• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Captain Falcon True Combos (Updates: new format and some data)

Captain Falcon True Combos (Updates: new format and some data)

Maître Luigi

Smash Apprentice
Joined
Oct 15, 2014
Messages
94
Location
Southern California
========================================================================================================
COMPREHENSIVE GUIDE TO CAPTAIN FALCON TRUE COMBOS
========================================================================================================

========================================================================================================
TABLE OF CONTENTS
========================================================================================================​
  1. Intro: What is this guide and why does it matter?
  2. Jargon/Terminology
  3. Attack Notation
  4. Movement Notation
  5. Special Notation
  6. Combo Classes: Who dies first?
  7. Launchers and Immediate Follow-Ups
  8. Data
  9. Credits/Sources
  10. Future Notes
========================================================================================================
INTRO
========================================================================================================​
Captain Falcon may be one of, if not the most, combo heavy character in Super Smash Brother 3DS/Wii U. Nearly all of Falcon's moves combo in both the air and on the ground at a wide variety

of percents. Additionally, he can potentially perform death combos on many characters from zero percent on.

========================================================================================================
JARGON
========================================================================================================​
Hit-Confirm
- The art of doing the guaranteed followup of a string DURING the time of first part of the string hits.

Combo ("True Combo") - A hit-confirmed juggle.

Juggle - Generally accepted term for the art and practice of hitting an opponent while he is stranded on air.

Juggle Ender - A move or series of moves that is used to end a juggling combo, usually powerful and/or long-range moves.

Juggle Starter (Launcher) - A move or a combination of moves that gets the opponent into the air and sets him/her up for a juggle.

Gimp Kill - A very low-percent KO that can put a really large swing on the outcome of a match.

RAR (Reverse Aerial Rush) - A technique which allows players to attack an opponent with their Back Aerial Attack while
rushing them.

Deep Dash (DD) - Is running a distance until initiating an attack; for example, for D-Throw -> DDFH U-Air

-> SJ Knee the U-Air must be hit as close as possible; the most consistent method for getting both hits is to run underneath, or almost underneath, your opponent before the FH.

Dash (D) - Is completing a dash length of about one full dash; for example, Tackle (2) -> SH U-Air

requires about one dash to consistently hit at most percents. Alternatively, D could mean that it does not matter what dash you perform so long as you perform a dash; for example, SHFF U-Air

-> SH/FH/DJ Knee just needs a dash but the timing isn't very strict so it doesn't really matter how long you dash, within reason of course.

Short Dash (SD) - Is a for moves where the timing is very strict where you may only want the momentum of the dash or a very short dash just

before. An example of where you'd want only the momentum would be SH N-Air x2 -> SDSH N-Air -> SDFH Knee, you only want the momentum of the dash on the first hit but you want the distance and

the momentum for the Knee. An example of where you'd perform a very short dash just before an attack would be D-Throw -> SDFH/SDDJ Knee, you need a slight bit of distance before jumping to

connect the Knee in most cases.

Gentleman - Is the third hit of Capt. Falcon's jab combo.
========================================================================================================
ABREVIATATIONS
========================================================================================================​
e - Extended (This means the move is to be performed out of a dash)

An extended Grab (eGrab) is also a roll-cancelled grab. Performed: Dash -> Sheild -> Grab
An extended U-Smash (eU-Smash) is also a jump-cancelled U-Smash. Performed: Dash -> Jump -> U-Smash
r - Reverse (Peformed in the same sort of way as a RAR (see JARGON)
Examples:
Reverse Knee (rKnee): There is no reverse Knee in the Melee sense. All momentum on sweetspot F-Air acts in the direction Captain Falcon is facing.
Reverse N-Air (rN-Air): The last hit of N-Air is hits the enemy in the opposite direction as Captain Falcon is facing.
Reverse U-Air (rU-Air): Hitting only with the hitbox behind Captain Falcon.

d - Delay (This generally means a delay long enough that you can fast-fall immediately after starting an attack)
p - Pivot (This will typically denotes a "Perfect Pivot" but I yet to perform any significant combos using this so thsi will likely be left out for now)
HO - Hit-Only (Only hit the specified hit of an attack)
Examples:
N-Air (1HO): Only hit the first hit of N-Air
N-Air (2HO): Only hit the second hit of N-Air
D-Smash (1HO): Only hit the first hit of D-Smash
D-Smash (2HO): Only hit the second hit of N-Air
U-Smash (2HO): Only hit the second hit of U-Smash

SD - Short Dash(see reference in JARGON)
DD - Deep Dash (see reference in JARGON)
D - Dash (see reference in JARGON)
FF - Fast-Fall (Tapping down to fall faster while already airborne)
SH - Short Hop (Rapping jump for a short jump)
FH - Full Hop (Pressing jump for a full jump)
SJ - Second Jump (Jumping while already airborne)
NT - No Tech (The oppenent does not tech a move and is in stun)
DI - Directional Influence (When hit a player in stun can influence the direction in which they are launched by pressing another direction)
DACUS
JCDG

========================================================================================================
COMPREHENSIVE LIST OF TRUE COMBOS
========================================================================================================​
Working on this part so give it time...

========================================================================================================
ATTACKS & FRAME DATA
========================================================================================================​
Neutral Jab (Jabs/Gentleman)
Jab 1
Frame 3- 5: 2% 100f/20w 80°
Max Damage: 2%
Enables transition to next jab state on real frame 7
Jab 2
Frame 5- 7: 2% 100f/20w 80°
Max Damage: 4%
Enables transition to next jab state on real frame 9
Jab3
Frame 6- 8: 5% 70b/100g (KO@ 216%) 361° 1.2-Hitlag
Max Damage: 9%
Repeating Jab End
Frame 7- 8: 2% 110b/66g (KO@ 410%) 45° 2.0-Hitlag
Max Damage: 2%
Dash Attack (Tackle)
Frame 7- 9: 10%(+1) 90b/50g (KO@ 263%) 65°
Frame 10-16: 6%(+1) 90b/50g (KO@ 404%) 65°
Max Damage: 10%
Forward Tilt (F-Tilt)
F-tilt (high)
Frame 9-11: 10% 10b/100g (KO@ 190%) 361°
Frame 9-11: 9% 10b/100g (KO@ 209%) 361°
Max Damage: 10%
F-tilt (normal)
Frame 9-11: 9% 10b/100g (KO@ 209%) 361°
Frame 9-11: 8% 10b/100g (KO@ 232%) 361°
Max Damage: 9%
F-tilt (low)
Frame 9-11: 10% 10b/100g (KO@ 190%) 361°
Frame 9-11: 9% 10b/100g (KO@ 209%) 361°
Max Damage: 10%
Downward Tilt (D-Tilt)
Frame 11-12: 10% 38b/80g (KO@ 176%) 25° 0.5-Trip
Max Damage: 10%
Upward Tilt (U-Tilt)
Frame 17-20: 11% 35b/100g (KO@ 181%) 60° Ground-Target-Only
Frame 17-20: 11% 35b/100g (KO@ 181%) 60°
Frame 17-20: 11% 22b/100g (KO@ 228%) 275° Aerial-Target-Only
Max Damage: 11%
Forward Smash (F-Smash)
F-smash (high)
Frame 19-22: 20% 24b/94g (KO@ 91%) 45° Fire
Max Damage: 20%

F-smash (normal)
Frame 19-22: 19% 24b/94g (KO@ 96%) 43° Fire
Max Damage: 19%
Smash charge window on real frame 12

F-smash (low)
Frame 19-22: 20% 24b/94g (KO@ 86%) 40° Fire
Max Damage: 20%
Downward Smash (D-Smash)
D-smash
Frame 19-20: 14% 30b/90g (KO@ 133%) 361°
Frame 29-30: 18% 20b/90g (KO@ 93%) 361° 1.2-Hitlag
Max Damage: 32%
Smash charge window on real frame 12
Upward Smash (U-Smash)
Frame 22-22: 11% 90f/20w 80°
Frame 22-22: 11% 90f/20w 90°
Frame 22-22: 6% 90f/140w 110°
Frame 22-22: 6% 90f/120w 95°
Frame 28-28: 13% 30b/106g (KO@ 121%) 85°
Frame 28-28: 13% 30b/104g (KO@ 124%) 83°
Frame 28-28: 12% 30b/112g (KO@ 131%) 70°
Max Damage: 24%
Smash charge window on real frame 9
Grabs
Grab
Frame 7- 8: Grab
Enables state transition on real frame 9
Dash Grab (eGrab)
Frame 9-10: Grab
Enables state transition on real frame 11
Pivot Grab
Frame 12-13: Grab
Enables state transition on real frame 14
Pummel
Frame 4- 4: 2% 100f/30w 361°
Max Damage: 2%
Enables state transition on real frame 16
Forward Throw (F-Throw)
Frame 1-10: 4% 55b/120g (KO@ 255%) 45°
Frame 11-12: 5% 70b/100g (KO@ 242%) 80° 1.5-Hitlag
Max Damage: 9%
Downward Throw (D-Throw)
Frame 1- 2: 6% 80b/45g (KO@ 490%) 65°
Max Damage: 6%
Upward Throw (U-Throw)
Frame 1-11: 3% 80b/110g (KO@ 287%) 85°
Frame 12-13: 4% 60b/100g (KO@ 310%) 80° 1.5-Hitlag
Max Damage: 7%
Backward Throw (B-Throw)
Frame 1-11: 4% 60b/130g (KO@ 225%) 135°
Frame 12-13: 5% 70b/100g (KO@ 255%) 110°
Max Damage: 9%
Forward Aerial (F-Air/Knee)
Frame 14-14: 19% 30b/93g (KO@ 82%) 32° 1.2-Hitlag Electric
Frame 14-14: 6% 35b/80g (KO@ 315%) 361° 1.2-Hitlag
Frame 15-30: 3% 35b/80g (KO@ 510%) 361° 0.2-Trip
Max Damage: 19%
Enables transition to Fair landing state (landing lag) on real frame 5
Cancels transition to Fair landing state (landing lag) on real frame 42
Backward Aerial (B-Air)
Frame 10-11: 14% 25b/100g (KO@ 123%) 361°
Frame 12-15: 8% 25b/100g (KO@ 211%) 361°
Max Damage: 14%
Enables transition to Bair landing state (landing lag) on real frame 5
Cancels transition to Bair landing state (landing lag) on real frame 19
Neutral Aerial (N-Air)
Frame 7- 8: 4% 100f/55w 74°
Frame 7- 8: 4% 100f/55w 78°
Frame 7- 8: 4% 100f/55w 86°
Frame 20-21: 6% 45b/130g (KO@ 173%) 361°
Max Damage: 10%
Enables transition to Nair landing state (landing lag) on real frame 4
Cancels transition to Nair landing state (landing lag) on real frame 32
Downward Aerial (D-Air/Meteor)
Frame 16-18: 14% 40b/100g (KO@ 109%) 361°
Frame 16-18: 14% 10b/100g (KO@ 191%) 270°
Max Damage: 14%
Enables transition to Dair landing state (landing lag) on real frame 4
Cancels transition to Dair landing state (landing lag) on real frame 39
Upward Aerial (U-Air)
Frame 6-10: 13% 10b/100g (KO@ 167%) 70°
Frame 6-10: 12% 10b/100g (KO@ 181%) 70°
Frame 11-12: 12% 8b/80g (KO@ 191%) 30°
Frame 11-12: 10% 8b/80g (KO@ 227%) 30°
Max Damage: 13%
Enables transition to Uair landing state (landing lag) on real frame 1
Cancels transition to Uair landing state (landing lag) on real frame 24
Side Special (Side-B)
Raptor Boost
Raptor Boost (ground startup)
Frame 16-35: 0% 0b/0g 361° Push Unblockable

Raptor Boost (ground)
Frame 4- 8: 9%(+4) 100b/75g (KO@ 150%) 85° 2.0-Hitlag Fire
Max Damage: 9%

Raptor Boost (aerial startup)
Frame 19-35: 0% 0b/0g 361° Push Unblockable

Raptor Boost (aerial)
Frame 5- 6: 8%(+2) 60b/80g (KO@ 260%) 60° 2.0-Hitlag Fire Ground-Target-Only
Frame 5- 6: 8%(+2) 60b/80g (KO@ 260%) 60° 2.0-Hitlag Fire
Frame 5- 6: 8%(+2) 60b/70g (KO@ 360%) 270° 2.0-Hitlag Fire Aerial-Target-Only
Max Damage: 8%
Heavy Raptor Boost
Heavy Raptor Boost (ground startup)
Frame 16-35: 0% 0b/0g 361° Push Unblockable

Heavy Raptor Boost (ground)
Frame 13-17: 12%(+10) 100b/75g (KO@ 113%) 85° 2.0-Hitlag Fire
Max Damage: 12%
Begins super armor on real frame 1

Heavy Raptor Boost (aerial startup)
Frame 19-35: 0% 0b/0g 361° Push Unblockable

Heavy Raptor Boost (aerial)
Frame 13-14: 12%(+5) 80b/80g (KO@ 154%) 60° 2.0-Hitlag Fire Ground-Target-Only
Frame 13-14: 12%(+5) 80b/80g (KO@ 154%) 60° 2.0-Hitlag Fire
Frame 13-14: 12%(+5) 80b/70g (KO@ 222%) 270° 2.0-Hitlag Fire Aerial-Target-Only
Max Damage: 12%
Begins super armor on real frame 1
Wind-Up Raptor Boost
Wind-Up Raptor Boost (ground startup)
Frame 31-40: 0% 0b/0g 361° Push Unblockable
Wind-Up Raptor Boost (ground)
Frame 4- 8: 8%(+4) 100b/75g (KO@ 167%) 85° 2.0-Hitlag Fire
Max Damage: 8%
Wind-Up Raptor Boost (aerial startup)
Frame 34-42: 0% 0b/0g 361° Push Unblockable
Wind-Up Raptor Boost (aerial)
Frame 5- 6: 7%(+2) 60b/80g (KO@ 291%) 60° 2.0-Hitlag Fire Ground-Target-Only
Frame 5- 6: 7%(+2) 60b/80g (KO@ 291%) 60° 2.0-Hitlag Fire
Frame 5- 6: 7%(+2) 60b/70g (KO@ 402%) 270° 2.0-Hitlag Fire Aerial-Target-Only
Max Damage: 7%
Special (Falcon Punch)
Falcon Punch
Falcon Punch (ground)
Frame 53-57: 25% 0b/90g (KO@ 80%) 361° 1.5-Hitlag 0.0-SDI Fire
Max Damage: 25%
Enables state transition on real frame 9

Falcon Punch (ground reversed)
Frame 53-57: 28% 0b/90g (KO@ 66%) 361° 1.5-Hitlag 0.0-SDI Fire
Max Damage: 28%

Falcon Punch (aerial)
Frame 53-57: 22% 0b/90g (KO@ 96%) 361° 1.5-Hitlag 0.0-SDI Fire
Max Damage: 22%
Enables state transition on real frame 9

Falcon Punch (aerial reversed)
Frame 53-57: 25% 0b/90g (KO@ 80%) 361° 1.5-Hitlag 0.0-SDI Fire
Max Damage: 25%
Falcon Dash Punch
Falcon Dash Punch (ground)
Frame 58-62: 20% 30b/90g (KO@ 87%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 58-62: 20% 20b/90g (KO@ 94%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 58-62: 20% 10b/90g (KO@ 101%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 16% 30b/90g (KO@ 115%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 16% 20b/90g (KO@ 123%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 16% 10b/90g (KO@ 132%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 30b/90g (KO@ 144%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 20b/90g (KO@ 154%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 10b/90g (KO@ 165%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 71-76: 11% 30b/90g (KO@ 170%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 11% 20b/90g (KO@ 182%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 11% 10b/90g (KO@ 195%) 361° 1.5-Hitlag 0.0-SDI
Max Damage: 20%
Enables state transition on real frame 9

Falcon Dash Punch (ground reversed)
Frame 58-62: 22% 30b/90g (KO@ 76%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 58-62: 22% 20b/90g (KO@ 82%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 58-62: 22% 10b/90g (KO@ 89%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 30b/90g (KO@ 100%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 20b/90g (KO@ 107%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 10b/90g (KO@ 115%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 15% 30b/90g (KO@ 123%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 15% 20b/90g (KO@ 133%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 15% 10b/90g (KO@ 142%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 71-76: 13% 30b/90g (KO@ 144%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 13% 20b/90g (KO@ 154%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 13% 10b/90g (KO@ 165%) 361° 1.5-Hitlag 0.0-SDI
Max Damage: 22%

Falcon Dash Punch (aerial)
Frame 58-62: 17% 0b/90g (KO@ 132%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 15% 30b/90g (KO@ 123%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 15% 20b/90g (KO@ 133%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 15% 10b/90g (KO@ 142%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 30b/90g (KO@ 144%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 20b/90g (KO@ 154%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 10b/90g (KO@ 165%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 71-76: 11% 30b/90g (KO@ 170%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 11% 20b/90g (KO@ 182%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 11% 10b/90g (KO@ 195%) 361° 1.5-Hitlag 0.0-SDI
Max Damage: 17%
Enables state transition on real frame 9

Falcon Dash Punch (aerial reversed)
Frame 58-62: 20% 0b/90g (KO@ 108%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 30b/90g (KO@ 100%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 20b/90g (KO@ 107%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 10b/90g (KO@ 115%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 16% 30b/90g (KO@ 115%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 16% 20b/90g (KO@ 123%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 16% 10b/90g (KO@ 132%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 71-76: 14% 30b/90g (KO@ 133%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 14% 20b/90g (KO@ 143%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 14% 10b/90g (KO@ 153%) 361° 1.5-Hitlag 0.0-SDI
Max Damage: 20%
Mighty Falcon Punch
Mighty Falcon Punch (ground)
Frame 68-72: 22% 0b/90g (KO@ 96%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 68-72: 18% 0b/100g (KO@ 109%) 361° Fire
Frame 73-80: 9% 0b/100g (KO@ 222%) 361° Fire
Frame 78-80: 6% 30b/100g (KO@ 283%) 90° Fire
Max Damage: 22%
Enables state transition on real frame 9

Mighty Falcon Punch (ground reversed)
Frame 68-73: 25% 0b/90g (KO@ 80%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 68-73: 18% 0b/100g (KO@ 109%) 361° Fire
Frame 79-80: 6% 30b/100g (KO@ 258%) 90° Fire
Max Damage: 31%

Mighty Falcon Punch (aerial)
Frame 68-73: 19% 0b/90g (KO@ 116%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 68-73: 18% 0b/100g (KO@ 109%) 361° Fire
Frame 77-78: 6% 30b/100g (KO@ 264%) 90° Fire
Max Damage: 25%
Enables state transition on real frame 9
Mighty Falcon Punch (aerial reversed)
Frame 68-73: 22% 0b/90g (KO@ 96%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 68-73: 18% 0b/100g (KO@ 109%) 361° Fire
Frame 77-78: 6% 30b/100g (KO@ 261%) 90° Fire
Max Damage: 28%
Downward Special (Down-B)
Falcon Kick
Falcon Kick (ground)
Frame 18-20: 13% 60b/80g (KO@ 146%) 80° Fire
Frame 21-28: 11% 90b/40g (KO@ 296%) 68° Fire
Frame 29-38: 7% 80b/60g (KO@ 296%) 50° Fire
Max Damage: 13%

Falcon Kick (aerial startup)
Enables state transition on real frame 3
Cancels state transition on real frame 31

Falcon Kick (aerial attack)
Frame 16-17: 15% 40b/60g (KO@ 179%) 361° Fire
Frame 18-25: 13% 40b/65g (KO@ 190%) 361° Fire
Frame 26-33: 11% 40b/65g (KO@ 224%) 361° Fire
Max Damage: 15%

Falcon Kick (landing)
Frame 2- 3: 9% 80b/20g (KO@ 733%) 80° Ground-Target-Only
Max Damage: 9%
Falcon Kick Fury
Falcon Kick Fury (ground)
Frame 22-40: [1%]x4 100f/60w 366° Fire
Frame 22-40: [0%]x19 100f/50w 366° 0.0-Hitlag
Frame 22-40: [0%]x19 100f/40w 366° 0.0-Hitlag
Frame 41-44: 7% 60b/100g (KO@ 200%) 80° Fire
Max Damage: 11%

Falcon Kick Fury (aerial startup)
Enables state transition on real frame 3
Cancels state transition on real frame 31

Falcon Kick Fury (aerial attack)
Frame 16-28: [2%]x7 100f/40w 366° Fire
Frame 29-30: 5% 60b/100g (KO@ 250%) 90° Fire
Max Damage: 19%

Falcon Kick Fury (landing)
Frame 2- 3: 5% 80b/20g 90°
Max Damage: 5%
Lightning Falcon Kick
Lightning Falcon Kick (ground)
Frame 26-27: 12% 40b/80g (KO@ 183%) 80° 0.0-Hitlag 0.0-SDI Electric
Frame 28-31: 10% 40b/40g (KO@ 472%) 68° 0.0-Hitlag 0.0-SDI Electric
Frame 32-36: 6% 40b/60g (KO@ 454%) 50° 0.0-Hitlag 0.0-SDI Electric
Max Damage: 12%

Lightning Falcon Kick (aerial startup)
Enables state transition on real frame 5
Cancels state transition on real frame 52

Lightning Falcon Kick (aerial attack)
Frame 27-27: 14% 40b/60g (KO@ 193%) 361° 0.0-Hitlag 0.0-SDI Electric
Frame 28-31: 12% 40b/65g (KO@ 206%) 361° 0.0-Hitlag 0.0-SDI Electric
Frame 32-35: 10% 40b/65g (KO@ 244%) 361° 0.0-Hitlag 0.0-SDI Electric
Max Damage: 14%

Lightning Falcon Kick (landing)
Frame 2- 3: 4% 94b/28g (KO@ 848%) 80° 1.7-Hitlag Stun Ground-Target-Only
Max Damage: 4%
Upward Special (Up-B)
Falcon Dive
Falcon Dive (grabbing lunge)
Frame 14-30: Grab
Enables state transition on real frame 13
Enables forward ledge grabs on real frame 19
Enables all ledge grabs on real frame 36

Falcon Dive (initial grab attack)
Frame 2- 3: 5% 0b/0g 361° Fire
Max Damage: 5%

Falcon Dive (grab throw attack)
Frame 1- 2: 12% 40b/82g (KO@ 180%) 50°
Max Damage: 12%
Falcon Strike
Falcon Strike (non-grabbing lunge)
Frame 16-24: 8% 40b/100g (KO@ 214%) 75°
Max Damage: 8%
Enables state transition on real frame 13
Enables forward ledge grabs on real frame 16
Enables all ledge grabs on real frame 36
Explosive Falcon Dive
Explosive Falcon Dive (grabbing lunge)
Frame 32-48: Grab
Enables state transition on real frame 31
Enables forward ledge grabs on real frame 37
Enables all ledge grabs on real frame 54

Explosive Falcon Dive (initial grab attack)
Frame 2- 3: 10% 0b/0g 361° Fire
Max Damage: 10%

Explosive Falcon Dive (grab throw attack)
Frame 1- 2: 15% 80b/80g (KO@ 105%) 50°
Max Damage: 15%
Final Smash
Final Smash Start
Frame 28-30: 10% 100f/200w 80° 0.3-Hitlag Unblockable
Max Damage: 10%
Final Smash Finisher
Frame 1- 2: 10% 100b/165g (KO@ 46%) 361°
Max Damage: 10%
Final Smash Finisher
Frame 1- 2: 20% 80f/1w 361°
Max Damage: 20%

========================================================================================================
COMBO DATA
========================================================================================================​
Version 0.0.0


========================================================================================================
Version Notes
========================================================================================================​
Does NOT include images
Does NOT include videos
Does NOT include IASA
Does NOT include sheild punishes
Does NOT include tech traps

========================================================================================================
SOURCES
========================================================================================================​
http://smashboards.com/threads/depreciated-1-04-dacus-thread-a-list-of-all-of-the-notable-dacuss-in-the-game.373052/

========================================================================================================
MISCELANEOUS VIDEOS
========================================================================================================​
http://smashboards.com/threads/show-me-your-vids-falcon-video-and-player-thread.368970/


========================================================================================================
SPECIAL THANKS
========================================================================================================​
 
Last edited:

Maître Luigi

Smash Apprentice
Joined
Oct 15, 2014
Messages
94
Location
Southern California
Seems it's about time to update this thing with some GIF thumbs or videos. I plan to buy a capture card for Wii U soon so that should help. I will also wait to see what Gwain includes in his next video first, as to not copy.

Anyways, here are a few updates I'll be adding soon (including info and combos):
I will refer to strong Knee and Knee and soft Knee and F-Air
Up-B - The first part of the grab does not count towards any combo (5%) but it seems to be hit-confirmed after Up-Smash
N-Air - is both hits
N-Air(1) - first hit only
N-Air(2) - second hit only (if someone has a better notation please tell me)

Up-Tilt -> Gentleman
Up-Tilt -> Dash Attack -> Up-Air -> Up-Air
Dash Attack -> Up-Air -> Up-Air
Dash Attack -> Knee (maybe)
Dash Attack -> Up-Air -> Knee (maybe)
Up-Air -> Gentleman
Up-Air -> Dash Attack -> Up-Air
Up-Air -> Dash Attack -> Up-Air -> Up-Air
Up-Air -> Dash Attack -> Knee (maybe)
Up-Air -> Dash Attack -> Up-Air -> Knee (maybe)

B-Air -> F-Tilt
B-Air -> Dash Attack -> Up-Air
B-Air -> Dash Attack -> Up-Air -> Up-Air
B-Air -> Dash Attack -> Knee (maybe)
B-Air -> Dash Attack -> Up-Air -> Knee (maybe)
B-Air -> D-Throw -> Up-Air ->
B-Air -> D-Throw -> Up-Air -> Up-Air
B-Air -> D-Throw -> Knee (maybe)
B-Air -> D-Throw -> Up-Air -> Knee (maybe)

N-Air(1) -> Gentleman
N-Air(1) -> F-Tilt
N-Air(1) -> Dash Attack -> Up-Air
N-Air(1) -> Dash Attack -> Up-Air -> Up-Air
N-Air(1) -> Dash Attack -> Knee (maybe)
N-Air(1) -> Dash Attack -> Up-Air -> Knee (maybe)
N-Air(1) -> D-Throw -> Up-Air
N-Air(1) -> D-Throw -> Up-Air -> Up-Air
N-Air(1) -> D-Throw -> Knee
N-Air(1) -> D-Throw -> Up-Air -> Knee


Normally I don't include setups but here's one that can be tech rolled:
Up-Air -> Up-Tilt -> Falcon Pwnch -> D-Taunt
 

KACHOW!!!

Smash Journeyman
Joined
Feb 21, 2010
Messages
217
Location
New Hampshire
NNID
T.M.Paunch
3DS FC
2122-6416-3741
For what it’s worth, the following does NOT work on Charizard (i’ve just tested this in training mode, and if someone told me a good video sharing service other than youtube (Because tube seems excessive to put up a video just to prove a combo that CAN’T work) Maybe this is a little excessive for only one other character as it relates to Captain Falcon, but ultimately, as a captain falcon community, we should probably be all working together to make this combo reference as detailed and accurate as possible, and these combos are really only relevant as they apply to the weight and physics of each other individual character in relation to captain falcon's knockback and hitstun. Maître Luigi, do what you will with this information, it's your guide (which I'm thankful for), and I'm not here to step on your toes, just trying and build up as much of the c-fal meta as I can.

So these do not work on charizard (just from what I've tested, not saying this is complete)

D- throw -> u-air (and as a result, none of the followup combos after the first u-air are possible)

D-throw -> u-air -> u-air

d-throw -> n-air

D-throw-> knee: The above combo’s aren’t possible on charizard at all, down throw ->knee doesn’t register as a combo on charizard, but it’s at least possible, asuming they don’t read the follow up knee and dodge it

u-throw -> Uair

u-tilt -> u-air (and again, the second u-air doesn’t work if the first one wont register)

u-tilt -> N-air

U-smash -> U-air (and of course you can’t get the 2nd uair off if you can’t land the first one, nor can you land the u-smash -> Knee)

u-air -> U-air

U-air -> Knee

The following combos do work on charizard (Again, this is not complete, just what I've found so far)

B-air -> F-tilt

Dair (no tech) -> U-smash

If you want to add that to your guide, or leave it as a comment, that's your desicion.
I would be interested in testing and contributing more captain falcon combo information, but if you require video verification, or don't want me to comment further, let me know. Thanks all for reading.
 

Maître Luigi

Smash Apprentice
Joined
Oct 15, 2014
Messages
94
Location
Southern California
Thank you for your input! I'm actually compiling a full list of damages and percents for which these combos work (on all characters. It's a lot of work but I'll get that done as soon as I can.

I just tried everything you mentioned on Charizard and found that mostly everything actually does combo, though I am having a hard time linking "D-Air (no tech) -> U-smash" & "D-throw-> Knee" for the following reasons: the CPU is keeps techs right now and this second is difficult to perform.

My suggestion would be to try setting the CPU to 60%. That's what I used just now to test everything. If you need a demo I can make a short one from my phone and post on Youtube.



New Updates:
- Working on damages and percents (each character)
- New Combos (highest damage is around 70-80)
- Working on a combo video (please give your input on what you'd like to see!)
- New combo data format (note all info is current with the most recent patch)

Currently this is the format I'm collecting data (and I do this for every character):
[hits;total damage;range of percents]
D-Throw -> jump -> N-Air [4,6,12;16; 0-110]
D-Throw -> jump -> U-Air [6,13;19;0-170]
D-Throw -> delay -> N-Air -> fast fall -> Up-Air [6,4,12;28;0-20]


N-Air -> N-Air [4,6,4,6;20;0-30...]
N-Air -> U-Air -> U-Air [4,6,13,13;36;0-~...]
N-Air -> N-Air -> U-Air [4,6,4,6,13;33;0-60...]
N-Air -> N-Air -> U-Air -> U-Air [4,6,4,6,13,13;46;...]
N-Air -> U-Air -> Knee [4,6,13,19;42;48-60...]
N-Air -> Knee [4,6,19;29;~40...]
N-Air -> Jabs [4,6,9;19;0-...]
N-Air -> F-Tilt [4,6,9;19;0-...]


U-Air -> D-Air [13,14;27;48-60...]


B-Air -> Tackle [14,10;24;0-60]

PS - Almost all of these are new to the list. I'll give a link to my excel page later.
 
Last edited:

Metalex

Smash Journeyman
Joined
Jul 6, 2008
Messages
419
Location
Sweden
NNID
mettalex
3DS FC
2509-3509-1078
Are you testing all these combos in training mode? Just keep in mind that training mode has 1.0x knockback/damage on moves and fresh moves in real matches have 1.05x knockback/damage.
 

Maître Luigi

Smash Apprentice
Joined
Oct 15, 2014
Messages
94
Location
Southern California
The majority of all combos work at a wide range of percents on each character. I test on level 9 CPU's (training and smash) and offline human opponents (training and smash). Knockback will only seem like an issue on very few characters with specific launchers (including specific sourspots), but the hitbox is there.


I'll try to produce a list of damages and percents by this weekend. In the meantime just tell me if you have trouble preforming any of these combos and I'll help you out and tell you if it's possible on that character and what percents it consistently hits.


I'm also working on the list for more complex and damaging combos, but that's a lesser priority right now. I want to get the simple stuff out there so other Captain Falcon players can start practicing and taking advantage of the information.

Examples:
N-Air -> N-Air -> N-Air -> U-Air -> U-Air -> U-Air -> Knee
N-Air -> D-Throw -> N-Air -> N-Air -> B-Air -> Tackle -> U-Air -> Knee

I also want to make sure that my spreadsheet(s) are atheistically pleasing and easy to use so please give as many suggestions as you like on what. And keep in mind I will be making videos in the future so suggestions help.
 
Last edited:

Metalex

Smash Journeyman
Joined
Jul 6, 2008
Messages
419
Location
Sweden
NNID
mettalex
3DS FC
2509-3509-1078
Alright thats great then! I just wanted to make sure you knew about the differences in training mode.

In longer combos like those you wrote, i think i would write it for example like this instead:

SHFF N-Air x3 -> SHFF U-Air x2 -> FH U-Air -> SJ Knee (I assume that's how the combo is done?)

(SH = Short hop, FH = Fullhop, SJ = Second Jump, SH = Shorthop and FF = fastfall)

Maybe it's too detailed, but that way it might be easier to tell exactly how the moves are performed.
 

Maître Luigi

Smash Apprentice
Joined
Oct 15, 2014
Messages
94
Location
Southern California
Would you prefer that notation or written out? Would you like even more details on when to delay mid-combo? Also should I include smaller details like when to hold forward during N-Air etc?

In other words, would you like the following specified:
DD -> Jump/Attack/RAR
SD -> Jump/Attack/RAR
D -> Jump/Attack/RAR
SHn = slight delays


Btw, it's actually:
SH N-Air x2, SDSH N-Air, DDSHFF U-Air, SDSHFF U-Air, SDFH U-Air, SJ Knee
or SH N-Air x2, SDFHFF N-Air, SHFF U-Air, SDSHFF U-Air, SDFH U-Air, SJ Knee

At this point is the notation becoming too complicated?
 
Last edited:

Metalex

Smash Journeyman
Joined
Jul 6, 2008
Messages
419
Location
Sweden
NNID
mettalex
3DS FC
2509-3509-1078
Yeah while it could be practical to have all the combos written out that detailed i think many would find it complicated to read. It's good to have the longer combos as detailed as possible though even though everything will become clear if videos will be made later.

Awesome work you have done here so far!
 
Last edited:

Maître Luigi

Smash Apprentice
Joined
Oct 15, 2014
Messages
94
Location
Southern California
Okay, I changed the format around and added half complete spreadsheet and listed the all the different launchers so far. Aside from graphics and videos, how would you suggest a better layout? The guide seems to be rather messy at this point.
 

Ebbit

Smash Cadet
Joined
Nov 18, 2014
Messages
31
Location
Wenatchee, Washington
NNID
Shipwreck
3DS FC
4313-1831-9997
Are these all true combos, i have been testing most of these out in training and they dont show as true combos. Am i not doing them right?
 

Maître Luigi

Smash Apprentice
Joined
Oct 15, 2014
Messages
94
Location
Southern California
Any Attack -> Any Grab will not register as a combo, but it is still a guaranteed hit.

As for anything else, you cannot perform the following launchers on characters under the "Light Damage" category:
D-Throw -> SH N-Air
SH N-Air -> SH N-Air

All information on the data sheet is 100% correct though it is not complete.

The "Launchers and Immediate Follow-Ups" category is very general and does not include specifics such as what character(s) they work on and what percent(s) they work at.

Combos such as SHFF B-Air -> Tackle (1) at certain percents (~<4%) are only possible if performed just before hitting the ground.

Combos such as D-Throw -> SH N-Air have particular hitboxes on some characters where you must delay (i.e. Marth).

Special cases where you must perform as SH N-Air (1) -> FF N-Air (2) -> SH N-Air are: Diddy Kong, Greninja, Fox and Falcon.
Diddy is hard to hit.
Greninja can only be hit during his standing animations.
Fox and Falco fall backwards when hit.
Combos such as U-Smash -> FH U-Air -> SJ Knee I have only performed on a few characters (like Little Mac).

If you have any questions about specific combos I'll be glad to clarify.
 

Ebbit

Smash Cadet
Joined
Nov 18, 2014
Messages
31
Location
Wenatchee, Washington
NNID
Shipwreck
3DS FC
4313-1831-9997
I cant get
F-Throw -> Tackle (1)
D-Throw -> SDSH N-Air
D-Throw -> SDFH Knee
to register as true combos.

I dont seem to be fast enough to do
SH N-Air -> SH N-Air
 

Maître Luigi

Smash Apprentice
Joined
Oct 15, 2014
Messages
94
Location
Southern California
F-Throw -> Tackle (1)
Try on Little Mac (around 10%), I found it easiest on him. You must dash immediately after F-Throw.​
D-Throw -> SDSH N-Air
Works on most characters up to at least 20% for the exception of the characters under the "Light Damage" category.​
D-Throw -> SDFH Knee
Try on Marth (around 50%). Like "F-Throw -> Tackle (1)," dash immediately after D-Throw to connect most follow-ups.​

SH N-Air -> SH N-Air
Try on Link (around 4%). But do not fast fall, that will make it more difficult.
SH N-Air ~ F -> land ~ SH N-Air​
 

I ReZo I

Smash Rookie
Joined
Nov 22, 2014
Messages
21
Location
Greenville, NC
- Working on a combo video (please give your input on what you'd like to see!)
I had to be "that" guy and say this...

I'd love to see a True Touch of death combo, possibly working Touch of Death for each of the whole cast.

Now that I have said it, I already know it's unreasonable, but man would it be sick as hell lol

P.S. love the combos, thank you for all the time you have put into this for us falcon mains :)

Oh and Since you asked about notations about N-Air(1) and N-Air(2)

I'd personally change them to N-Air(1HO) and N-Air(2HO) respectively, much easier to read. When I first skimmed the combo list I assumed shff N-Air twice at first glance. With the HO (standing for Hit Only) you can add it to the legend, and when people see it they will zoom to the top to see what the HO means
 
Last edited:

BigLord

Smash Lord
Joined
Nov 29, 2009
Messages
1,594
Location
Lisbon, Portugal
NNID
BiigLord
3DS FC
3024-7470-9499
I'd love to see a True Touch of death combo, possibly working Touch of Death for each of the whole cast.

Now that I have said it, I already know it's unreasonable, but man would it be sick as hell lol
Say what now? o.O
 

I ReZo I

Smash Rookie
Joined
Nov 22, 2014
Messages
21
Location
Greenville, NC
Say what now? o.O
An inescapable combo that leads to guaranteed death starting at any percent, even as low as 0%

Basically if you get touched, you are guaranteed death. Hence, Touch of Death or ToD

See: MvC3, UMvC3 :)
 
Last edited:

Metalex

Smash Journeyman
Joined
Jul 6, 2008
Messages
419
Location
Sweden
NNID
mettalex
3DS FC
2509-3509-1078
Deep Dash (DD)
Dash (D)
Short Dash (SD)

Im not entirely sure if i understand these notations correctly, is it just to give a rough idea of how far you need to dash between the attacks?
 
Last edited:

Maître Luigi

Smash Apprentice
Joined
Oct 15, 2014
Messages
94
Location
Southern California
What I intended to mean by;
Deep Dash (DD)
Dash (D)
Short Dash (SD)
Is the following:
Deep Dash (DD) is running a distance until initiating an attack; for example, for D-Throw -> DDFH U-Air -> SJ Knee the U-Air must be hit as close as possible; the most consistent method for getting both hits is to run underneath, or almost underneath, your opponent before the FH.

Dash (D) is completing a dash length of about one full dash; for example, Tackle (2) -> SH U-Air requires about one dash to consistently hit at most percents. Alternatively, D could mean that it does not matter what dash you perform so long as you perform a dash; for example, SHFF U-Air -> SH/FH/DJ Knee just needs a dash but the timing isn't very strict so it doesn't really matter how long you dash, within reason of course.

Short Dash (SD) is a for moves where the timing is very strict where you may only want the momentum of the dash or a very short dash just before. An example of where you'd want only the momentum would be SH N-Air x2 -> SDSH N-Air -> SDFH Knee, you only want the momentum of the dash on the first hit but you want the distance and the momentum for the Knee. An example of where you'd perform a very short dash just before an attack would be D-Throw -> SDFH/SDDJ Knee, you need a slight bit of distance before jumping to connect the Knee in most cases.​

I'll add these to the guide.
 
Last edited:

BigLord

Smash Lord
Joined
Nov 29, 2009
Messages
1,594
Location
Lisbon, Portugal
NNID
BiigLord
3DS FC
3024-7470-9499
An inescapable combo that leads to guaranteed death starting at any percent, even as low as 0%

Basically if you get touched, you are guaranteed death. Hence, Touch of Death or ToD

See: MvC3, UMvC3 :)
The only thing that occurs to me that fits that model is the uAir -> knee combo, or dThrow -> knee, at certain percents. But starting at 0%? No way jose :p
 

I ReZo I

Smash Rookie
Joined
Nov 22, 2014
Messages
21
Location
Greenville, NC
The only thing that occurs to me that fits that model is the uAir -> knee combo, or dThrow -> knee, at certain percents. But starting at 0%? No way jose :p
Oh it's def possible, but, most likely it will require a certain map, For example, starting at 0% on battlefield on the left or right directly underneath the platform, you shff uair>shff uair>FH U-Air> Land on platform above>SHFF Uair>SDFH Uair>SJ Knee.

If you could manage to true combo this, it would kill the whole cast from 0%

I suspect a ToD to require something like this or instead of the knee, replace it with Dair to get the spike instead.

Not saying this is a True combo, this is just an example of a potential usage of platforms to get the Touch of Death
 

I ReZo I

Smash Rookie
Joined
Nov 22, 2014
Messages
21
Location
Greenville, NC
Think again.
If your post was referring to mine directly above, I had stated that it was not a real combo, just an example of how a Touch of Death combo would go if using platforms.

If you weren't referring to mine, then disregard the above lol

Also I've been able to true combo D-Throw>D-Air like this: Full Speed Sprint/Run Grab, after the grab you will actually slide into the the edge a little, dthrow immediately, SDFH Dair.

This was done on omega hyrule temple on Marth and Little Mac, in training, vs level 9 cpu, both set to 35-50% before the grab

Haven't tested it any further, just noticed this wasn't on any of your combo lists
 

Maître Luigi

Smash Apprentice
Joined
Oct 15, 2014
Messages
94
Location
Southern California
A general rule of thumb is that if you can hit Knee as a follow-up, you can probably at some percent hit D-Air.

Also, you don't need a dash grab to land D-Throw -> SDFH D-Air and you can perform this anywhere on the stage.
 

I ReZo I

Smash Rookie
Joined
Nov 22, 2014
Messages
21
Location
Greenville, NC
A general rule of thumb is that if you can hit Knee as a follow-up, you can probably at some percent hit D-Air.

Also, you don't need a dash grab to land D-Throw -> SDFH D-Air and you can perform this anywhere on the stage.
Ah gotcha, I was just letting you know because I didn't see it on any of your combo lists is all :p
 

Maître Luigi

Smash Apprentice
Joined
Oct 15, 2014
Messages
94
Location
Southern California
Thank you for the heads-up, I'll go change that right away.

Also the dashing grabs actually do make many combos much easier, like F-Throw follow-ups. I'll check if I can do anything from B-Throw from a pivot. If I find anything you'll find it in the guide in a few days.
 
Last edited:

I ReZo I

Smash Rookie
Joined
Nov 22, 2014
Messages
21
Location
Greenville, NC
Thank you for the heads-up, I'll go change that right away.

Also the dashing grabs actually do make many combos much easier, like F-Throw follow-ups. I'll check if I can do anything from B-Throw from a pivot. If I find anything you'll find it in the guide in a few days.
Sounds good, yeah I'll keep looking into using the momentum from a dashing grab to see if I can connect anything noteworthy, I'll keep you posted
 

BigLord

Smash Lord
Joined
Nov 29, 2009
Messages
1,594
Location
Lisbon, Portugal
NNID
BiigLord
3DS FC
3024-7470-9499
I think he explained it somewhere else. It means "out of a dash", iirc. I'm probably wrong but I remember eF-throw, at least.
 

Hoejja

Smash Apprentice
Joined
Mar 9, 2012
Messages
122
Location
France
so isn't a true combo something you can't avoid, and depending on the opponent's character, DI, and both characters' % ? Where are the true combos in this guide ?
 

Maître Luigi

Smash Apprentice
Joined
Oct 15, 2014
Messages
94
Location
Southern California
Jebus244 said:
You don't explain what you mean by "eD-Throw", "eF-throw", or "eU-smash". What do you mean?
I'm sure I've posted that somewhere but here's an except from the revised guide I'm writing:
e - Extended (This means the move is to be performed out of a dash)
An extended Grab (eGrab) is also a roll-cancelled grab. Performed: Dash -> Sheild -> Grab
An extended U-Smash (eU-Smash) is also a jump-cancelled U-Smash. Performed: Dash -> Jump -> U-Smash
Also, a roll-cancelled grab has longer range than a typical dash grab but still comes out in 7 frames.


Hoejja said:
so isn't a true combo something you can't avoid, and depending on the opponent's character, DI, and both characters' % ? Where are the true combos in this guide ?
Juggles work differently in Smash as they to in other fighting games. In Smash juggles are both character and character percent dependent. In other words, a "True Combo" works on at least some character at some percent regardless of DI. Your own percent is not accounted for but it is assumed that you do not have rage when performing these combos. If you do have rage, though I have not checked everything, it does seem that most combos listed should still work.

All "combos," or "true combos," I have or will list are in fact juggles unless specified otherwise. I am working on the specific percents but that is a long work in progress.
 

ThatAintFalcon

Smash Apprentice
Joined
Jan 28, 2015
Messages
77
Location
Chula Vista, Calfornia
3DS FC
4296-3957-9894
This is slightly off-topic, but I need help! How does one perform a rapid jab? I always seem to do a gentleman instead. (Yes, I know rapid jab is punishable but there are some situations where I would prefer it over the gentleman.)
 

Jebus244

Smash Apprentice
Joined
Dec 6, 2014
Messages
195
Location
Jacksonville, Florida
NNID
NOHANDLEB4RZ
This is slightly off-topic, but I need help! How does one perform a rapid jab? I always seem to do a gentleman instead. (Yes, I know rapid jab is punishable but there are some situations where I would prefer it over the gentleman.)
You just rapidly tap A. That's weird though, normally people wonder how to consistently gentleman haha! Which is equally just as simple, hold A.
 

Zabuu

Smash Rookie
Joined
Dec 30, 2014
Messages
18
I've got a question:
From 0% a dash grab->Fthrow->dash attack is a true combo; is dash grab->Fthrow->dash attack->falcon dive a true combo?
When I'm in training mode, the falcon dive counts 2 hits. The first is the mid-air grab which does 5% dmg, the other is the explosion which does 7%, for a total of 12%. When I'm as fast as possible, the combo counter remains at 3 when I do the mid-air grab for 5 dmg. It was at 3 before the falcon dive, but it doesn't reset to 1. When I'm slower, it resets to 1 at the grab. At the explosion it always resets to 1, even though after the grab, the explosion isn't in any way preventable.
I'm actually suspecting dash grab->Fthrow-> dash attack->falcon dive might be a true combo. Can someone confirm or deny this?
 

Maître Luigi

Smash Apprentice
Joined
Oct 15, 2014
Messages
94
Location
Southern California
If we look at the frame data for the Falcon Dive (base) we have the following:
Falcon Dive (grabbing lunge)
Frame 14-30: Grab
Enables state transition on real frame 13
Enables forward ledge grabs on real frame 19
Enables all ledge grabs on real frame 36

Falcon Dive (initial grab attack)
Frame 2- 3: 5% 0b/0g 361° Fire
Max Damage: 5%

Falcon Dive (grab throw attack)
Frame 1- 2: 12% 40b/82g (KO@ 180%) 50°
Max Damage: 12%
This gives us the data for when the grab initially comes out as i14 and because the opponent must be airborne add another 4-6 frames for the grab. Since a fast N-Air comes out in about i8 at the slowest and worst case is i12 with a 4 frame jump then this is still less than the i14 necessary to grab even at the start up of Falcon Dive.

In other words, no. F-Throw or eFthrow -> Tackle -> Falcon Dive does not combo. There may be an exception on some character(s) at some percent(s) but this is in general.
 

Smash_Akuma

Smash Cadet
Joined
Oct 25, 2015
Messages
41
You forgot a few.














Falcon Punch + Down Taunt
Knee + Down Taunt
Falcon Dive + Down Taunt
 

Ninja Nova_24

Smash Rookie
Joined
Jan 7, 2016
Messages
9
Can anyone tell me the best combos for falcon

And a link to the flacon group on discord please
 
Last edited by a moderator:
Top Bottom