward and slower-moving than other characters, and reduces its mindgame potential compared to his previous extended dash-dance in ''Smash 4''. Lastly, Falcon remains an inconsistent character and retains notable weaknesses from ''Smash 4'' and even his ''Smash 64'' days, like his problematic recovery and high vulnerability to combos. | ||
Overall, Captain Falcon's buffs have improved several of his options and punish game, as well as granted him new options to utilize his speed and power, | Overall, Captain Falcon's buffs have improved several of his options and punish game, as well as granted him new options to utilize his speed and power; However, his nerfs to the previous options he had in ''Smash 4'' mean he has to take higher risks at approaching and optimizing their use against other veterans who got buffed. As such, Falcon players likely have to apply more of a bait-and-punish strategy in order to win the [[neutral game]], which now gives him a higher learning curve compared to ''Smash 4''. He was initially found to be noticably worse than in ''Smash 4'' in the early metagame of ''Ultimate'', but as the meta progressed, his representation gradually improved; some players like {{sm|Fatality}}, {{Sm|NickC}}, {{sm|Nishiya}}, and {{Sm|Ogey}} still show that he has good potential, while higher ranked players like {{Sm|Marss}} and {{Sm|Glutonny}} began to use him as secondaries. In addition, game updates gave him significant buffs to help him with his power and combo ability. In the present day, a new game-changing tech has been discovered called [[Instant Double Jump]] (IDJ), which allows users to buffer a double jump and do any attack. This new mechanic arguably benefits Falcon the most. As of right now, he is still currently considered by most players as a high tier character and roughly on-par with his previous iteration. However, his true placement remains up for debate. | ||
{{SSB4 to SSBU changelist|char=Captain Falcon}} | {{SSB4 to SSBU changelist|char=Captain Falcon}} | ||
==Update history== | ==Update history== | ||
Captain Falcon | Captain Falcon has been buffed significantly by game updates. In update 3.1.0, back aerial's knockback was increased, which slightly improved its KO potential after it was initially nerfed in the transition from ''Smash 4''. [[Knee Smash]]'s sweetspot and [[Falcon Kick]]'s clean hit received hitbox adjustments that made them easier to land. Captain Falcon's close range options and combo game were also improved: forward tilt's base knockback was increased, up tilt's lag was decreased, and [[Raptor Boost]]'s uppercut gained a marginal decrease to its start-up lag alongside increases to its hitstun and the damage threshold of its armor. | ||
Following update 7.0.0's minor buffs to Captain Falcon's shield and neutral attack, update 8.0.0 granted him a number of very useful buffs. Most notably, Raptor Boost was buffed again: the grounded version has longer horizontal range, regained its launching angle from ''Smash 4'', and its knockback was decreased. Altogether, these changes significantly improved its combo potential. Conversely, aerial Raptor Boost's meteor hitbox became much more consistent, thanks to its higher priority. Additionally, down tilt and up smash gained higher knockback, dash attack's ending lag was decreased, and Falcon Kick became quicker and gained a stronger clean hit, making it a better burst option. | Following update 7.0.0's minor buffs to Captain Falcon's shield and neutral attack, update 8.0.0 granted him a number of very useful buffs. Most notably, Raptor Boost was buffed again: the grounded version has longer horizontal range, regained its launching angle from ''Smash 4'', and its knockback was decreased. Altogether, these changes significantly improved its combo potential. Conversely, aerial Raptor Boost's meteor hitbox became much more consistent, thanks to its higher priority. Additionally, down tilt and up smash gained higher knockback, dash attack's ending lag was decreased, and Falcon Kick became quicker and gained a stronger clean hit, making it a better burst option. | ||
Line 70: | Line 62: | ||
Update 9.0.0 buffed up smash by adjusting the hitboxes and decreasing the knockback of its first hit, which improved its consistency into its second hit, especially under platforms. Most recently, update 11.0.0 significantly decreased the ending lag of [[Falcon Dive]]'s throw (a buff shared with [[Dark Dive]]), which almost completely alleviated its glaring susceptibility to [[Tech Check]]ing.<ref>[https://twitter.com/FatalityFalcon/status/1367670035066544134]</ref> | Update 9.0.0 buffed up smash by adjusting the hitboxes and decreasing the knockback of its first hit, which improved its consistency into its second hit, especially under platforms. Most recently, update 11.0.0 significantly decreased the ending lag of [[Falcon Dive]]'s throw (a buff shared with [[Dark Dive]]), which almost completely alleviated its glaring susceptibility to [[Tech Check]]ing.<ref>[https://twitter.com/FatalityFalcon/status/1367670035066544134]</ref> | ||
Overall, Captain Falcon fares much better than he did at ''Ultimate''{{'}}s launch. | Overall, Captain Falcon fares much better than he did at ''Ultimate''{{'}}s launch. Due to online tournaments currently being more prominent, however, his true viability still remains unknown. | ||
'''{{GameIcon|SSBU}} {{SSBU|3.1.0}}''' | '''{{GameIcon|SSBU}} {{SSBU|3.1.0}}''' | ||
Line 115: | Line 107: | ||
|neutral3dmg=5% | |neutral3dmg=5% | ||
|neutralinfdmg=0.6% (loop), 3% (last) | |neutralinfdmg=0.6% (loop), 3% (last) | ||
|neutraldesc=A {{iw|wikipedia|one-two combo}} followed by [[Gentleman|a knee strike]] | |neutraldesc=A {{iw|wikipedia|one-two combo}} followed by [[Gentleman|a knee strike]]. Alternatively, the first two punches can be followed by a flurry of punches, culminating with a {{iw|wikipedia|short-straight punch}} that has very high base knockback. The knee strike has incredibly high knockback for a neutral attack, KOing {{SSBU|Mario}} at 140% the edge of Final Destination. The infinite and finisher have deceptively high range, being able to reach fighters slightly further out than his normal two-punch knee strike. The first two hits can also [[lock]], but it is hard to do so due to its higher hitbox. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname=Round Kick ({{ja|ラウンドキック|Raundo Kikku}}) | |ftiltname=Round Kick ({{ja|ラウンドキック|Raundo Kikku}}) | ||
Line 121: | Line 113: | ||
|ftiltsidedmg=9% (foot), 8% (leg) | |ftiltsidedmg=9% (foot), 8% (leg) | ||
|ftiltdowndmg=10% (foot), 9% (leg) | |ftiltdowndmg=10% (foot), 9% (leg) | ||
|ftiltdesc=A roundhouse kick. It can be [[angle]]d, has a sweetspot on Captain Falcon's foot, and a slightly weaker sourspot on his leg. It is one of his best neutral options; it | |ftiltdesc=A roundhouse kick. It can be [[angle]]d, has a sweetspot on Captain Falcon's foot, and a slightly weaker sourspot on his leg. It is one of his best neutral options; it is a bit slower than neutral attack, but has more range over it, and can start tech chase situations at mid percents. Angling the move increases its damage, and angling down allows it to hit short characters effectively, which Captain Falcon struggles with. | ||
|utiltname=Wheel Kick ({{ja|ホイールキック|Hoīru Kikku}}) | |utiltname=Wheel Kick ({{ja|ホイールキック|Hoīru Kikku}}) | ||
|utiltdmg=11% | |utiltdmg=11% | ||
Line 130: | Line 122: | ||
|dashname=Turbo Shoulder ({{ja|ターボショルダー|Tābo Shorudā}}) | |dashname=Turbo Shoulder ({{ja|ターボショルダー|Tābo Shorudā}}) | ||
|dashdmg=10% (clean), 6% (late) | |dashdmg=10% (clean), 6% (late) | ||
|dashdesc=A [[wikipedia:Professional wrestling attacks#Shoulder block|shoulder block]]. Propels | |dashdesc=A [[wikipedia:Professional wrestling attacks#Shoulder block|shoulder block]]. Propels Falcon quite far and is useful for punishing landings. Both its clean and especially late hits can potentially start combos at low percents due to its diagonal trajectory and speed, but it is punishable on shield like most dash attacks. It has increased knockback compared to the previous installment, making its clean hit decent for KOing. | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashname=Overheat Back Knuckle ({{ja|オーバーヒートバックナックル|Ōbāhīto Bakku Nakkuru}}) | |fsmashname=Overheat Back Knuckle ({{ja|オーバーヒートバックナックル|Ōbāhīto Bakku Nakkuru}}) | ||
Line 136: | Line 128: | ||
|fsmashsidedmg={{ChargedSmashDmgSSBU|19}} | |fsmashsidedmg={{ChargedSmashDmgSSBU|19}} | ||
|fsmashdowndmg={{ChargedSmashDmgSSBU|20}} | |fsmashdowndmg={{ChargedSmashDmgSSBU|20}} | ||
|fsmashdesc=Rears back and then throws a lunging backhanded punch, which has a [[flame]] effect. It has high | |fsmashdesc=Rears back and then throws a lunging backhanded punch, which has a [[flame]] effect. It has high starting and ending lag, but the move has high range since Captain Falcon rears back, which can cause other moves to completely whiff. It boasts excellent KO potential and can also can be angled, increasing its damage slightly. | ||
|usmashname=Dual Edge ({{ja|デュアルエッジ|Duaru Ejji}}) | |usmashname=Dual Edge ({{ja|デュアルエッジ|Duaru Ejji}}) | ||
|usmashdmg={{ChargedSmashDmgSSBU|7}}/{{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|13}} (hit 2) | |usmashdmg={{ChargedSmashDmgSSBU|7}}/{{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|13}} (hit 2) | ||
|usmashdesc=A {{iw|wikipedia|540 kick}}. Despite its slow startup, it has low ending lag and deceptive horizontal range. Both hits deal more damage at the upper portion of Captain Falcon's leg. Though it has very good knockback, at low to mid percents, it can combo into an up aerial. Due to hitting twice and having leg intangibility, it also can contest aerial approaches. In addition, as of update 8.0.0, it is tied with {{SSBU|Lucas}}' up smash as the second strongest in the game thanks to its increased knockback growth | |usmashdesc=A {{iw|wikipedia|540 kick}}. Despite its slow startup, it has low ending lag and deceptive horizontal range. Both hits deal more damage at the upper portion of Captain Falcon's leg. Though it has very good knockback, at low to mid percents, it can combo into an up aerial against fast-fallers. Due to hitting twice and having leg intangibility, it also can contest aerial approaches. In addition, as of update 8.0.0, it is tied with {{SSBU|Lucas}}' up smash as the second strongest in the game thanks to its increased knockback growth. As of update 9.0.0, it is also much more consistent against opponents standing on platforms above him. | ||
|dsmashname=Front & Back Kick ({{ja|フロント&バックキック|Furonto ando Bakku Kikku}}) | |dsmashname=Front & Back Kick ({{ja|フロント&バックキック|Furonto ando Bakku Kikku}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBU|14}} (hit 1), {{ChargedSmashDmgSSBU|18}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSBU|14}} (hit 1), {{ChargedSmashDmgSSBU|18}} (hit 2) | ||
|dsmashdesc=A mid-level roundhouse kick followed by a back kick. The back kick is more powerful than the roundhouse kick, | |dsmashdesc=A mid-level roundhouse kick followed by a back kick. The back kick is more powerful than the roundhouse kick, and makes the move useful for roll reads. Unlike most down smashes, it cannot hit edge hangs, although it compensates by having decent horizontal range and somewhat low ending lag. | ||
|nairname=Rotary Kick ({{ja|ロータリーキック|Rōtarī Kikku}}) | |nairname=Rotary Kick ({{ja|ロータリーキック|Rōtarī Kikku}}) | ||
|nairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|6}} (hit 2) | |nairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|6}} (hit 2) | ||
|nairdesc=A hook kick followed by a roundhouse kick. It is a reliable follow-up | |nairdesc=A hook kick followed by a roundhouse kick. It is a reliable follow-up to his down throw at mid-percents, and transitions faster than the version in ''Smash 4''. The first hit has vertical knockback on grounded opponents, intended to reliably lead into the second hit, but if Falcon lands with only the first hit, it becomes a viable combo starter that can combo into his aerials, even his Knee Smash at mid-high percents. Also an effective edgeguard tool, due to being a multi-hit and having decent KO potential offstage. | ||
|fairname=[[Knee Smash]] ({{ja|ストライキングニー|Sutoraikingu Nī}}, ''Striking Knee'') | |fairname=[[Knee Smash]] ({{ja|ストライキングニー|Sutoraikingu Nī}}, ''Striking Knee'') | ||
|fairdmg={{ShortHopDmgSSBU|22}} (clean sweetspot), {{ShortHopDmgSSBU|6}} (clean sourspot), {{ShortHopDmgSSBU|3}} (late) | |fairdmg={{ShortHopDmgSSBU|22}} (clean sweetspot), {{ShortHopDmgSSBU|6}} (clean sourspot), {{ShortHopDmgSSBU|3}} (late) | ||
|fairdesc=A knee strike. Much like the [[Lightning Kick]], it is extremely polarized: it deals extremely high damage with an [[electric]] effect when sweetspotted (to the point of being the strongest forward aerial in the game | |fairdesc=A knee strike. Much like the [[Lightning Kick]], it is extremely polarized: it deals extremely high damage with an [[electric]] effect when sweetspotted (to the point of being the strongest forward aerial in the game), but is incredibly weak when sourspotted or using the late hit. It deals massive shield damage and has respectable landing lag, making it an excellent shield-pressuring tool if aimed well. Also used as a combo finisher or hard read tool against airborne opponents, such as if they air dodge predictably. | ||
|bairname=Back Knuckle ({{ja|バックナックル|Bakku Nakkuru}}) | |bairname=Back Knuckle ({{ja|バックナックル|Bakku Nakkuru}}) | ||
|bairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|8}} (late) | |bairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|8}} (late) | ||
|bairdesc=A backfist. Its low landing lag makes it one of Captain Falcon's best approach options. The move deals high knockback as well when hit clean, and it can combo into a dash attack or grab on landing at low percents. Due to | |bairdesc=A backfist. Its low landing lag makes it one of Captain Falcon's best approach options. The move deals high knockback as well when hit clean, and it can combo into a dash attack or grab on landing at low percents. Due to Falcon's high air speed, it can even perform a wall of pain at low-mid percents offstage. | ||
|uairname=Overhead Kick ({{ja|オーバーヘッドキック|Ōbāheddo Kikku}}) | |uairname=Overhead Kick ({{ja|オーバーヘッドキック|Ōbāheddo Kikku}}) | ||
|uairdmg={{ShortHopDmgSSBU|10}}/{{ShortHopDmgSSBU|9}} (clean), {{ShortHopDmgSSBU|9}}/{{ShortHopDmgSSBU|8}} (late) | |uairdmg={{ShortHopDmgSSBU|10}}/{{ShortHopDmgSSBU|9}} (clean), {{ShortHopDmgSSBU|9}}/{{ShortHopDmgSSBU|8}} (late) | ||
|uairdesc=A bicycle kick. Has fast startup with a decently long duration, good all-around range (though | |uairdesc=A bicycle kick. Has fast startup with a decently long duration, good all-around range (though not directly below him), low ending lag, minimal landing lag, low base knockback and autocancels in a short hop. All these factors make it a great combo starter, which can combo into itself, down aerial at low-mid percents, Knee Smash at higher percents, and Falcon Dive near the blast zone. The last frames of the move send at a more horizontal angle, which can combo into back aerial with proper timing. | ||
|dairname=Stampede Bomb ({{ja|スタンピードボム|Sutanpīdo Bomu}}) | |dairname=Stampede Bomb ({{ja|スタンピードボム|Sutanpīdo Bomu}}) | ||
|dairdmg={{ShortHopDmgSSBU|14}} | |dairdmg={{ShortHopDmgSSBU|14}} | ||
Line 162: | Line 154: | ||
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}}) | |pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A knee strike | |pummeldesc=A knee strike. | ||
|fthrowname=Short Body Blow ({{ja|ショートボディーブロー|Shōto Bodī Burō}}) | |fthrowname=Short Body Blow ({{ja|ショートボディーブロー|Shōto Bodī Burō}}) | ||
|fthrowdmg=3.5% (hit 1), 4% (throw) | |fthrowdmg=3.5% (hit 1), 4% (throw) | ||
Line 168: | Line 160: | ||
|bthrowname=Striking Throw ({{ja|ストライキングスルー|Sutoraikingu Surū}}) | |bthrowname=Striking Throw ({{ja|ストライキングスルー|Sutoraikingu Surū}}) | ||
|bthrowdmg=3.5% (hit 1), 4% (throw) | |bthrowdmg=3.5% (hit 1), 4% (throw) | ||
|bthrowdesc=Lightly tosses the opponent behind himself and then side kicks them, knocking them backward diagonally. His best KO throw horizontally and one of the more powerful of its type, | |bthrowdesc=Lightly tosses the opponent behind himself and then side kicks them, knocking them backward diagonally. His best KO throw horizontally and one of the more powerful of its type, KOing middleweights at around 147% at the edge of Final Destination with [[Directional influence|DI]]. | ||
|uthrowname=Rising Flat ({{ja|ライジングフラット|Raijingu Furatto}}) | |uthrowname=Rising Flat ({{ja|ライジングフラット|Raijingu Furatto}}) | ||
|uthrowdmg=4% (hit 1), 5% (throw) | |uthrowdmg=4% (hit 1), 5% (throw) | ||
|uthrowdesc=Holds the opponent up above his head and uppercuts them with his left hand. | |uthrowdesc=Holds the opponent up above his head and uppercuts them with his left hand. Can KO off the top, useful for when Captain Falcon is not in the position for forward or back throws to KO. It KOs middleweights at around 181% on Final Destination. | ||
|dthrowname=Head Crush ({{ja|ヘッドクラッシュ|Heddo Kurasshu}}) | |dthrowname=Head Crush ({{ja|ヘッドクラッシュ|Heddo Kurasshu}}) | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
Line 192: | Line 184: | ||
|ssname=Raptor Boost | |ssname=Raptor Boost | ||
|ssdmg=10% | |ssdmg=10% | ||
|ssdesc=Dashes forward and, upon detecting an opponent, throws a flaming uppercut on the ground or a flaming overhand in the air. The aerial version meteor smashes aerial opponents if they are directly below | |ssdesc=Dashes forward and, upon detecting an opponent, throws a flaming uppercut on the ground or a flaming overhand in the air. The aerial version meteor smashes aerial opponents if they are directly below Falcon. On the ground, Captain Falcon is granted 10% (12% in 1v1) damage-based [[armor]] right before the hit connects, on frames 1-5. The move will now deal the same damage regardless of whether it is performed on the ground or in the air. The aerial version will leave Captain Falcon [[helpless]] if the move does not connect against opponents. Unlike in ''SSB4'', Raptor Boost is not a KO move due to its low knockback, but it is much better at comboing into his aerials (including Knee Smash at certain percents) and even up tilt at mid-percents at the ledge. It can even confirm into up aerial at high percents as of update 8.0.0. Its high base knockback makes it among the stronger meteor smash in the game, though it is risky to use as Captain Falcon becomes helpless if he misses. | ||
|usname=Falcon Dive | |usname=Falcon Dive | ||
|usdmg=5% (hit 1), 13% (throw) | |usdmg=5% (hit 1), 13% (throw) | ||
|usdesc=Leaps upward and grabs any opponent that comes in range, launching them away with an explosion. If successful, Captain Falcon will flip backward while shouting "Yes!", and he can use the move again instead of becoming helpless. This is | |usdesc=Leaps upward and grabs any opponent that comes in range, launching them away with an explosion. If successful, Captain Falcon will flip backward while shouting "Yes!", and he can use the move again instead of becoming helpless. This is Falcon's main recovery move and works as an out-of-shield option despite its moderate startup due to being a [[command grab]] and dealing high knockback. It also serves as a risky yet fairly rewarding combo finisher offstage. | ||
|dsname=Falcon Kick | |dsname=Falcon Kick | ||
|dsdmg=15%/11%/7% (grounded), 15%/12%/9% (aerial), 9% (landing) | |dsdmg=15%/11%/7% (grounded), 15%/12%/9% (aerial), 9% (landing) | ||
Line 203: | Line 195: | ||
|fsdesc=Calls in the {{iw|fzerowiki|Blue Falcon}}, which flies through the stage in front of him. If the Blue Falcon hits any opponents, a short cutscene plays where Captain Falcon is seen piloting the Blue Falcon, and he then runs over the caught opponents and sends them flying. Characters who are not hit during a successful attempt will stay in place (as they cannot be visible at this time) until the end of the move. Like certain other Final Smashes, if no one is hit when the Blue Falcon appears, the attack fails. | |fsdesc=Calls in the {{iw|fzerowiki|Blue Falcon}}, which flies through the stage in front of him. If the Blue Falcon hits any opponents, a short cutscene plays where Captain Falcon is seen piloting the Blue Falcon, and he then runs over the caught opponents and sends them flying. Characters who are not hit during a successful attempt will stay in place (as they cannot be visible at this time) until the end of the move. Like certain other Final Smashes, if no one is hit when the Blue Falcon appears, the attack fails. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
Line 259: | Line 217: | ||
*Similar to the first one, but he crouches slightly and thrusts his elbow out instead of his arm. | *Similar to the first one, but he crouches slightly and thrusts his elbow out instead of his arm. | ||
<gallery> | <gallery> | ||
SSBUCaptainFalconIdle1.gif|Captain Falcon's first idle pose | SSBUCaptainFalconIdle1.gif|Captain Falcon's first idle pose | ||
SSBUCaptainFalconIdle2.gif|Captain Falcon's second idle pose | SSBUCaptainFalconIdle2.gif|Captain Falcon's second idle pose | ||
</gallery> | </gallery> | ||
Line 303: | Line 261: | ||
*'''Left''': Kneels while briefly emitting a flaming aura, similarly to his up taunt and one of his ''Smash 64'' poses. | *'''Left''': Kneels while briefly emitting a flaming aura, similarly to his up taunt and one of his ''Smash 64'' poses. | ||
*'''Up''': Performs a 540 kick and then assumes a crouching fighting stance. | *'''Up''': Performs a 540 kick and then assumes a crouching fighting stance. | ||
*'''Right''': Performs a hook kick, then a roundhouse kick, and then another hook kick before striking a fist pumping pose | *'''Right''': Performs a hook kick, then a roundhouse kick, and then another hook kick before striking a fist pumping pose. | ||
[[File:CptFalconTheme.ogg|thumb|An electric guitar-based cover of the short track that would play when a character finished a race in ''{{s|fzerowiki|F-Zero GX}}''.]] | [[File:CptFalconTheme.ogg|thumb|An electric guitar-based cover of the short track that would play when a character finished a race in ''{{s|fzerowiki|F-Zero GX}}''.]] | ||
<gallery> | <gallery> | ||
Line 311: | Line 269: | ||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
Many players have noted Captain Falcon's higher learning curve compared to ''Smash 4''. As a result, his player base noticeably dropped, as his once easy-to-use combos (which included his dash grab and footstool combos) became harder to use or were removed entirely as a result of the game's mechanics; the changes to his playstyle required players to be more cautious in the neutral game. Despite his lower playerbase, however, his perception was anything but bad, as initial opinions on him varied anywhere between being a solid mid-tier to a solid high tier character. However, his nerfs, combined with the buffs to other characters, saw him ranked as a mid-tier character for much of 2019, and his best players were achieving lower placements in comparison to ''Smash 4''. This was because his previous moveset was central to his playstyle, and he was becoming slightly more of a bait-and-punish character despite the faster gameplay of ''Ultimate''. | |||
Captain Falcon has received numerous buffs throughout the game's lifespan that have gradually improved his perception over time: patch 3.1.0 made his options on his punish game more reliable, while patch 8.0.0 gave noteworthy improvements to his close quarters combat and his combo game. As a result, his grounded neutral game has improved as well, and he has easier and more reliable ways to KO his opponents. Due to these buffs, Captain Falcon is generally considered a high tier character, while a couple of top players including {{Sm|ESAM}} believes the character might potentially become top tier with the new IDJ tech being recently discovered. While his overall representation is still relatively average compared to the rest of the cast, his results have begun to improve thanks to players such as {{Sm|Fatality}} and {{Sm|NickC}}. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
''See also: [[:Category:Captain Falcon | ''See also: [[:Category:Captain Falcon professionals (SSBU)]]'' | ||
*{{Sm|AIR|Japan}} - | *{{Sm|AIR|Japan}} - One of the best Captain Falcon players in Japan. Placed 13th at both {{Trn|Umebura Japan Major 2019}} and {{Trn|Sumabato SP 9}}, 17th at {{Trn|Umebura SP 7}}, 25th at {{Trn|Umebura SP 6}}, and 33rd at {{Trn|Umebura SP 5}}. | ||
*{{Sm|Andrik|Mexico}} - The best Captain Falcon player in Mexico. | *{{Sm|Andrik|Mexico}} - The best Captain Falcon player in Mexico. Placed 25th at {{Trn|Smash Fest to the Sky}} and 33rd at {{Trn|Smash Factor 8}}. Currently ranked 20th on the [[Mexican Power Rankings]]. Online, placed 9th at both {{Trn|Frame Perfect Series 3: ONLINE}} and {{Trn|SWT: Mexico Ultimate Online Qualifier}} with wins over players such as {{Sm|WaDi}}, {{Sm|Lui$}}, and {{Sm|Riddles}}. | ||
*{{Sm| | *{{Sm|Jogibu|Japan}} - One of the best Captain Falcon players in Japan. Placed 3rd at {{Trn|Sumabato SP 17}}, 9th at both {{Trn|Sumabato SP 13}} and {{Trn|Sumabato SP 14}}, 13th at {{Trn|Mēsuma}}, and 17th at {{Trn|Kagaribi 4}} with wins over players such as {{Sm|Tsu}}, {{Sm|tk3}}, and {{Sm|Akakikusu}}. | ||
*{{Sm| | *{{Sm|Fatality|USA}} - One of the two best Captain Falcon players in the world. Placed 4th at {{Trn|Midwest Mayhem Ultimate}}, 5th at {{Trn|DreamHack Dallas 2019}}, 9th at {{Trn|Super Splat Bros}}, {{Trn|Glitch 8 - Missingno}}, and {{Trn|Syndicate 2019}}, 17th at {{Trn|Frostbite 2019}}, {{Trn|Port Priority 5}}, and {{Trn|DreamHack Atlanta 2019}}, and 25th at {{Trn|Super Smash Con 2019}} and {{Trn|2GG: Kongo Saga}}. Has wins over {{Sm|Umeki}}, {{Sm|kameme}}, {{Sm|MVD}}, {{Sm|Raito}}, {{Sm|Puppeh}}, {{Sm|Raffi-X}}, {{Sm|Kola}}, {{Sm|Goblin}}, {{Sm|LeoN}}, and {{Sm|Myran}}. | ||
*{{Sm|NickC|USA}} - One of the two best Captain Falcon players in the world. Placed 2nd at {{Trn|Player's Ball Ultimate}}, 5th at both {{Trn|NYXL Pop-Up!}} and {{Trn|Smash at The Paramount}}, 13th at {{Trn|Let's Make Moves}}, {{Trn|Glitch 6}}, and {{Trn|Shine 2019}}, and 17th at {{Trn|Super Smash Con 2019}}. He has defeated {{Sm|ScAtt}}, {{Sm|Mr E}}, {{Sm|Sinji}}, {{Sm|Lui$}}, {{Sm|Goblin}}, {{Sm|MuteAce}}, {{Sm|Gen}}, {{Sm|Venia}}, and {{Sm|Frozen}}. | |||
*{{Sm|NickC|USA}} - One of the best Captain Falcon players in the world | *{{Sm|Nishiya|Japan}} - One of the best Captain Falcon players in Japan. Placed 3rd at {{Trn|Sumabato SP 7}}, 9th at both {{Trn|Karisuma SP 5}} and {{Trn|Umebura SP 7}}, 13th at {{Trn|Sumabato SP 9}}, and 25th at {{Trn|Sumabato SP 2}}. Ranked 27th on the [[Japan Player Rankings]] and has wins over {{Sm|Nietono}}, {{Sm|KEN}}, {{Sm|tk3}}, {{Sm|Lunamado}}, and {{Sm|ZAKI}}. | ||
*{{Sm|Ogey|France}} - Co-mains Captain Falcon and Wolf and is considered the best Captain Falcon player in Europe. Placed 4th at {{Trn|SEL 4: Crêpes Strikes Back}}, 13th at {{Trn|Syndicate 2019}}, and 65th at {{Trn|EVO 2019}}. Ranked 7th on the [[France Power Rankings]] and 33rd on the [[European Smash Rankings]]. Won a set against Fatality in a Falcon [[ditto match]], and also has wins over {{Sm|Glutonny}}, {{Sm|Meru}}, {{Sm|Tarik}}, and {{Sm|Flow}}. | |||
*{{Sm| | *{{Sm|Tsuba|Germany}} - Placed 1st at {{Trn|Mountain Top}}, 4th at {{Trn|Awakening 5}}, and 13th at {{Trn|ICARUS V}}. Has a win over {{Sm|quiK}}. | ||
=={{SSBU|Classic Mode}}: Up Close and Personal== | =={{SSBU|Classic Mode}}: Up Close and Personal== | ||
[[File:SSBU Congratulations Captain Falcon.png|thumb|Captain Falcon's congratulations screen.]] | [[File:SSBU Congratulations Captain Falcon.png|thumb|right|Captain Falcon's congratulations screen.]] | ||
Captain Falcon | Captain Falcon fights opponents who specialize in close-range combat. To fit with the theme, Captain Falcon fights [[Giga Bowser]] as his final boss, the one with by far the least amount of projectiles ([[Fire Breath|one]]). | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
Line 348: | Line 303: | ||
|4||{{CharHead|Roy|SSBU|hsize=20px}}||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Attack - Fire Emblem}}''|| | |4||{{CharHead|Roy|SSBU|hsize=20px}}||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Attack - Fire Emblem}}''|| | ||
|- | |- | ||
|5||{{CharHead|Mii Brawler|SSBU|hsize=20px}} (x6)||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|The Devoted}}''||Horde Battle | |5||{{CharHead|Mii Brawler|SSBU|hsize=20px}} (x6)||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|The Devoted}}''||Horde Battle.<br>Mii Brawler costume combinations: | ||
*No headwear and Red Fighter Uniform | *No headwear and Red Fighter Uniform | ||
*Ninja Headband and Orange Tracksuit | *Ninja Headband and Orange Tracksuit | ||
Line 360: | Line 315: | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
|- | |- | ||
|Final||{{CharHead|Bowser|SSBU|hsize=20px}}, then [[Giga Bowser]]||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}'' <small>(Bowser)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Giga Bowser}}'' <small>(Giga Bowser)</small>||A [[Maxim Tomato]] appears after defeating Bowser in the final round. | |Final||{{CharHead|Bowser|SSBU|hsize=20px}}, then [[Giga Bowser]]||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}'' <small>(Bowser)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Giga Bowser}}'' <small>(Giga Bowser)</small>||A [[Maxim Tomato]] appears after defeating {{SSBU|Bowser}} in the final round. | ||
|} | |} | ||
Line 394: | Line 349: | ||
|''{{SSBUMusicLink|F-Zero|F-ZERO Medley}}'' | |''{{SSBUMusicLink|F-Zero|F-ZERO Medley}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
Line 762: | Line 717: | ||
SSBUWebsiteIceClimbers4.jpg|Struck by the {{SSBU|Ice Climbers}}' [[Squall Hammer]] on [[Summit]]. | SSBUWebsiteIceClimbers4.jpg|Struck by the {{SSBU|Ice Climbers}}' [[Squall Hammer]] on [[Summit]]. | ||
SSBUWebsite6.jpg|Taunting on [[Big Blue]]. | SSBUWebsite6.jpg|Taunting on [[Big Blue]]. | ||
SSBUWebsiteTerry3.jpg|With {{SSBU|Peach}}, {{SSBU|Terry}} and {{SSBU|Ridley}} on [[New Donk City Hall | SSBUWebsiteTerry3.jpg|With {{SSBU|Peach}}, {{SSBU|Terry}} and {{SSBU|Ridley}} on [[New Donk City Hall]]. | ||
</gallery> | </gallery> | ||
Line 775: | Line 727: | ||
*Captain Falcon's fighter number, #11, is coincidentally his Vs. Mode unlock number. He is the only character in ''Ultimate'' with this distinction. | *Captain Falcon's fighter number, #11, is coincidentally his Vs. Mode unlock number. He is the only character in ''Ultimate'' with this distinction. | ||
*Although most characters from the original ''Super Smash Bros.'' are numbered by their debut game's original release date, Captain Falcon and Ness can be considered an exception; ''F-Zero'' was originally released in 1990, four years before ''EarthBound''. Additionally, in ''Super Smash Bros.'', Captain Falcon will always be fought first if the unlock conditions for both him and Ness are met simultaneously. However, it is also possible that Ness is numbered per the 1989 release date of ''EarthBound Beginnings'', which is also how he is ordered in ''Brawl''{{'}}s [[All-Star Mode#Super Smash Bros. Brawl|All-Star Mode]]. | *Although most characters from the original ''Super Smash Bros.'' are numbered by their debut game's original release date, Captain Falcon and Ness can be considered an exception; ''F-Zero'' was originally released in 1990, four years before ''EarthBound''. Additionally, in ''Super Smash Bros.'', Captain Falcon will always be fought first if the unlock conditions for both him and Ness are met simultaneously. However, it is also possible that Ness is numbered per the 1989 release date of ''EarthBound Beginnings'', which is also how he is ordered in ''Brawl''{{'}}s [[All-Star Mode#Super Smash Bros. Brawl|All-Star Mode]]. | ||
*Captain Falcon's character render is inspired by the pose he strikes after the cutscene of his [[Final Smash]] is completed. | |||
*Oddly, no sound effect plays whenever a character gets hit by the lower hitbox of the first hit of Captain Falcon's up smash. This is due to the hitbox having no sound assigned in his moveset files. | *Oddly, no sound effect plays whenever a character gets hit by the lower hitbox of the first hit of Captain Falcon's up smash. This is due to the hitbox having no sound assigned in his moveset files. | ||
*On the [[character selection screen]], the icon in the Japanese version shows Captain Falcon's name within only one row, while in the English version it is shown with two rows. He shares this trait with {{SSBU|Mr. Game & Watch}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Rosalina & Luma}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Piranha Plant}} and {{SSBU|Banjo & Kazooie}}. | *On the [[character selection screen]], the icon in the Japanese version shows Captain Falcon's name within only one row, while in the English version it is shown with two rows. He shares this trait with {{SSBU|Mr. Game & Watch}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Rosalina & Luma}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Piranha Plant}} and {{SSBU|Banjo & Kazooie}}. | ||
*Interestingly, both of Captain Falcon's falling animations use the incorrect animation when moving forward and backward in midair. He uses his secondary falling animation when moving during his first falling animation and vice versa. | *Interestingly, both of Captain Falcon's falling animations use the incorrect animation when moving forward and backward in midair. He uses his secondary falling animation when moving during his first falling animation and vice versa. | ||
*For {{SSBU|Min Min}}'s reveal trailer, Captain Falcon's voice actor, Ryō Horikawa, was brought back to record new voice effects of Captain Falcon eating. This is the first time Captain Falcon has received new voice sounds since ''Super Smash Bros.'' for the Nintendo 64. | *For {{SSBU|Min Min}}'s reveal trailer, Captain Falcon's voice actor, Ryō Horikawa, was brought back to record new voice effects of Captain Falcon eating. This is the first time Captain Falcon has received new voice sounds since ''Super Smash Bros.'' for the Nintendo 64. | ||
==References== | ==References== |