Jason the Yoshi
Watching Me, Wanting Me
I used to be really good with Captain Falcon, but not so much with the new Smash for some reason.
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There is one, named F-Zero AX (with more or less the same engine as F-Zero GX, which was released at around the same time. There's also an advanced technique exclusive to AX). But good luck finding the Arcade Machine itself, considering how rare they are, though I've heard there's one in Las Vegas.An F ZERO arcade game (like in the veins of Pole Position, Hang On, and Daytona USA) would be amazing to say the least.
whoa too much ass-kissing there bro. He's good, but I don't think he should be idolized.in the other hand,Wizz is practically a child and so gifted with him, I never saw a better C.Falcon after witnessing that game,
I even start suspecting that Wizzrobe sees his opponent's movements in a slow motion, which isn't a wonder, he's so precise with the grabs, he precisely runs though its opponent without even being touched mostly times, I mean C.Falcon is way faster than Fox
Everyone would pay to have invincible melee hands. Imagine if Hax had invincible melee hands.if possessing gifted reflexes beyond common developed standards, the chosen one, will someday reveal C.Falcon's full potential, 80% knee hit chances, a magnificent timing beyond understandings, etc...
On the subject of buffs, I believe Captain Falcon is a very strong character in this game and does not need any drastic changes in order for him to succeed. However, there are a few aspects about the character that are completely unnecessary and are more frustrating than anything. The main issue is the lack of vertical range on most of his attacks. In particular, his grab and his up air. Both of these crucial moves suffer from a very unfortunate problem against all of the smaller characters and even a few of the middle-sized ones in that they will just completely miss against any of the many animations that lowers a character's model. Just for comparison, I loaded up Brawl to perform some tests that I was doing on Smash 4 against crouching opponents.
I went to preface this by saying I understand the difference in the mechanics between both Brawl and Smash 4 in regards to air speed, falling speed and all of that. But in spite of that, I feel that some things should be consistent across the games or modified to accommodate for the change in attributes. Also these tests were done on both sides of the crouching characters, and takes into account periods where their model might momentarily rise or lower during their crouch animation.
Against a crouching Sheik, in Brawl both Falcon's grab and dash grab are able to consistently grab Sheik. His lowest up air is also capable of connecting against her, although it is a bit hard to land. In Smash 4, Falcon's grab and dash grab are very strict about the spacing needed to grab Sheik and are likely to whiff against her. I could not connect the lowest up air on her. Jab seems to have the same properties in both games.
Against a crouching Pikachu, both games allow you to consistently grab Pikachu. In Brawl, a low up air is possible to connect with while in Smash 4 it could not connect. Brawl Falcon's jab seems to be much more consistent to connect with against Pikachu and is more lenient with the spacing, allowing you to jab Pikachu from nearly a character length away. For Smash 4 the jab will miss unless you are much closer.
I also went and messed around with G&W and Jigglypuff, who I think have the lowest crouches in the game. In both games, both of these characters avoid the lowest up air and jabs. It's worth noting that Brawl Falcon can connect a strong knee on G&W, whereas I'm having no success trying that in Smash 4. The big difference is that in Brawl, Falcon's dash grab is fully capable of grabbing a crouching G&W and Jigglypuff, whereas in Smash 4 the characters are pretty much immune to all of his grabs in the crouching state.
That about sums up what I've experimented with. These tests aren't really 100% thorough, but I tried. Keep in mind these were only done against crouching characters. This does not take into account the various animations that can lower a character's hurtbox, such as the jump squat animation, landing, many attacks (Pikachu after performing Thunder as an example, he lowers himself and avoids any grabs), dashing, etc. Falcon's attacks whiffing against them is a very real thing, and can happen very easily. Often times I find myself and other Falcons attempting to punish certain actions, only to have their punish miss and be put into a very disadvantageous position.
I want to point out that Wii Fit Trainer was given a buff that extended the vertical reach of her grab range. Both WFT and Captain Falcon are of a comparable size in height, and both have grabs that share a similar property in that they come out low, and then raise a bit. WFT is actually capable of grabbing a crouching G&W and Jigglypuff. Not consistently mind you, but it is absolutely possible and illustrates that a buff like this for Captain Falcon is not unreasonable.
A lower reaching grab and a lower up air hitbox would really solve a lot of problems. If the up air could start just a little bit lower, almost to the point of matching the visual interpretation of the attack with the whole white line graphic, that would be really great. As it stands, the attack doesn't really start until Captain Falcon is almost completely horizontal, which really does not match what the attack animation conveys. I feel that up air is an extremely important tool and a buff like that would be extremely great.
The only other major problem Captain Falcon has is being able to secure KOs after 100%. Between around like 60%-100% he is able to get very swift KOs with any of his setup options, but after 100% they mostly stop working and the situation gets pretty unpleasant. Raptor Boost and his smash attacks are extremely unsafe and are generally unreliable as a result. So I think a simple solution would be to simply buff his back throw. In 64, back throw was able to safely secure KOs around the early 100s, so restoring that power or at least something close to it would do wonders. The back throw we have is fairly strong, but it doesn't really work early enough in my opinion. It starts working around the later 100s, almost close to 200%.
In a nutshell, make his grab and up air range go lower to the ground, and increase the power of his back throw. I don't think this is unreasonable, and it improves Captain Falcon's issues with smaller characters and KO ability. I still think Captain Falcon is one of the most balanced characters in the game and you only have to change him a little bit just to correct some needless flaws. Nothing about him really needs to be changed mechanically. (Although I don't think anybody would complain about having an auto-cancelled down air again, Falcon Kick having its Melee properties or a 3-frame knee)