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{{disambig2|Captain Falcon's appearance in ''Super Smash Bros.''|the character in other contexts|Captain Falcon}}
{{disambig2|Captain Falcon's appearance in ''Super Smash Bros''|the character in other contexts|Captain Falcon}}
{{Infobox Character
{{Infobox Character
|name         = Captain Falcon  
|name = Captain Falcon  
|image       = [[File:CaptainfalconSSB.gif|Captain Falcon]]
|image = [[File:Captain Falcon SSB.png]]
|game         = SSB
|game = SSB
|ssbgame1     = Melee
|ssbgame1 = SSBM
|ssbgame2     = Brawl
|ssbgame2 = SSBB
|ssbgame3 = SSB4
|ssbgame4 = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier         = A
|tier = A
|ranking     = 4
|tierJP = ?
|ranking = 3
|rankingJP = 4
}}
}}
'''Captain Falcon''' ({{ja|キャプテン・ファルコン}}, ''Kyaputen Farukon''), whose full name is '''Captain Douglas Jay Falcon''', appears in ''Super Smash Bros.'' as one of the four unlockable characters. His appearance is based on his incarnation from ''F-Zero X'' for the [[Nintendo 64]].
'''Captain Falcon''' ({{ja|キャプテン・ファルコン|Kyaputen Farukon}}, ''Captain Falcon''), written as '''C. Falcon''', is the main character from the {{uv|F-Zero}} franchise, and appears in ''[[Super Smash Bros.]]'' as one of the four [[unlockable]] characters. His appearance is based on his incarnation from ''[[F-Zero X]]'' for the [[Nintendo 64]]. He is voiced by Ryō Horikawa, who would go on to voice him in the later games.


Captain Falcon is currently ranked 4th overall in the tier list for his high speed and combo ability. His infamous [[Falcon Punch]] is one of the most powerful moves in the game, and is deadly in the hands of a master. However, he is heavy and a fast faller, making him an easy target for combos and lacks a projectile.
Captain Falcon is ranked 3rd overall on the [[tier list]] for his overall very quick movement speed (despite a slow [[walking]] speed, he has the fastest [[dashing]] and [[falling speed]]s in the game, and an average [[air speed]]) and very strong [[combo]] ability, with his {{mvsub|Captain Falcon|SSB|up aerial}} being an especially useful move that can combo in a huge variety of ways, including being able to lead into another up aerial or a {{mvsub|Captain Falcon|SSB|forward aerial}} for aerial combos, as well as a [[Falcon Dive]] or {{mvsub|Captain Falcon|SSB|down aerial}} as a combo finisher. Along with powerful [[edgeguard]]ers in his {{mvsub|Captain Falcon|SSB|back aerial}} and up aerial [[semi-spike]], and an effective [[meteor smash]] with a very long duration in his down aerial, this gives Falcon a strong aerial game. His combo game isn't limited to the air, thanks to his {{mvsub|Captain Falcon|SSB|up smash}} and {{mvsub|Captain Falcon|SSB|forward throw}} that can easily setup other moves due to their low knockback. His combos involving aerials, up smash, and forward throw are able to [[0-death]] many characters without much difficulty. Captain Falcon also has strong vertical endurance and is overall fairly difficult to KO onstage.


==How to Unlock Captain Falcon==
Captain Falcon's primary weaknesses include his vulnerability to combos from many characters due to his very fast falling speed and high [[weight]] and size. His ground game is also much more limited than his air game, due to him lacking options on the ground outside up smash, {{mvsub|Captain Falcon|SSB|forward smash}}, [[grab]], and [[neutral attack]], as well as having somewhat limited [[out of shield]] options. He is also highly vulnerable to [[edgeguarding]], due to his large size and subpar [[recovery]], due to it being predictable, as his primary recovery move, Falcon Dive, gives short horizontal and vertical distance, while also being unable to grab [[edgehog]]gers, and his very fast falling speed hindering it further. Additionally, Captain Falcon lacks a [[projectile]] and a reliable way to deal with them, making characters like {{SSB|Fox}} difficult to deal with.
Beat [[1P Game]] under 20 minutes and with no continues. The battle takes place in [[Planet Zebes]], because Captain Falcon does not have a home stage.
 
Regardless, Captain Falcon's strengths noticeably outweigh his flaws, and he has some of the highest representation and results of any character. He ranks higher in the NTSC-U than in the NTSC-J Japanese version due to him being buffed, to the point where in the Japanese version he ranks 4th on the tier list.
 
==How to unlock==
Complete [[1P Game]] with any character in under 20 minutes. The player must defeat Captain Falcon in a battle on [[Planet Zebes]].


==Attributes==
==Attributes==
[[File:Captainfalconending.jpg|thumb|250px|Captain Falcon's ending picture in Super Smash Bros.]]
[[File:SSB64 Congratulations Captain Falcon.png|thumb|250px|Captain Falcon's [[congratulations screen]].]]
Captain Falcon's most notorious attributes are his incredible speed (the fastest dash and falling speed) and [[combo]] ability. He also has the best [[dash-dancing|dash dance]] in the game. He has great reach with most kick attacks (especially side smash and up aerial), but he lacks projectiles and ways to avoid them. Captain Falcon has a great air game (due to his aerial attacks having low lag and having a down aerial [[spike]]), but few effective ground options (excluding [[jab]]s, [[throw]]s, and his up smash). He has some high knockback attacks (e.g. the [[Falcon Punch]]), but these moves are slow. Captain Falcon is heavy, which makes him harder to KO. However, his heavy weight (combined with the fastest falling speed and large size) makes him easy to combo. He also has a good short hop.
Captain Falcon is a tall [[heavyweight]] who possesses excellent mobility. He has the fastest dashing speed in the game by quite a margin which easily allows him to approach and to run away. In addition to this, he also has the highest [[falling speed]], the second highest [[gravity]] and average air speed.  


Captain Falcon's major weakness is his poor recovery. Having the fastest falling speed makes him vulnerable to spikes. Additionally, [[Falcon Dive]] is a predictable recovery move that does not travel much horizontal distance. On the upside, it can take out [[edge-hogging|edge-hoggers]] and can be used again to grab an edge.
Captain Falcon is a character who focuses on speed and power. His most notorious attributes are his incredible speed (the fastest dashing and falling speed) and [[combo]] ability. He also has the best [[dash-dance]] in the game, and a very strong aerial game. His up aerial is his most versatile move, being on par with {{SSB|Pikachu}}'s up aerial for the best [[aerial]] in the game. Depending on where it hits, it can send the opponent in different directions. The most notable use of the move is to hit opponents straight up by hitting with the heel - this allows Captain Falcon to chain the move into multiple up aerials, and finish with a [[Falcon Dive]] for a KO, or a down air when his [[midair jump]] is available. If the opponent is too high for a single Falcon Dive to reach, a midair jump is often enough to allow the Falcon Dive to reach them. This is made more effective by the Falcon Dive sending opponent on a difficult-to-[[DI]] angle. Another notable use of the up aerial is its ability to hit opponents back on a [[semi-spike]] trajectory (by hitting with the mid-section of the leg while it's moving backwards) - this is very useful and effective for [[edgeguarding]]. He has a powerful [[meteor smash]] in his down aerial, which can be combo'd into in a variety of ways, including up aerial (as mentioned above), forward aerial, or back aerial at lower percentages. Either of these combos could be considered a [[Ken Combo]] variation, with {{Sm|Ken}} even saying the Ken Combo was initially developed using Captain Falcon's up aerial→down aerial combo in ''Smash 64''. Additionally, his down aerial is a very effective edgeguarder, being a [[meteor smash]] that can KO aerial opponents somewhat early, as well as having a very long duration, meaning it can be used along with an [[edge]] drop or midair jump around the edge to prevent the opponent from [[edge sweetspot]]ting.


Falcon is known on a competitive level as being one of the top characters on Dreamland and the only character outside of Fox on Hyrule to have a virtually even matchup with Pikachu. However, Falcon struggles with Fox on Hyrule, and Kirby on any stage.
Some of Captain Falcon's attacks also have great [[range]], most notably his up aerial and forward smash. The latter is additionally a powerful KO move, and a semi-[[spacing]] tool, being a reliable KO option without having to get too far in the opponent's reach. Captain Falcon additionally has among the best [[short hop]]s in the game, being able to [[approach]] incredibly quickly using short hopped [[Z-cancel]]led aerials. He also has amazing vertical endurance due to his very high falling speed and high weight, and while he isn't particularly vulnerable to [[juggling]] anyway, his [[Falcon Kick]] can prevent juggling easily due to traveling downward quickly.


===In Doubles===
Captain Falcon, however, has limited effective ground options. His up smash is another one of his especially effective combo moves, being able to chain into itself up to three times depending on the falling speed of the opponent, and easily being to able to lead into aerials. Additionally, his forward throw is a very useful combo tool, being able to combo into forward aerial, up aerial, and up smash out of a [[dash]], as well as a Falcon Punch on fastfallers or heavyweights at moderately high percentages. He also lacks a [[projectile]] and reliable ways to avoid them, which can give him trouble against characters like {{SSB|Fox}} on larger stages. Simply put, he is among the most vulnerable characters to constant [[projectile camping]] and ground-based [[camping]]. The banning of [[Hyrule Castle]] has helped Captain Falcon's metagame as he is less susceptible to projectile camping. Captain Falcon's two most major weaknesses are his recovery and how vulnerable he is to combos. His high weight, moderately large [[hurtbox]], and very fast falling speed makes it easy to combo him offstage, where his large size, very fast falling speed, and short and predictable recovery make him one of the easiest characters to edgeguard.
Falcon is considered to be one of the better characters in doubles due to an incredibly easy use of combos. Falcon due to his speed is also one of the better characters at helping team mates while his grabs can lead into partner combos as well. This can be combined with that fact that Fox and Jigglypuff are worse in teams (one of his main weaknesses in Singles) making Falcon usually considered 3rd best in teams after Pikachu and Kirby respectably. Falcon's main issue is his recovery so he is usually competitive paired with someone who can keep up with him and help him with combos such as Mario and Pikachu.


===Moveset===
===In doubles===
====Ground Attacks====
Captain Falcon is considered to be one of the best characters in [[doubles]] due to his incredibly easy to utilize combos and movement speed. Thanks to his speed, he is one of the best characters at helping teammates to evade and get out of edgeguarding and combos from opponents. His throws can lead into partner combos as well. A notable [[team wobble]] is that two Captain Falcons can re-grab into another grab with correct timing. Captain Falcon's main issue is his recovery, so in competitive play, he is usually paired with someone who is on a much safer position offstage and can help him with combos, usually Pikachu or {{SSB|Mario}}.
=====Normal=====
 
==Differences between game versions==
Captain Falcon was nerfed overall in his transition to NTSC-U as while his faster dashing and falling speeds give him an even better approach, and the higher presence of [[SDI]] makes him less vulnerable to combos, his jumps are slightly lower and Falcon Dive covers less distance, hindering his recovery and his combo potential. The higher presence of SDI can also work against him, making his combos less consistent.
 
===Attributes===
*{{buff|Captain Falcon dashes slightly faster (70 → 75).}}
*{{nerf|Captain Falcon keeps less horizontal momentum from a grounded jump (0.35 → 0.31).}}
*{{nerf|Captain Falcon has reduced jump power (grounded: 25 → 24; midair: 0.95 → 0.9).}}
**{{nerf|These changes notably prevent him from being able to land on top of the top Dream Land platform with a full hop, hindering his ability to combo floatier characters in particular.}}
*{{change|Captain Falcon has higher falling speed (60 → 66).}}
 
===Special attacks===
*{{nerf|[[Falcon Dive]] covers less distance.}}
 
==Moveset==
''For a gallery of Captain Falcon's hitboxes, see [[Captain Falcon (SSB)/Hitboxes|here]].''
[[File:SSB64 Falcon.gif|right]]
[[File:SSB64 Falcon.gif|right]]
*[[Neutral attack]]: Does a quick jab for 2-3%, followed by another fast punch for 3-4%, then the "[[Gentleman]]" hit for 2-4% damage before a series of rapid punches that do 1% each. This move is fast, though a little awkward for combos.
[[File:Captain Falcon SSB Air Attacks.PNG|thumb|200px|Captain Falcon's aerial attacks]]
*[[Forward tilt]]: Kicks to his side for 13%. Like most forward tilts, this one can be angled. A good defensive or punishing move.
[[File:Falcon SSB 270 degree u-air Hurtbox.jpg|thumb|The three u-air hitboxes, the arrows demonstrate where the smallest hitbox (near the elbow) would send an opponent]]
*[[Down tilt]]: Does a quick kick while crouching, doing 11% . This attack sends the opponent at a low trajectory, and can be used against foes hanging on a ledge.
{{MovesetTable
*[[Up tilt]]: Puts his leg high and drops it like an axe, doing 4-9%, 6-14% (two hits, total 23%). This attack is unique because it can hit from behind, and at the start of the move, above Captain Falcon. The move in general is somewhat long, though. This move is often thrown with his wall combos for it's range and damage.
|game=SSB
*[[Dash attack]]: Does a shoulder tackle. 12% damage. Decent knockback, can follow into itself on heavy characters.
|neutralcount=3
|neutralinf=y
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Kneebutt ({{ja|ニーバット|Nībatto}}) / Mach Punch ({{ja|マッハパンチ|Mahha Panchi}})
|neutral1dmg=3%
|neutral2dmg=3%
|neutral3dmg=4%
|neutralinfdmg=1% per punch
|neutraldesc=Two quick jabs, a knee, and a series of rapid jabs. The second hit can be [[jab cancel]]led into a grab and then a throw. The rapid punches are fast, though a little awkward for combos.
|ftiltangles=5
|ftiltname=Arrow Shot ({{ja|アローショット|Arō Shotto}})
|ftiltupdmg=15%
|ftiltmidupdmg=14%
|ftiltsidedmg=13%
|ftiltmiddowndmg=12%
|ftiltdowndmg=11%
|ftiltdesc=Kicks to his side. It can be [[angled]] in five directions, with its damage changing depending on which angled variant is used. A half-decent spacing move, but rarely used in combos.
|utiltname=Wheel Kick ({{ja|ホイールキック|Hoīru Kikku}})
|utiltdmg=9% (hit 1), 14% (hit 2), 23% (total)
|utiltdesc=Similar to Samus's, an axe kick, doing 9%, then 14%. This attack is unique because it can hit from behind, and at the start of the move, above Captain Falcon. The move in general has somewhat high lag, though. This move is often used with his wall combos because of its range and damage (such as back throw, up tilt, regrab, etc.). It's additionally a way to edgeguard characters hanging on the edge, due to its [[hitbox]] extending below the platform. The hitbox is also high enough to hit someone on a Dream Land platform. The attack is the most damaging up tilt in the game.
|dtiltname=Crouching Kick ({{ja|クラウチングキック|Kurauchingu Kikku}})
|dtiltdmg=11%
|dtiltdesc=Does a quick kick while crouching. Slightly [[disjointed]] hitbox but has a high amount of [[ending lag]]. This attack sends the opponent at a low trajectory, and can be used against opponents hanging on the edge or to [[gimp]] opponents recovering from below such as {{SSB|Fox}}, {{SSB|Kirby}}, or {{SSB|Jigglypuff}}. Not fully recommended for this purpose against people who are able to [[SDI]] into the edge. Has generally little combo ability.
|dashname=Turbo Shoulder ({{ja|ターボショルダー|Tābo Shorudā}})
|dashdmg=12% (clean), 9% (late)
|dashdesc=Does a shoulder tackle. Decent knockback, can combo into itself on heavy characters or potentially lead into grabs. Heavy lag and generally is highly [[punish]]able however, meaning it isn't very reliable. Is punishable on hit at low percents. Considered to be Captain Falcon's worst move.
|fsmashangles=3
|fsmashname=Fire Kick ({{ja|ファイヤーキック|Faiyā Kikku}})
|fsmashupdmg=19%
|fsmashsidedmg=18%
|fsmashdowndmg=17%
|fsmashdesc=Does a flaming forward kick. Somewhat resembles his Falcon Kick in terms of special effects. Good KO move, but has some startup and ending lag; not considered a fast KO move. Is a somewhat reliable spacing tool, especially when [[pivot]]ed.
|usmashname=Rising Elbow ({{ja|ライジングエルボー|Raijingu Erubō}})
|usmashdmg=17%
|usmashdesc=An upwards elbow swing-launcher in a single turn. The move comes out on frame 4, making it the fastest up smash in both the game and the entire series, with the move being Captain Falcon's fastest [[Out of Shield]] option. In addition to this, it has great range both in front and above of Captain Falcon (having comparable horizontal range to his grab as well as easily being able to hit opponents on upper Dream Land platforms) and it launches opponents up and towards him with high base knockback at lower percents, making it a strong combo starter at lower percents, as its ending lag is not too high. At lower percents, it can lead into Captain Falcon's aerials or even itself on fast fallers. Captain Falcon can also lead into it at lower percents with his aerials, which can then lead into a combo. A single up smash as a combo starter or extender at 0% can lead into anywhere from a 50%-100%+ combo or even death.


=====[[Smash attack]]s=====
It is the weakest up smash in the game however, typically not KOing at realistic percents. This makes up smash noticeably less effective at higher percents, although its speed and range still make it a strong and damaging punishment option. The move additionally does have fairly high ending lag which can make it risky. The move is unsafe on shield at close range but Captain Falcon can space the move to make it safe on shield (and he can use grab to punish opponents trying to shield up smash).
*[[Side smash]]: Does a flaming forward kick. Somewhat resembles his Falcon Kick in terms of effects. Minor start-up and ending lag for this good finishing attack, though still not considered a fast KO move. 19%.
*[[Down smash]]: A "down spin kick", does 16% .If the attack connects closer to the body, the opponent will be sent upwards. If it connects with the tip, the opponent will be sent in a more horizontal direction. Somewhat short duration, for a move of this criteria, but an awkward move for one of C. Falcon's.
*[[Up smash]]: An upwards punch, 17%. This is Captain Falcon's main combo starter. The attack sends the opponent straight up, but with low [[knockback]] and high [[hitstun]]. It is also trifled with unusually short range, for an up smash. It is the weakest up smash in the game, but one of Falcon's most useful moves for its combo potential. The hitbox is Falcon's body and the small area above his raised fist.


=====Other attacks=====
Up Smash is overall considered to be one of Captain Falcon's most useful moves, as well as one of the best up smashes in the game due to its speed, range and combo potential.
*Ledge attack- Gets up and kicks in a similar fashion to his down tilt. 6% damage.
|dsmashname=Accelerator Turn Kick ({{ja|アクセルターンキック|Akuseru Tān Kikku}})
*100% ledge attack- Slowly rises and swats. Low range and damage. 4% damage.
|dsmashdmg=16% (front), 14% (back)
*Floor attack- Similar to Samus's floor attack, kicks on both sides at the same time and gets up. 6% damage.
|dsmashdesc=A "down spin kick". If the attack connects closer to the body, the opponent will be sent upwards. If it connects with the tip, the opponent will be sent in a more horizontal direction. Somewhat short duration, for a move of this criteria, but an awkward move for one of Captain Falcon's. Does not combo well as is generally not recommended too much. Computers oddly use this move much more commonly than humans. It can catch rolls but grabs are preferred.
|nairname=Falcon Air Kick ({{ja|ファルコンエアキック|Farukon Ea Kikku}})
|nairdmg=16% (clean), 13% (late)
|nairdesc=A [[sex kick]]. Like most sex kicks, this attack loses power with time. Very powerful when it first comes out and a good defensive move. Not exactly the most useful combo move but is sometimes thrown out as a KO move or a finisher vs. lighter opponents after a fair. A weak n-air is a moderately strong combo move but it is quite hard to hit with outside of when falling. Not a bad move per-say but more less used than his other aerials as they have a better hitbox. Is also less safe on shield compared to other aerials.
|fairname=Rotary Kick ({{ja|ロータリーキック|Rōtarī Kikku}})
|fairdmg=10% (hit 1), 12% (hit 2), 22% (total)
|fairdesc=Does two kicks in front for him. This attack is similar to Captain Falcon's neutral aerial in later ''Smash'' games, though without the horizontal movement, sends opponents on more of a horizontal angle, and is better at chasing opponents and KOing. It is also possible to link only one of these aerials into a down aerial, up aerial, or a grab, leading to further combos, a neutral aerial for KOs, or at certain percentages a down aerial to meteor smash. The two hits can lead into a Falcon Kick offstage or close to offstage as well as another forward aerial or grab depending on the opponent's weight and percentage. Very useful against more [[floaty]] characters for comboing as up air isn't as useful. Excellent spacing tool. At max horizontal spacing, this is one of the only aerial moves that is safe on shield. Captain Falcon's best aerial along with up air.
|bairname=Back Knuckle ({{ja|バックナックル|Bakku Nakkuru}})
|bairdmg=16%
|bairdesc=Extends his fist behind him. A basic edgeguarding move with good power and no sweetspot. One of the strongest back aerials in the game. Can combo into another back aerial, a reverse back aerial, or potentially a reverse up aerial. The reverse back air is quite useful for edgeguards but due to its odd hitbox, a pivot up air or Up B is usually used. Has just enough stun to be safe on block, but only when Captain Falcon is lower to the ground before performing it.
|uairname=Overhead Kick ({{ja|オーバーヘッドキック|Ōbāheddo Kikku}})
|uairdmg=16%
|uairdesc=Flips in the air. Many consider this attack to be Captain Falcon's most versatile attack as well the best up aerial (along with {{SSB|Pikachu}}'s). Depending on what part of the [[hitbox]] connects with the opponent, it can send the opponent in various directions. A view of the hitboxes can be seen in one of the images to the right. Part of the [[Stairway to Heaven]] combo. For edgeguards, a pivot up air has extremely high hitstun making it a very useful edgeguard after a forward throw near the edge. Safe on shield and can lead to a [[shield break combo]] if the opponent is stuck on a platform.
|dairname=Stampede Bomb ({{ja|スタンピードボム|Sutanpīdo Bomu}})
|dairdmg=14%
|dairdesc=[[Stomp (archetype)|Stomp]]s below him, though has a hitbox above his feet. A very long duration. This attack is a [[meteor smash]]. The hitbox exists on the legs and chest, and if the opponent connects with the chest, they will be sent down at a slight angle. If the opponent is already on the ground, it will, depending on their damage percentage, keep the opponent in place or bounce them up at a very slight angle, leading into another aerial such as a second dair to spike offstage, a Falcon Punch for a KO, a grab, or a quick up smash (depending on the percentage and opponent's reaction). The inspiration for the [[Ken Combo]] is based on this spiking after an up air. Is safe on block (when z-cancelled.)
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Captain Falcon clenches his fist. Captain Falcon's grab has good range and when combined with his great mobility, it is easy to land and Captain Falcon has strong throws he can use after landing a grab. Captain Falcon's grab can whiff against some crouching characters however.
|fthrowname=Shoulder Throw ({{ja|ショルダースルー|Shorudā Surū}})
|fthrowdmg=12%
|fthrowdesc=Slams the opponent down in front of him. This throw would become his down throw in later ''Smash'' games. It has a upwards diagonal launch angle with high base knockback but low knockback scaling. When combined with Captain Falcon's mobility, this allows the move to be used to start aerial chains, easily leading into a forward or up aerial. His other main combo starter on the ground along with up smash and aerials. It is overall a very useful throw, being a great combo starter at lower percents, although it does not KO at realistic percents and it does lose its combo potential at higher percents.
|bthrowname=Striking Throw ({{ja|ストライキングスルー|Sutoraikingu Surū}})
|bthrowdmg=16% (throw), 10% (collateral)
|bthrowdesc=He kicks the opponent back, dealing 16% and horizontal knockback. Captain Falcon's back throw is the strongest in the game at 0%, having the highest base knockback out of any back throw. If Captain Falcon back throws {{SSB|Link}} at the ledge at 0% for example, Link cannot make back to the stage at all if Captain Falcon grabs the ledge and if Link doesn't have a Bomb (outside of the European version). Back throw does have above average KO potential at the ledge but it has lower knockback scaling than other back throws, making it one of the weakest back throws at higher percents. Back throw is overall a very useful throw, easily setting up edgeguards at lower percents due to its high base knockback.  
|floorbname=
|floorbdmg=6%
|floorbdesc=Similar to {{SSB|Samus}}'s floor attack, kicks on both sides at the same time and gets up. A bit quicker and safer than most. Unsafe on block however.
|floorfname=
|floorfdmg=6%
|floorfdesc=Similar to Samus's floor attack, kicks on both sides at the same time and gets up. A bit quicker and safer than most. Unsafe on block.
|edgefname=
|edgefdmg=6%
|edgefdesc=Gets up and kicks in a similar fashion to his down tilt. Unsafe on block. Can be used to edgeguard due to a reverse hitbox but this is uncommon.
|edgesname=
|edgesdmg=4%
|edgesdesc=Slowly rises and swats. Low range and damage. Not recommended due to its low range so a fall into an aerial over the ledge is generally preferred.
|nsname=Falcon Punch
|nsdmg=24%/25%/26%
|nsdesc=Throws a powerful punch, with his fists engulfed in a flaming falcon shape. It is much faster than in future games. Can be a finisher in combos, and can be comboed into from moves such as up aerial, forward throw, or down aerial on a grounded opponent. Gives him some horizontal distance when recovering. Can be angled slightly for further recovery similar to Jigglypuff's rising pound.
|usname=Falcon Dive
|usdmg=20%
|usdesc=Does a leap into the air. If he grabs an opponent, he launches them diagonally upwards powerfully. It is impossible to Smash DI this move as it is considered to be a grab. If it hits the opponent, it lets Captain Falcon use the move again, otherwise he will become helpless. Recovery move, but it cannot grab onto edgehoggers (outside of right up close), making Captain Falcon easy to edgeguard. A string of multiple up aerials into a Falcon Dive is commonly referred to as an Stairway to Heaven or Windmill combo, as it is a very common combo in ''Smash 64'' competitive play. Can be done out of shield or against a shielding opponent or one caught on a ledge, known as and named after {{sm|King Funk}}.
|dsname=Falcon Kick
|dsdmg=15%
|dsdesc=Performs a blazing kick while rushing forward. If used in midair, he moves at a diagonal angle down fairly quickly, being usable to counter [[juggling]]. This does not happen if he does it off a platform so it is more commonly used here. In the air, it sends him diagonally down. Unlike ''Melee'', he does not gain a jump back so this move is not used to recover. Is unsafe on block.
}}


====[[Aerial attack]]s====
===[[Announcer]] call===
*[[Neutral aerial]]: A [[sex kick]], does 16% (at beginning). Like most sex kicks, this attack loses power with time. Very powerful when it first comes out and a good defensive move.[[File:Captain Falcon SSB Air Attacks.PNG|right|thumb|200px|Captain Falcon's aerial attacks]]
<gallery>
*[[Forward aerial]]: Does two kicks in front for him, 4-22% if the two hits connect. This attack is similar to Captain Falcon's ''[[Super Smash Bros. Melee]]'' neutral aerial attack, though without the horizontal movement, and is better at chasing foes and KOing.
File: Captain Falcon Announcer SSB.wav|English/Japanese/German/Chinese
*[[Back aerial]]: Captain Falcon extends his fist behind him. A basic edgeguarding move with good power. 16%
File: Captain Falcon French Announcer SSB.wav|French
*[[Up aerial]]: Flips in the air. 16%. Many consider this attack to be Captain Falcon's most versatile attack. Depending on what part of the [[hitbox]] connects with the opponent, it can send the opponent up, forward, or backwards, or in certain cases keep the opponent, for all practical purposes, in place (the spot where the most knockback occurs is at Captain Falcon's heel when a person is hit from Captain Falcon's back). A common use for this attack is to simply just chain up aerials together into one huge combo.
</gallery>
*[[Down aerial]]: Stomps below him, though has a hitbox above his feet. 14% damage. This attack is a [[meteor smash]]. The [[hitbox]] exists on the legs and chest, and if the opponent connects with the chest, he/she will be sent down at a slight angle. If the opponent is already on the ground, it will, depending on their [[damage]] percentage, keep the opponent in place or send him/her up at a very slight angle, leading into another aerial or a quick up smash (depending on the % and foe's reaction).


====Grabs & Throws====
===[[On-screen appearance]]===
*[[Forward throw]]: Falcon slams the opponent down in front of him. Having very low knockback for a grab, this can be used to start aerial chains. This throw would become his down throw in later ''Smash Bros.'' installments. 11%
{{Appearance
*[[Back throw]]: He kicks the opponent back, causing 16%. This throw has much more knockback than his forward throw.
|desc=Jumps out of his vehicle, the [[Blue Falcon]].
|char=CaptainFalcon
|game=SSB}}


===Special Moves===
===[[Taunt]]===
{{Special Moves|game=SSB|char=Captain Falcon}}
{{Taunt/SSB|char=CaptainFalcon|desc=Turns to his right, keeping his left hand curled into a fist which he puts on his hip, he touches his forehead with his right fist then straightens his hand out to do a salute while saying "Show me your moves!".}}


====Taunt====
===[[Crowd cheer]]===
*[[Taunt]]: Turns to his right, keeping his left hand curled into a fist which he puts on his hip, he touches his forehead with his right fist then straightens his hand out to do a salute while saying "Show me your moves!".
{{Crowd
|char=Captain Falcon
|game=SSB
|desc-us=Fal-con *claps 3 times*
|desc-jp=Fal-con *claps 3 times*
|pitch-us=Crowd chant
|pitch-jp=Crowd chant}}


==Matchups==
===[[Victory pose]]s===
{{SSB64MatchupTable|captainfalcon=yes}}
{{Victory/SSB
|victory-theme=CptFalconTheme64.ogg
|victory-desc=A cover of the music that plays when a character finishes a race in ''F-Zero X''.
|desc-1=Gathers power, then performs a high roundhouse kick.
|desc-2=Kneels in a determined pose, screaming as if to release his energy.
|desc-3=Brings arm up then down confidently (also his character selection animation).
|char=CFalcon}}


==Combos, Tactics, and Tricks==
==In [[competitive play]]==
===Basic and more advanced combos===
===Most Historically Significant Players===
Basic falcon combos are known for being to combine multiple up aerials into up b or down air for KOs. Usually the first move used into the combo is an up smash, forward throw, or short hop forward aerial. What progresses Falcon mostly is their spacing and use of tilts as Falcon's combos are overall some of the easiest to do in the game but Falcon is overall considered to be the easiest to combo outside of DK due to his weight and low floatiness. Spacing aerials is key.
:''See also: [[:Category:Captain Falcon players (SSB)]]''
<!--This character has a fifteen 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 -->


===Falcon Punch Combos===
*{{Sm|Alvin|Peru}} - One of the best Captain Falcon players in the world and the best from South America. He has used Captain Falcon to win multiple tournaments such as {{Trn|SuperBoomed}} and {{Trn|Tacna All Stars 2017}}. His Falcon is most often seen against {{SSB|Pikachu}}, beating players such as {{Sm|wario}}, {{Sm|Mariguas}} and {{Sm|Gerson}}.
More advanced combos involve using the Falcon punch as finishers such as up air into falcon punch, a tech chase down air into falcon punch, or a forward throw into falcon punch. Combos into falcon punch are usually within the 50-70 range vs Fast Fallers or heavy weights using Forward throw, around 60-90 (some using a jump after using up air and some grounded) and around 110-120 using down aerial.
*{{Sm|Capitan Tavo|Peru}} - One of the best Captain Falcon players to come from South America. He holds some of the best solo Captain Falcon results at Peruvian tournaments, placing 3rd at {{Trn|Tacna Torneo Nacional 2012}} and 4th at {{Trn|Tacna All Stars 2017}}.
*{{Sm|Darkhorse|USA}} - One of the most prominent commentators in the ''Smash 64'' scene who also possesses a high-level Captain Falcon. Some of his best performances include 5th at {{Trn|Operation Desert Smash III}} and {{Trn|Smash 'N' Splash 5}} and wins over KD3 and Dogs_Johnson in the ditto. He was previously ranked 29th during the [[2018 64 League Rankings]].
*{{Sm|Dogs_Johnson|USA}} - One of the best solo Captain Falcon players in the United States. He has made top 8 at many majors such as 3rd at {{Trn|Keystoned V}} and 7th at both {{Trn|Smash 'N' Splash 3}} and {{Trn|Xanadu Origins}}. He is currently ranked 13th on the [[2023 Smash 64 Power Rankings]].
*{{Sm|JaimeHR|Mexico}} - One of the most regarded and longest active players in the ''Smash 64'' scene. Commonly considered the best player in Mexico and at one point considered in the top 3 for North America during the early 2010s, only being behind Isai and SuPeRbOoMfAn. He has made top 8 at multiple [[Apex]], [[GENESIS]], and Snosa events, and still remains a top 10 player on many modern rankings.  
*{{Sm|KD3|USA}} - One of the best Captain Falcon players in the United States. Known for his constant counterpicking, but has primarily picked Captain Falcon for his performances at majors with examples being his win at {{Trn|Apex 2022}} and 3rd at {{Trn|Super Smash Con: Fall Fest}}. His win over wario at {{Trn|Super Smash Con 2022}} marks him as the first American player to beat him and is considered one of the biggest upsets in the history of ''Smash 64''.
*{{Sm|kysk|Japan}} - One of the best ''Smash 64'' players in the world, primarily plays Captain Falcon as a secondary. Won {{Trn|Kanto 2018}} and {{Trn|Super Smash Con 2019}}, using the character at both tournaments to beat wario in grand finals.
*{{Sm|Lowww|USA}} - A Captain Falcon player who has more recently marked himself as one of the best players in the United States, ranking 10th on the [[2021-2022 Smash 64 Power Rankings]]. He has placed 2nd at {{Trn|Keystoned III}} with only Captain Falcon, beating {{Sm|Josh Brody}} and {{Sm|HAMMERHEART}}. He has also placed 2nd at {{Trn|Apex 2022}} and many other tournaments with the character alongside either Pikachu or {{SSB|Fox}}.
*{{Sm|Mercy|USA}} - A long-time ''Smash 64'' player also known as Stranded. He is regarded for having some of the best technical skills in the game and being one of the best in North America. He has placed highly at some of the largest ''Smash 64'' tournaments of all time with Captain Falcon such as 9th at {{Trn|Super Smash Con 2016}} and 13th at {{Trn|Apex 2015}}. Ever since 2018, his Captain Falcon has been retired in favor of playing {{SSB|Yoshi}} and Fox.
*{{Sm|Ruoka Dancho|Japan}} - A old-school player who was one of the best Captain Falcon players at the time. He had a consistent streak of tournaments in Japan up until late 2014 and had two notable major performances with 4th at {{Trn|Apex 2013}} and 7th at {{Trn|Apex 2014}}. He retired in 2015 after some lackluster performances after Apex.
*{{Sm|Sin|Japan}} - One of the best Captain Falcon players in Japan, considered only second to Ruoka Dancho at the time. He took sets over top players such as kysk and {{Sm|Josuke}} and even outplaced Ruoka Dancho at a few tournaments seen with his 2nd place finish at {{Trn|Kanto 2013}}. He similarly retired from tournaments in late 2015.
*{{Sm|Shihman|USA}} - A Captain Falcon and Yoshi co-main that is currently one of the highest ranking active Captain Falcon players. He has placed 3rd at {{Trn|GameTyrant Expo 2018}} where he beat {{Sm|Prince}} and Josh Brody with the character and also placed 7th at {{Trn|Super Smash Con 2022}} and 9th at {{Trn|Super Smash Con 2023}}. He is currently ranked 16th on the [[2023 Smash 64 Power Rankings]].
*{{Sm|SuPeRbOoMfAn|Canada}} - Tri-mains Captain Falcon with {{SSB|Pikachu}} and {{SSB|Kirby}} and is the best Captain Falcon player of all time. Won a multitude of tournaments from 2017-2019 with Captain Falcon being his main character with {{Trn|GENESIS 5}}, {{Trn|Super Smash Con 2018}}, and {{Trn|Snosa IV}} being such examples. As such, he was considered the best player of 2018 on the [[2018 64 League Rankings|64 League Rankings]].
*{{Sm|Yuu|Japan}} - The best Captain Falcon player in Japan after both Ruoka Dancho and Sin's retirement. He has placed in the top 8 at every Japanese event he has entered from 2018-2023. He has traveled out of his region twice with his 5th at {{Trn|UFSmash 3}} and at {{Trn|GENESIS 4}}, he beat both Isai and Shears to place 9th.
*{{Sm|Zero|p=Texas|USA}} - Considered the second best Captain Falcon in North America behind SuPeRbOoMfAn. He is the best player from Texas and has been considered a top 20 player ever since 2016. He has made multiple top 8 major placements with Captain Falcon with 3rd at {{Trn|Snosa III}} and 5th at both {{Trn|Let's Go!}} and {{Trn|Super Smash Con 2018}}, beating players such as {{Sm|tacos}} and {{Sm|Sekirei}}.


=== Spike Combo ===
===Tier placement and history===
Sometimes known as the "Ken Combo" of ''SSB'', this combo consists of an [[up aerial]] followed by a jump and then a [[down aerial]] attack [[spike]]. The up aerial must connect at the right spot so that there is minimal [[knockback]]. Ken has said that the Marth ken combo of melee was inspired by the Ken combo of SSB.
Captain Falcon has always been considered a high-tier character, with his lowest placement being 5th on the first tier list. His flexible combos, speed, and power have allowed him to take on the majority of the cast extremely well, and has garnered him consistently strong representation and results from high—level players. As the metagame advanced further, Falcon has been notably one of the few characters that has a manageable matchup against {{SSB|Pikachu}}, the best character in the game, although he still struggles to approach and make full use of his advantages against {{SSB|Kirby}}, who can camp him with his large hitboxes. These factors have led to a rock-paper-scissors flowchart, where those three characters together shape most of the metagame. Although other characters have since risen in usage in recent times, such as {{SSB|Yoshi}} and {{SSB|Jigglypuff}} being able to disrupt Falcon’s advantage, he still enjoys excellent usage in all levels of play.


===Falcon Punch Recovery===
==Techniques==
Using a Falcon Punch while in the air gives Captain Falcon slight horizontal movement. Also, the attack can be "angled" by hitting up or down right after hitting B, which can be used to boost his vertical recovery slightly as well.
===Dash pivot===
This is an easy-to-perform technique that can be used effectively for [[mindgame]]s. Essentially, it is a forward roll that is performed without using a [[roll]]. To utilize the technique, one begins with an initial dash and quickly taps the [[control stick]] in the opposite direction. If one holds it in the opposite direction, or even presses it, then Captain Falcon will dash-dance instead. What makes this technique very effective is that Captain Falcon has a long initial dash, and so one can use this to [[tech-chase]] an opponent depending on their position, or even perform a sort of [[pivot grab]]. One can also use the dash pivot to change one's position in battle, necessary for [[spacing]]: successive dash pivots in one direction after a hit can provide new approach options, lining up Captain Falcon for [[short hop]]ped back/up aerials, while simultaneously performing a sort of pseudo-[[moonwalk]], potentially throwing off the opponent's perception of Captain Falcon's movement. In addition to the aforementioned usages, one can use the dash pivot to [[edge-hog]] very effectively. With proper spacing, a well-timed dash pivot can thrust a player off a [[ledge]] into a [[edge recovery|ledge grab]], allowing for many viable [[gimping|recovery blocking]] techniques (a [[taunt cancel]] implemented while flying off a ledge adds notable humour and dramatic flair as well). It can also be used to land an up aerial as a simple followup to a forward throw from the edge at mid-high percentages, as a great way to land the semi-spike portion of the move. Overall, the potential of this technique is quite significant, and it is an integral part of any decent Captain Falcon user's [[metagame]].


===Dash Pivot===
===Teeter canceled Falcon Kick===
A really easy and effective mindgame technique. It's basically a frontwards roll, without the roll. One does an initial dash and quickly '''taps''' the stick the opposite direction. If one holds it the opposite direction, or even presses it, then Captain Falcon will [[Dash-dancing|dash dance]] instead. What makes this move very effective is that Falcon has a long [[initial dash]], and so one can use this to [[tech chase]] one's opponent depending on his position. One can also use the dash pivot to change one's position in battle, necessary for [[spacing]].
Falcon Kick is often used among advanced Captain Falcon users as the last hit of a combo (generally followed after a {{mvsub|Captain Falcon|SSB|forward aerial}}) or as an edgeguarding move. If the player is dashing, he can [[teeter cancel]] and seemingly use a Falcon Kick out of a full sprint.


===Dair-Dair Spike===
==="Stairway to Heaven" combo===
When performed on a grounded foe, a [[down aerial]] ("dair") attack will send them upwards on a small angle. One can use this when Captain Falcon is close to an edge to perform a second down aerial, which will (after about 50% with most chars) send them to the bottom of the stage. In order to do this one will need to Short hop both attacks and Z-Cancel the first one as well. The first down aerial can also combine into a Falcon Punch.
{{Main|Stairway to Heaven}}
Captain Falcon's {{mvsub|Captain Falcon|SSB|up aerial}} is notorious for its low and nearly purely vertical [[knockback]] as well as its high [[hitstun]]. This combo involves using up aerial chains to combo the opponent to near the top of the stage, where [[Falcon Dive]] can be used as a combo finisher to hopefully [[Star KO]] them. These up aerial chains are extremely common among Captain Falcon players.


==Description==
==Description==
''A regular pilot in the great galactic race F-ZERO Grand Prix, Captain Falcon is skilled at collecting prize money. Much about his past remains hidden in shadow, but it's clear that many a villain hold a powerful grudge against him.''
''A regular pilot in the great galactic race F-ZERO Grand Prix, Captain Falcon is skilled at collecting prize money. Much about his past remains hidden in shadow, but it's clear that many a villain hold a powerful grudge against him.''<br>
Works:
Works:
*[[F-Zero|F-ZERO]] (SNES)
*[[F-Zero|F-ZERO]] (SNES)
*[[F-Zero X|F-ZERO X]] ([[Nintendo 64|N64]])
*[[F-Zero X|F-ZERO X]] ([[Nintendo 64|N64]])


==[[Costume]] Gallery==
==[[Alternate costume (SSB)#Captain Falcon|Alternate costumes]]==
[[File:alt-cfalcon.jpg|frame|center|Captain Falcon's changeable clothing in ''SSB'']]
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=6|[[File:Captain Falcon Palette (SSB).png]]
|-
|{{Head|Captain Falcon|g=SSB|s=25px}}
|{{Head|Captain Falcon|g=SSB|s=25px|cl=Grey}}
|{{Head|Captain Falcon|g=SSB|s=25px|cl=Red}}
|{{Head|Captain Falcon|g=SSB|s=25px|cl=White}}
|{{Head|Captain Falcon|g=SSB|s=25px|cl=Green}}
|{{Head|Captain Falcon|g=SSB|s=25px|cl=Blue}}
|}
 
==Trivia==
==Trivia==
*Captain Falcon is the only playable character that doesn't use his own head for his stock life icon. Instead, he uses a Falcon.
*Captain Falcon is the only playable character in ''Smash 64'' whose stock icon is not a small image of his head. Instead, his icon is a falcon, much like the one on his helmet and [[series symbol]].
*Captain Falcon has the most usable costumes in the game, with six. Most characters have four or five. Yoshi has six as well, but only four are usable outside of hacking (The dark blue and pink swaps only appear in the single player mode.)
**Captain Falcon in ''Smash 64'', the {{SSB4|Mii Fighter}}s in ''[[Super Smash Bros. 4]]'', and {{SSBU|Pac-Man}} in ''[[Super Smash Bros. Ultimate]]'' are the only playable characters in the series whose stock icons do not depict the character's head or body.
*Captain Falcon has a gun, but he never uses it as an attack.
*Captain Falcon has the most usable costumes in the game, with six. He uses the blue and green colors when he's fighting on [[Team Battle]] (but has four normally; indigo, black, red, and white). Most characters have four or five (but have 4 colors due to the [[Nintendo 64 controller]] having four "C" buttons). {{SSB|Yoshi}} has six as well, but only four are usable outside of hacking (including green, red, light blue, and yellow). The other two colors (pink and dark blue) are only playable on the [[Yoshi Team]] in [[1P Game]].
*Captain Falcon's "Congratulations!" screen is the only one to use a pre-existing image from an original game, in this case, the first unlockable title screen from ''F-Zero X''.
*Captain Falcon's "Congratulations!" screen is the only one to use a pre-existing image from an original game, in this case, the first unlockable title screen from ''{{s|fzerowiki|F-Zero X}}''. The image can also be seen in the [http://www.mobygames.com/game/f-zero-x/cover-art/gameCoverId,173629/platform,9/ back cover] of the Japanese version of ''F-Zero X''.
*His up tilt is considered the strongest [[strong attack|tilt attack]] in the entire game, having a maximum 23%.
*Since Captain Falcon was partially derived from {{SSB|Samus}} during development, he shares some attack animations with her: up tilt, dash attack, and down smash. Samus's up tilt has different hitboxes, however.
*Captain Falcon shares various attack animations with [[Samus (SSB)|Samus]]; their up tilt, however her version has one hitbox and isn't as strong, their Dash attacks, even having the same sound effects, but Falcon makes a grunt when using it (Samus is silent, as she is throughout the game), and their down smash (where, again, Falcon grunts and Samus is silent).
*Captain Falcon and {{SSB|Samus}} are the only characters to have blue costumes that are only usable while playing on the blue team in VS Mode. Similarly, Captain Falcon's green/yellow costume is only available while playing on the green team, making him the only character to have two costumes that are only usable in Team Battle.
*Captain Falcon, along with [[Samus (SSB)|Samus]], is the only character to have a blue costume that is only usable if Falcon is on the blue team in VS Mode.
*On the [[Character selection screen]], Captain Falcon's portrait greatly resembles his artwork from ''F-Zero X''.
*Although Captain Falcon's design in the game is taken from ''F-Zero X'', his in-game model appears more polygonal, and his suit is purple instead of blue.
*Captain Falcon's inclusion marks the only time to introduce a new character from the {{uv|F-Zero}} universe.
**Because of this, both he and {{SSB|Yoshi}} are the only fighters to remain as the sole fighters from their own franchises as of ''Ultimate''.
**However, Captain Falcon currently remains the sole fighter from his universe as fighters from the sub-franchises can also count as ''Mario'' characters.
 
{{SSBCharacters}}
{{SSBCharacters}}
{{F-Zero}}
{{F-Zero}}
[[Category:Characters (SSB)]]
[[Category:Captain Falcon (SSB)| ]]
[[Category:F-Zero universe]]
[[es:Captain Falcon (SSB)]]

Latest revision as of 21:34, November 9, 2024

This article is about Captain Falcon's appearance in Super Smash Bros. For the character in other contexts, see Captain Falcon.
Captain Falcon
in Super Smash Bros.
Captain Falcon SSB.png
FZeroSymbol.svg
Universe F-Zero
Other playable appearances in Melee
in Brawl
in SSB4
in Ultimate
Availability Unlockable
Tier A (3) (North America)
? (4) (Japan)
Captain Falcon (SSB)

Captain Falcon (キャプテン・ファルコン, Captain Falcon), written as C. Falcon, is the main character from the F-Zero franchise, and appears in Super Smash Bros. as one of the four unlockable characters. His appearance is based on his incarnation from F-Zero X for the Nintendo 64. He is voiced by Ryō Horikawa, who would go on to voice him in the later games.

Captain Falcon is ranked 3rd overall on the tier list for his overall very quick movement speed (despite a slow walking speed, he has the fastest dashing and falling speeds in the game, and an average air speed) and very strong combo ability, with his up aerial being an especially useful move that can combo in a huge variety of ways, including being able to lead into another up aerial or a forward aerial for aerial combos, as well as a Falcon Dive or down aerial as a combo finisher. Along with powerful edgeguarders in his back aerial and up aerial semi-spike, and an effective meteor smash with a very long duration in his down aerial, this gives Falcon a strong aerial game. His combo game isn't limited to the air, thanks to his up smash and forward throw that can easily setup other moves due to their low knockback. His combos involving aerials, up smash, and forward throw are able to 0-death many characters without much difficulty. Captain Falcon also has strong vertical endurance and is overall fairly difficult to KO onstage.

Captain Falcon's primary weaknesses include his vulnerability to combos from many characters due to his very fast falling speed and high weight and size. His ground game is also much more limited than his air game, due to him lacking options on the ground outside up smash, forward smash, grab, and neutral attack, as well as having somewhat limited out of shield options. He is also highly vulnerable to edgeguarding, due to his large size and subpar recovery, due to it being predictable, as his primary recovery move, Falcon Dive, gives short horizontal and vertical distance, while also being unable to grab edgehoggers, and his very fast falling speed hindering it further. Additionally, Captain Falcon lacks a projectile and a reliable way to deal with them, making characters like Fox difficult to deal with.

Regardless, Captain Falcon's strengths noticeably outweigh his flaws, and he has some of the highest representation and results of any character. He ranks higher in the NTSC-U than in the NTSC-J Japanese version due to him being buffed, to the point where in the Japanese version he ranks 4th on the tier list.

How to unlock[edit]

Complete 1P Game with any character in under 20 minutes. The player must defeat Captain Falcon in a battle on Planet Zebes.

Attributes[edit]

Captain Falcon's congratulations screen.

Captain Falcon is a tall heavyweight who possesses excellent mobility. He has the fastest dashing speed in the game by quite a margin which easily allows him to approach and to run away. In addition to this, he also has the highest falling speed, the second highest gravity and average air speed.

Captain Falcon is a character who focuses on speed and power. His most notorious attributes are his incredible speed (the fastest dashing and falling speed) and combo ability. He also has the best dash-dance in the game, and a very strong aerial game. His up aerial is his most versatile move, being on par with Pikachu's up aerial for the best aerial in the game. Depending on where it hits, it can send the opponent in different directions. The most notable use of the move is to hit opponents straight up by hitting with the heel - this allows Captain Falcon to chain the move into multiple up aerials, and finish with a Falcon Dive for a KO, or a down air when his midair jump is available. If the opponent is too high for a single Falcon Dive to reach, a midair jump is often enough to allow the Falcon Dive to reach them. This is made more effective by the Falcon Dive sending opponent on a difficult-to-DI angle. Another notable use of the up aerial is its ability to hit opponents back on a semi-spike trajectory (by hitting with the mid-section of the leg while it's moving backwards) - this is very useful and effective for edgeguarding. He has a powerful meteor smash in his down aerial, which can be combo'd into in a variety of ways, including up aerial (as mentioned above), forward aerial, or back aerial at lower percentages. Either of these combos could be considered a Ken Combo variation, with Ken even saying the Ken Combo was initially developed using Captain Falcon's up aerial→down aerial combo in Smash 64. Additionally, his down aerial is a very effective edgeguarder, being a meteor smash that can KO aerial opponents somewhat early, as well as having a very long duration, meaning it can be used along with an edge drop or midair jump around the edge to prevent the opponent from edge sweetspotting.

Some of Captain Falcon's attacks also have great range, most notably his up aerial and forward smash. The latter is additionally a powerful KO move, and a semi-spacing tool, being a reliable KO option without having to get too far in the opponent's reach. Captain Falcon additionally has among the best short hops in the game, being able to approach incredibly quickly using short hopped Z-cancelled aerials. He also has amazing vertical endurance due to his very high falling speed and high weight, and while he isn't particularly vulnerable to juggling anyway, his Falcon Kick can prevent juggling easily due to traveling downward quickly.

Captain Falcon, however, has limited effective ground options. His up smash is another one of his especially effective combo moves, being able to chain into itself up to three times depending on the falling speed of the opponent, and easily being to able to lead into aerials. Additionally, his forward throw is a very useful combo tool, being able to combo into forward aerial, up aerial, and up smash out of a dash, as well as a Falcon Punch on fastfallers or heavyweights at moderately high percentages. He also lacks a projectile and reliable ways to avoid them, which can give him trouble against characters like Fox on larger stages. Simply put, he is among the most vulnerable characters to constant projectile camping and ground-based camping. The banning of Hyrule Castle has helped Captain Falcon's metagame as he is less susceptible to projectile camping. Captain Falcon's two most major weaknesses are his recovery and how vulnerable he is to combos. His high weight, moderately large hurtbox, and very fast falling speed makes it easy to combo him offstage, where his large size, very fast falling speed, and short and predictable recovery make him one of the easiest characters to edgeguard.

In doubles[edit]

Captain Falcon is considered to be one of the best characters in doubles due to his incredibly easy to utilize combos and movement speed. Thanks to his speed, he is one of the best characters at helping teammates to evade and get out of edgeguarding and combos from opponents. His throws can lead into partner combos as well. A notable team wobble is that two Captain Falcons can re-grab into another grab with correct timing. Captain Falcon's main issue is his recovery, so in competitive play, he is usually paired with someone who is on a much safer position offstage and can help him with combos, usually Pikachu or Mario.

Differences between game versions[edit]

Captain Falcon was nerfed overall in his transition to NTSC-U as while his faster dashing and falling speeds give him an even better approach, and the higher presence of SDI makes him less vulnerable to combos, his jumps are slightly lower and Falcon Dive covers less distance, hindering his recovery and his combo potential. The higher presence of SDI can also work against him, making his combos less consistent.

Attributes[edit]

  • Buff Captain Falcon dashes slightly faster (70 → 75).
  • Nerf Captain Falcon keeps less horizontal momentum from a grounded jump (0.35 → 0.31).
  • Nerf Captain Falcon has reduced jump power (grounded: 25 → 24; midair: 0.95 → 0.9).
    • Nerf These changes notably prevent him from being able to land on top of the top Dream Land platform with a full hop, hindering his ability to combo floatier characters in particular.
  • Change Captain Falcon has higher falling speed (60 → 66).

Special attacks[edit]

Moveset[edit]

For a gallery of Captain Falcon's hitboxes, see here.

SSB64 Falcon.gif
Captain Falcon's aerial attacks
The three u-air hitboxes, the arrows demonstrate where the smallest hitbox (near the elbow) would send an opponent
  Name Damage Description
Neutral attack Jab (ジャブ) / Straight (ストレート) / Kneebutt (ニーバット) / Mach Punch (マッハパンチ) 3% Two quick jabs, a knee, and a series of rapid jabs. The second hit can be jab cancelled into a grab and then a throw. The rapid punches are fast, though a little awkward for combos.
3%
4%
1% per punch
Forward tilt Arrow Shot (アローショット) 15% Kicks to his side. It can be angled in five directions, with its damage changing depending on which angled variant is used. A half-decent spacing move, but rarely used in combos.
14%
13%
12%
11%
Up tilt Wheel Kick (ホイールキック) 9% (hit 1), 14% (hit 2), 23% (total) Similar to Samus's, an axe kick, doing 9%, then 14%. This attack is unique because it can hit from behind, and at the start of the move, above Captain Falcon. The move in general has somewhat high lag, though. This move is often used with his wall combos because of its range and damage (such as back throw, up tilt, regrab, etc.). It's additionally a way to edgeguard characters hanging on the edge, due to its hitbox extending below the platform. The hitbox is also high enough to hit someone on a Dream Land platform. The attack is the most damaging up tilt in the game.
Down tilt Crouching Kick (クラウチングキック) 11% Does a quick kick while crouching. Slightly disjointed hitbox but has a high amount of ending lag. This attack sends the opponent at a low trajectory, and can be used against opponents hanging on the edge or to gimp opponents recovering from below such as Fox, Kirby, or Jigglypuff. Not fully recommended for this purpose against people who are able to SDI into the edge. Has generally little combo ability.
Dash attack Turbo Shoulder (ターボショルダー) 12% (clean), 9% (late) Does a shoulder tackle. Decent knockback, can combo into itself on heavy characters or potentially lead into grabs. Heavy lag and generally is highly punishable however, meaning it isn't very reliable. Is punishable on hit at low percents. Considered to be Captain Falcon's worst move.
Forward smash Fire Kick (ファイヤーキック) 19% Does a flaming forward kick. Somewhat resembles his Falcon Kick in terms of special effects. Good KO move, but has some startup and ending lag; not considered a fast KO move. Is a somewhat reliable spacing tool, especially when pivoted.
18%
17%
Up smash Rising Elbow (ライジングエルボー) 17% An upwards elbow swing-launcher in a single turn. The move comes out on frame 4, making it the fastest up smash in both the game and the entire series, with the move being Captain Falcon's fastest Out of Shield option. In addition to this, it has great range both in front and above of Captain Falcon (having comparable horizontal range to his grab as well as easily being able to hit opponents on upper Dream Land platforms) and it launches opponents up and towards him with high base knockback at lower percents, making it a strong combo starter at lower percents, as its ending lag is not too high. At lower percents, it can lead into Captain Falcon's aerials or even itself on fast fallers. Captain Falcon can also lead into it at lower percents with his aerials, which can then lead into a combo. A single up smash as a combo starter or extender at 0% can lead into anywhere from a 50%-100%+ combo or even death.

It is the weakest up smash in the game however, typically not KOing at realistic percents. This makes up smash noticeably less effective at higher percents, although its speed and range still make it a strong and damaging punishment option. The move additionally does have fairly high ending lag which can make it risky. The move is unsafe on shield at close range but Captain Falcon can space the move to make it safe on shield (and he can use grab to punish opponents trying to shield up smash).

Up Smash is overall considered to be one of Captain Falcon's most useful moves, as well as one of the best up smashes in the game due to its speed, range and combo potential.

Down smash Accelerator Turn Kick (アクセルターンキック) 16% (front), 14% (back) A "down spin kick". If the attack connects closer to the body, the opponent will be sent upwards. If it connects with the tip, the opponent will be sent in a more horizontal direction. Somewhat short duration, for a move of this criteria, but an awkward move for one of Captain Falcon's. Does not combo well as is generally not recommended too much. Computers oddly use this move much more commonly than humans. It can catch rolls but grabs are preferred.
Neutral aerial Falcon Air Kick (ファルコンエアキック) 16% (clean), 13% (late) A sex kick. Like most sex kicks, this attack loses power with time. Very powerful when it first comes out and a good defensive move. Not exactly the most useful combo move but is sometimes thrown out as a KO move or a finisher vs. lighter opponents after a fair. A weak n-air is a moderately strong combo move but it is quite hard to hit with outside of when falling. Not a bad move per-say but more less used than his other aerials as they have a better hitbox. Is also less safe on shield compared to other aerials.
Forward aerial Rotary Kick (ロータリーキック) 10% (hit 1), 12% (hit 2), 22% (total) Does two kicks in front for him. This attack is similar to Captain Falcon's neutral aerial in later Smash games, though without the horizontal movement, sends opponents on more of a horizontal angle, and is better at chasing opponents and KOing. It is also possible to link only one of these aerials into a down aerial, up aerial, or a grab, leading to further combos, a neutral aerial for KOs, or at certain percentages a down aerial to meteor smash. The two hits can lead into a Falcon Kick offstage or close to offstage as well as another forward aerial or grab depending on the opponent's weight and percentage. Very useful against more floaty characters for comboing as up air isn't as useful. Excellent spacing tool. At max horizontal spacing, this is one of the only aerial moves that is safe on shield. Captain Falcon's best aerial along with up air.
Back aerial Back Knuckle (バックナックル) 16% Extends his fist behind him. A basic edgeguarding move with good power and no sweetspot. One of the strongest back aerials in the game. Can combo into another back aerial, a reverse back aerial, or potentially a reverse up aerial. The reverse back air is quite useful for edgeguards but due to its odd hitbox, a pivot up air or Up B is usually used. Has just enough stun to be safe on block, but only when Captain Falcon is lower to the ground before performing it.
Up aerial Overhead Kick (オーバーヘッドキック) 16% Flips in the air. Many consider this attack to be Captain Falcon's most versatile attack as well the best up aerial (along with Pikachu's). Depending on what part of the hitbox connects with the opponent, it can send the opponent in various directions. A view of the hitboxes can be seen in one of the images to the right. Part of the Stairway to Heaven combo. For edgeguards, a pivot up air has extremely high hitstun making it a very useful edgeguard after a forward throw near the edge. Safe on shield and can lead to a shield break combo if the opponent is stuck on a platform.
Down aerial Stampede Bomb (スタンピードボム) 14% Stomps below him, though has a hitbox above his feet. A very long duration. This attack is a meteor smash. The hitbox exists on the legs and chest, and if the opponent connects with the chest, they will be sent down at a slight angle. If the opponent is already on the ground, it will, depending on their damage percentage, keep the opponent in place or bounce them up at a very slight angle, leading into another aerial such as a second dair to spike offstage, a Falcon Punch for a KO, a grab, or a quick up smash (depending on the percentage and opponent's reaction). The inspiration for the Ken Combo is based on this spiking after an up air. Is safe on block (when z-cancelled.)
Grab Grab (つかみ) Captain Falcon clenches his fist. Captain Falcon's grab has good range and when combined with his great mobility, it is easy to land and Captain Falcon has strong throws he can use after landing a grab. Captain Falcon's grab can whiff against some crouching characters however.
Forward throw Shoulder Throw (ショルダースルー) 12% Slams the opponent down in front of him. This throw would become his down throw in later Smash games. It has a upwards diagonal launch angle with high base knockback but low knockback scaling. When combined with Captain Falcon's mobility, this allows the move to be used to start aerial chains, easily leading into a forward or up aerial. His other main combo starter on the ground along with up smash and aerials. It is overall a very useful throw, being a great combo starter at lower percents, although it does not KO at realistic percents and it does lose its combo potential at higher percents.
Back throw Striking Throw (ストライキングスルー) 16% (throw), 10% (collateral) He kicks the opponent back, dealing 16% and horizontal knockback. Captain Falcon's back throw is the strongest in the game at 0%, having the highest base knockback out of any back throw. If Captain Falcon back throws Link at the ledge at 0% for example, Link cannot make back to the stage at all if Captain Falcon grabs the ledge and if Link doesn't have a Bomb (outside of the European version). Back throw does have above average KO potential at the ledge but it has lower knockback scaling than other back throws, making it one of the weakest back throws at higher percents. Back throw is overall a very useful throw, easily setting up edgeguards at lower percents due to its high base knockback.
Forward roll
Back roll
Techs
Floor attack (front)
Floor getups (front)
6% Similar to Samus's floor attack, kicks on both sides at the same time and gets up. A bit quicker and safer than most. Unsafe on block.
Floor attack (back)
Floor getups (back)
6% Similar to Samus's floor attack, kicks on both sides at the same time and gets up. A bit quicker and safer than most. Unsafe on block however.
Edge attack (fast)
Edge getups (fast)
6% Gets up and kicks in a similar fashion to his down tilt. Unsafe on block. Can be used to edgeguard due to a reverse hitbox but this is uncommon.
Edge attack (slow)
Edge getups (slow)
4% Slowly rises and swats. Low range and damage. Not recommended due to its low range so a fall into an aerial over the ledge is generally preferred.
Neutral special Falcon Punch 24%/25%/26% Throws a powerful punch, with his fists engulfed in a flaming falcon shape. It is much faster than in future games. Can be a finisher in combos, and can be comboed into from moves such as up aerial, forward throw, or down aerial on a grounded opponent. Gives him some horizontal distance when recovering. Can be angled slightly for further recovery similar to Jigglypuff's rising pound.
Up special Falcon Dive 20% Does a leap into the air. If he grabs an opponent, he launches them diagonally upwards powerfully. It is impossible to Smash DI this move as it is considered to be a grab. If it hits the opponent, it lets Captain Falcon use the move again, otherwise he will become helpless. Recovery move, but it cannot grab onto edgehoggers (outside of right up close), making Captain Falcon easy to edgeguard. A string of multiple up aerials into a Falcon Dive is commonly referred to as an Stairway to Heaven or Windmill combo, as it is a very common combo in Smash 64 competitive play. Can be done out of shield or against a shielding opponent or one caught on a ledge, known as and named after King Funk.
Down special Falcon Kick 15% Performs a blazing kick while rushing forward. If used in midair, he moves at a diagonal angle down fairly quickly, being usable to counter juggling. This does not happen if he does it off a platform so it is more commonly used here. In the air, it sends him diagonally down. Unlike Melee, he does not gain a jump back so this move is not used to recover. Is unsafe on block.

Announcer call[edit]

On-screen appearance[edit]

CaptainFalconOnScreenAppearanceSSB.gif

Taunt[edit]

  • Turns to his right, keeping his left hand curled into a fist which he puts on his hip, he touches his forehead with his right fist then straightens his hand out to do a salute while saying "Show me your moves!".
Taunts-SSB-CaptainFalcon.gif

Crowd cheer[edit]

English Japanese
Cheer
Description Fal-con *claps 3 times* Fal-con *claps 3 times*
Pitch Crowd chant Crowd chant

Victory poses[edit]

A cover of the music that plays when a character finishes a race in F-Zero X.
  • Gathers power, then performs a high roundhouse kick.
  • Kneels in a determined pose, screaming as if to release his energy.
  • Brings arm up then down confidently (also his character selection animation).
CFalconPose1SSB.gif CFalconPose2SSB.gif CFalconPose3SSB.gif

In competitive play[edit]

Most Historically Significant Players[edit]

See also: Category:Captain Falcon players (SSB)
  • Peru Alvin - One of the best Captain Falcon players in the world and the best from South America. He has used Captain Falcon to win multiple tournaments such as SuperBoomed and Tacna All Stars 2017. His Falcon is most often seen against Pikachu, beating players such as wario, Mariguas and Gerson.
  • Peru Capitan Tavo - One of the best Captain Falcon players to come from South America. He holds some of the best solo Captain Falcon results at Peruvian tournaments, placing 3rd at Tacna Torneo Nacional 2012 and 4th at Tacna All Stars 2017.
  • USA Darkhorse - One of the most prominent commentators in the Smash 64 scene who also possesses a high-level Captain Falcon. Some of his best performances include 5th at Operation Desert Smash III and Smash 'N' Splash 5 and wins over KD3 and Dogs_Johnson in the ditto. He was previously ranked 29th during the 2018 64 League Rankings.
  • USA Dogs_Johnson - One of the best solo Captain Falcon players in the United States. He has made top 8 at many majors such as 3rd at Keystoned V and 7th at both Smash 'N' Splash 3 and Xanadu Origins. He is currently ranked 13th on the 2023 Smash 64 Power Rankings.
  • Mexico JaimeHR - One of the most regarded and longest active players in the Smash 64 scene. Commonly considered the best player in Mexico and at one point considered in the top 3 for North America during the early 2010s, only being behind Isai and SuPeRbOoMfAn. He has made top 8 at multiple Apex, GENESIS, and Snosa events, and still remains a top 10 player on many modern rankings.
  • USA KD3 - One of the best Captain Falcon players in the United States. Known for his constant counterpicking, but has primarily picked Captain Falcon for his performances at majors with examples being his win at Apex 2022 and 3rd at Super Smash Con: Fall Fest. His win over wario at Super Smash Con 2022 marks him as the first American player to beat him and is considered one of the biggest upsets in the history of Smash 64.
  • Japan kysk - One of the best Smash 64 players in the world, primarily plays Captain Falcon as a secondary. Won Kanto 2018 and Super Smash Con 2019, using the character at both tournaments to beat wario in grand finals.
  • USA Lowww - A Captain Falcon player who has more recently marked himself as one of the best players in the United States, ranking 10th on the 2021-2022 Smash 64 Power Rankings. He has placed 2nd at Keystoned III with only Captain Falcon, beating Josh Brody and HAMMERHEART. He has also placed 2nd at Apex 2022 and many other tournaments with the character alongside either Pikachu or Fox.
  • USA Mercy - A long-time Smash 64 player also known as Stranded. He is regarded for having some of the best technical skills in the game and being one of the best in North America. He has placed highly at some of the largest Smash 64 tournaments of all time with Captain Falcon such as 9th at Super Smash Con 2016 and 13th at Apex 2015. Ever since 2018, his Captain Falcon has been retired in favor of playing Yoshi and Fox.
  • Japan Ruoka Dancho - A old-school player who was one of the best Captain Falcon players at the time. He had a consistent streak of tournaments in Japan up until late 2014 and had two notable major performances with 4th at Apex 2013 and 7th at Apex 2014. He retired in 2015 after some lackluster performances after Apex.
  • Japan Sin - One of the best Captain Falcon players in Japan, considered only second to Ruoka Dancho at the time. He took sets over top players such as kysk and Josuke and even outplaced Ruoka Dancho at a few tournaments seen with his 2nd place finish at Kanto 2013. He similarly retired from tournaments in late 2015.
  • USA Shihman - A Captain Falcon and Yoshi co-main that is currently one of the highest ranking active Captain Falcon players. He has placed 3rd at GameTyrant Expo 2018 where he beat Prince and Josh Brody with the character and also placed 7th at Super Smash Con 2022 and 9th at Super Smash Con 2023. He is currently ranked 16th on the 2023 Smash 64 Power Rankings.
  • Canada SuPeRbOoMfAn - Tri-mains Captain Falcon with Pikachu and Kirby and is the best Captain Falcon player of all time. Won a multitude of tournaments from 2017-2019 with Captain Falcon being his main character with GENESIS 5, Super Smash Con 2018, and Snosa IV being such examples. As such, he was considered the best player of 2018 on the 64 League Rankings.
  • Japan Yuu - The best Captain Falcon player in Japan after both Ruoka Dancho and Sin's retirement. He has placed in the top 8 at every Japanese event he has entered from 2018-2023. He has traveled out of his region twice with his 5th at UFSmash 3 and at GENESIS 4, he beat both Isai and Shears to place 9th.
  • USA Zero - Considered the second best Captain Falcon in North America behind SuPeRbOoMfAn. He is the best player from Texas and has been considered a top 20 player ever since 2016. He has made multiple top 8 major placements with Captain Falcon with 3rd at Snosa III and 5th at both Let's Go! and Super Smash Con 2018, beating players such as tacos and Sekirei.

Tier placement and history[edit]

Captain Falcon has always been considered a high-tier character, with his lowest placement being 5th on the first tier list. His flexible combos, speed, and power have allowed him to take on the majority of the cast extremely well, and has garnered him consistently strong representation and results from high—level players. As the metagame advanced further, Falcon has been notably one of the few characters that has a manageable matchup against Pikachu, the best character in the game, although he still struggles to approach and make full use of his advantages against Kirby, who can camp him with his large hitboxes. These factors have led to a rock-paper-scissors flowchart, where those three characters together shape most of the metagame. Although other characters have since risen in usage in recent times, such as Yoshi and Jigglypuff being able to disrupt Falcon’s advantage, he still enjoys excellent usage in all levels of play.

Techniques[edit]

Dash pivot[edit]

This is an easy-to-perform technique that can be used effectively for mindgames. Essentially, it is a forward roll that is performed without using a roll. To utilize the technique, one begins with an initial dash and quickly taps the control stick in the opposite direction. If one holds it in the opposite direction, or even presses it, then Captain Falcon will dash-dance instead. What makes this technique very effective is that Captain Falcon has a long initial dash, and so one can use this to tech-chase an opponent depending on their position, or even perform a sort of pivot grab. One can also use the dash pivot to change one's position in battle, necessary for spacing: successive dash pivots in one direction after a hit can provide new approach options, lining up Captain Falcon for short hopped back/up aerials, while simultaneously performing a sort of pseudo-moonwalk, potentially throwing off the opponent's perception of Captain Falcon's movement. In addition to the aforementioned usages, one can use the dash pivot to edge-hog very effectively. With proper spacing, a well-timed dash pivot can thrust a player off a ledge into a ledge grab, allowing for many viable recovery blocking techniques (a taunt cancel implemented while flying off a ledge adds notable humour and dramatic flair as well). It can also be used to land an up aerial as a simple followup to a forward throw from the edge at mid-high percentages, as a great way to land the semi-spike portion of the move. Overall, the potential of this technique is quite significant, and it is an integral part of any decent Captain Falcon user's metagame.

Teeter canceled Falcon Kick[edit]

Falcon Kick is often used among advanced Captain Falcon users as the last hit of a combo (generally followed after a forward aerial) or as an edgeguarding move. If the player is dashing, he can teeter cancel and seemingly use a Falcon Kick out of a full sprint.

"Stairway to Heaven" combo[edit]

Main article: Stairway to Heaven

Captain Falcon's up aerial is notorious for its low and nearly purely vertical knockback as well as its high hitstun. This combo involves using up aerial chains to combo the opponent to near the top of the stage, where Falcon Dive can be used as a combo finisher to hopefully Star KO them. These up aerial chains are extremely common among Captain Falcon players.

Description[edit]

A regular pilot in the great galactic race F-ZERO Grand Prix, Captain Falcon is skilled at collecting prize money. Much about his past remains hidden in shadow, but it's clear that many a villain hold a powerful grudge against him.
Works:

Alternate costumes[edit]

Captain Falcon Palette (SSB).png
Captain Falcon (SSB) Captain Falcon (SSB) Captain Falcon (SSB) Captain Falcon (SSB) Captain Falcon (SSB) Captain Falcon (SSB)

Trivia[edit]

  • Captain Falcon is the only playable character in Smash 64 whose stock icon is not a small image of his head. Instead, his icon is a falcon, much like the one on his helmet and series symbol.
  • Captain Falcon has the most usable costumes in the game, with six. He uses the blue and green colors when he's fighting on Team Battle (but has four normally; indigo, black, red, and white). Most characters have four or five (but have 4 colors due to the Nintendo 64 controller having four "C" buttons). Yoshi has six as well, but only four are usable outside of hacking (including green, red, light blue, and yellow). The other two colors (pink and dark blue) are only playable on the Yoshi Team in 1P Game.
  • Captain Falcon's "Congratulations!" screen is the only one to use a pre-existing image from an original game, in this case, the first unlockable title screen from F-Zero X. The image can also be seen in the back cover of the Japanese version of F-Zero X.
  • Since Captain Falcon was partially derived from Samus during development, he shares some attack animations with her: up tilt, dash attack, and down smash. Samus's up tilt has different hitboxes, however.
  • Captain Falcon and Samus are the only characters to have blue costumes that are only usable while playing on the blue team in VS Mode. Similarly, Captain Falcon's green/yellow costume is only available while playing on the green team, making him the only character to have two costumes that are only usable in Team Battle.
  • On the Character selection screen, Captain Falcon's portrait greatly resembles his artwork from F-Zero X.
  • Although Captain Falcon's design in the game is taken from F-Zero X, his in-game model appears more polygonal, and his suit is purple instead of blue.
  • Captain Falcon's inclusion marks the only time to introduce a new character from the F-Zero universe.
    • Because of this, both he and Yoshi are the only fighters to remain as the sole fighters from their own franchises as of Ultimate.
    • However, Captain Falcon currently remains the sole fighter from his universe as fighters from the sub-franchises can also count as Mario characters.