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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. | 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. His smash attacks have slow startup and ending lag. 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 {{SSB4|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 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. | However, he has his weaknesses. Though he has numerous hard-hitting moves, most of them are difficult or slow to land. His smash attacks have slow startup and ending lag. 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 {{SSB4|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. | 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. |
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