Put Pikachu in for "Very Hard." You really don't have to write too much on that one because he has a 0-80% IN PLACE d-throw chaingrab, a spammy projectile, and very high priority. If you get grabbed, prepare for a vastly unfair match unless the person you're fighting doesn't like teh grabz. (Sorry about the format, I haven't played any good pikachus but that's just logic as far as I can tell)
ANYWAY
Here's what I think of THE CAP'S moves:
>Jab
+ Punishes spotdodgers
++ Jab-Jab-Grab combo is legitimate
+ Infinite jab obnoxiously destroys certain projectiles
- Infinte jab leaves C. Falcon open
>Nair
++ Legitmate combo into jab when first hit is fastfalled. This is this move's main use.
- Very poor priority so makes a bad choice for an aerial assault against a wary opponent
>Uair
++ Use as your main air move to rack up damage and retaliate - comes out fast and hits all around with little lag
+ Can used shff'd before hitting the ground as a quick surprise attack - at low percentages this combos into a grab
++ Use off the edge as a gimp to kill opponents
+ Great when ledgehopped because of good range and very little lag
>Bair
+ Use to kill at high percentages or just to hit people behind you. Sticks out like a sex kick so you don't have to necessarily hit your opponent with the beginning of the move.
>Dair
+ Autocancel this move.
++ Autocancelled d-air against certain characters can combo into the Knee at certain percents. Otherwise it almost always combos into u-air or a jab combo at low percents.
+ A nice spike if you hit with the feet. Hitting with Falcon's body can kill the opponent at surprisingly low percents, so it doesn't hurt to try.
- Bad windup and bad lag if you don't autocancel. Opponents can simply hit you in the air. After autocancelling, there is a lull in the move where Falcon has no hitboxes and can simply just be attacked. Being predictable with this move is very dangerous.
- Most of the time you simply want to avoid being above the opponent, as dair lags when you hit the ground and they can shieldgrab.
>Fair (THE KNEE)
+ Hit people jumping from the ledge or othewise (usually unwary aerial attackers) for a 80%+ kill move. Time it and hit with the tip of Falcon's knee.
+ Possible to use autocancelled and sweetspotted against taller opponents such as Samus.
+ Can be ledgehopped against people next to the ledge (I have never missed a sweetspot this way, but it's shieldgrabbable)
+ Great shield pushback... but due to the foward momentum you usually have, you usually go along with them and end up getting punished...
- Very predictable, easy to shield grab, and hard to hit against short or mobile opponents. Do not spam this move because it has a laggy landing that makes it one of Falcon's most punishable moves.
>Ftilt
+ A nice poking move.
- Laggy ending. Usually not worth it.
>Dtilt
+ Moderate speed with some nice range.
- Laggy ending. Opponents can simply jump over it.
>Utilt
+ Deceptive range, rather fast. killing knockback at 140%+ when you just can't seem to kill your opponent. Seems to have best knockback at the farthest end of the attack.
+ Doesn't kill, but can get people off the edge.
+ Can hit people on platforms above you.
- Kind of slow to start. Like all tilts, easily punishable. Still, the deceptive range makes this a viable desperation killmove.
>Fsmash
+ Stutter-step this move for increased range. Can be used to kill at 120%+ on most characters.
+ Falcon pulls back slightly before use.
- Laggy ending, punishable.
>Dsmash
+ More range than normal F-smash and doesn't last as long. Highest knockback of all of C. Falcon's smashes and kills most people at 100%+. Generic ground killing move when fresh.
+ Hits on both sides. Punish (ledge)rollers.
+ Great shield pushback.
++++ Captain Falcon lifts his leg up to use this move, meaning that certain character's dsmashes will miss at a closer range than they should. (This happened to me when I was playing as Falco against my brother. I haven't bothered to replicate this so I don't know if it's true but when it happened it was hilarious)
- Less laggy ending, but still laggy ending.
>Usmash
+ Hits twice. Dash and use sliding upsmash to reach the opponent already attacking. Deals a little over twenty damage so use to take an opponent off guard.
- Takes a long time to kill off the top with, so don't expect to.
>Falcon Punch (B)
+ Reverse falcon punch causes crazy mindgames. 360 falcon punch!!!!
+ Spam during free-for-alls. You'll hit SOMEONE.
+ If you somehow manage to break your opponent's shield...
- Lag before and after. Most of the time you'll be spotdodged, guarded, or hit before the move terminates. Unless your opponent is far away or your opponent has used their up+B and is falling in front of you, this move is not a good idea to use.
>Raptor Boost (Side-B)
+ Knocks people into the air. Follow up with a u-air (possibly Up+B if you're feeling adventurous) or punish an airdodge.
+ Can hit people at start of jump.
+ When used in the air very close to the ground (ledgehopped usually) you will hit them and land on the ground immediately, lowering lag.
+ Use to edgehog. Also an awesome spike if you can hit with it.
+ Less laggy as a recovery move from the side than Up+B.
- Easy edgeguarded and has poor range.
- Very predictable and has very low priority. Do not spam this move.
- Hitting a grounded opponent when used aerially will throw them into an air at an arc that coincides with yours perfectly, allowing them to Fair you into the face or grab due to the aerial version's lag when it hits.
- Although some characters might seem like they can't shieldgrab this move, all they have to do is move forward slightly.
- Do not use this towards the edge when on the stage and near the edge. EVER.
>Falcon Kick (Down-B)
+ Very fast with some starting time. Great for catching opponents off guard.
+ Good knockback when used in the air, and often more reliable than D-air to counterattack aerial attackers from below.
++++++ Duck and yell "FALCON KICK" in real life. Punish spotdodge with real falcon kick.
- Don't use so you land directly behind them, as it has lag after it and can easily be punished.
- Aerial version has bad lag. Again, very easily punished.
- Never use off the stage or to recover. You will die. Always assume that if you're off the ledge, the angle is so steep that it will kill you.
- Don't spam this move because it gets very predictable very fast.
>Falcon Dive (Up+B)
+ Great damage for a throw (19% or something!). Use out of shield or as a throw substitute mixup to catch opponent off guard and send them off the edge. Keep in mind the deceptive range and use it to its maximum!
+ Use backwards and land on ledge pressing back to achieve Falcon's Ultra-Useless SUPERWAVEDASH, which will get you away from a ledgeguarding opponent while landing.
+ Awesome to kill off the ledge with and keeps edgeguarders away. Use and cross fingers for grab superarmor.
- Easy to kill yourself off the ledge with when attempting to kill off the ledge.
- Move's horizontal movement is heavily dependent on horizontal movement, and can kill you if you've forgotten this while moved to a standstill.
- Easily edgeguarded when knocked far off the edge. Nothing you can do about this, but still.
- If used as a substitute throw, INCREDIBLY punishable if you miss, so don't spam. But still worth it.
>Grab
+ Almost instantaneous, unblockable attack. Run, hold shield for a little bit and hit grab to do a sliding standing grab.
+ Don't forget to press A once or twice to tack on damage at higher percents!
>D-throw
+ Can lead into u-airs OR jab combo if opponent airdodges. Sometimes even Falcon Kick. Some opponents like Ganondorf have great combobreaking aerials. Keep distance and try to punish lag if they use these.
- Some characters don't have lag after these moves. Forget about them.
>U-throw
+ Sends opponent upward, similar to Raptor Boost. Possibly useful if there is a platform above you and your opponent expects a D-throw.
- Very laggy, so don't expect many followups.
>F-throw
+ Chaingrab at lower percents to ~30% on heavy characters such as Bowser. Not enough to give you any sort of real edge, but hey, Captain needs all the help he can get, okay!?
+ Great for getting opponent off the edge, because it has the highest knockback out of all Falcon's throws. Follow with edgeguard/gimp/ledge punish.
+ Jab-jab-grab lets you pretend this is where all the knockback from the gentleman combo went.
>B-throw
+ Sends opponents backward. Slightly less knockback than F-throw, but otherwise similar.
- Laggier than F-throw. Along with U-throw, not recommended if you have other options.
'kay that's all I have to say. I'm not incredibly good as Falcon, but that's about all I've learned as him.