Captain Falcon (SSBM): Difference between revisions
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*{{change|Captain Falcon is | *{{change|Captain Falcon is lighter (108 → 104), which hinders his endurance, but makes him harder to combo.}} | ||
*{{ | *{{nerf|Captain Falcon walks slower (0.32 → 0.85).}} | ||
*{{buff|Captain Falcon dashes slightly faster (70 → 2.3).}} | |||
*{{buff|Captain Falcon's [[air speed]] is faster (31 → 1.12).}} | *{{buff|Captain Falcon's [[air speed]] is faster (31 → 1.12).}} | ||
*{{buff|Better [[dash-dancing]] ability, plus the addition of [[moonwalking]] and [[wavedashing]], give him more movement options.}} | *{{buff|Better [[dash-dancing]] ability, plus the addition of [[moonwalking]] and [[wavedashing]], give him more movement options.}} | ||
*{{buff|Many of his attacks are stronger and faster in terms of [[ending lag]] due to added [[IASA]] frames.}} | *{{buff|Many of his attacks are stronger and faster in terms of [[ending lag]] due to added [[IASA]] frames.}} | ||
*{{change|Captain Falcon's [[Falling speed|falls]] faster (60 JPN/ | *{{change|Captain Falcon's [[Falling speed|falls]] faster (60 JPN/66 NTSC → 2.9), and combined with his weight gives him the best vertical endurance best in ''Melee'', ousting Donkey Kong (who has the second highest vertical endurance) However, this does make him more susceptible to combos.}} | ||
*{{buff|Added [[chaingrab]] options and faster air speed give him even more combo options, despite the significantly lowered hitstun in ''Melee''.}} | *{{buff|Added [[chaingrab]] options and faster air speed give him even more combo options, despite the significantly lowered hitstun in ''Melee''.}} | ||
*{{nerf|His attacks have generally slower [[startup]].}} | *{{nerf|His attacks have generally slower [[startup]].}} |
Revision as of 22:30, July 26, 2016
Captain Falcon in Super Smash Bros. Melee | |
---|---|
Universe | F-Zero |
Other playable appearances | in SSB in Brawl in SSB4 |
Availability | Starter |
Tier | B (8) (North America) C (7) (Europe) |
“ | A bounty hunter who boasts speed and power. | ” |
—Melee's instruction manual |
Captain Falcon (キャプテン・ファルコン, Captain Falcon), announced at E3 2001, is a starter character in Super Smash Bros. Melee.
Captain Falcon currently ranks 8th place on the Melee tier list, in the B tier. This makes him the highest ranked of the heavyweights. He still ranks rather high likewise in the Smash 64 tier list because he retains his incredible comboing abilities; he has a fast falling speed and air speed, and the single fastest dash speed of all characters, giving him one of the best SHFFLs in the game. His fast falling speed and heavyweight status make him the most resistant character to vertical KOs. His speed, fast rolls, and Raptor Boost enable an excellent dodging and tech-chasing game. Falcon also has multiple quick KO moves, most notably his Knee Smash, forward smash, and down aerial, all of which can be powerful combo finishers. Against other high- and top-tier opponents, however, Falcon is susceptible to chain grabs and combos due to his high falling speed. He is also prone to edgeguarding, since he has a predictable recovery that, like in Smash 64, cannot grab ledge-hanging enemies. Falcon lacks a projectile, impairing his approach in some matchups, while most of his attacks have long startup and lack extended hitbox duration, making his approaches very committal in general. As such, Falcon is considered to have one of the most inconsistent neutral games among the higher tier characters. Regardless of his weaknesses, Captain Falcon still has an impressive number of winning matchups, including six that are near-unloseable.
Attributes
Captain Falcon is arguably the fastest character in the game. He has the single highest dash speed, the second fastest falling speed (behind Falco), and one of the fastest lateral air speeds in the game. These traits, coupled with his high traction, good jumping prowess, the ability to wall jump, and the longest dash dance (because of his many dash initiation frames) give Captain Falcon great approach options, a short but quick wavedash, and the best moonwalk in the game.
Despite lacking a projectile, Captain Falcon's attacks and great speed enable great approach options to KO and combo reliably and efficiently. Despite many of Falcon's attacks have fairly long startup, they deal incredible damage and knockback, have great range, and have little ending lag. His low short-hop, very fast falling speed, and aerials that reliably chain into one another makes for an excellent SHFFL, giving him a great damage rate and a multitude of approaches and combo finishers.
His aerials are fast and powerful and allows for many approach and KO options. The second hit of his neutral aerial has sex kick properties and can be SHFFLed very easily. His forward aerial, the (Knee Smash), is arguably Captain Falcon's best move. It can chain into one another through a series of well-timed sweetspots and sourspots, dealing high damage with little startup and KOing at damage percentages as low as 60%. It can be a combo starter and finisher. His back aerial is a quick and powerful backhand punch that is useful for edgeguarding. His up aerial is a high-reaching, strong bicycle kick with very fast startup (5 frames), and can be used for edgeguarding or as an out-of-shield option. His down aerial is the fourth most powerful meteor smash in the game. It has minor startup, high hitstun, and can chain itself into another down air by SHFFLing. If the down aerial hits above Captain Falcon's waist, then it acts as the most powerful spike in the game, though landing this sweetspot requires good spacing and timing.
All of Captain Falcon's smash attacks can be powerful combo starters and finishers with high KOing potential. Captain Falcon's forward smash, despite its fairly long startup, is the third most powerful forward smash in the game in terms of damage and knockback and is an excellent combo finisher and reading tool. His down smash is his fastest, dealing great horizontal knockback, and his up smash can flexibly act as a combo starter and finisher.
A combo notoriously difficult to execute is the infamous Sacred Combo, a two-hit combo involving his Knee Smash followed by a midair Falcon Punch, before the hitstun of the previous attack wears off. If executed correctly, the opponent is likely to be KO'd. However, there are severe consequences if Falcon makes a mistake while performing this technique; it's possible for him to jump too far while performing the Falcon Punch, which will result in a self-destruct.
Despite having a poor grab range (the sixth shortest in the game), Falcon's grab game is among the most flexible and devastating in Melee; his forward and back throws can easily send opponents off the stage at higher percents and create an edgeguard situation, while his up and down throws can be used to start combos and chain grabs.
One of Captain Falcon's glaring and famous weaknesses is his mediocre-at-best recovery. He has high air speed, but the distance that he can cover is drastically shortened by his fast falling speed. He is prone to edgeguarding because his recovery move cannot grab edgehoggers. He can extend his horizontal recovery by performing an uninterrupted Falcon Kick in the air; this gives him back his midair jump, but it usually forces him to recover from the bottom blast line, as the Falcon Kick sends him very far down. Using Raptor Boost is a decent horizontal recovery option, but it grants nonexistent vertical height and cannot instantly snap to the ledge. It also halts recovery immediately if it connects with anything in midair, sending him down the bottom blast line.
Besides somewhat crippling his horizontal recovery, Captain Falcon's fast falling speed also acts as a double-edged sword; while it does grant him a very good combo game and the best vertical knockback resistance in the game due to his above average weight, he is also prone to chain grabs such as Pikachu's and Peach's up throws; combos that utilize moves with decent vertical knockback, such as up tilts and up aerials, are also easier to land on Captain Falcon due to his relatively large hurtbox.
Overall, Captain Falcon is a tank with gifted speed; he can deal a lot of damage and take as much punishment, while having one of the fastest movement speeds in the game. Players must take advantage of this speed and quickly adapt to their opponents to fully utilize his abilities.
Changes from Smash 64 to Melee
In the transition from Smash 64 to Melee, Captain Falcon gained multiple buffs and nerfs, but was buffed overall, such as in recovery and the introduction to his famous Knee Smash.
Aesthetics
- Captain Falcon has a new idle pose along with his one from Smash 64, which was also altered.
- Captain Falcon has new and higher quality voice samples, though he is still voiced by Ryō Horikawa.
- Captain Falcon’s default color is now dark blue instead of purple.
- Captain Falcon’s green and blue palette swaps from Smash 64 are now accessible through normal battle instead of just Team Battles.
Attributes
- Captain Falcon is lighter (108 → 104), which hinders his endurance, but makes him harder to combo.
- Captain Falcon walks slower (0.32 → 0.85).
- Captain Falcon dashes slightly faster (70 → 2.3).
- Captain Falcon's air speed is faster (31 → 1.12).
- Better dash-dancing ability, plus the addition of moonwalking and wavedashing, give him more movement options.
- Many of his attacks are stronger and faster in terms of ending lag due to added IASA frames.
- Captain Falcon's falls faster (60 JPN/66 NTSC → 2.9), and combined with his weight gives him the best vertical endurance best in Melee, ousting Donkey Kong (who has the second highest vertical endurance) However, this does make him more susceptible to combos.
- Added chaingrab options and faster air speed give him even more combo options, despite the significantly lowered hitstun in Melee.
- His attacks have generally slower startup.
Ground Attacks
- Gentleman is better at tech-chasing and has improved ability to followup with other moves, as it sends opponents on a more favourable angle, much more knockback, and has much less ending lag.
- Up tilt only hits once and does 10% less damage (23% → 13%).
- Captain Falcon has a new down tilt: a leg sweep. It has significantly more combo ability (and overall has the most combo ability out of all his down tilt's appearances in the series).
- Captain Falcon has a new forward smash: an elbow thrust. While it deals less knockback, it is stronger relative to the cast, going from the fifth most powerful tied with Pikachu and Ness in Smash 64, to the third most powerful in Melee (alongside Mr. Game & Watch.
- New forward smash has slightly less reach, slightly more start-up (frame 16 → 18), and is a less reliable finisher. Its duration was also lowered by half (8 frames → 4 frames).
- Captain Falcon has a new up smash: a spinning double kick, has significantly more knockback and is no longer the weakest up smash, now being the 7th most powerful up smash in Melee if both kicks connect.
- New up smash can no longer combo reliably, and has drastically less utility. It also has significantly more start-up and no longer has the fastest start-up (frame 3 → 21).
- New down smash: a fast kick that hits both forwards and backwards. It has much more knockback and much higher vertical range.
- New down smash can no longer hit characters on the edge.
Aerial Attacks
- Forward aerial from Smash 64 is now his neutral aerial in Melee, and the knockback sends opponents on more of a vertical trajectory. It also has an altered animation where Falcon kicks with his right leg first, then left leg all while turning to his right, as opposed to the other way around (with right leg first and left leg last). It is also angled more diagonally upwards.
- Captain Falcon has a new forward aerial: an electric knee thrust known as the Knee Smash. It is drastically more powerful if sweetspotted, and is still a useful combo move and finisher.
- Back aerial is less powerful, though still a good edgeguarder and can still KO under 150%.
- Back aerial's reduced ending lag and aforementioned reduced power makes it a significantly better combo move and Wall-of-Pain option.
- Up aerial has less combo ability, lower versatility, and less vertical range. It is generally much harder to combo into moves such as other aerials due to the higher falling speeds in Melee and the move sending opponents on a less favourable angle to followup with other moves, plus the semi-spike part of the move is much less powerful and provides much less hitstun, although it still remains one of his most useful moves.
- Down aerial has a larger hitbox, along with more range and power, dealing 2% more damage and being the fourth most powerful meteor smash in Melee, the upper hitbox of the move spikes (commonly referred to as the Nipple spike).
- Down aerial has a much shorter duration.
Grabs and Throws
- Like all Super Smash Bros. veterans, Captain Falcon has been given an up throw and a down throw, significantly improving his attack options.
- Forward throw from Smash 64 is now his down throw in Melee. Captain Falcon also keeps both his feet on the ground as opposed to leaning forward enough to bring his following foot off the ground like in 64.
- Back throw is significantly weaker.
Special Moves
- Falcon Punch has stronger knockback and more range.
- Falcon Punch has much slower startup, removing its use for recovery and drastically reducing its combo finishing ability (although its still a good combo finisher, such as the Sacred Combo).
- Falcon Punch now has a flame effect.
- Captain Falcon now has a side special: the Raptor Boost. It is a dash that, when connects, does a flaming uppercut, which can act as a great tech-chaser and combo-starter.
- Falcon Dive grants more recovery distance, both horizontally and vertically. It also now has a disjointed grabbox on the first active frame (frame 13) that only affects grounded opponents, making it a useful surprise move to utilize.
- Falcon Dive deals (20% → 15%) and much less knockback, not KOing opponents reliably even after 150%, unless if it's used near the blast line. The hitbox has a shorter duration.
- Grounded Falcon Kick travels further. Falcon Kick also restores his double jump when used in midair.
- Falcon Kick is slightly slower and weaker.
PAL differences
Like some other characters, Captain Falcon was slightly changed in the PAL version of Melee.
- Gentleman can be performed without the jab infinite by simply pressing the A button three times.
- Soft hit of Knee Smash is weaker.
Moveset
For a gallery of Captain Falcon's hitboxes, see here.
Name | Damage | Description | ||
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Neutral attack | 2% | 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. | ||
3% | ||||
8% (clean), 6% (late) | ||||
1% (loop) | ||||
Forward tilt | ↗ | 12% (leg), 11% (body) | 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. | |
→ | 11% | |||
↘ | 10% (leg), 11% (body) | |||
Up tilt | 13% | Brings his leg up and brings it down in an axe-like fashion. 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. | ||
Down tilt | 12% | 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 DI. | ||
Dash attack | 10% (clean), 7% (late) | 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. | ||
Forward smash | ↗ | 21% | 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. | |
→ | 20% | |||
↘ | 19% | |||
Up smash | 8%/14% (hit 1), 13%/12% (hit 2) | Performs a spinning double kick. A fast and powerful move, though is short ranged. The second hit sometimes has difficulty connecting, as with Ganondorf's. This is Captain Falcon's most powerful move damage-wise (when fully charged). | ||
Down smash | 18% (front), 16% (back) | Quickly kicks forward then backward. Small noticeable startup, but good speed and knockback. | ||
Neutral aerial | 5-6% (hit 1), 7% (hit 2) | His f-air from SSB64, kicks forward twice. A good two-hit combo starter or finisher, though the second hit is difficult to land. This move can infamously lead into a Sacred Combo. It is rather odd how Falcon's neutral aerial isn't affect by the Stale-move negation, yet his clone, Ganondorf's neutral aerial is. | ||
Forward aerial | Knee Smash | 18% (clean), 6%/3% (late NTSC/PAL) | Sticks out his knee. If it lands during the initial frames, the victim is electrocuted 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 Zelda and 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. | |
Back aerial | 14% (clean), 8% (late) | 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. | ||
Up aerial | 13%/12% (clean), 12%/10% (late) | 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. | ||
Down aerial | 16% | 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 smashes in the game. | ||
Grab | — | |||
Pummel | 3% | Knees opponent in the torso region. | ||
Forward throw | 5% (hit 1), 4% (throw) | Punches foe forward. | ||
Back throw | 5% (hit 1), 4% (throw) | Kicks foe behind. Knockback is usually hard to follow-up or combo with unless over a ledge. | ||
Up throw | 4% (hit 1), 3% (throw) | 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. | ||
Down throw | 7% | Crushes foe to the floor. Depending on opponent percentage, fall speed, and DI, can lead into aerial combos or tech chase regrabs. Can chaingrab more floaty characters (such as Ganondorf). | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
6% | Gets up and flips while kicking. | ||
Floor attack (back) Floor getups (back) |
6% | Stands on both hands and does a spinning double kick. | ||
Edge attack (fast) Edge getups (fast) |
10% | Picks himself up and kicks forward. | ||
Edge attack (slow) Edge getups (slow) |
8% | Slowly gets up and punches in front of him. | ||
Neutral special | Falcon Punch | 27% (close), 25% (mid), 23% (far) | Winds up then releases a powerful, fiery punch, with his fists engulfed in a falcon-shaped flame. Deals very high damage and knockback, and is the finisher move after an fair in the Sacred Combo. However, it is much slower than in SSB64 and is extremely predictable and punishable (the charging can also be cancelled by most attacks). | |
Side special | Raptor Boost | 7% | Dashes forward. If he doesn't hit an opponent, he falls over. If he hits an opponent on the ground, he launches a fiery uppercut, knocking them into the air. If he hits an opponent while in midair, he punches downward, meteor smashing them. However, this move always makes him helpless, so it is very risky to use offstage. | |
Up special | Falcon Dive | 5% (grab), 12% (release), 6% (breakout) | Leaps upwards, a recovery move that can also grab the ledge even if Captain Falcon if facing the opposite direction. Normally makes him helpless, but if he grabs an opponent, he releases them with a fiery blow and will be able to use the move again. | |
Down special | Falcon Kick | 15%/13%/9% (ground), 15%/13%/11% (air), 9% (landing) | Rushes forward while performing a fiery kick. If he goes off a ledge, he continues dashing forward. If started in midair, he kicks down at a diagonal angle. Restores his midair jump, making it a useful move for horizontal recovery at long distances. |
Taunts
Note: Captain Falcon and Pichu are the only characters in the game to have two different taunt animations. Template:Taunt/SSBM/Two
Idle poses
- Makes a battle pose where he leans forward and thrusts his arm out.
- Makes another battle pose where he crouches slightly and thrusts his elbow out.
File:Captain Falcon Idle Pose Melee.png |
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Crowd cheer
English | Japanese | |
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Cheer | ||
Description | Falcon! *claps three times* | Cap-tain! Fal-con! |
Pitch | Group chant | Mixed chant |
Victory poses
- Performs a jumping spinning kick, landing in a kneeling pose.
- Crouches low, then performs a spinning hook kick.
- Kneels and thrusts his chest forward, shouting.
In Competitive play
Matchups
Avg. | |||||||||||||||||||||||||||
Captain Falcon has strong matchups. He is countered only by Fox and Falco, soft countered only by Sheik and Jigglypuff, has 3 even matchups, soft counters 7, counters 5, and hard counters 6. He does well against relatively floaty characters, such as Peach and Dr. Mario, as he combos these characters the easiest at mid-percents. He also has favorable matchups against slower characters, such as Yoshi and Ganondorf. His even matchups with Marth, Ice Climbers, and Pikachu are widely disputed; Marth has superior range and attack speed, while Captain Falcon has a much more solid combo game on Marth than Marth does on Captain Falcon. The Ice Climbers have intricate setups into Wobbles and even inescapable handoffs on Captain Falcon, but he can just as easily separate them with his stronger moves. Pikachu can juggle Captain Falcon for long periods of time, but is otherwise lacking the range to consistently win the neutral game.
He has some trouble against characters that can either edgeguard him efficiently or outprioritize his moves, such as Jigglypuff and Sheik. Fox and Falco in particular can do both of these as well as combo Captain Falcon consistently, as he can be juggled very easily; Falco is notable for easily disrupting Captain Falcon with effective use of his lasers, leading many to regard Falco as his worst matchup. However, it is not impossible to win against the space animals, as Captain Falcon can combo them in return if he wins the neutral game. While the ease of juggling Captain Falcon can be exploited by Pikachu and even lower tier characters such as Yoshi, Donkey Kong, and Mewtwo, they usually lack something the space animals do not, allowing Captain Falcon to gain the upper hand regardless. Overall, Captain Falcon has a good matchup spread, and can win against any character.
Notable players
Active
- $mike
- Captain Smuckers
- Darkrain
- Fuzzyness
- Gahtzu
- Gravy
- Gucci
- Jeapie
- Lord
- Lucky
- Mafia
- Mango
- n0ne
- Scar
- SilentSpectre
- S2J
- Westballz
- Wizzrobe
Inactive
Tier placement and history
Captain Falcon was considered a low tier character on the first tier list; inexperienced panelists felt he was inferior to his Super Smash Bros. counterpart, and failed to overcome the high technical skill demands required to play him. Captain Falcon then moved up to the middle tier, but was not recognized as being a solid character until one year after Melee began being played competitively. Dedicated Falcon mains such as Isai showed how powerful his comboing abilities were, and how well he could KO out of a combo with the deadly Knee Smash. Falcon mains began placing very high in tournaments, inching him up the list into the high tier as old high tier characters, such as Mario and Luigi, began falling. Today, although Captain Falcon does not often win tournaments, he is one of the most common characters that place within the top rankings, resulting in him being at a solid 8th place on the current tier list, being placed below the Ice Climbers for the first time.
PAL viability
Captain Falcon only received two changes in the transition to PAL, the more welcome of the two being that the Gentleman can now be done with just three A button presses, without any extra inputs or timing alterations required. The other nerfed his soft Knee Smash, making it hit only half as hard as the NTSC soft Knee Smash. The Gentleman is now much easier to perform and Captain Falcon's jab combo is overall a much more viable damage racking option than it is in NTSC. The nerf to the soft Knee Smash, however, prevents a guaranteed followup into another Knee Smash, slightly weakening Falcon's edgeguarding and combo potential, though this can be worked around by using up aerial instead. With almost all of the characters above him in the tier list receiving nerfs (particularly Fox and Sheik), he fares better in those respective matchups, but due to considerably less representation of Captain Falcon in Europe, he remains at 7th place.
In 1-P Mode
Classic Mode
Captain Falcon appears in a one-on-one, as an ally, on a team with Fox, Falco, or Samus, in a giant, multi-man, or metal battle. Captain Falcon appears in Mute City or Big Blue except in the metal battle where he appears on Battlefield.
Adventure Mode
Captain Falcon appears in the second portion of Stage 8: F-Zero Grand Prix.
All-Star Mode
Captain Falcon and his allies are fought on Mute City.
Event Matches
Captain Falcon is featured in the following event matches:
- Event 5: Spare Change: The player controls Ness and fights Captain Falcon in a coin battle on Onett. The player must collect 200 coins within 80 seconds in order to clear the event.
- Event 12: Seconds, Anyone?: The player chooses any character and must defeat Captain Falcon within 7 seconds in a one-stock match on Mute City. Both players start with 100% damage.
- Event 17: Bounty Hunters: The player controls Samus, allied with Captain Falcon, and must deliver the finishing blow to Bowser on Jungle Japes. The event results in failure if Captain Falcon delivers the finishing blow or if Bowser self-destructs.
- Event 20: All-Star Match 2: Captain Falcon is the fourth opponent to be fought in this series of staged battles. The player battles him on Mute City, which will transition to the next stage if Captain Falcon gets defeated. With a timer of four minutes, the player must defeat him along with Samus, Link, Zelda, and Fox.
- Event 33: Lethal Marathon: As Captain Falcon, the player must race to the finish of F-Zero Grand Prix similar to Adventure Mode. However, the gameplay is sped up and the F-Zero racers can deliver almost a one-hit KO.
- Event 36: Space Travelers: The player uses Ness must defeat Samus, Kirby, Fox, Captain Falcon and Falco. The player battles the first three characters on Fourside and battles the last two on Battlefield.
- Event 43: Birds of Prey: As Fox, the player must defeat Captain Falcon and Falco in a two-stock match on Big Blue.
Ending Images
- FalconKickMelee.jpg
Classic Mode
- Captainfalconadventure.jpg
Adventure Mode
- Captainfalconallstar.jpg
All-Star Mode
Trophy descriptions
In addition to the normal trophy about Captain Falcon as a character, there are two trophies about him as a fighter, unlocked by completing both Adventure and All-Star modes respectively with Captain Falcon on any difficulty:
- Captain Falcon
- Usually a relentless bounty hunter, Captain Falcon shifts gears to become a race pilot once the F-Zero Grand Prix begins. His beloved racer, the Blue Falcon, can exceed the speed of sound, and he knows how to drive it; he'll go down as one of the all time-greats. Now 36 years old, Captain Falcon wears his F-Zero X visor.
- F-Zero 08/91
- Captain Falcon [Smash]
- Falcon's style is a balanced combination of raw power and speed. His attacks are slow, but when combined with Falcon's high mobility, he's a formidable combat force. The Falcon Punch packs the highest degree of destructive power, while the explosive Raptor Boost can be used to smash airborne foes into the depths.
- B: Falcon Punch
- Smash B: Raptor Boost
- Captain Falcon [Smash]
- The Knee Smash, used in midair on foes in front of you, is slow and has a short reach, but if it connects, it'll send foes flying a long way on a low trajectory. Falcon uses his Falcon Dive to grab an enemy in midair and fling them away with an explosive blast. He can do this technique repeatedly without landing, so it can also be used as a recovery move.
- Up & B: Falcon Dive
- Down & B: Falcon Kick
Alternate costumes
Trivia
- Captain Falcon is the only character to have every single smash attack changed from Smash 64 to Melee.
- While Captain Falcon's normal air speed is a great 1.12, by jumping while running he can start off with an airspeed of 2.1, notably faster than any other character's best airspeed and even almost all characters' running speeds (except his own dashing speed and Fox's).
- Captain Falcon has two taunts. This feature is shared with Pichu.
- When using Captain Falcon's red costume (the costume resembling his evil clone, "Blood Falcon") the image on the back of his costume changes to that of a skull with bird wings and text that reads "BLOOD HAWK" (Blood Falcon's F-Zero machine).
- In an early development for Melee, the text that reads "BLOOD HAWK" in the final version of Melee was originally "HELL HAWK".
- Captain Falcon is one of the two characters who was unlockable in Smash 64 that became a starter in Melee, the other being Ness.
External links
Fighters in Super Smash Bros. Melee | |
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Veterans | Captain Falcon · Donkey Kong · Fox · Jigglypuff · Kirby · Link · Luigi · Mario · Ness · Pikachu · Samus · Yoshi |
Newcomers | Bowser · Dr. Mario · Falco · Ganondorf · Ice Climbers · Marth · Mewtwo · Mr. Game & Watch · Peach · Pichu · Roy · Young Link · Zelda (Sheik) |
F-Zero universe | |
---|---|
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 |