Super Smash Bros. 4

Captain Falcon (SSB4)

Revision as of 20:29, August 19, 2015 by Nyargleblargle (talk | contribs) (Undid edit by 172.251.52.88: Seems to mainly play For Glory)
This article is about Captain Falcon's appearance in Super Smash Bros. 4. For the character in other contexts, see Captain Falcon.
Captain Falcon
in Super Smash Bros. 4
Captain Falcon
FZeroSymbol.svg
Universe F-Zero
Other playable appearances in SSB
in Melee
in Brawl
Availability Starter
Final Smash Blue Falcon
Captain Falcon (SSB4)

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. His appearance has been updated since his last appearance.

Captain Falcon retains his Japanese-accented English voice clips by Ryō Horikawa from Brawl in all versions of the game.

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 removal of two of Brawl's mechanics - hitstun cancelling, the removal of which restored his comboing ability, and chain grabbing, which was one of his biggest weaknesses in Brawl. As he is a heavyweight character, Falcon also benefits from rage. As in Melee and 64, Falcon is 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 landing lag, weakening some of his possible recovery mixups. Falcon has also received minor nerfs in most balance patches so far, and as a result, while being considered noticeably better than in Brawl and perhaps even better than in 64, 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 pales slightly in comparison to 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.

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.
  •   Up taunt has 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.
  •   Oddly enough, Falcon's mouth no longer moves for his voiced down and side taunts, despite his mouth being fully animated for a few of his moves and victory poses. Possibly as a carryover from Brawl, his mouth can still be seen moving in certain circumstances, such as during the slowdown after ending a match.

Attributes

  •   Captain Falcon walks slightly 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.
  •   Air speed has been reduced (1.18 → 1.1).
  •   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

  •   The Gentleman (neutral attack 3) 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 that has surprisingly large range and high knockback, making the infinite much safer overall.
  •   Up tilt can now meteor smash if the foot is landed. The non-meteor smash hitbox now send opponents at a higher trajectory (60 degrees), increasing its combo usage.
  •   Up tilt's non-meteor smash hitbox's new trajectory slightly weakens its KOing ability. It also deals 2% less damage (13 → 11%), with knockback compensated.
  •   Down tilt sends opponents at a semi-spike trajectory, allowing it to set up tech-chases, setup edge-guards, and edge-guard effectively itself. It also has less ending lag.
  •   Since down tilt no longer sends opponents vertically, the move has significantly decreased combo potential.
  •   Dash attack deals more damage (8/6% → 10/6%) along with improved knockback (80 base/40 growth → 90 base/50 growth).
  •   Forward smash has more powerful knockback (20 base/85 growth → 24 base/94 growth), and has faster start-up.
  •   Up smash has faster start-up and ending lag. It also has slightly more horizontal reach.
  •   Up smash's first kick deals slightly less damage (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.

Aerial attacks

  •   Neutral aerial has slightly more knockback growth (125 → 130).
  •   Neutral aerial has more landing lag (9 frames → 12 frames).
  •   Knee Smash (forward aerial) has slightly less startup lag (16 frames → 14 frames), which when combined with the removal of hitstun cancelling and the increased gameplay speed, also makes it easier to combo into.
  •   Knee Smash has more landing lag (22 frames → 30 frames), and can no longer autocancel from a short hop.
  •   Back aerial has increased reach and slightly more base knockback (20 → 25).
  •   Up aerial's trajectory has been reverted to its Super Smash Bros. iteration (70 degrees), 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%).
  •   Back aerial deals 1% less damage (14 → 13%).
  •   Down aerial has slightly larger hitboxes.
  •   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 followups 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% and knockback compensated).
  •   Back throw has significantly increased base knockback (30 → 60), now giving it potential to KO at high damages on the ledge and setup edgeguards easier. It also deals 1% more damage (8 → 9%).

Special moves

  •   Falcon Punch has faster start-up lag.
  •   Falcon Punch deals slightly less damage (27 → 25%) and moderately decreased knockback (30 base/93 growth → 0 base/90 growth). It also has slightly more ending lag.
  •   Falcon Punch deals consistent damage throughout all its hitboxes.
  •   Raptor Boost deals 2% more damage (7 → 9%), covers more range, and has significantly increased knockback growth (52 → 75), making it now a reliable KO move below 150% while retaining its combo ability at low percents. 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 startup 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 edgeguard. The animation after landing Falcon Dive also has significantly more ending lag (45 → 61 frames).
  •   Falcon Dive has more intense visual effects.
  •   Grounded Falcon Kick deals significantly stronger knockback (50 base/70 growth → 60 base/80 growth), with the initial hitbox now KOing under 150%. Additionally, the removal of 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

  1.0.4

  •   Some hitbox data has been adjusted.

  1.0.6

  •   Downwards angled forward smash knockback noticeably reduced.
  •   Rapid jab combo has less visual whiffs.

  1.0.8

  •   Non-angled and up-angled forward smash have minimally increased knockback scaling, now KOing about 1-2% sooner.
  •   Down-angled forward smash has minimally decreased knockback scaling, KOing about 1-2% later.
  •   Up aerial sweetspot and middle hitboxes had their damage reduced by 2%, while its sourspot's damage was reduced by 1%. Its reduced knockback additionally makes the move a less reliable KO option.
  •   Up aerial's reduced knockback allows it to combo up to higher damages.

  1.1.0

  •   Back aerial damage reduced (14% → 13%).
  •   Rapid jab horizontal displacement reduced (5.0u/4.8u → 3.0u/2.8u).
  •   Rapid jab finisher horizontal displacement reduced (14u → 10u).

Technical changelist

Moveset

  Name Damage Description
Neutral attack   2% Captain Falcon 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.
2%
5%
1% (loop), 2% (last)
Forward tilt   10% (foot), 9% (leg) Captain Falcon does a roundhouse kick.
9% (foot), 8% (leg)
10% (foot), 9% (leg)
Up tilt   11% Captain Falcon does an axe kick with good horizontal knockback. His heel can meteor smash aerial opponents.
Down tilt   10% Captain Falcon does a sweep kick with horizontal knockback.
Dash attack   10% (clean), 6% (late) Captain Falcon rams a shoulder into the opponent.
Forward smash   20% Captain Falcon rears back and makes a lunging burning elbow.
19%
20%
Up smash   11%/6% (hit 1), 13%/12% (hit 2) Captain Falcon performs a spinning double hop-kick. A potent move with little start-up lag.
Down smash   14% (hit 1), 18% (hit 2) Captain Falcon quickly kicks frontwards and then backwards.
Neutral aerial   4% (hit 1), 6% (hit 2) Captain Falcon kicks frontwards twice.
Forward aerial Knee Smash 19% (clean sweetspot), 6% (clean sourspot), 3% (late) Captain Falcon performs a knee strike that sports electrical discharge. It has very high knockback when sweetspotted, but high landing lag.
Back aerial   13% (clean), 8% (late) Captain Falcon does a quick backhand.
Up aerial   13%/12% (clean), 12%/10% (late) Captain Falcon kick flips with fast start-up and good all-around range (though not directly below him).
Down aerial   14% Captain Falcon stomps downward with enough force to initiate a meteor smash when sweetspotted.
Grab  
Pummel   2% Captain Falcon knee strikes the opponent.
Forward throw   5% (hit 1), 4% (throw) Captain Falcon punches the enemy, sending them forward.
Back throw   5% (hit 1), 4% (throw) Captain Falcon puts the enemy behind him and kicks.
Up throw   4% (hit 1), 3% (throw) Captain Falcon holds the enemy up and punches them upward with his left hand.
Down throw   6% Captain Falcon flips opponent and throws them on the ground.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Captain Falcon does a spin on the ground to kick both sides.
Floor attack (back)
Floor getups (back)
  6% Captain Falcon spins around to do a double kick.
Floor attack (trip)
Floor getups (trip)
  5% Captain Falcon punches both sides.
Edge attack
Edge getups
  7%
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.
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. Inputting a direction (up or down) when charging Falcon Dash Punch in the air will give a slight boost in that direction.
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 does less damage and has longer startup lag. Despite being slower it is still weaker.
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 deals more damage and has super armor.
Custom 2 Wind-up Raptor Boost 8% (ground), 7% (air) Captain Falcon steps back then dashes forward. The charge is faster, but deals less damage and knockback.

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% Falcon jumps up and punches in the sky, damaging opponents above him. Goes higher than Falcon Dive, 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.


Taunts

  • Up: Charges himself up with a fiery aura, similar to when using the Falcon Punch.
  • Side: Holds out his hand and exclaims "Come on!".
  • Down: Faces the camera, salutes and exclaims "Show me your moves!" (The animation is different and faster if he is facing left).

On-Screen Appearance

The Blue Falcon spins to a stop, Captain Falcon jumps out, and then the Blue Falcon speeds off.

Victory Poses

  • Performs two jump kicks, then does a pose.
  • Charges up red energy, similar to one of his Melee poses, but with fire added.
  • Does three roundhouse kicks and then strikes a pose.

Victory Fanfare

An electric guitar-based cover of the short track that would play when a character finished a race in F-Zero GX.

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

Alternate costumes

 
               

Reveal trailer

<youtube>N9ytrX0wweA</youtube>

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!
 : F-Zero (08/1991)
 : F-Zero GX (08/2003)
Captain Falcon (Alt.)
  Captain Falcon's default down special, Falcon Kick, is no ordinary kick—it surges forward in a fiery blaze. It's a versatile attack that moves sideways on the ground and diagonally down in the air. His forward air attack, Knee Smash, can send an enemy flying for miles if hit just right.
  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!
 : F-Zero (08/1991)
 : F-Zero GX (08/2003)
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

Co-op Events

Gallery

Trivia

  • One can see that the lines bordering Captain Falcon's eyes change depending on the costume used.
  • Prior to patch 1.1.0, on certain characters such as Shulk or even himself, if players perform a dash grab and pummel the character that's near the ledge (as on the ledge doesn't work) the pummels will pass right through them doing no damage. Players that are too close will miss the grab and the character's feet must touch the ground when they grab them. However, large characters like Bowser & Donkey Kong will still take damage.