Captain Falcon (SSB): Difference between revisions
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**At a 180 degree angle forwards (a spike opposite to the side falcon is facing) at Falcon's shoulder. Incredibly difficult to time and considered to be non-competitive at the moment due to it's difficulty. | **At a 180 degree angle forwards (a spike opposite to the side falcon is facing) at Falcon's shoulder. Incredibly difficult to time and considered to be non-competitive at the moment due to it's difficulty. | ||
A view of this hitboxes can be seen here: | A view of this hitboxes can be seen here: | ||
[[File:Falcon SSB 270 degree u-air Hurtbox.jpg|thumbnail| | [[File:Falcon SSB 270 degree u-air Hurtbox.jpg|thumbnail|right|The three u-air hitboxes, the arrows demonstrate where the smallest hitbox (near the elbow) would send an opponent]] | ||
*[[Down aerial]]: A [[Stomp]] attack. Stomps below him, though has a hitbox above his feet. A very long duration. 14% damage. This attack is a [[Spike]]. 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 such as a second d-air to spike off the stage, a falcon punch for a kill, a grab, or a quick up smash (depending on the % and foe's reaction). | *[[Down aerial]]: A [[Stomp]] attack. Stomps below him, though has a hitbox above his feet. A very long duration. 14% damage. This attack is a [[Spike]]. 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 such as a second d-air to spike off the stage, a falcon punch for a kill, a grab, or a quick up smash (depending on the % and foe's reaction). |
Revision as of 08:10, April 16, 2013
Captain Falcon in Super Smash Bros. | |
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Captain Falcon | |
Universe | F-Zero |
Other playable appearances | in Melee in Brawl |
Availability | Unlockable |
Tier | B (4) |
Captain Falcon (キャプテン・ファルコン, Kyaputen Farukon), whose full name is Captain Douglas Jay Falcon, or Doug' by the smash 64 community, 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 is currently ranked 4th (being the highest unlockable character on the Tier list) overall in the tier list for his high speed and combo ability. His famous Falcon Punch is one of the most powerful moves in the game and its not as slow compared to succeeding games, 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.
How to Unlock Captain Falcon
Beat 1P Game in under 20 minutes and with no continues. The battle takes place in Planet Zebes, because Captain Falcon does not have a home stage.
Attributes
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 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 jabs, throws, forward smash, 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 one of the best short hops in the game.
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-hoggers and can be used again to grab an edge.
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.
In Doubles
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 is 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
Ground Attacks
Normal
- 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. It can however be cancelled after the 2nd hit into a throw, especially against a wall such as the little ledge on Hyrul.
- Forward tilt: Kicks to his side for 13%. Like most forward tilts, this one can be angled. A good defensive or spacing move. Rarely used in combos outside of Hyrule's "tent"
- Down tilt: Does a quick kick while crouching, doing 11%. Slightly disjointed hitbox but has a good amount of ending lag. This attack sends the opponent at a low trajectory, and can be used against foes hanging on a ledge or vs. foes recovering from below such as Fox, Kirby, or Jigglypuff. Not full recommended for this purpose vs. people who can Smash DI into ledges. Can rarely combo as well off walls such as the tent on hyrule.
- 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 (such as back throw, up tilt, regrab, etc.)
- Dash attack: Does a shoulder tackle. 12% damage. Decent knockback, can follow into itself on heavy characters or into grabs potentially. Heavy lag and generally is highly punishable however.
Smash attacks
- 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. Is a somewhat reliable spacing tool. 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. Does not combo well as is generally not recommended too much.
- Up smash: An upwards punch, 17%. This is Captain Falcon's main combo starter outside of forward throw or aerials. 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. It can combo into itself up to 3 times depending on the weight of the opponent's character.
Other attacks
- Ledge attack- Gets up and kicks in a similar fashion to his down tilt. 6% damage.
- 100% ledge attack- Slowly rises and swats. Low range and damage. Not recommended due to its low range. 4% damage.
- Floor attack- Similar to Samus's floor attack, kicks on both sides at the same time and gets up. A bit quicker and safer than most. 6% damage.
Aerial attacks
- 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. Not exactly the most useful combo move but is sometimes thrown out as a KO move or a finisher vs. lighter opponents after a forward aerial.
- 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. It is also possible to link only 1 of these aerials into a d-air, u-air or a grab leading to further combos, a n-air for kills, or at certain percents a d-air to spke. The two hits can lead to a down b off stage as well as another f-air or throw depending on opponent's weight and percents. Very useful vs floatier characters as a spacing tool. At max horizontal spacing, this is one of the only moves that is safe on block.
- Back aerial: Captain Falcon extends his fist behind him. A basic edgeguarding move with good power and no sweetspot. Strongest b-air in the game. Can combo into another b-air or potentially a reverse u-air. 16%
- Up aerial: Flips in the air. 16%. Many consider this attack to be Captain Falcon's most versatile attack as well the best u-air (along with Pikachu`s). Depending on what part of the hitbox connects with the opponent, it can send the opponent:
- Up if the opponent is hit by the heel. Can be chained into itself with a *down aerial, Falcon Dive, or even a Falcon Punch as a finisher which are the most common Falcon combos the in ssb64 competitive scene. largest hitbox
- forward if the opponent is hit with the mid-section of the leg, the hitbox for this is Medium sized.
- backwards at an angle if the opponent is hit with the mid-section of the leg while the leg is moving back. Medium sized hitbox
- At a 180 degree angle backwards(a spike to the side the foot is facing) at the back of Captain Falcon's foot/the heel. usually used after forward throws (by pivoting the u-air) as a creative finisher or as a powerful edgeguard tool vs characters like Mario and especially Fox. Small hitbox as it corresponds to the size of Falcon's foot.
- At a 180 degree angle forwards (a spike opposite to the side falcon is facing) at Falcon's shoulder. Incredibly difficult to time and considered to be non-competitive at the moment due to it's difficulty.
A view of this hitboxes can be seen here:
- Down aerial: A Stomp attack. Stomps below him, though has a hitbox above his feet. A very long duration. 14% damage. This attack is a Spike. 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 such as a second d-air to spike off the stage, a falcon punch for a kill, a grab, or a quick up smash (depending on the % and foe's reaction).
Grabs & Throws
- 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. His other main combo starter along with f-smash. 11%
- Back throw: He kicks the opponent back, causing 16%. This throw has much more knockback than his forward throw but is generally not used for combos outside of in Hyrule's "Tent." Can KO Link at 0% if Link is next to the ledge.
Special Moves
Taunt
- 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!".
Matchups
Avg. | |||||||||||||
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. Works:
Costumes
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 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 has a gun, but he never uses it as an attack.
- 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.
- His up tilt is considered the strongest tilt attack in the entire game, having a maximum 23%.
- Captain Falcon shares various attack animations with 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, along with Samus, is the only character to have a blue costume that is only usable if Falcon is on the blue team in VS Mode.
Fighters in Super Smash Bros. | |
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Fighters | Captain Falcon · Donkey Kong · Fox · Jigglypuff · Kirby · Link · Luigi · Mario · Ness · Pikachu · Samus · Yoshi |
F-Zero universe | |
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Fighter | Captain Falcon (SSB · SSBM · SSBB · SSB4 · SSBU) |
Assist Trophy | Samurai Goroh |
Stages | Mute City · Big Blue · Port Town Aero Dive · Mute City SNES F-Zero Grand Prix (Adventure Mode) |
Vehicles | F-Zero Racers (Blue Falcon) · Falcon Flyer |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpiece | F-Zero |