Captain Falcon (SSBU): Difference between revisions

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Falcon's special moveset also has its uses. [[Falcon Punch]], while being extremely situational in the long run, is one of the strongest neutral specials in the entire game, especially when reversed on the ground, and is perfect for punishing shield breaks. As mentioned earlier, Raptor Boost is an excellent combo starter on the ground. In the air, it has the potential to [[meteor smash]], and it also serves well as a KO move in such cases. [[Falcon Dive]] is one of the strongest command grabs in the game, and while it is linear, it does cover a decent amount of distance. It also works well as a combo finisher and out-of-shield option due to its high knockback and being a command grab. Finally, [[Falcon Kick]] is effective in terms of dealing with pressure due to its speed and long-lasting hitbox, and it also possesses decent KO power when hit early on. It is also an excellent tool for returning to the stage quickly when used in the air.
Falcon's special moveset also has its uses. [[Falcon Punch]], while being extremely situational in the long run, is one of the strongest neutral specials in the entire game, especially when reversed on the ground, and is perfect for punishing shield breaks. As mentioned earlier, Raptor Boost is an excellent combo starter on the ground. In the air, it has the potential to [[meteor smash]], and it also serves well as a KO move in such cases. [[Falcon Dive]] is one of the strongest command grabs in the game, and while it is linear, it does cover a decent amount of distance. It also works well as a combo finisher and out-of-shield option due to its high knockback and being a command grab. Finally, [[Falcon Kick]] is effective in terms of dealing with pressure due to its speed and long-lasting hitbox, and it also possesses decent KO power when hit early on. It is also an excellent tool for returning to the stage quickly when used in the air.


However, Captain Falcon does have his fair share of weaknesses. While he is a powerhouse, most of his KO moves are difficult to land, the most prominent examples being his forward smash and Falcon Punch. His forward aerial is faster than those moves, but even then it suffers from a rather small sweetspot that lasts for only one frame, making it hard to land without an air dodge read or setup off of an up aerial. As a result, he often has to rely on edgeguarding to score KOs. Though his neutral game is good overall, his lack of a projectile leaves him susceptible to camping. While his above average weight and fast falling speed give him excellent endurance, they also leave him vulnerable to combos, which is further exacerbated by the fact that he has little to no fast options with which to break them.
However, Captain Falcon does have his fair share of obvious weaknesses. While he is a powerhouse, most of his KO moves are difficult to land, the most prominent examples being his forward smash and Falcon Punch. His forward aerial is faster than those moves, but even then it suffers from a rather small sweetspot that lasts for only one frame, making it hard to land without an air dodge read or setup off of an up aerial. As a result, he often has to rely on edgeguarding to score KOs. Though his neutral game is good overall, his lack of a projectile leaves him susceptible to camping, preventing him to get near the opponent effectively. While his above average weight and fast falling speed give him excellent endurance, they also leave him vulnerable to combos, which is further exacerbated by the fact that he has little to no fast options with which to break them.


Falcon's moveset in general is also full of issues. As mentioned earlier, most of his KO moves are slow and tough to land, which forces him to rely on edgeguarding to KO effectively. Falcon Kick is extremely unsafe offstage due to its lag and Falcon's fast falling speed, as it is not unlikely for him to self-destruct with it. While Raptor Boost can meteor smash in the air, it will leave him [[helpless]] if he misses, which could also result in a self-destruct. Other examples of unreliability within his moveset lie in his neutral aerial and up smash, both of which tend to have trouble connecting properly at high percentages. His overall range, while not necessarily lacking for a brawler, is also lackluster in some moves when compared to other characters with good physical reach, especially due to the fact that he lacks a projectile.
Falcon's moveset in general is also full of issues. As mentioned earlier, most of his KO moves are slow and tough to land, which forces him to rely on edgeguarding to KO effectively. Falcon Kick is extremely unsafe offstage due to its lag and Falcon's fast falling speed, as it is not unlikely for him to self-destruct with it. While Raptor Boost can meteor smash in the air, it will leave him [[helpless]] if he misses, which could also result in a self-destruct, also the endlag of the grounded version leaves him vulnerable to get grabbed or being punished by faster moves than his. Other examples of unreliability within his moveset lie in his neutral aerial and up smash, both of which tend to have trouble connecting properly at high percentages. His overall range, while not necessarily lacking for a brawler, is also lackluster when compared to other characters with good physical reach and hitboxes, especially due to the fact that he lacks projectiles.


While Captain Falcon has a good ground game and an excellent air game, his grab game is rather mediocre. To begin with, his grab range is overall somewhat short despite his height, making it risky to throw out. His down throw remains a useful combo starter at low to medium percents, but has lost its utility as a semi-guarenteed setup into Knee Smash due to its knockback and angle adjustments. While Captain Falcon's back throw remains a useful KO move, his forward throw has lost its decent combo potential as an indirect consequence of his much higher traction, just like {{SSBU|Meta Knight}}'s forward throw. Although it remains a serviceable KO move, it is utterly outclassed by back throw in this regard. Captain Falcon's up throw suffers from similar issues to his forward throw: it has too much ending lag to combo properly, even in spite of his faster jumpsquat, and it is somewhat weak for a KO throw despite dealing more damage than in ''Smash 4''.
While Captain Falcon has a good ground game and an excellent air game, his grab game is rather mediocre. To begin with, his grab range is overall somewhat short despite his height, making it risky to throw out. His down throw remains a useful combo starter at low to medium percents, but has lost its utility as a semi-guarenteed setup into Knee Smash due to its knockback and angle adjustments. While Captain Falcon's back throw remains a useful KO move, his forward throw has lost its decent combo potential as an indirect consequence of his much higher traction, just like {{SSBU|Meta Knight}}'s forward throw. Although it remains a serviceable KO move, it is utterly outclassed by back throw in this regard. Captain Falcon's up throw suffers from similar issues to his forward throw: it has too much ending lag to combo properly, even in spite of his faster jumpsquat, and it is somewhat weak for a KO throw despite dealing more damage than in ''Smash 4''.


Captain Falcon's biggest flaw is his recovery: despite his impressive air speed, his two recovery options, Falcon Dive and Raptor Boost, are linear, easily intercepted, and have small edge sweetspots. Raptor Boost also doesn't have a hitbox above him, which can leave him open to meteor smashes, which he usually has trouble surviving due to his linear recovery and fast falling speed. To his merit, he can reuse Falcon Dive if it connects with an opponent, and even stage spike them, though this is easily teched. Furthermore, since all characters can wall jump out of a tech, opponents can punish Falcon as he leaps back, possibly putting him in a worse offstage situation. In addition, while Falcon Dive covers an alarmingly high amount of horizontal distance due to its high drift, its vertical travel distance is quite mild, and Raptor Boost also renders him helpless, making it situational when combined with its poor travel distance.  Although he has the second-best wall jump in the game, Falcon will be in danger offstage without his double jump.
Captain Falcon's biggest flaw without a doubt is his recovery: despite his impressive air speed, his two recovery options, Falcon Dive and Raptor Boost, are linear, easily intercepted, and have small edge sweetspots. Raptor Boost also doesn't have a hitbox above him, which can leave him open to meteor smashes, which he usually has trouble surviving due to his linear recovery and fast falling speed. To his merit, he can reuse Falcon Dive if it connects with an opponent, and even stage spike them, though this is easily teched. Furthermore, since all characters can wall jump out of a tech, opponents can punish Falcon as he leaps back, possibly putting him in a worse offstage situation. In addition, while Falcon Dive covers an alarmingly high amount of horizontal distance due to its high drift, its vertical travel distance is quite mild, and Raptor Boost also renders him helpless, making it situational when combined with its poor travel distance.  Although he has the second-best wall jump in the game, Falcon will be in danger offstage without his double jump.


Overall, Captain Falcon is the epitome of a hit & run character, yet also benefits from a bait and punish playstyle; when combining his excellent mobility and combo game, he can string very long combos for huge amounts of damage. Otherwise, if he can use his KO moves wisely, he does not have much trouble scoring KOs. However, his flaws are quite susceptible to be punished easily if the player is not careful due to Captain Falcon's susceptibility to combos and exploitable recovery. He also falls under the bait and punish archetype, requiring to have a very precise and patient gameplay style in order to take advantage of the opponent's mistakes to score KO's.
Overall, Captain Falcon is the epitome of a hit & run character, yet also benefits from a bait and punish playstyle; when combining his excellent mobility and combo game, he can string very long combos for decent amounts of damage. Otherwise, if the player uses his KO moves wisely, he does not have much trouble scoring KOs. However, his flaws are quite susceptible to be punished easily if the player is not careful due to Captain Falcon's susceptibility to combos and exploitable recovery. He also falls under the bait and punish archetype, requiring to have a very precise and patient gameplay style in order to take advantage of the opponent's mistakes to score KO's while avoiding to commit mistakes that can cost him stocks very early.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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