Captain Falcon (SSB4): Difference between revisions
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*{{change|Falcon Dive has a modified animation after the attack's explosion, where Captain Falcon does a flourishing backflip before righting himself.}} | *{{change|Falcon Dive has a modified animation after the attack's explosion, where Captain Falcon does a flourishing backflip before righting himself.}} | ||
*{{buff|[[Falcon Kick]] deals significantly stronger knockback (50 base/70 growth → 60 base/80 growth) when used on the ground, with the initial hitbox now KOing under 150%. Additionally, the removal of early hitstun cancelling no longer allows opponents to punish Captain Falcon for landing it at low percentages.}} | *{{buff|[[Falcon Kick]] deals significantly stronger knockback (50 base/70 growth → 60 base/80 growth) when used on the ground, with the initial hitbox now KOing under 150%. Additionally, the removal of early hitstun cancelling no longer allows opponents to punish Captain Falcon for landing it at low percentages.}} | ||
*{{ | *{{change|[[Blue Falcon]] has a larger hitbox upon startup.}} | ||
==Update history== | ==Update history== |
Revision as of 19:28, April 26, 2016
Captain Falcon in Super Smash Bros. 4 | |
---|---|
Universe | F-Zero |
Other playable appearances | in SSB in Melee in Brawl |
Availability | Starter |
Final Smash | Blue Falcon |
Tier | C (14) |
Captain Falcon (キャプテン・ファルコン, Captain Falcon) returns as a playable character in Super Smash Bros. 4. He was confirmed during a live stream on July 14th, 2014, 16 years exactly to the same date that F-Zero X was released for the Nintendo 64 in Japan in 1998, alongside Lucina and Robin. Captain Falcon is once again voiced by Ryō Horikawa, using recycled voice clips from Brawl.
Captain Falcon ranks 14th out of 56 on the tier list, making him one of two characters in the C tier (the other being Yoshi) as the highest-ranking mid-tier character, which is a vast improvement over his 34th out of 38 ranking in Brawl. His rise in the tier list is largely due to the changes to hitstun cancelling, restoring Captain Falcon's previously lost combo game. As usual, he combines speed and power, with an impressive combo game and great finishers to boot; for example, his dash grab is formidable and covers a long distance, and his down throw serves as an excellent combo starter into multiple up aerials or as a finisher into the powerful, semi-spiking famed Knee Smash. However, his recovery remains linear and lackluster, and he is still especially vulnerable to combos and camping with his physique, tall size, and high weight. Overall, Captain Falcon has returned to the very viable position he held in SSB and Melee, earning him strong representation and results, as well as the third largest tier rise out of the entire cast.
Attributes
Captain Falcon has a unique combination of traits. He has the 2nd fastest dash speed, 4th fastest falling speed, and 12th fastest air speed, though his walking speed is rather slow. At the same time, he boasts remarkable KO power, and his heavy weight, combined with his falling speed, grants him excellent endurance.
Despite lacking a projectile, Falcon has an overall effective neutral game, thanks to his mobility. His dash grab covers a long distance, making it a reliable approach option, and his back aerial is quick, has good range, and autocancels in a short-hop, allowing it to lead into his grab. From there, he has many tools with which to rack up damage. His pummel is quick, and his down and forward throws are effective combo-starters, with his combo ability being arguably his greatest strength. His down throw leads into multiple up aerials, or his neutral aerial, and his forward throw combos into his dash attack or even his neutral air at low percents. Falcon's up aerial demonstrates the versatility of his combo game. At a wide range of percents, it can chain into any aerial including itself. Starting at mid-percents, it can even lead into his down air meteor smash on grounded foes, which can either extend combos onstage, or finish opponents near the ledge. Alternatively, Falcon can chain his up aerial into some his deadliest finishers, which include his down air meteor smash and the famed Knee Smash forward air, and end his opponent's stock below 100%.
Captain Falcon also boasts excellent KO power. His smash attacks and back aerial deal high knockback, and his aforementioned Knee Smash is an extremely powerful semi-spike. His edgeguarding ability is formidable. The Knee Smash KOs at early percents offstage, and his back aerial is quick and strong. His down aerial is relatively fast, has a large hitbox, and its sweetspot is one of the most powerful meteor smashes in the game, while its sourspot deals high horizontal knockback. His down tilt is a semi-spike, being useful for putting opponents offstage. His back and forward throws are good for starting edgeguards, and KOing at high percentages. Due to his heavy weight, he is a proficient user of rage, boosting his already strong KO power.
However, he has his weaknesses. Though he has numerous hard-hitting moves, most of them are difficult or slow to land, a prominent example being his smash attacks. His Knee Smash is faster than those moves, but it suffers from a 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 his kills. Though his neutral game is overall good, his lack of a projectile leaves him susceptible to camping, especially against characters like Villager. Falcon suffers from a poor out of shield game, and, while his dash grab has huge range, his standing grab range is average at best. His dash grab is also very easy for amateur players to whiff. His high weight and fast falling speed give him endurance, but they also leave him vulnerable to combos, and he has no fast options with which to break them.
Captain Falcon's greatest problem lies in his recovery. His two recovery options, Falcon Dive and Raptor Boost, are linear and do not grant enough distance, making them predictable and easily intercepted, and they have small ledge sweetspots. These two moves do not have hitboxes above him, leaving him open to meteor smashes, which he usually cannot survive due to his short recovery and 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. Nevertheless, Falcon will be in a dangerous position if sent offstage without his double jump.
With customs on, Captain Falcon gets many benefits. While Falcon Dash Punch is weaker and has slower startup than Falcon Punch, it propels himself forward, forcing his opponents offstage for him to KO them with his aforementioned above average edgeguard tools. Heavy Raptor Boost, while being slower and giving less distance, has super armor throughout and much more power. Wind-Up Raptor Boost, while being weaker than the regular Raptor Boost, allows for mindgames as Captain Falcon backs up a bit before charging forward, and it moves faster as well. Falcon Strike, while being unable to grab opponents, thus sacrificing reusability, has a hitbox during the entire ascent, granting better overall protection. It also goes higher and has much more horizontal momentum, not only giving Captain Falcon a better vertical recovery, it also gives him one of the quickest horizontal recoveries in the game, as his already fast air speed is put into even better use. The Explosive Falcon Dive is similar to the Heavy Raptor Boost in that while it is slower and has less recovery potential than the default, has much more launching power KOing at 80% in the air. Finally, even though Lightning Falcon Kick has slower startup and weaker knockback than Falcon Kick, it travels significantly faster and the landing hit paralyzes opponents, which allows numerous setups should the Captain Falcon player be skilled and lucky enough to pull it off. It also goes straight through opponents, allowing for easy cross-ups.
Overall, Captain Falcon's strengths outweigh his weaknesses. With speed, power, and easy-to-use combos off of throw setups, he has a low-learning curve and high payoff. As a result, he is among the most commonly used characters in the competitive scene, with strong results in low- and mid-level play, and decent results at the high level.
Changes from Brawl
Captain Falcon has been significantly buffed from Brawl, in which he was a low-tier character despite his speed and power. Several of his moves have been given more reach and knockback, and some of his situational moves, such as his up tilt, have been greatly improved. Falcon's grab game has also been buffed, as his throws have less ending lag, allowing him to string together combos more reliably, much as he could before Brawl. Complementing this is his newly buffed dash grab, which comes out very quickly and covers a lot of distance. Falcon also significantly benefits from the changes to two of Brawl's mechanics - hitstun cancelling, which is now only possible at higher percents and restored his comboing ability for lower percents, and chain grabbing, which is now impossible and was one of his biggest weaknesses in Brawl. As he is a heavyweight character, Falcon also benefits from the rage mechanic, without his combos being affected. As in SSB and Melee, Falcon is mainly a heavily offensive rushdown character who relies on overwhelming his opponents with rapid combos and powerful finishers.
On the other hand, some of Captain Falcon's previous staple moves were nerfed; for example, his Knee Smash now has much more landing lag and can no longer autocancel, and Falcon Dive has decreased safety due to its higher ending lag, weakening some of his possible recovery mixups. As a result, while being considered noticeably better than in Brawl he is often still considered to be slightly inferior to his Melee incarnation. However, these nerfs are very minuscule compared to the massive buffs he received.
Overall, Captain Falcon has achieved notable tournament success, and is considered by the competitive community to be a strong choice for tournament play. While Falcon is not as common or as dominant as other perceived top-tier characters such as Sheik and Rosalina & Luma, he has a dedicated playerbase that brings his usage in line with many characters said to be better than he is; many top players use Captain Falcon either as a main or secondary, and he is also one of the most frequently used characters in low- and mid-level play.
Aesthetics
- Captain Falcon now has a brighter color scheme overall in SSB4, which matches his appearance in the F-Zero series.
- Falcon's racing suit and boots are now tighter, which make his model more well-defined and muscular than in Brawl.
- All of Captain Falcon's actions involving fire have more fiery visuals.
- Like other characters, Falcon has more exaggerated facial expressions (albeit less noticeable due to his helmet), and clenches his teeth when performing certain attacks and during one of his victory poses.
- Captain Falcon's face also has more-visible dimples.
- Oddly enough, Captain Falcon's mouth no longer moves for his voiced down and side taunts (instead grimacing with a closed mouth for his down taunt), despite his mouth being fully animated for a few of his moves and victory poses. His mouth can still be seen moving in certain circumstances, such as during the slowdown after ending a match, which may be carryover from Brawl.
Attributes
- Captain Falcon walks faster (0.85 → 0.94).
- Captain Falcon dashes faster (2.18 → 2.32).
- Captain Falcon's gravity is higher (0.1027 → 0.12), slightly worsening his endurance.
- Captain Falcon's air speed is slower (1.18 → 1.1).
- Captain Falcon arguably benefits the most from the changes to hitstun cancelling, as it restores his ability to perform combos, especially with some of his more powerful moves.
- Captain Falcon can no longer do a two-hit forward smash with battering items, nor can he fire multiple stars at once with the Star Rod.
Ground attacks
- Gentleman has drastically more knockback (10 base/50 growth → 70 base/100 growth) and now initiates independently of the infinite strike, making it much easier to use and allows it to be skipped upon initiating the infinite, keeping it from knocking opponents out of the infinite's reach.
- Neutral infinite now transitions into a finisher, an underhanded punch. It has surprisingly large range and high base knockback (albeit low growth), making the infinite much safer overall.
- Dash attack's clean hit deals 2% more damage (8% → 10%) along with increased knockback (80 base/40 growth → 90 base/50 growth).
- Up tilt can now meteor smash aerial opponents if the foot is landed. The non-meteor smash hitbox now send opponents at a higher trajectory (60°), increasing its combo usage.
- Outside of the meteor smash, up tilt's 60° trajectory weakens its KOing ability. It also deals 2% less damage (13 → 11%), with knockback compensated (50 base/80 growth → 35 base/100 growth).
- Down tilt sends opponents at a semi-spike trajectory, allowing it to set up tech-chases, set up edgeguards, and edgeguard effectively itself. It also has less ending lag (interruptibility frame 37 → 35).
- Since down tilt no longer sends opponents vertically, the move has significantly decreased combo potential.
- Forward smash has increased knockback (20 base/85 growth → 24 base/94 growth) and its hitbox lasts 1 frame longer (akin to Melee). It also has 1 frame less ending lag (IASA frame 61 → 60).
- Forward smash has 1 frame increased start-up (18 frames → 19 frames).
- Up smash's first kick has slightly more horizontal reach.
- Up smash's first kick has slightly less damage potential (8%/8%/11%/11% → 6%/6%/11%/11%).
- Down smash's knockback properties of its two kicks have been reversed, with the back kick now being more powerful.
- Down smash's hitboxes are now uniformly direct attacks, as opposed to hit one's interior hitbox being indirect.
Aerial attacks
- Neutral aerial has slightly more knockback growth (125 → 130).
- Neutral aerial has more landing lag (9 frames → 12 frames), being more than in Brawl, but less than the non-L-canceled version in Melee.
- Up aerial's trajectory has been reverted to its Super Smash Bros. iteration (70°), making it a much better combo move.
- Up aerial's sweetspot does 2% less damage (13%/12%/12% → 11/10/10%) and the sourspot deals 1% less damage (10% → 9%).
- Knee Smash (forward aerial) has more reliable set-ups into it at mid percents, due to up aerial's trajectory and hitstun cancelling not taking effect until past mid percents.
- Knee Smash has heavily increased landing lag (22 frames → 30 frames), ending lag (40 frames → 46 frames) and can no longer autocancel in a short hop.
- Back aerial deals 1% less damage (14% → 13%) which makes it weaker despite increased base knockback (20 → 25).
- Down aerial has slightly larger hitboxes, with the meteor hitbox now taking priority over the sourspot.
- Down aerial can no longer autocancel in a short hop.
Throws/other attacks
- Captain Falcon's dash grab covers significantly more ground, making it much easier for Falcon to grab opponents.
- Forward and down throws have less ending lag, which allows them to lead into follow-ups more effectively. The former also has significantly increased knockback (45 base/108 growth → 55 base/120 growth).
- Down throw deals slightly less damage (7% → 6%), with knockback compensated.
- Back throw has significantly increased base knockback (30 → 60), now giving it potential to KO at high damages on the ledge and set-up edgeguards easier. It also deals 1% more damage (8% → 9%).
Special moves
- Falcon Punch deals significantly decreased knockback (30 base/93 growth → 0 base/90 growth). It also has more ending lag (interruptibility frame 100 → 110) making it unsafe on hit at lower percentages.
- Falcon Punch nows moves Captain Falcon forward when the hitbox comes out. While this notably increases its range, it makes opponents' reads more punishing if it misses, along with the increased ending lag. Due to said nerf, and Falcon's fast falling speed, it is still useless for recovery.
- Falcon Punch now deals consistent damage throughout all its hitboxes, similar to how it functioned in Smash 64. This makes a reversed Falcon Punch more damaging throughout (24%/26%/28% → 28%), so the move no longer has a sourspot while still maintaining its power if reversed. Additionally, a non-reversed punch always deals fixed damage (23%/25%/27% → 25%), removing the sourspot but still not properly compensating for the aforementioned decrease in knockback.
- Raptor Boost deals 2% more damage (7% → 9%), covers more range and has significantly increased knockback growth (52 → 75), making it a reliable KO move below 150%. It also no longer dashes over the edge when used on the ground.
- Raptor Boost has more ending lag and the aerial version gives less height. It is also no longer a guaranteed meteor smash, requiring Falcon to be above an opponent.
- Falcon Dive has much faster start up and covers more distance while losing less momentum.
- The removal of grab armor removes the minimal protection Falcon Dive provided, making Captain Falcon easier to be edgeguarded. The animation after successfully landing Falcon Dive also has much more ending lag (45 frames → 61 frames).
- Falcon Dive has a modified animation after the attack's explosion, where Captain Falcon does a flourishing backflip before righting himself.
- Falcon Kick deals significantly stronger knockback (50 base/70 growth → 60 base/80 growth) when used on the ground, with the initial hitbox now KOing under 150%. Additionally, the removal of early hitstun cancelling no longer allows opponents to punish Captain Falcon for landing it at low percentages.
- Blue Falcon has a larger hitbox upon startup.
Update history
Captain Falcon has received slight nerfs in most balance patches so far, mostly to his KOing power. However, changes to the shield mechanics in 1.1.0 and 1.1.1 have indirectly buffed Falcon, as the increase in shieldstun and the application of hitlag on shields benefit many of his moves, improving his offensive playstyle. Additionally, as of 1.1.5 some of his toughest matchups like Sheik and Zero Suit Samus have improved due to the latter characters being nerfed.
- Raptor Boost (and its custom variants) can no longer transition into the hitbox if it interacts with a damageable floor.
- Down-angled forward smash's knockback has been noticeably reduced.
- Neutral infinite has less visual whiffs.
- Non-angled and up-angled forward smash's knockback growths have been minimally increased, now KOing about 1-2% sooner.
- Down-angled forward smash's knockback growth has been minimally decreased, KOing about 1-2% later.
- Up aerial's knockback has been reduced while its sweetspot, sourspot and middle hitboxes all do less damage: 13%/12%/12%/10% → 11%/10%/10%/9%. This makes it a less reliable KOing option.
- Up aerial's reduced knockback allows it to combo up to higher percents.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Forward smash knockback growth on non-angled and up-angled variants | 94 | 95 |
Forward smash knockback growth on down-angled variant | 84 | 83 |
Up air damage | 13%/12%/12%/10% | 11%/10%/10%/9% |
- Back aerial's damage reduced by 1%: 14% → 13%.
- Infinite jab's horizontal displacement has been reduced: 5.0u/4.8u → 3.0u/2.8u.
- Infinite jab's finisher's horizontal displacement has been reduced: 14u → 10u.
- Wind-Up Raptor Boost deals 1% more damage: 8% (ground)/ 7% (air) → 9% (ground)/ 8% (air).
- Blue Falcon's visual effects modified.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2% | Punches twice, then knee strikes the opponent. Alternatively, the first two punches can be followed by a series of punches, culminating in an underhand punch that has very high base knockback. | ||
2% | ||||
5% | ||||
1% (loop), 2% (last) | ||||
Forward tilt | ↗ | 10% (foot), 9% (leg) | Performs a roundhouse kick. | |
→ | 9% (foot), 8% (leg) | |||
↘ | 10% (foot), 9% (leg) | |||
Up tilt | 11% | Does an axe kick with good horizontal knockback. Can be used to continue or start combos at mid percents. It is a powerful meteor smash on aerial opponents if the heel is landed. | ||
Down tilt | 10% | Does a sweep kick with horizontal knockback. Great for edgeguarding due to its trajectory. | ||
Dash attack | 10% (clean), 6% (late) | Shoulder tackles his opponent. It can set up an aerial attack. | ||
Forward smash | ↗ | 20% | Rears back and makes a lunging burning elbow. KOs at 100%. Deceptively long horizontal range, as he leans forward during the animation. | |
→ | 19% | |||
↘ | 20% | |||
Up smash | 11%/6% (hit 1), 13%/12% (hit 2) | Performs a spinning double hop-kick. A potent move that despite its slow start-up lag, has low ending lag and deceptive horizontal range. Its slow startup lag can also be used for surprising as well as catching opponent out of a spotdodge. | ||
Down smash | 14% (hit 1), 18% (hit 2) | Kicks forwards and then backwards. The back kick is more powerful and can KO at 116%. | ||
Neutral aerial | 4% (hit 1), 6% (hit 2) | Kicks forwards twice. A decent follow-up option after a down throw. Can combo into itself or an up aerial. | ||
Forward aerial | Knee Smash | 19% (clean sweetspot), 6% (clean sourspot), 3% (late) | Performs a knee strike that deals electric damage. It has very high knockback when sweetspotted, but is incredibly weak if sourspotted. Reliably KOs below 100%. This move has relatively quick start-up, hitting on frame 14, and low ending lag. However, it has short reach, along with a very small sweetspot that lasts for only one frame, and has very high landing lag. While hard to land, it is a safe option offstage due to its low ending lag. | |
Back aerial | 13% (clean), 8% (late) | A quick backhanded strike. Autocancels in a SHFF. KOs at 106% near the edge when clean. Combos into a dash attack or grab at low percents. | ||
Up aerial | 11%/10% (clean), 10%/9% (late) | Does a flip kick with fast start-up and good all-around range (though not directly below him). Hits on frame 6, and has decently long duration, low ending lag, minimal landing lag, and auto-cancels in a short-hop, and deals very weak base knockback. All these attributes make it an excellent combo move. Depending on percent and positioning, it combos into itself and any other aerial. At mid- to high-percents, an up aerial on a grounded opponent can combo into a down aerial meteor smash, which is deadly at the ledge, or, alternatively, it can lead into a Knee Smash, almost guaranteeing a KO. It is also a decent KOing option on its own, KOing below 150% near the upper blast line, and the late hit is a weak semi-spike that is effective against opponents with poor horizontal recoveries. | ||
Down aerial | 14% | Stomps downward. A strong meteor smash when sweetspotted at his legs, but high horizontal knockback nonetheless if sourspotted. | ||
Grab | — | Captain Falcon's grab range is short. However, his dash grab has deceptively high range and propels him forwards a good distance. | ||
Pummel | 2% | Knee strikes the opponent. A fairly fast pummel. | ||
Forward throw | 5% (hit 1), 4% (throw) | Punches the enemy, sending them forward. Can be followed up with a dash attack. | ||
Back throw | 5% (hit 1), 4% (throw) | Puts the enemy behind him and kicks them backwards. Can KO at high percentages, starting at 150%. | ||
Up throw | 4% (hit 1), 3% (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. Can be followed up reliably with neutral air or up air. It is his only throw that consists of a single hit. | ||
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 |
7% | Gets up and kicks with his right leg. | ||
Neutral special | Default | Falcon Punch | 25% (ground), 28% (ground reverse), 22% (air), 25% (air reverse) | Captain Falcon winds up and releases his iconic fiery punch. Inputting a direction (up or down) when charging Falcon Punch in the air will give a slight boost in that direction, and this also applies for custom variants. |
Custom 1 | Falcon Dash Punch | 20%/16%/13%/11% (ground), 22%/18%/15%/13% (ground reverse), 17%/15%/13%/11% (air), 20%/18%/16%/14% (air reverse) | Captain Falcon dashes forward a fair distance forward before unleashing his Falcon Punch. Weaker than normal, especially in the later stages. | |
Custom 2 | Mighty Falcon Punch | 22%/18%/9%/6% (ground), 25%/18%/6% (ground reverse), 19%/18%/6% (air), 22%/18%/6% (air reverse) | Has a very large hitbox, but has less power and longer startup lag. | |
Side special | Default | Raptor Boost | 9% (ground), 8% (air) | Captain Falcon dashes forward and follows up with an uppercut. Can meteor smash the opponent if used in the air. |
Custom 1 | Heavy Raptor Boost | 12% (ground), 12% (air) | More starting lag and has less range, but has more power and super armor. | |
Custom 2 | Wind-up Raptor Boost | 9% (ground), 8% (air) | Moves backwards a bit before dashing forward, giving the move slightly slower start-up lag, but the charge is faster. Can be used for mindgames. | |
Up special | Default | Falcon Dive | 5% (hit 1), 12% (throw) | Captain Falcon attempts to grab an opponent, finishing with an explosion. If successful, he will cry "YES!!!". Does a harmless flip if the attack fails. |
Custom 1 | Falcon Strike | 8% | Jumps up and punches in the sky, damaging opponents above him. Goes higher than Falcon Dive and has more horizontal momentum, but doesn't grab opponents. | |
Custom 2 | Explosive Falcon Dive | 10% (hit 1), 15% (throw) | Charges longer and doesn't go as high as Falcon Dive, but has more launching power. | |
Down special | Default | Falcon Kick | 13%/11%/7% (ground), 15%/13%/11% (air), 9% (landing) | Captain Falcon bursts forward with a flaming high-speed kick. If used in the air, Captain Falcon will plunge down at a diagonal angle. |
Custom 1 | Falcon Kick Fury | 1% (ground loop hits), 7% (ground last hit), 2% (air loop hits), 5% (air last hit), 5% (landing) | Hits multiple times, with the last hit launching the opponent. The last hit has less knockback, however. | |
Custom 2 | Lightning Falcon Kick | 12%/10%/6% (ground), 14%/12%/10% (air), 4% (landing) | A fast kick that doesn't have as much power and takes slightly longer to charge, but goes right through opponents. The landing hit paralyzes opponents. | |
Final Smash | Blue Falcon | 10% (hit 1), 20% (hit 2), 10% (throw) | Captain Falcon calls in the Blue Falcon, which crashes through the stage in front of Captain Falcon. Whoever it hits when it first appears will be hit by the rest of the move. Characters who are not hit will stay in place until the end of the smash. A short cutscene appears, and the opponents are run over and sent flying. Like certain other Final Smashes, if no one is hit when the Blue Falcon appears, then the attack fails. |
On-screen appearance
- The Blue Falcon spins to a stop, Captain Falcon jumps out, and then the Blue Falcon speeds off.
Taunts
- Up taunt: Charges himself up with a fiery aura, similar to when using the Falcon Punch.
- Side taunt: Holds out his hand and gestures his opponent to come closer, exclaiming "Come on!".
- Down taunt: Faces the camera, salutes and exclaims "Show me your moves!" (The animation is different and faster if he is facing left).
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle poses
- Leans forward and thrusts his arm out.
- Similar to his other idle pose, but this time crouches slightly and thrusts his elbow out.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Falcooon Punch! | Cap-tain! Fal-con! |
Pitch | Group chant | Group chant |
Victory poses
- Performs two jump kicks, then does a pose.
- Charges up fiery energy, similar to one of his Melee poses, but with fire added.
- Does three roundhouse kicks and then strikes a pose.
In competitive play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Captain Falcon | 2111 | 2112 | 2113 | 2121 | 2122 |
2123 | 2221 | 2211 | 2133 | 3111 |
Notable players
Active
Inactive
Trophies
- Captain Falcon
- In the F-Zero racing scene, Captain Falcon uses his Blue Falcon to win big. His origin largely a mystery, he's made his way to the Smash Bros. battlefield to prove his worth outside the cockpit. He's got speed and power, and his distinct Falcon Punch leaves a dent. Start it in the air to surprise your foes!
- We love it when this F-Zero pilot from Port Town takes a break from racing the Blue Falcon to take on challengers in brawls. His balance of speed, power and weight is spot on, and his slow but mighty Falcon Punch is oh so sweet when it finally connects. Try starting the attack in mid-air and punching your way into a frantic fray!
- Captain Falcon (Alt.)
- The captain's Falcon Kick isn't just any old kick - it blazes either to the side or diagonally down to terrorise the enemy. Its speed also makes it top-notch for surprise attacks! Another move to try out is his forward air attack, Knee Smash. If you get as close to someone as you can before using it, it can launch hem miles!
- Blue Falcon
- Captain Falcon's Final Smash lets him pull opponents into the middle of an F-Zero race-where competitors have been known to break the speed of sound-and run them over with his racing machine, the Blue Falcon. If he manages to grab you, there's no escape. The impact launches its victims diagonally upward.
In Event Matches
Solo Events
- All-Star Battle: Secret: Captain Falcon is one of the opponents fought in this event. All opponents are characters that have been unlockable in previous Super Smash Bros. games.
- Bounty Hunter Clash: Captain Falcon must defeat Zero Suit Samus in a 2 stock battle. Afterwards, 2 Villagers will appear and challenge the player.
- Up to Speed: Captain Falcon appears as an opponent that Sonic must defeat.
Co-op Events
- Full Speed Ahead: Captain Falcon and Sonic must defeat another Captain Falcon and Sonic in a high-speed stock battle.
- Sky Pirates: Meta Knight and Dark Pit must defeat Captain Falcon and Falco before the plane returns to the airfield.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Alternate costumes
Gallery
Captain Falcon's amiibo.
Raptor Boost on Link.
Using Falcon Punch.
Falcon Kick on Mega Man.
About to strike Robin with Raptor Boost.
Left-face down taunt in Smash Ball standby on Halberd.
Blue Falcon, Captain Falcon's Final Smash, being used on Yoshi, Sheik, and King Dedede.
Neutral aerial on Mario.
Forward Smash on Toon Link.
Falcon Dive on Link.
Trivia
- The lines bordering Captain Falcon's "eyes" change depending on the costume used.
- Of all the veterans that have appeared in and retain their voice clips from Brawl, Captain Falcon and Ganondorf are the only ones to not make use of knockback sound clips that weren't used ingame in Brawl despite having them.
- Captain Falcon, Yoshi, and Jigglypuff are the only characters who have voice clips that have been used in all four Super Smash Bros. installments.
Fighters in Super Smash Bros. 4 | |
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Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
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 |