Project M
Project+

Captain Falcon (PM)

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Captain Falcon
in Project M and Project+
Captain Falcon SSBB.jpg
PPlus Captain Falcon.png
Retro Captain Falcon PM.png

FZeroSymbol.svg
Universe F-Zero
Base game appearance Brawl
Moveset inspiration Captain Falcon (SSBM)
Alternate costume Retro Falcon
Captain Falcon (SSBB)

Captain Falcon is a playable character in the Brawl mod Project M. He was remade to be nearly identical to his Melee counterpart in terms of attack hitboxes and animations.

Captain Falcon is currently ranked 9th out of 41 on the official tier list, placing him in the top portion of the A- tier. This is a marginal drop of his 6th place out of 26 in Melee, and a drastic improvement over his 34th place out of 38 in Brawl. He retains this placement in the official Project+ tier list, now at the bottom of the A+ tier.

Attributes

Captain Falcon had the reputation of being one of the worst Brawl characters in spite of his speed and power, as Brawl's physics crippled him and resulted in a massive drop in his tier position. Because of this, he has been reverted back to his Melee incarnation, while retaining a few buffs from his Brawl iteration. Since Project M returns to the physics of Melee, Captain Falcon's combo abilities are once again efficient, as the removal of hitstun canceling no longer allows opponents to air dodge like they could in Brawl. Additionally, the Knee Smash, his main finisher in Melee, is once again as easy to sweetspot as it was in Melee. Captain Falcon also benefits from the normalization of sidesteps; it was lackluster in Melee, but since all sidesteps were made to be roughly the same in terms of frame data in Project M, he is no longer as susceptible to pressure. However, Captain Falcon can still be considered a glass cannon because his high falling speed hinders his already poor recovery and makes him susceptible to combos and gimps.

Captain Falcon fares slightly better in Project M than he did in Melee partially due to the small buffs he's received, but also partially due to the addition of many more semi-floaty characters that Falcon can easily overwhelm and combo, leading him to have good matchups against a majority of the new characters. The expanded stage list, which allows for stage bans even in best of 5 sets, also allows Captain Falcon players to avoid being hard counterpicked to his worst stage in Melee, Fountain of Dreams. In addition, metagame shifts have been favorable to him. Arguably his worst matchup in Melee, Falco, has been slightly nerfed and has worse matchups against the new characters, causing him to be used less often. Other characters from Melee that were difficult to handle have also been nerfed, bringing Falcon's matchups against them closer to even. Due to these factors, Falcon is acknowledged to be better relative to the cast than he was in previous games.

Changes from Melee, Brawl to PM

Captain Falcon was mostly reverted to his Melee version while keeping a minority of improvements from Brawl.

Aesthetics

  • Change Up and down taunts have switched positions. When using down taunt, he now also utters a soft "Yes!" This is an otherwise unused voice clip from Brawl's sound test.
  • Change Kneeling victory pose is now more similar to Melee's version; he will thrust his chest forward and shout while briefly emitting fire.

Attributes

  • Buff Captain Falcon is the character most affected by Project M's dashing changes; he no longer has a more exaggerated delay before his initial dash animation than every other character (particularly when starting the dash in the opposite direction that he is facing), allowing for much easier dashing jumps than in Melee.
  • Buff Captain Falcon jumps slightly higher (3.1 → 3.23).
  • Buff Captain Falcon's soft landing is 1 frame faster (4 frames → 3).

Ground Attacks

  • Buff Gentleman (the third hit of neutral attack) is now always separated from the rapid punches, just like in the PAL version of Melee. While there is still a big window of time where pressing the attack button results in the punches, it can be avoided by jab canceling. On whiff, the jab combo has to be slightly delayed to avoid using the jabs.
  • Change The first input of neutral attack has more base knockback (0 → 1).

Aerial Attacks

  • Change Connecting with a sweetspotted Knee Smash (forward aerial) when a taunt input is held results in Falcon exclaiming "Yes!", like with Falcon Dive.
  • Change Down aerial's nipple spike now uses the fire element, making it more noticeable.

Special Moves

  • Buff Falcon Punch retains its reversible ability and startup from Brawl. It can now be reversed up to 4 times, receiving a 1% damage bonus per reverse after the first one.
    • Change Each reversal after the first one resets the move's start-up.
  • Buff Aerial Raptor Boost propels Captain Falcon with forward momentum if it lands, and retains its ability to edge sweetspot from Brawl. When used towards an edge from the ground, Captain Falcon now goes into the ending animation instead of instantly becoming helpless, allowing him to still grab the edge and come back to the stage. Landing lag for a successfully connected aerial Raptor Boost has been lowered to match that of a missed aerial Raptor Boost.
  • Buff Falcon Dive retains its vertical distance, its ability to grab foes on the ledge, and its damage (deals 17%, 2% more than Melee's 15%) from Brawl. The move also has slightly higher knockback and its edge sweetspot is now located higher on Falcon's body.
  • Buff Falcon Kick is reversible, and has less endlag. Its lingering hitboxes also have much more favorable angles, making the move safer.

Revisions

v2.1

  • Nerf Dash attack can slip off edges like in Melee.
  • Buff Raptor Boost has a ground to air transition animation similar to Flame Choke, allowing him to grab edges backwards.
  • Change Falcon Dive received physics adjustments to match Melee.
  • Change Falcon Dive's throw animations were touched up.

v2.5b

  • Change Captain Falcon's hurtboxes adjusted.
  • Change Captain Falcon's dash animation cleaned up.
  • Change Captain Falcon's forward roll animation adjusted to be like Melee.
  • Change Captain Falcon's aerial attack animations cleaned up to match up with Melee timings.
  • Buff Falcon Punch is now reversible.
  • Buff Falcon Punch's turn occurs slightly later and can be performed up to four times.
  • Change Falcon Dive launch fire hit graphical effects restored.

v2.6b

  • Buff Initial dash animation length increased by 1 frame to match Melee, improving moonwalk distance slightly.
  • Nerf Turn grab animation is longer to match other turn grabs.
  • Bug fix Fixed a bug on his Ledge Rolls that caused them to not free up the edge until the animations completely ended.
  • Change Falcon Punch additional turns can be prevented by holding B.
  • Buff Aerial Raptor Boost trigger box adjusted so that the hit connects more reliably once triggered.
  • Buff Aerial Raptor Boost now spikes.

v3.0

  • Buff Aerial Raptor Boost landing lag slightly reduced if it connects with an opponent, now is the same for when Raptor Boost whiffs or hits.
  • Buff Falcon Kick is now B-reversible.
  • Nerf Grounded Falcon Kick has slightly more ending lag.

v3.01

  • Buff Forward-Throw and Up-Throw have had their hitlag decreased.
  • Buff Falcon Punch hitlag decreased.

v3.5

  • Buff Up smash's IASA frames decreased by one frame.
  • Nerf Grounded Raptor Boost now requires the player to hold the reverse direction for Captain Falcon to grab the ledge after going offstage with it.
  • Nerf Aerial Raptor Boost knockback reduced slightly.
  • Buff Falcon Kick's recovery frames from ground to air reduced to special landing rather than hard landing.
  • Change Falcon Kick knockback adjusted for its later hitboxes.
  • Change Falcon Dive knockback adjusted to use set character momentum instead of set knockback per character.
  • Change Up taunt has more IASA frames when facing right.
  • Change Air jump and Falcon Dive landing animations cleaned up.

v3.6 Beta

  • Buff Powershield size multiplier: x0.73 → 0.75
  • Change Down aerial's nipple spike now has a fire element.
  • Change Up throw and down throw's properties match Melee throws better.
  • Nerf Aerial Raptor Boost has been reverted back to a meteor smash.
  • Change Aerial Falcon Kick's landing hitbox has the following changes:
    • Nerf Only hits grounded opponents.
    • Buff Damage: 6% → 10%
    • Nerf Knockback growth: 83 → 35
    • Nerf Hitbox size: 6 → 5

Moveset

Up to date as of version 3.6.

Name Damage Description
Neutral attack 2% Captain Falcon punches twice, then knee strikes the opponent, which is then followed by a series of rapid punches. Stopping at the knee strike is known as the Gentleman.
3%
8% (clean), 6% (late)
1-2% (loop)
Forward tilt 12% (leg), 11% (body) Captain Falcon does a roundhouse kick forward. This move can be angled up or down.
11%
10% (leg), 11% (body)
Up tilt 13% Captain Falcon brings his leg above his head and slams it down in an axe-like fashion.
Down tilt 12% Does a sweep kick that deals vertical knockback.
Dash attack 10% (clean), 7% (late) Captain Falcon does a running shoulder tackle forward, hitting any opponent in his path.
Forward smash 21% Captain Falcon leans back and jabs an elbow forward, dealing powerful flame damage. Has slow startup, but decent reach. This move can be angled up or down.
20%
19%
Up smash 14%/8% (hit 1), 12%/13% (hit 2) Captain Falcon performs a spinning double kick in one short hop. A fast move that has good vertical range, but poor range horizontally.
Down smash 18% (front), 16% (back) Captain Falcon kicks forward and then backward.
Neutral aerial 5-6% (hit 1), 7% (hit 2) Captain Falcon kicks forwards twice. A powerful combo tool.
Forward aerial Knee Smash 18% (clean), 6% (late) Often simply referred to as "The Knee", Captain Falcon jabs a knee forward. During the initial frames, the entire hitbox acts as a powerful Sex kick with electrical properties and great horizontal knockback. After the initial frames, it becomes a weak but sufficient semi-spike.
Back aerial 14% (clean), 8% (late) Captain Falcon delivers a strong backhanded punch from behind.
Up aerial 12%/13% (clean), 10%/12 (late) Captain Falcon does a flip kick with fast start-up and good all-around range. Primary used as a combo tool.
Down aerial 16% Captain Falcon stomps downward with both feet. Acts as a powerful meteor smash, dealing a large amount of hitstun. It the attack connects within Captain Falcon's torso, it becomes a "nipple spike", a powerful spike that deals flame damage.
Grab
Pummel 3% Captain Falcon knees the opponent. A fairly quick pummel.
Forward throw 5% (hit 1), 4% (throw) Captain Falcon punches the enemy 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 upwards. This throw can be used to start a chain grab on fast fallers at mid-high percents.
Down throw 7% Captain Falcon swings the foe overhead and then slams them on the ground with a single arm. This throw can be used to start a chain grab on most non-fast fallers.
Floor attack (front) 6% Captain Falcon gets up and flips while kicking.
Floor attack (back) 6% Captain Falcon stands on both hands and perfprms a spinning double kick.
Floor attack (trip) 5% Captain Falcon gets up and punches both sides.
Edge attack (fast) 9% Captain Falcon pulls himself up and kicks forward.
Edge attack (slow) 10% Captain Falcon slowly climbs up does an uppercut.
Neutral special Falcon Punch 27% (close), 25% (mid), 23% (far)
+1% damage when reversed
Captain Falcon winds up and releases his iconic fiery punch. Can be reversed up to four times, with the attack's power increasing only on the first turn. Captain Falcon's momentum will be halted the moment he unleashes the punch while airborne.
Side special Raptor Boost 7% Captain Falcon dashes forward. If he doesn't hit an opponent, he falls over, leaving him wide open for an enemy attack. 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. This move can be used to edgehog, and works as a leapfrog recovery in midair.
Up special Falcon Dive 5% (grab), 12% (release), 8% (escape) Captain Falcon grabs his opponent and releases them with a fiery explosion. Goes into helpless if he misses but if the move connect, he's free to use the same move again without landing.
Down special Falcon Kick 15%/12%/9% (ground), 15%/13%/11% (air), 10% (landing) Captain Falcon rushes forward with a flaming high-speed 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.
Final Smash Blue Falcon 10% (car), 20% (ram), 10% (release) Captain Falcon calls in his F-Zero racer, the Blue Falcon. The opponent is hit by the vehicle as it zooms past, sending them to an unknown F-Zero track. Captain Falcon proceeds to run them down in the Blue Falcon, resulting in high knockback.

In competitive play

Notable tech

Labbing Discord Tech Post

Most historically significant players

See also: Category:Captain Falcon players (PM)

Alternate costumes

Project M

Captain Falcon's set of alternate costumes now includes a purple outfit with a tucked in scarf based off of his appearance in the original Super Smash Bros. and his appearance from F-Zero X, and a retro version inspired by his initial F-Zero appearance seen in the original SNES F-Zero.

Captain Falcon's alternate costumes in PM
CaptainFalconHeadSSBB.png CaptainFalconHeadBlackSSBB.png CaptainFalconHeadRedSSBB.png CaptainFalconHeadGreenSSBB.png CaptainFalconHeadBlueSSBB.png CaptainFalconHeadWhiteSSBB.png CaptainFalconHeadPurplePM.png CaptainFalconHeadRetroPM.png

Project+

Captain Falcon's default costume now includes a reference to Dr. Stewart from the F-Zero series. His retro costume includes team colors, as well as a reference to Phoenix, a driver who resembles Captain Falcon in F-Zero GX. He has a new set of costumes based on the outfit he wears when piloting the Super Falcon, a golden variation of the Blue Falcon introduced in the F-Zero X Expansion Kit. In addition, his gray palette is altered to be a black-and-silver costume.

Captain Falcon's alternate costumes in P+

Default

Black

Red: Based on Blood Falcon, a clone of Captain Falcon created by Black Shadow.

Green: Based on the colors of the Wild Goose.

Blue: Based on his artwork in the original F-Zero.

White

Yellow: Based on the colors of Dr. Stewart.

Purple: Based on his artwork in F-Zero X, which was used for his appearances in both Super Smash Bros. and Melee, hence his scarf being tucked in.

Classic: Based on Captain Falcon's earliest appearance in the manual for F-Zero.

Classic Red: A Blood Falcon-inspired palette.

Classic Green: A Wild Goose-inspired palette.

Classic Purple

Classic Black: Based on Phoenix, a racer introduced in F-Zero GX who resembles Captain Falcon, yet his relation to him is unknown.

Super Falcon: Based on Captain Falcon's outfit when piloting the Super Falcon, a gold variant of the Blue Falcon exclusive to the F-Zero X Expansion Kit for the ill-fated Nintendo 64DD.

Super Falcon Red: Based on the colors of Ultraman, the alien superhero and namesake of the Ultraman Series.

Super Falcon Green: Pays tribute to the colors of Kamen Rider, in particular the classic outfits known for teal and black suits with red eyes.

Super Falcon Brown: Based on the colors of Super Arrow, a racer introduced in F-Zero X who entered the F-Zero Grand Prix with no prior vehicular knowledge in order to track down his foe, Zoda.

Super Falcon Blue: Based on Captain Falcon's own vehicle, the Blue Falcon.

Z-Secret Costume: Mach Rider

R-Secret Costume: Helmetless Captain Falcon

Trivia

  • Captain Falcon's artwork in Project+ bears a striking resemblance to his pose in the Super Smash Bros. Ultimate panoramic artwork.

External links