Captain Falcon (SSBB): Difference between revisions

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You can expect a wave of these pretty soon.
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*[[Neutral attack]] - Punches twice then knees the opponent, which is followed by a series of punches. The first two punches and the kick do 4% and 5% respectively, and the punches at the end do 1% each. A good jab-canceling move, the first hits can lead into a grab. Extremely fast, this is Captain Falcon's fastest attack, start-up lag wise (3 frames), though poor shieldstun.
*[[Neutral attack]] - Punches twice then knees the opponent, which is followed by a series of punches. The first two punches and the kick do 4% and 5% respectively, and the punches at the end do 1% each. A good jab-canceling move, the first hits can lead into a grab. Extremely fast, this is Captain Falcon's fastest attack, start-up lag wise (3 frames), though poor shieldstun.
*[[Dash attack]] - Rams a shoulder into the opponent. Quick (hits on frame 7-16), but few reliable follow-ups, extreme unsafety on shields due lack of shieldstun and high ending lag means it's still an unsafe approach move. When the hit is successfully landed, it can lead into his neutral aerial, running up smash, or some other aerial combo. Does 9-12% damage. The attack, though short in duration, is at its strongest when it first comes out.
*[[Dash attack]] - Rams a shoulder into the opponent. Quick (hits on frame 7-16), but few reliable follow-ups, extreme unsafety on shields due lack of shieldstun and high ending lag means it's still an unsafe approach move. When the hit is successfully landed, it can lead into his neutral aerial, running up smash, or some other aerial combo. Does 9-12% damage. The attack, though short in duration, is at its strongest when it first comes out.
*[[Strong side]] - Roundhouse kick. Mediocre range. This can be angled up or down. At higher damage percentages, near the ledge, it can lead into Falcon Dive, [[The Knee]], or a down aerial. Best used as a quick punisher, though fairly awkward in general. Can KO when angled up at very high damage percentages, though overwise fairly weak. Does 7-10% damage. Hits on frame 9-11.
*[[Forward tilt]] - Roundhouse kick. Mediocre range. This can be angled up or down. At higher damage percentages, near the ledge, it can lead into Falcon Dive, [[The Knee]], or a down aerial. Best used as a quick punisher, though fairly awkward in general. Can KO when angled up at very high damage percentages, though overwise fairly weak. Does 7-10% damage. Hits on frame 9-11.
*[[Strong up]] - An Axe kick with good horizontal knockback. This move's hitbox stretches from above Falcon, giving it some anti-air properties, to dropping in front of him. Above average KO power with good range, with a disjoint slightly extending the range, though somewhat slow (hitbox out on frame 17 and it ends on frame 22). It also moves Falcon forward a little. When used near the ledge, it can lead into a down or forward aerial. Inflicts 10-13% damage.
*[[Up tilt]] - An Axe kick with good horizontal knockback. This move's hitbox stretches from above Falcon, giving it some anti-air properties, to dropping in front of him. Above average KO power with good range, with a disjoint slightly extending the range, though somewhat slow (hitbox out on frame 17 and it ends on frame 22). It also moves Falcon forward a little. When used near the ledge, it can lead into a down or forward aerial. Inflicts 10-13% damage.
*[[Strong down]] - Does a sweep kick with vertical knockback. This move has lost practically the combo ability it had in Melee, the only real combo being at moderate-high damages, where it can lead into his Knee. The starting lag is predictable, and ending lag prevents any quick follow up, usually giving the foe enough time to escape at lower damages. It has decent horizontal reach. Does 10%. Hits on frame 11-15.
*[[Down tilt]] - Does a sweep kick with vertical knockback. This move has lost practically the combo ability it had in Melee, the only real combo being at moderate-high damages, where it can lead into his Knee. The starting lag is predictable, and ending lag prevents any quick follow up, usually giving the foe enough time to escape at lower damages. It has decent horizontal reach. Does 10%. Hits on frame 11-15.


=====Smash=====
=====Smash=====
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