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AFalsePrayer (talk | contribs) (→Moveset: updated move names based on the Super Smash Bros. Melee Official Player's Guide https://archive.org/details/SuperSmashBros.MeleeOfficialPlayersGuide/page/n11/mode/2up) |
m (Undid edit by AFalsePrayer: Nintendo Power was deemed not an acceptable source) Tag: Undo |
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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
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|neutralinfdmg=1% (loop) | |neutralinfdmg=1% (loop) | ||
|neutraldesc=The first two hits are fast and somewhat short-ranged jabs, which are good for disrupting an enemy's approach. The third hit is the [[Gentleman]] knee. The jab combo finishes with a series of fast, weak punches. | |neutraldesc=The first two hits are fast and somewhat short-ranged jabs, which are good for disrupting an enemy's approach. The third hit is the [[Gentleman]] knee. The jab combo finishes with a series of fast, weak punches. | ||
|ftiltname= | |ftiltname= | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=12% (leg), 11% (body) | |ftiltupdmg=12% (leg), 11% (body) | ||
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|ftiltdowndmg=10% (leg), 11% (body) | |ftiltdowndmg=10% (leg), 11% (body) | ||
|ftiltdesc=Does a roundhouse kick that can be angled up or down. Fast with decent range. There is not a significant amount of combo options from this move because of its horizontal hit trajectory, low knockback (though it has good knockback for a forward tilt) and stun time, and wind-down lag. One can try to follow up with a u-air or a [[jump-canceled grab]], and even a dash-canceled d-tilt or [[Raptor Boost]], but they are not true combos and can be countered by every character. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance or used after a pivot as a surprise attack to keep enemies away. A forward tilt, angled upward, can stun enemies long enough from an u-throw/d-throw that it can lead to a [[Knee Smash]]. | |ftiltdesc=Does a roundhouse kick that can be angled up or down. Fast with decent range. There is not a significant amount of combo options from this move because of its horizontal hit trajectory, low knockback (though it has good knockback for a forward tilt) and stun time, and wind-down lag. One can try to follow up with a u-air or a [[jump-canceled grab]], and even a dash-canceled d-tilt or [[Raptor Boost]], but they are not true combos and can be countered by every character. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance or used after a pivot as a surprise attack to keep enemies away. A forward tilt, angled upward, can stun enemies long enough from an u-throw/d-throw that it can lead to a [[Knee Smash]]. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=13% | |utiltdmg=13% | ||
|utiltdesc=Brings his leg up and brings it down in an axe-like fashion. It has incredible range, able to out range many of {{SSBM|Marth}}'s tilts. This move has good horizontal knockback and like his f-tilt, is difficult to combo from. Due to its low trajectory, one can often follow off the edge of a platform or stage with a falling n-air or non-sweetspotted fair edgeguard, but this is not a true combo. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance. Most players use this move as an edgeguard technique since the heel can extend below the platform. | |utiltdesc=Brings his leg up and brings it down in an axe-like fashion. It has incredible range, able to out range many of {{SSBM|Marth}}'s tilts. This move has good horizontal knockback and like his f-tilt, is difficult to combo from. Due to its low trajectory, one can often follow off the edge of a platform or stage with a falling n-air or non-sweetspotted fair edgeguard, but this is not a true combo. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance. Most players use this move as an edgeguard technique since the heel can extend below the platform. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=12% | |dtiltdmg=12% | ||
|dtiltdesc=Does a quick sweep kick. This move is a great vertical launcher. Compared to Falcon's other launchers, it has relatively high ending lag. However, it can combo at most percentages into a SHFFLed n-air, which can lead into other combos. Fox and Falco can often be regrabbed from a down tilt at medium percentages, and their side special moves can be intercepted by Falcon's down tilt if they try to sweetspot the ledge. This move can also combo into a Knee Smash and u-air, depending on [[knockback]] and [[Directional influence|DI]]. | |dtiltdesc=Does a quick sweep kick. This move is a great vertical launcher. Compared to Falcon's other launchers, it has relatively high ending lag. However, it can combo at most percentages into a SHFFLed n-air, which can lead into other combos. Fox and Falco can often be regrabbed from a down tilt at medium percentages, and their side special moves can be intercepted by Falcon's down tilt if they try to sweetspot the ledge. This move can also combo into a Knee Smash and u-air, depending on [[knockback]] and [[Directional influence|DI]]. | ||
|dashname= | |dashname= | ||
|dashdmg=10% (clean), 7% (late) | |dashdmg=10% (clean), 7% (late) | ||
|dashdesc=Shoulder tackles forward. Strongest when it comes out, weaker afterward. Fairly fast, good for knocking the foe away from the ledge to follow with an aerial attack or edgeguard, with proper mindgaming/prediction. | |dashdesc=Shoulder tackles forward. Strongest when it comes out, weaker afterward. Fairly fast, good for knocking the foe away from the ledge to follow with an aerial attack or edgeguard, with proper mindgaming/prediction. | ||
|fsmashname= | |fsmashname= | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashupdmg={{ChargedSmashDmgSSBM|21}} | |fsmashupdmg={{ChargedSmashDmgSSBM|21}} | ||
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|fsmashdowndmg={{ChargedSmashDmgSSBM|19}} | |fsmashdowndmg={{ChargedSmashDmgSSBM|19}} | ||
|fsmashdesc=Reels his elbow back and thrusts it forward, dealing powerful [[flame]] damage. Excellent knockback even when uncharged with good horizontal and vertical launching power, making it hard to DI. Somewhat fast as well. Uncharged usually KOs around 100%+. This attack is the 3rd most powerful forward smash in the game. This move can be angled, dealing more damage when angled up. | |fsmashdesc=Reels his elbow back and thrusts it forward, dealing powerful [[flame]] damage. Excellent knockback even when uncharged with good horizontal and vertical launching power, making it hard to DI. Somewhat fast as well. Uncharged usually KOs around 100%+. This attack is the 3rd most powerful forward smash in the game. This move can be angled, dealing more damage when angled up. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBM|8}}/{{ChargedSmashDmgSSBM|14}} (hit 1), {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|12}} (hit 2) | |usmashdmg={{ChargedSmashDmgSSBM|8}}/{{ChargedSmashDmgSSBM|14}} (hit 1), {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|12}} (hit 2) | ||
|usmashdesc=Performs a spinning double kick. A fast and powerful move, though is short ranged. The second hit sometimes has difficulty connecting, as with {{SSBM|Ganondorf}}'s. This is Captain Falcon's most powerful move damage-wise (when fully charged). | |usmashdesc=Performs a spinning double kick. A fast and powerful move, though is short ranged. The second hit sometimes has difficulty connecting, as with {{SSBM|Ganondorf}}'s. This is Captain Falcon's most powerful move damage-wise (when fully charged). | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBM|18}} (front), {{ChargedSmashDmgSSBM|16}} (back) | |dsmashdmg={{ChargedSmashDmgSSBM|18}} (front), {{ChargedSmashDmgSSBM|16}} (back) | ||
|dsmashdesc=Quickly kicks forward then backward. Small noticeable startup, but good speed and knockback. | |dsmashdesc=Quickly kicks forward then backward. Small noticeable startup, but good speed and knockback. | ||
|nairname= | |nairname= | ||
|nairdmg=5-6% (hit 1), 7% (hit 2) | |nairdmg=5-6% (hit 1), 7% (hit 2) | ||
|nairdesc=His f-air from ''SSB64'', kicks forward twice. A good two-hit combo starter, though the second hit is difficult to land. | |nairdesc=His f-air from ''SSB64'', kicks forward twice. A good two-hit combo starter, though the second hit is difficult to land. | ||
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|fairdmg=18% (clean), 6%/3% (late NTSC/PAL) | |fairdmg=18% (clean), 6%/3% (late NTSC/PAL) | ||
|fairdesc=Sticks out his knee. If it lands during the initial frames, the victim is zapped and is sent in a difficult-to-DI-out-of [[semi-spike]] trajectory (32 degrees to be exact). If it lands any other time, the move is very weak with little knockback, though it can be chained into another Knee Smash. An extremely powerful move when it lands a clean hit; it is often regarded as one of the most powerful and useful moves in the game, and undoubtedly the most powerful forward aerial of ''Melee'' (though, in terms of knockback, its the third most powerful forward aerial in the game, after {{SSBM|Zelda}} and {{SSBM|Dr. Mario}}). This move is the usual end to most of Falcon's aerial combos, or even to use against grounded foes in an aerial assault. Easily KOs at damage percentages as low as 60% off the edge. | |fairdesc=Sticks out his knee. If it lands during the initial frames, the victim is zapped and is sent in a difficult-to-DI-out-of [[semi-spike]] trajectory (32 degrees to be exact). If it lands any other time, the move is very weak with little knockback, though it can be chained into another Knee Smash. An extremely powerful move when it lands a clean hit; it is often regarded as one of the most powerful and useful moves in the game, and undoubtedly the most powerful forward aerial of ''Melee'' (though, in terms of knockback, its the third most powerful forward aerial in the game, after {{SSBM|Zelda}} and {{SSBM|Dr. Mario}}). This move is the usual end to most of Falcon's aerial combos, or even to use against grounded foes in an aerial assault. Easily KOs at damage percentages as low as 60% off the edge. | ||
|bairname= | |bairname= | ||
|bairdmg=14% (clean), 8% (late) | |bairdmg=14% (clean), 8% (late) | ||
|bairdesc=Does a quick backhand punch from behind. Good power and speed, often used as an [[edgeguarding]] move. Weak if the opponent is hit late in the attack. | |bairdesc=Does a quick backhand punch from behind. Good power and speed, often used as an [[edgeguarding]] move. Weak if the opponent is hit late in the attack. | ||
|uairname= | |uairname= | ||
|uairdmg=13%/12% (clean), 12%/10% (late) | |uairdmg=13%/12% (clean), 12%/10% (late) | ||
|uairdesc=Does a midair bicycle kick and sticks his feet out. Knockback direction depends on what angle the move hits the foe, though strong nonetheless. Also good for [[juggling]], and edgeguarding if hit near the end of the attack. | |uairdesc=Does a midair bicycle kick and sticks his feet out. Knockback direction depends on what angle the move hits the foe, though strong nonetheless. Also good for [[juggling]], and edgeguarding if hit near the end of the attack. | ||
|dairname= | |dairname= | ||
|dairdmg=16% | |dairdmg=16% | ||
|dairdesc=Stomps below him for good downward knockback and high hitstun. Minor startup and ending lag. Can [[nipple spike]] if hit within the torso region, making it a [[spike]] and even more powerful (the most powerful spike in the game). If used on a grounded opponent, this move is a great combo starter, and can KO at high percentages. One of the strongest [[meteor smash|meteor smashes]] in the game. | |dairdesc=Stomps below him for good downward knockback and high hitstun. Minor startup and ending lag. Can [[nipple spike]] if hit within the torso region, making it a [[spike]] and even more powerful (the most powerful spike in the game). If used on a grounded opponent, this move is a great combo starter, and can KO at high percentages. One of the strongest [[meteor smash|meteor smashes]] in the game. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Knees opponent in the torso region. | |pummeldesc=Knees opponent in the torso region. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=5% (hit 1), 4% (throw) | |fthrowdmg=5% (hit 1), 4% (throw) | ||
|fthrowdesc=Punches foe forward. | |fthrowdesc=Punches foe forward. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=5% (hit 1), 4% (throw) | |bthrowdmg=5% (hit 1), 4% (throw) | ||
|bthrowdesc=Kicks foe behind. Knockback is usually hard to follow-up or combo with unless over a ledge. | |bthrowdesc=Kicks foe behind. Knockback is usually hard to follow-up or combo with unless over a ledge. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=4% (hit 1), 3% (throw) | |uthrowdmg=4% (hit 1), 3% (throw) | ||
|uthrowdesc=Punches foe upward. Can lead into various moves or tech chases at low percentages, as the opponent usually falls straight down. At higher percentages, aerial followups are easier to land. | |uthrowdesc=Punches foe upward. Can lead into various moves or tech chases at low percentages, as the opponent usually falls straight down. At higher percentages, aerial followups are easier to land. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=7% | |dthrowdmg=7% | ||
|dthrowdesc=Crushes foe to the floor. Depending on opponent percentage, fall speed, and DI, can lead into aerial combos or tech chase regrabs. Can [[Chain grab|chaingrab]] more floaty characters (such as {{SSBM|Ganondorf}}). | |dthrowdesc=Crushes foe to the floor. Depending on opponent percentage, fall speed, and DI, can lead into aerial combos or tech chase regrabs. Can [[Chain grab|chaingrab]] more floaty characters (such as {{SSBM|Ganondorf}}). |
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