Super Smash Bros. Ultimate

Captain Falcon (SSBU): Difference between revisions

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(Added moveset chart)
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*{{change|[[Blue Falcon]] now releases flames on both sides when it's on the racetrack.}}
*{{change|[[Blue Falcon]] now releases flames on both sides when it's on the racetrack.}}
**{{change|The track Captain Falcon drives on sports a new design, with no side rails.}}
**{{change|The track Captain Falcon drives on sports a new design, with no side rails.}}
==Moveset==
*Captain Falcon can [[wall jump]].
{{clr}}
''The following damage values were calculated '''without''' the 1.2× damage multiplier that is active during one-on-one fights.''
''For [[aerial attack]]s, full hop damage values are shown. Hovering over them shows the [[short hop]] damage values (aerial attacks performed during a short hop have a 0.85× damage multiplier).''
{{MovesetTable
|game=SSBU
|neutralcount=3
|neutralinf=y
|neutralname= 
|neutral1name= 
|neutral2name= 
|neutral3name= 
|neutralinfname= 
|neutral1dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=5%
|neutralinfdmg=0.6% (loop), 3.0% (last)
|neutraldesc=Two straight punches followed by [[Gentleman|a knee strike]]. Alternatively, the first two punches can be followed by a series of punches, culminating in an underhand punch that has very high base knockback. The infinite and underhand punch have deceptively high range, being able to reach fighters slightly further out than his normal two-punch knee strike.
|ftiltangles=3
|ftiltname= 
|ftiltupdmg=10% (foot), 9% (leg)
|ftiltsidedmg=9% (foot), 8% (leg)
|ftiltdowndmg=10% (foot), 9% (leg)
|ftiltdesc=A roundhouse kick that can be [[angle]]d up or down, increasing damage. Can be used to [[lock]].
|utiltname= 
|utiltdmg=11%
|utiltdesc=An axe kick with good horizontal knockback; can start a combo at mid-percents. Known as the "Heel of Shame" among players due to its capability to [[meteor smash]] aerial opponents. Has high starting lag for a tilt.
|dtiltname= 
|dtiltdmg=10%
|dtiltdesc=A sweep kick with [[Semi-spike|horizontal knockback]], making it useful for edgeguarding because of this trajectory. Has high starting lag for a tilt.
|dashname= 
|dashdmg=10% (clean), 6% (late)
|dashdesc=A shoulder tackle that's used in punishing landings like its previous installment because of the great distance it covers. Can start combos due to its upward-diagonal trajectory.
|fsmashangles=3
|fsmashname= 
|fsmashupdmg={{ChargedSmashDmgSSB4|20}}
|fsmashsidedmg={{ChargedSmashDmgSSB4|19}}
|fsmashdowndmg={{ChargedSmashDmgSSB4|20}}
|fsmashdesc=Rears back and performs a lunging elbow strike with a [[flame]] effect. Has high starting and ending lag, but the move has a high range as Captain Falcon thrusts himself forward a bit when he performs this move.
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|7}} (hit 1), {{ChargedSmashDmgSSB4|14}}/{{ChargedSmashDmgSSB4|13}} (hit 2)
|usmashdesc=Performs a spinning double hop-kick. A potent move that despite its slow startup, has low ending lag and deceptive horizontal range. Both hits deal more damage at the upper portion of Captain Falcon's leg. At low to mid percents, it can combo into an up aerial against fast-fallers.
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|18}} (hit 2)
|dsmashdesc=Kicks forwards and then backwards. The back kick is more powerful than the front kick.
|nairname= 
|nairdmg=4% (hit 1), 6% (hit 2)
|nairdesc=Kicks forwards twice. Can be used like its Smash 4 iteration, it is still a great follow-up to his down throw at mid-percents.
|fairname=[[Knee Smash]]
|fairdmg=22% (clean sweetspot), 6% (clean sourspot), 3% (late)
|fairdesc=A knee strike. It has very high knockback and an [[electric]] effect if sweetspotted, but is incredibly weak if sourspotted. However, it has short reach, along with a very small sweetspot that lasts for only one frame, possesses very high landing lag, and cannot autocancel in a short hop, making it extremely difficult to sweetspot without set-ups.
|bairname= 
|bairdmg=13% (clean), 8% (late)
|bairdesc=A quick backhanded strike. Low landing lag, one of Captain Falcon's best approach options. The move has good power, and it can combo into a dash attack or grab on landing at low percents.
|uairname= 
|uairdmg=10%/9% (clean), 10%/9% (late)
|uairdesc=A flip 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. Great combo starter, can combo into itself and a d-air at low-mid percents.
|dairname= 
|dairdmg=14%
|dairdesc=Performs a downward stomp. Meteor smashes when sweetspotted at his legs, and sends opponents horizontally if sourspotted. It can lock opponents at low to mid percents.
|grabname= 
|grabdesc=Reaches out with a short range. Captain Falcon's dash grab has quite a long range because of his momentum sliding him forwards.
|pummelname= 
|pummeldmg=1.2%
|pummeldesc=Knee strikes the opponent. Although it was already pretty fast in past games, it is even faster no due to the universal speed-up of most pummels.
|fthrowname= 
|fthrowdmg=3.5% (hit 1), 4% (throw)
|fthrowdesc=Punches the enemy, sending them forward diagonally. Can easily be followed up with a dash attack.
|bthrowname= 
|bthrowdmg=3.5% (hit 1), 4% (throw)
|bthrowdesc=Puts the enemy behind him and kicks them backwards, knocking them back diagonally.
|uthrowname= 
|uthrowdmg=4% (hit 1), 5% (throw)
|uthrowdesc=Holds the enemy up and punches them upward with his left hand.
|dthrowname= 
|dthrowdmg=6%
|dthrowdesc=Swings the foe overhead and then slams them on the ground with a single arm.
|floorfname= 
|floorfdmg=7%
|floorfdesc=Does a spin on the ground to kick both sides.
|floorbname= 
|floorbdmg=6%
|floorbdesc=Spins around to do a double kick.
|floortname= 
|floortdmg=5%
|floortdesc=Punches both sides.
|edgename= 
|edgedmg=10%
|edgedesc=Gets up and kicks with his right leg.
|nsname=Falcon Punch
|nsdmg=25% (ground), 28% (ground reverse), 22% (air), 25% (air reverse)
|nsdesc=-Winds up and releases his iconic fiery punch. Turning around while using the move increases its power, but slightly increases its startup lag, while landing an aerial punch lowers its power. Inputting up or down on the control pad when Captain Falcon is performing an aerial Falcon Punch will result in a very small boost in that direction.
|ssname=Raptor Boost
|ssdmg=10%
|ssdesc=Dashes forward, performing an uppercut on the ground if the move connects with an opponent, or a downswing in the air. The move will now deal the same damage whether it's performed on ground or midair. The aerial version will leave Captain Falcon [[helpless]] if the move doesn't connect with opponents.
|usname=Falcon Dive
|usdmg=5% (hit 1), 12% (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 can use the move again instead of becoming helpless.
|dsname=Falcon Kick
|dsdmg=15%/11%/7% (ground), 15%/12%/9% (air), 9% (landing)
|dsdesc=Bursts forward with a flaming high-speed kick. If used on the ground, he will travel horizontally. If used in the air, he will plunge down at a diagonal angle. The move gets weaker as it continues.
|fsname=Blue Falcon
|fsdmg=10% (hit 1), 20% (hit 2), 10% (throw)
|fsdesc=Calls in the 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, who then runs over the caught opponents and sent 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]]===
*The Blue Falcon flies in and spins to a stop, Captain Falcon jumps out, and then the Blue Falcon speeds off. Like in previous games, Captain Falcon has the unique property where his jumping animation will differ based on facing direction (a simple vaulting jump if facing right, and a front flip if facing left).
===[[Taunt]]s===
*'''Up taunt''': Charges himself up with a fiery aura, similar to Falcon Dive's startup.
*'''Side taunt''': Briefly pulls back his arm before thrusting it out and gesturing his opponent to come closer, exclaiming "Come on!".
*'''Down taunt''': Gives a salute to his right side while saying "Show me your moves!" When facing left, Captain Falcon extends his saluting arm behind him; this also shortens the taunt.}}
===[[Idle pose]]s===
*Leans forward and thrusts his arm out.
*Similar to the first one, but he crouches slightly and thrusts his elbow out instead of his arm.
===[[Victory pose]]s===
*Performs two jump kicks, then does a pose.
*Charges up fiery energy. Based on one of his ''Melee'' poses.
*Does three roundhouse kicks and then strikes a pose.


=={{SSBU|Classic Mode}}: Up Close and Personal==
=={{SSBU|Classic Mode}}: Up Close and Personal==

Revision as of 15:13, December 31, 2018

Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
This article is about Captain Falcon's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Captain Falcon.
Captain Falcon
in Super Smash Bros. Ultimate
Captain Falcon SSBU.png
FZeroSymbol.svg
Universe F-Zero
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Unlockable
Final Smash Blue Falcon
Captain Falcon (SSBU)
A fighter that possesses both speed and power! But in exchange, he is frequently left open. Being able to successfully land his neutral special, Falcon Punch, can greatly influence the battle in multiplayer matches.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Captain Falcon (キャプテン・ファルコン, Captain Falcon) is a playable character in Super Smash Bros. Ultimate. He was confirmed on June 12th, 2018. Captain Falcon is classified as fighter #11.

Captain Falcon is once again voiced by Ryō Horikawa, using recycled voice clips from Brawl and Smash 4.

How to unlock

Complete one of the following:

  • Play VS. matches, with Captain Falcon being the 11th character to be unlocked.
  • Clear Classic Mode with Fox or any character in his unlock tree, being the first character unlocked.
  • 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.

Changes from Super Smash Bros. 4

Aesthetics

  • Change As with all veterans returning from SSB4, Captain Falcon's model features a more subdued color scheme. The top piece of his racing suit appears to be armor with visible scuffs. His eyes are larger, akin to Brawl.
  • Change Captain Falcon has a slightly altered dashing animation.
  • Change The pose at the end of Captain Falcon's triple size kick victory screen has been altered. Instead of pointing his wrist sideways, he points it upwards, forming a pose similar to his idle pose.
  • Bug fix Captain Falcon's mouth now moves correctly during his voiced down and side taunts, like in Brawl.
  • Change Captain Falcon's tumbling animation now faces the camera more than SSB4, like Little Mac's, Shulk's, Greninja's etc.
  • Change Captain Falcon's side taunt has been shortened significantly, showing him immediately gesturing with his hand.

Attributes

  • Buff Like all characters, Captain Falcon’s jumpsquat animation now takes three frames to complete (down from 5).
  • Buff Captain Falcon walks faster (0.94 → 0.987).
  • Buff Captain Falcon runs faster (2.32 → 2.552).
    • Buff Captain Falcon's initial dash is faster (1.7 → 1.98).
  • Buff Captain Falcon's air speed is faster (1.1 → 1.218).
  • Change Captain Falcon falls faster (1.837 → 1.865).
  • Buff Due to Ultimate's engine, Captain Falcon benefits from a variety of changes. Not being able to run past an opponent means he is far less likely to whiff dash grab, untechable grounded spikes means he has more combo potential, and changes to hitstun and the nerfing of defensive options, such as airdodging and rolling, allow his playstyle to thrive better than previously.

Ground attacks

  • Change The first hit of neutral attack has an altered animation, now jabbing underhanded.
    • Buff This allows it to hit shorter and crouching characters as well as jab lock, where it would whiff previously.
    • Nerf Jab deals less damage overall (2% → 1.5% (hit 1), 2% → 1.5% (hit 2), 1% → 0.6% (Rapid Jab)).
    • Buff Dash attack deals more knockback, now KOing under 170% without rage.
  • Buff Forward tilt has less start-up (Frame 9 → 7) and endlag (FAF 32 → 30) along with increased base knockback. These changes altogether greatly improve its spacing capabilities.
  • Change Up tilt has an altered animation: his foot no longer reaches all the way to the floor, resulting in a rather circular motion. This change in animation means that the move is a guaranteed spike, rather than an outward sourspot and a spike heel sweetspot.
    • Nerf This altered animation makes it slightly harder to edgeguard opponents.
  • Buff Captain Falcon has a new forward smash: a backhand punch enveloped in fire that resembles Warlock Punch. This new forward smash deals more knockback.
  • Buff Up smash has less ending lag (FAF 52 → 46)

Aerial attacks

  • Buff All aerials except up aerial have reduced landing lag (Neutral: frame 12 → 7, Forward: 30 → 18, Back: 12 → 10, Down: 21 → 12).
  • Buff Neutral aerial transitions faster (Hit 2 active: 20 → 13), and has a shorter duration (FAF 45 → 40).
    • Change Neutral aerial's second hit deals less knockback, improving its combo potential but worsening its KO potential.
  • Buff Sweetspotted Knee Smash deals much more shield damage, being able to break a halfway depleted shield. It also has less landing lag, and has an easier to land sweetspot.
    • Buff Sweetspotted Knee Smash deals more damage (19% → 22%), albeit with compensated knockback.
  • Nerf Up aerial has slightly more landing lag (frame 9 → 10).
  • Nerf Up aerial's knockback was altered which hinders its combo potential.
    • Change Up aerial has slightly more start-up (frame 6 → 7), but has less ending lag (FAF 34 → 32).
  • Nerf Back aerial has slightly less knockback

Throws/other attacks

  • Change Captain Falcon has altered swing animations for battering items like the Beam Sword, no longer performing a stab forward when using a forward smash. This applies to all except his dash attack.
  • Buff Standing grab has less startup (6 → 5)
  • Buff Pivot grab has less startup (11 → 9)
  • Nerf All grabs have more ending lag (Standing FAF 31 → 36), (Dash 38 → 44) (Pivot 37 → 39)
  • Nerf Down throw's knockback was increased which hinders its combo ability.

Special Moves

  • Change Like several other powerful attacks in the game, Falcon Punch triggers Special Zoom when it successfully hits an opponent.
    • Change Falcon Punch's flames are more pronounced and better resemble an actual falcon model than in Smash 4. In addition, the falcon particle effect lasts for much longer.
    • Buff Falcon Punch has less ending lag (FAF 110 → 104)
    • Nerf Falcon Punch does not move Captain Falcon forward as much, slightly hindering its range.
    • Buff Falcon Punch deals much more knockback.
  • Buff Raptor Boost now has a slightly altered animation, and has super armor upon the actual uppercut.
    • Buff Raptor Boost has less startup and ending lag (FAF 80 → 72)
    • Change Raptor Boost deals much less knockback, resulting in it becoming more of a neutral/zone-breaker tool than a kill option.
    • Buff Aerial Raptor Boost no longer leaves Captain Falcon helpless on hit.
  • Change Falcon Dive has Captain Falcon flash with an orange tint when grabbing an opponent. It additionally has a new animation, in which he grabs his opponent with one hand while leaning more similar to Dark Dive in SSB4 onward, and the flip after grabbing an opponent now has him spin slightly.
    • Buff Falcon Dive covers more horizontal range and travels higher, and reversing it no longer decreases its horizontal distance.
    • Buff Falcon Dive is much stronger, becoming a strong combo finisher.
  • Buff The middle hit of Falcon Kick deals more knockback.
    • Buff Grounded Falcon Kick has less startup (17 → 14), and a shorter duration (FAF 74 → 71)
    • Buff Aerial Falcon Kick has less landing lag (49 → 36)
  • Change Blue Falcon now releases flames on both sides when it's on the racetrack.
    • Change The track Captain Falcon drives on sports a new design, with no side rails.

Moveset

The following damage values were calculated without the 1.2× damage multiplier that is active during one-on-one fights.

For aerial attacks, full hop damage values are shown. Hovering over them shows the short hop damage values (aerial attacks performed during a short hop have a 0.85× damage multiplier).

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   1.5% Two straight punches followed by a knee strike. Alternatively, the first two punches can be followed by a series of punches, culminating in an underhand punch that has very high base knockback. The infinite and underhand punch have deceptively high range, being able to reach fighters slightly further out than his normal two-punch knee strike.
1.5%
5%
0.6% (loop), 3.0% (last)
Forward tilt   10% (foot), 9% (leg) A roundhouse kick that can be angled up or down, increasing damage. Can be used to lock.
9% (foot), 8% (leg)
10% (foot), 9% (leg)
Up tilt   11% An axe kick with good horizontal knockback; can start a combo at mid-percents. Known as the "Heel of Shame" among players due to its capability to meteor smash aerial opponents. Has high starting lag for a tilt.
Down tilt   10% A sweep kick with horizontal knockback, making it useful for edgeguarding because of this trajectory. Has high starting lag for a tilt.
Dash attack   10% (clean), 6% (late) A shoulder tackle that's used in punishing landings like its previous installment because of the great distance it covers. Can start combos due to its upward-diagonal trajectory.
Forward smash   20% Rears back and performs a lunging elbow strike with a flame effect. Has high starting and ending lag, but the move has a high range as Captain Falcon thrusts himself forward a bit when he performs this move.
19%
20%
Up smash   12%/7% (hit 1), 14%/13% (hit 2) Performs a spinning double hop-kick. A potent move that despite its slow startup, has low ending lag and deceptive horizontal range. Both hits deal more damage at the upper portion of Captain Falcon's leg. At low to mid percents, it can combo into an up aerial against fast-fallers.
Down smash   14% (hit 1), 18% (hit 2) Kicks forwards and then backwards. The back kick is more powerful than the front kick.
Neutral aerial   4% (hit 1), 6% (hit 2) Kicks forwards twice. Can be used like its Smash 4 iteration, it is still a great follow-up to his down throw at mid-percents.
Forward aerial Knee Smash 22% (clean sweetspot), 6% (clean sourspot), 3% (late) A knee strike. It has very high knockback and an electric effect if sweetspotted, but is incredibly weak if sourspotted. However, it has short reach, along with a very small sweetspot that lasts for only one frame, possesses very high landing lag, and cannot autocancel in a short hop, making it extremely difficult to sweetspot without set-ups.
Back aerial   13% (clean), 8% (late) A quick backhanded strike. Low landing lag, one of Captain Falcon's best approach options. The move has good power, and it can combo into a dash attack or grab on landing at low percents.
Up aerial   10%/9% (clean), 10%/9% (late) A flip 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. Great combo starter, can combo into itself and a d-air at low-mid percents.
Down aerial   14% Performs a downward stomp. Meteor smashes when sweetspotted at his legs, and sends opponents horizontally if sourspotted. It can lock opponents at low to mid percents.
Grab   Reaches out with a short range. Captain Falcon's dash grab has quite a long range because of his momentum sliding him forwards.
Pummel   1.2% Knee strikes the opponent. Although it was already pretty fast in past games, it is even faster no due to the universal speed-up of most pummels.
Forward throw   3.5% (hit 1), 4% (throw) Punches the enemy, sending them forward diagonally. Can easily be followed up with a dash attack.
Back throw   3.5% (hit 1), 4% (throw) Puts the enemy behind him and kicks them backwards, knocking them back diagonally.
Up throw   4% (hit 1), 5% (throw) Holds the enemy up and punches them upward with his left hand.
Down throw   6% Swings the foe overhead and then slams them on the ground with a single arm.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Does a spin on the ground to kick both sides.
Floor attack (back)
Floor getups (back)
  6% Spins around to do a double kick.
Floor attack (trip)
Floor getups (trip)
  5% Punches both sides.
Edge attack
Edge getups
  10% Gets up and kicks with his right leg.
Neutral special Falcon Punch 25% (ground), 28% (ground reverse), 22% (air), 25% (air reverse) -Winds up and releases his iconic fiery punch. Turning around while using the move increases its power, but slightly increases its startup lag, while landing an aerial punch lowers its power. Inputting up or down on the control pad when Captain Falcon is performing an aerial Falcon Punch will result in a very small boost in that direction.
Side special Raptor Boost 10% Dashes forward, performing an uppercut on the ground if the move connects with an opponent, or a downswing in the air. The move will now deal the same damage whether it's performed on ground or midair. The aerial version will leave Captain Falcon helpless if the move doesn't connect with opponents.
Up special Falcon Dive 5% (hit 1), 12% (throw) 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 can use the move again instead of becoming helpless.
Down special Falcon Kick 15%/11%/7% (ground), 15%/12%/9% (air), 9% (landing) Bursts forward with a flaming high-speed kick. If used on the ground, he will travel horizontally. If used in the air, he will plunge down at a diagonal angle. The move gets weaker as it continues.
Final Smash Blue Falcon 10% (hit 1), 20% (hit 2), 10% (throw) Calls in the 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, who then runs over the caught opponents and sent 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

  • The Blue Falcon flies in and spins to a stop, Captain Falcon jumps out, and then the Blue Falcon speeds off. Like in previous games, Captain Falcon has the unique property where his jumping animation will differ based on facing direction (a simple vaulting jump if facing right, and a front flip if facing left).

Taunts

  • Up taunt: Charges himself up with a fiery aura, similar to Falcon Dive's startup.
  • Side taunt: Briefly pulls back his arm before thrusting it out and gesturing his opponent to come closer, exclaiming "Come on!".
  • Down taunt: Gives a salute to his right side while saying "Show me your moves!" When facing left, Captain Falcon extends his saluting arm behind him; this also shortens the taunt.}}

Idle poses

  • Leans forward and thrusts his arm out.
  • Similar to the first one, but he crouches slightly and thrusts his elbow out instead of his arm.

Victory poses

  • Performs two jump kicks, then does a pose.
  • Charges up fiery energy. Based on one of his Melee poses.
  • Does three roundhouse kicks and then strikes a pose.

Classic Mode: Up Close and Personal

Captain Falcon fights opponents who specialize in close-range combat.

Round Opponent Stage Music
1 Donkey Kong Jungle Japes Battle for Storm Hill
2 Ganondorf Gerudo Valley Gerudo Valley
3 Ryu Suzaku Castle Ryu Stage
4 Roy Arena Ferox Attack - Fire Emblem
5 6 Mii Brawlers Coliseum The Devoted
6 Little Mac Boxing Ring Jogging / Countdown
Bonus Stage
Final Bowser, then Giga Bowser Final Destination King Bowser - Super Mario Bros. 3

Giga Bowser

Note: A Maxim Tomato appears after defeating Bowser in the final round.

Role in World of Light

Captain Falcon was among the fighters that were summoned to fight the army of Master Hands.

During the opening cutscene, Captain Falcon was present when Galeem unleashed his beams of light. He attempted to escape in the Blue Falcon, but Galeem vaporized him and his vehicle before he could do so. He was then imprisoned by Galeem along with the rest of the fighters (excluding Kirby).

Captain Falcon can be found in the mode if the player goes through Villager's path instead of those of Marth and Sheik, or can be accessed from the other two paths after the player clears the Molten Fortress. He's in the middle of a racetrack that can only be traversed with the assistance of the Pico spirit.

Alternate costumes

Palette swap (SSBU)
Captain Falcon (SSBU) Captain Falcon (SSBU) Captain Falcon (SSBU) Captain Falcon (SSBU) Captain Falcon (SSBU) Captain Falcon (SSBU) Captain Falcon (SSBU) Captain Falcon (SSBU)

Gallery

Character Showcase Video

<youtube>ayUTQsO6d1E</youtube>

Trivia

  • A pre-release screenshot for the game shows Captain Falcon in his Blood Falcon costume, with the logo on the back reading "Hell Hawk"; in the final game, this is only true for the Japanese release of the game, as other languages translate it to "Blood Hawk".