• 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!

Kyuu | Captain Falcon | Show Me Your Moves! | キャプテン・ファルコン  |  ADVANCED COMPILATION

Kyuu | Captain Falcon | Show Me Your Moves! | キャプテン・ファルコン | ADVANCED COMPILATION

Game Versions
Smash 3DS, Smash Wii U
Kyuu | Captain Falcon | Show Me Your Moves! | キャプテン・ファルコン | ADVANCED COMPILATION

Japanese Translations Kindly Provided By Ryu




Version 1.0 (12/28/15)
Created Japanese Translation
Changed Color Font
Added Several Content Additions
Created Captain Falcon Compendium


Version 1.1 (12/29/15)

Added Content
Changed Japanese Translations
General Formatting
Added List of Combos
Added Character Combo % Version

1.2 (12/29/15)
Removed outdated info
Changed matchup info (Special thanks to Categhetti)
General Formatting



Captain Falcon's Attributes


Captain Falcon has always been known as one of the fastest characters in the entire Smash series, to such a degree that he was, and often still is, considered an unpredictable and difficult to use character. In Smash 4, Captain Falcon finds himself in an odd sort of balance between his original Smash 64 appearance and his Melee self. We can all rejoice in knowing that this iteration of the Captain is far, faraway from his Brawl self in most regards. Captain Falcon in Smash 4 has powerful, true-combo potential, and can reliably combo into his KO moves on almost the entire cast at much lower percents than most. He has strong aerials, a fair ground game, but a non-existant mid-range and long-range game. If you want to play a character who is fast, combo heavy, and relies on getting up close, staying up close, and baiting out opportunities to start his combo game, then Captain Falcon is going to be your man. - Gawain

Pros:

+ Very Fast ( 2nd Fastest Run Speed )
+ Heavy ( Tied For 13th Heaviest with Yoshi and Link )
+ Amazing Aerials
+ Great Combo Ability
+ Amazing Dash Grab
+ Longest Perfect Pivot in the Game ( besides Speed Shulk )
+ Great Offstage Game
+ Lots of Kill Options


Cons:

- Mediocre Recovery
- Mediocre Ground Game
- Easily Comboed
- Bad Regular Grab Range
- No Projectile
- Can be Camped
- Can't Get Out of Combos Easily (doesn't have a 3rd frame Nair like Luigi and Pac-Man)
- LifeUp
____________________________________________________

What are Falcon's biggest strengths and weaknesses?

+Strong punish game
+Most stylish character in the game
+Good mobility
+Good juggle game
+Dash grab
+THE KNEE
+Landing moves feel satisfying in general

-Bad range
-relatively slim hitboxes
-Poor recovery
-lack of OOS options
-Bad neutral game, relies a lot on bait and punish
-Combo food
- Teluoborg

OK, so what basics do I need to master in order to be a good Falcon ?


Here is a non exhaustive list of things you can practice and read about :
-spacing (being precise with the moves you throw out)
-buffering and having a good flow (chaining your moves into another fluidly, knowing the timing of your moves)
-zoning (knowing where and when you should show your moves)
-mixups (using alternative moves to pierce your opponent's defense)
-being unpredictable
-adapting to the situation
-reading your opponent
-learning from your mistakes
-AND MOST OF ALL KEEP THINKING WHILE PLAYING, DONT TURN YOUR BRAIN OFF. AUTOPILOT IS AN INSULT TO FALCON AS AN F-ZERO CHAMPION
- Teluoborg


___________________________________________________

Moveset Analysis


Ground Attacks
Jab:
Damage: 2,2,5: 9% total
Kills Falcon from the center of Final Destination at: 230%
Active Hitbox: Jab 1: Frames 3-5, Jab 2: Frames 5-7, Jab 3: Frames 6-8
Captain Falcon has a very good Jab.His first Jab comes out very fast. His Jab is a good way to grab the opponent from a close range. All you have to do is Jab the opponent twice, stop, and then grab the opponent. This technique is usually called "The Gentleman".
Rapid Jab:
Damage: 2,2,2,1,1,1,1,2: 12-14% total (depending on how much you mash the A button)
Kills Falcon from the center of Final Destination at: 400%
Active Hitbox: ???

There isn't much use to this move. The opponent can easily DI out of the finishing punch. This move his less knock back than Falcon's regular Jab. Stick to his regular Jab.
Dash Attack:
Damage: 6% (weak hit) 10% (sweetspot)
Kills Falcon From The Center of Final Destination at: 380% (weak hit) 255% (sweetspot)
Active Hitbox: Frames 7-9, Frames 10-16 (late/weak hit)

Falcon's Dash Attack is a pretty good move. You can use dash attack to get the opponent into the air. It is not as reliable as down throw for followups, but it is still a decent option.
You can followup dash attack with many of Falcon's aerials. It has a little bit of ending lag, so be careful and don't use this move if the opponent is shielding because it can and will be punished.
Forward Tilt:
Damage: 9%
Kills Falcon From The Center of Final Destination at: 210%
Active Hitbox: Frames 9-11

Falcon's Forward Tilt is a good poking tool. It comes out relatively fast. This move can be angled either upward or downward. This move and be useful for ledge guarding and dealing damage close to the opponent. This move is ok, but nothing special.
Down Tilt:
Damage: 10%
Kills Falcon From The Center of Final Destination at: 190%
Active Hitbox: Frames 11-12
Falcon's Down Tilt is a good move to get the opponent off of the stage. It sends them at a very hard to recovery from angle, so if they have a bad recovery, you can kill them pretty early with this move. This move is alright, I'd say I little bit better than Forward Tilt.
Up Tilt:
Damage: 11%
Kills Falcon From The Center of Final Destination at: 170%
Active Hitbox: Frames 17-20

Falcon's Up Tilt is a good move. It can be used as a combo restarter, meaning that when your done with a combo, Up Tilt can restart the combo. Up Tilt can also be used in combos. Up Tilt is also a meteor. The Up Tilt meteor kills Falcon at around 40%.
Forward Smash:
Damage: 19-26%
Kills Falcon From The Center of Final Destination at: 60-98%
Active Hitbox: Frames 19-22

Forward Smash is one of Falcon's most powerful kill tools. It has a large amount of ending lag, so it is very risky to use. If you angle this move downward, it has farther range. The move is good at punishing rolls. Only use this move when you're sure that you can hit the opponent without getting punished afterward. This move is a high risk, high reward move.
Up Smash:
Damage: Hit 1: 6-8%, Hit 2: 13-18% - Total: 19-26%
Kills Falcon From The Center of Final Destination at: 70-110%
Active Hitbox: Hit 1: Frame 22, Hit 2: Frame 28

Up Smash is another one of Falcon's killing options. You can perform a running Up Smash, where you run, Up Smash, and then you slide a little bit. Up Smash has 2 hits to it. The first hit does very little damage and hallls little knockback. The second hit is the more powerful of the two hits. It is possible to hit the opponent with only the first hit, so just try to be close enough to get both hits.
Down Smash:
Damage: Hit 1: 14-19%, Hit 2: 18-25%
Kills Falcon From The Center of Final Destination at: 90-140%, 70-115%
Active Hitbox: Hit 1: Frame 19-20, Hit 2: Frame 29-30

Falcon's Down Smash is mediocre. It's good at covering rolls because it hits on both the front and the back. This move can be a good killing move if you hit with the back foot.
Aerials
Neutral Air:

Damage: Hit 1: 4% Hit 2: 6%, Total: 10%
Kills Falcon From The Center of Final Destination At: 180%
Active Hitbox: Hit 1: Frames 7-8, Hit 2: Frames 20-21

Falcon's Neutral Air is a very good move. This is one of the moves that you use after down throw as a followup. I would say this move is almost as good as Up Air because it is one of the moves that makes Falcon a good character. Make sure that this move hits with both hits because if it doesn't then this move is very weak.
Forward Air:
Damage: 3% (late), 6% (weak hit), 19% (sweetspot)
Kills Falcon From The Center of Final Destination At: 85%
Active Hitbox: Frame 14 (sweetspot), Frames 15-30 (weak hit/late)

Another move that makes Captain Falcon who he is in smash. This move has amazing power and can kill very early. You can use this move when comboing and after Down Throw. The sweetspot is hard to hit (not as hard as in brawl, but not as easy as in melee). The sweetspot is easy to hit once you get the timing of the move down. Don't spam this move though because it has tons of landing lag. Forward Air is a very good move.
Back Air:
Damage: 8% (late/weak hit) 14% (sweetspot)
Kills Falcon From The Center of Final Destination at: 130
Active Hitbox: Frames 10-11 (sweetspot), Frames 12-15 (late/weak hit)
Another one of Falcon's great Aerials. Back Air is a great walling tool and defense move. Shorthopping followed by a few Back Airs is a good way to wall out the opponent. This move is also good for killing if you sweetspot it near the ledge. This move is an amazing gimping tool.
Up Air:
Damage: 10% (weak hit) 11% (strong hit)
Kills Falcon From The Center of Final Destination at: 170%
Active Hitbox: Frames 6-10 (sweetspot), Frames 11-12 (late/weak hit)

This move is Captain Falcon's best move in my opinion. It is his one of his best combo tools. This move combos into itself. It kills off the top decently early. Not much else to say about this move, it's amazing so use it as much as you can.
Down Air:
Damage: 14%
Kills Falcon From The Center of Final Destination at: 180%
Active Hitbox: Frames 16-18
Falcon's Down Air is a good move. It can be used as a combo starter and follow it up with Up Air. This move has a little too much landing lag to be used safely. Down Air's main purpose is as a spike. This move only spikes when you hit the sweetspot, which is Falcon's feet. The late hit sends the opponent off the stage, but not downward.
Special Attacks
Neutral Special (Falcon Punch):
Damage: 25% (ground), 28% (ground reversed), 22% (air), 25% (air reversed)
Kills Falcon From The Center of Final Destination at: 82% (regular ground) 70% (reversed)
Active Hitbox: Frames 53-57, Frames 61-65 (reversed)

The infamous Falcon Punch actually serves a purpose in this game. It is good for catching people landing after they air dodge close to the ground. Don't throw out this move randomly though because the starting and ending lag is ridiculous. It also has less knockback than Forward Smash in this game for some reason.
Side Special (Raptor Boost):
Damage: 8% (air) 9% (ground)
Kills Falcon From The Center of Final Destination at: 130%
Active Hitbox: Frames 4-8 (ground) Frames 5-6 (air)

Falcon's Raptor Boost is an okay move in this game. It lost its combo potential from Melee, but in this game, it can be used as a backup killing move. This move is also used as a meteor spike. You have to hit the opponent on the very tip of the move to meteor them. This move is also a recovery option. It is not as good as Up Special because it goes a shorter distance and sometimes you can land on the stage with it and get punished.

Up Special (Falcon Dive):
Damage: Hit 1: 5%, Throw: 12%, Total: 17%
Kills Falcon From The Center of Final Destination at: 185%
Active Hitbox: Frames 14-30

This move is Falcon's main form of recovery. It's not that good, but it has been buffed since past games. It can also be used a kill move. This move can be used as a combo finisher after a few Up Airs.
Down Special (Falcon Kick):
Damage: 13% (close, ground), 11% (middle, ground), 7% (far away, ground), 15% (close, air), 13% (middle, air), 11% (late, air) 9% (landing)
Kills Falcon From The Center of Final Destination at: 130% (close, ground) 330 (far away, ground)
Active Hitbox: Frames 18-20 (Early, ground) Frames 21-28 (ground) Frames 29-38 (Late, ground) Frames 16-17 (Early, aerial) Frames 18-25 (aerial) Frames 26-33 (Late, aerial) Frames 2-3 (Landing)

This is another one of Falcon's backup killing options, although it is not as reliable as Raptor Boost. Falcon Kick only kills reliably if you are on the ground, and are really close to the opponent. This move is pretty bad when used in the air, but can still be a good mixup if you are waiting in the air.
Throws
Standing Grab: Frames 7-8
Dash Grab: Frames 9-10
Pivot Grab: Frames 12-13


Pummel: 2%
Forward Throw:
Damage: 10%
Kills Falcon From The Center of Final Destination at: 250%

Forward Throw can lead up to things such as Dash Attack and Jab. It's an ok throw to get the opponent offstage. I would say this is Falcon's 2nd best throw.
Back Throw:
Damage: 10%
Kills Falcon From The Center of Final Destination at: 210%

This throw's only use is for getting the opponent off stage. Other than that this throw is pretty bad. Falcon's 3rd best throw.
Up Throw:
Damage: 8%
Kills Falcon From The Center of Final Destination at: 210%

This is Falcon's worst throw. The opponent can easily get out of combos when you Up Throw because this move doesn't put enough lag on the opponent, so therefore you cannot use this move to start combos.
Down Throw:
Damage: 6%
Kills Falcon From The Center of Final Destination at: 465%

This is Falcon's best throw by far. It is one of the moves that makes him a great character. This move is your main combo starter. It gets more range because of his amazing dash grab. You can followup with most of your aerials after you use this move. This is an amazing move.
- LifeUp

___________________________________________________

Character Matchups :

Diddy Kong :4diddy: (Neutral-Favored)

Summary:
Both Falcon and Diddy have to respect each others' grab game, with Falcon being aided by his speed and Diddy having bananas to set up grabs. Stay in mid range outside of Diddy's aerials and use Falcon's speed to try to punish Diddy's aerials and prevent him from pulling out a banana, and if he manages to do it, play much safer. Diddy's aerials are still very good and his banana and grab setups dangerous. Note that Falcon can run over bananas without tripping during his initial dash, so use this to your advantage. While Diddy can combo Falcon pretty hard, Falcon can do the same to Diddy with a higher damage output and more dangerous options. Try to force Diddy to recover low whenever he's offstage and always attempt to gimp his up b or read and punish his side b. Falcon KOs Diddy easier than vice-versa after the patch. The matchup is considered approximately even.


Details:
Neutral is roughly even as long as you don't let Diddy get a banana out. Falcon is good at preventing and punishing this along with Diddy's many other options with his greater speed as long as you stay in mid range, just outside the range of Diddy's troublesome fair but close enough to punish things like dtilt. If he does get the banana out, he trades the ability to use his aerials for a quick and strong punish game. Hence you should avoid using dashgrab or dash attack unless you're sure you'll catch him off guard because otherwise he'll punish them with about 20% of damage. Play safe and approach with shield or spotdodge to bait him, or shorthop aerials since banana throw isn't fast enough to punish the likes of well-spaced uair or bair into shield. Cover yourself with your jab to prevent Diddy from throwing the banana at you or grabbing you whenever you can, it's an especially great tool in this matchup. Falcon can also straight up run over the banana without tripping during the his (long) initial dash animation. You can spotdodge or roll backwards against monkeyflip out of reaction and punish with dash attack or grab, or you can challenge it with uair or utilt.


Falcon's disadvantage is a bit worse than Diddy's because of his greater lack of defensive aerial options and his size and weight, but a stronger advantage because of superior speed on the ground and in the air, higher damage output and greater KO power. Diddy is one of those characters in disadvantage who can convert an opponent's bad spacing into his own advantage with his uair, so try to not end up above him after your uair follow-ups which can happen at low percents if you unnecessarily do them out of a fullhop.

One very important part is to always try to read Diddy's monkeyflip whether he's above you or offstage and challenge it with uair/dair or punish it with bair and in general try to scare him into recovering low. You can then intercept his up b with many of Falcon's lingering aerials such as the soft knee, bair or nair. Try not to let him angle his recovery past you onto the stage though. You can option-select this by dropping down with bair when he uses his up b, second jump back to the stage and punish him if he lands there. Falcon doesn't have to fear Diddy too much when recovering as long as you recover low, but watch out for drop zone fair and his dtilt on the 2 frame ledge vulnerability, which can get quite annoying at its worst.

Pros:
- Greater speed and lesser landing lag on aerials makes Falcon's ability to punish Diddy greater than vice-versa
- Better ability to intercept and prevent Diddy's bananas than most characters
- Higher damage output
- Stronger and safer KO moves


Cons:
- Banana turns the punish game around; Falcon has to slow his game down and play more safe with less reward
- Despite lesser damage output, Diddy has more guaranteed follow-ups out of a grab especially with Falcon's weight and gravity
- In addition, slower aerials and the lack of below-hitting ones leave Falcon with less options to free himself from combos


Stages to ban:
- Halberd: uthrow to uair is still somewhat of a KO option for Diddy while Falcon likes to kill horizontally
- Town & City: same as above, but to a lesser extent


Stages to pick:
- Duck Hunt: straight walls aid Falcon's recovery, a lot of space to move around in, large blastzones emphasize Diddy's lack of relative kill power
- Battlefield: high ceiling, platforms help Falcon arguably more than Diddy, you can meteor through the stage near the ledges
- Omegas with straight walls: all-around decent for Falcon, with a wall jump option when recovering



Yoshi :4yoshi:(Neutral-Favored)

Summary:
Play patient and safe, punish everything you can with proper spacing, and avoid getting gimped. Risks, aggression and mistakes in general can be very costly in this matchup because both characters have a strong advantage but Falcon's disadvantage and recovery are worse than Yoshi's. However, Falcon also has better tools to play safe as well as punish mistakes and KO. Pressure Yoshi with your aerials and the threat of your speed at mid range into using his unsafe approach options and punish him for them or anything else he does, and capitalize on his recovery if you get a chance to hit him out of his up b. The matchup is about even.
Details:

Yoshi can strongly capitalize on Falcon's two main weaknesses: his linear recovery and his susceptibility to combos. Yoshi also has a good disadvantage in comparison to most characters because he possesses a frame 3 nair and jab both with good hitboxes that can set Falcon up for follow-ups, monstrous aerial speed and a projectile that covers his recovery. Falcon however is faster than Yoshi overall with safer options and better speed and range in neutral. Thus, it's very important for Falcon to play this matchup patiently while always spacing properly with safe follow-ups to avoid letting Yoshi get anything started, especially at lower percents when he can combo you from 0 to about 40-50%.

Pressure Yoshi in mid range with your speedy approaches or let him come to you with his limited approach options. Bair and uair work for intercepting his aerial approaches as well as for spacing around or pressuring Yoshi, as he has a tough time punishing Falcon's bair. Shield his shorthop egg throw approaches; the only thing he can do after one is nair which you can easily punish. He can start the command grab too, but you can jab him before it comes out or at least react with a spotdodge and punish afterwards. Fullhop egg throws give you enough time to run below him and start a juggle with uairs, and Yoshi does not want to get juggled by Falcon, just watch out for his b reversals. Yoshi's grab is slow and throws don't kill or combo so you don't have to worry about his grab game too much.

When you're getting juggled, don't airdodge because Yoshi's frametraps are way too good and he'll get you anyway. Instead focus on DI and jump away when possible. Also watch out for egg -> fair/uair and utilt -> uair which are kill % combos. Be sure to avoid stages with walk-offs, this sends you pretty far back against Yoshi. When offstage, recover low as long as you have your second jump left and cover it with uair to avoid being gimped by his dair or nair. If you lose your second jump and get hit further offstage you can increase your slim chance of survival by recovering high in this scenario as long as it's possible. While Yoshi usually likes to recover high, he is much the same, if he has to use up b or he commits to an aerial after his second jump hence losing his superarmor, you can jab or dtilt him out of it at the ledge or anticipate and intercept his choice with dair to gimp him. Sometimes Yoshi players will jump from the ledge with a dair because it autocancels that way, however it's a long move and thus a huge commitment which you can punish with an fsmash upon reading or reacting to it.

Falcon kills Yoshi more easily than vice-versa, and with Falcon's general safety and speed advantage you can capitalize on this quite far if you keep playing patiently at high percents. Also keep in mind that Yoshi dies more easily vertically due to having low gravity, while Falcon survives better in that direction which coincidentally is Yoshi's preferred killing axle. In addition to your other KO options, you can particularly consider using Raptor Boost or usmash to try to catch him from shorthops and kill him early, although it involves some risk. You'll also find plenty of opportunities to land them as punishes if you wait enough.

Pros:
- Safer approaches and faster punishing game
- Much more threatening grab game
- Higher KO power

Cons:
- Disadvantage and defensive options at low to mid percents are pretty terrible compared to Yoshi
- Offstage is extremely dangerous especially after losing second jump
- Can't play risky due to the above, on the contrary there's no need either

Stages to ban:
- Halberd: while Yoshi dies pretty early vertically and Falcon doesn't, Yoshi also prefers to kill vertically, but if you think you can take advantage of the situation go ahead
- Town & City: same as above



Stages to pick:
- Battlefield: while a good Yoshi can be deadly with platforms, so can Falcon, and the ceiling is higher than average here
- Omegas with straight walls: Yoshi doesn't have anything to camp Falcon out with, there's room for Falcon to move in, and the walls help Falcon's recovery
- Duck Hunt: large stage for Falcon to capitalize on his better KO ability with walls to help his recovery
- Kongo Jungle: very high ceiling and large blastzones to capitalize on Falcon's KO ability, Falcon benefits from barrel and platforms for his recovery more than Yoshi does.



Sheik :4sheik: (Neutral-Unfavored)

Summary:
Falcon's combo and punish game hurts Sheik a lot more than Sheik's hurts you due to higher damage output and more dangerous finishers, however the real danger for Falcon is getting carried offstage since it can lead to gimps which Sheik excels at. DI away from her fair strings and always watch out for Bouncing Fish, Needles and stage spikes when offstage, and always mix up your recovery. Punish Sheik's up b ledgesnap vulnerability with bair whenever possible. Sheik's close range and long range games are better due to her tilts and needles respectively and approaches safer due to her great range and low lag, although Falcon has some safe approach options of his own and a more potent punish game at mid range. Falcon has the tools to combat Sheik as long as you avoid getting gimped, but it will happen to you from time to time. However Sheik's main weakness is her lack of kill power which Falcon excels at while also being much heavier than Sheik, so this evens it out quite a lot. The matchup is considered to be a disadvantage for Falcon, but not a massive one for now.


Details:
Sheik has safer options in neutral due to Needles, better frame data, good range and her low lag, but Falcon has some safe and dangerous tools of his own for both approaching and punishing. Watch out for Sheik's ftilt and dtilt which setup into combos as well as her dash attack and needles which can punish most things Falcon has on the ground. Stay in mid range just outside of her tilts and aerials and use dtilt to outspace her on the ground and buffered shorthop uair and bair to intercept her fairs. Sheik's needles are also unsafe at these distances, although you still have to watch out for her dash attack although it's a very unsafe option on her part. Punish all her mistakes hard with dash grab and uair juggles. Falcon's falling uair and bair are safe on Sheik's shield so you can use these for approaching and footsies, but nair can also control space although it's less good of a trade against her aerials and a bigger commitment than bair and uair. As always, cover your landings with jab if you feel like she'll try to grab you, but rapid jab doesn't work in this matchup.


Falcon's advantage in general is much more dangerous to Sheik than Sheik's advantage is to Falcon due to your higher damage output and more dangerous finisher, however Sheik can combo you offstage with fair strings and gimp you at relatively low percents if you make mistakes or she makes the right reads on your recovery. Hence it's always important to properly DI away from her combos and try to challenge her fairs with uair since it hits in front of Falcon. Be ready to airdodge Bouncing Fish and Needles and always mix up your recovery by covering your second jump with uair or airdodge if she approaches, using your up b immediately or delaying it, going straight for the ledge / landing onto the stage / grabbing Sheik out of a failed read with your up b etc. At low percents you can make it back with relative ease because you have all these options, however once you start getting knocked further and further offstage your options become more limited. Fortunately her fair strings stop working eventually as long as you properly DI away from them. Also always be ready to tech stage spikes. When Sheik recovers, you may chase her with RAR bair and dair, read and punish her bouncing fish, and always attempt to bair her ledgesnap vulnerability when she uses up b onto the ledge as it is fairly easy to do and can net you a KO at relatively low percents if she misses the tech or doesn't react in time. If she does tech, you can second jump uair after hitting her. Just don't go for it when she uses her up b close to the ledge or you'll be hit by the explosion.

Falcon has an easier time KOing Sheik when it comes to other areas, and his two safest options in neutral, uair and bair, also get rid of Sheik easily due to her fairly light weight. Sheik gets comboed and juggled pretty hard by Falcon so try to always get the most out of that and condition her to an airdodge to finish it off with a knee or dair. Sheik won't kill you until well after 150% as long as you don't fall victim to bad DI or unnecessary airdodges out of her throw setups in which case she can kill you with uair or up b earlier than that. Expect to get gimped occasionally, live to 180% occasionally and always KO Sheik between 80-140%. Since your often in rage, uthrow and bthrow can become more viable kill options as well.

Falcon does have the tools to deal with Sheik aside from the gimp factor, so be particularly smart about this one thing and acknowledge your competent neutral, better KO ability and more threatening advantage and utilize it all to make this MU as small of a disadvantage as you can.

Pros:
+ Better mid range game due to higher speed and all Sheik's options bar properly spaced aerials being unsafe from dash grab
+ Dtilt outranges her immediate ground options
+ Falcon's uair and bair are good for trading with Sheik's fair
+ Higher damage output
+ Much better KO ability


Cons:
- Offstage is extremely dangerous and Sheik has combos to get us there
- Close range is worse due to Sheik's faster jab and tilts that combo or lead into above combos
- Sheik's mid range isn't bad either due to her high speed and dash attack
- It can be hard to find openings in neutral with Sheik's frame data, range and low landing lag


Stages to ban:
- Halberd: to avoid any early shenanigan kills from Sheik such as dthrow uair


Stages to pick:
- Omegas (with straight walls): helps Falcon's recovery quite a lot by giving more options



Sonic :4sonic: (Favored)

Summary:
Falcon's dash grab is a tool that makes him faster than Sonic at mid to mid-long range, although Sonic is still much faster in terms of dashing itself and can pressure better with speed alone. Needless to say both characters punish each other easily. Sonic isn't a combo heavy character and his damage output isn't huge either, so Falcon's advantage is relatively much stronger in this matchup. Unlike Falcon, Sonic doesn't have safe approaches but he can mix them up very well, and while you have options against all of them sometimes it'll require awareness and decent reaction on your part which is the main challenge here. Hence you should mainly stay within a range where you can comfortably shield/hold jab on his spindashes but still react if he tries to grab you instead while pressuring him with your aerials and punishing any commitments with your faster dash grab. Try to keep Sonic in the air when you get him there and always punish his dair and landings. While Sonic can't really juggle Falcon, he is good at punishing Falcon's landing options with his speed. When Sonic is offstage you should mainly try to get his ledge vulnerability with dtilt or bair unless he's very far offstage in which case you can RAR chase him. You shouldn't be gimped by Sonic's spring unless you're knocked so far offstage that you don't have the option to hit the spring with an aerial or maneuver around it with your up b at all, and if he chases you down with aerials you can outright grab him out of them with up b's grab range. Falcon kills earlier in this matchup. All in all Falcon vs Sonic is roughly even.
Details:
Falcon can stop Sonic's spindash by holding jab resetting into a boxing situation or sometimes outright beating it, and you can shield Sonic's spindash and punish any follow-up attacks like neutral b or his aerials with uair and bair. Sonic has decent boxing options in his jab and ftilt, but your dtilt outranges his boxing options and jab puts him into a much worse position than his jab puts Falcon. Spring jump is Sonic's safest option to get away from trouble, but it puts him in the air for juggles and landing punishes even if he goes for an autocancelled dair. You can hit him out of this with uair or punish his landing with dash grab or dash attack even if it's autocancelled as long as you time it well which you have plenty of time for. The main problem here is reacting to Sonic's mixups and avoiding being pressured into throwing out an unsafe option which Sonic can punish. Falcon's aerials bar knee and dair as well as the second hit of his dsmash are safe on shield and Sonic does not want to get dash grabbed or put in the air so Falcon has pressuring options of his own. Always techroll his dthrow and switch up your direction; Falcon's techrolls are incredibly good while his tech getup is average at best.


Falcon's advantage is much better because he has higher damage output and longer combos, and while Sonic has good aerial speed he's floaty and his aerial mobility is terrible, although Falcon's isn't great either. Sonic mainly gains the upper hand on landing punishes and by knocking Falcon far enough offstage that he can gimp you with spring, otherwise you can easily maneuver around it though and Falcon's up b grabs Sonic out of all his aerials easily aside from a well timed bair. When Sonic is offstage you shouldn't go after him unless he's far away because his up b has invincibility at the beginning of it and the spring can gimp you if Sonic manages to jump above you, so instead try to hit his ledge vulnerability with dtilt or bair which may easily gimp him especially at higher percents. If he's far enough offstage that he has to commit to his second jump well before the ledge, chase him down with RAR bair and dair.

Sonic's main kill options are his bair, uair, back throw, usmash and fsmash, the latter two of which you shouldn't really get hit by, although watch out for the deceptive range of Sonic's fsmash although Falcon has deceptive range of his own. Falcon can survive Sonic's back throw particularly well for some reason even though it's a horizontal KO move, and actually kills Sonic earlier with his own back throw as well as uair and bair which are the moves you should mostly be throwing out in this matchup aside from your usual knee/dair traps.

Pros:
- Stronger advantage due to combos and higher damage output and better KO ability
- Faster and more threatening mid range punishing option in dash grab
- Safer neutral options with aerials and a better aerial game


Cons:
- Falcon has more trouble offstage
- Sonic's dash speed is still a lot faster than Falcon's
- Sonic has a lot of mixup options in neutral and a stronger ground game combined with his speed


Stages to ban:
Delfino, Duck Hunt, FD/Omega: large stages with a lot of camping options for Sonic and FD emphasizes Sonic's better ground game


Stages to pick:
Battlefield, Town & City: platforms emphasize Falcon's better aerial give while also relieving pressure that Sonic can create on the ground



Pikachu :4pikachu: (Unfavored)

Summary:
Pikachu can completely avoid Falcon's jab and grab in his fair and bair landing lag animations so Falcon will sometimes have to resort to dtilt and dash attack as punishes, but on every other move he can resort to his usual choices or just try to powershield and jab Pikachu's fair and bair. Getting Pikachu in the air is very rewarding since Falcon's aerials straight up beat all of Pikachu's with proper spacing. Falcon also has some character specific knee follow-ups on Pikachu out of a dash grab buffered dthrow between 45-65% with any DI. In addition, Falcon's up b grab disjoint beats all of Pikachu's aerials which is something to consider when recovering, although if you get read or have to recover from far away you should expect to get gimped, but until higher percents it's far from free for Pikachu as long as you mix up your recovery and don't get your jumps eaten by offstage thunderjolts. If Pikachu recovers with side b or stalls with down b you can hit him out of them quite easily and you can also try reading his QA path with dair. QA on stage can be punished if you shield it and thunderjolts are often punishable if you dash and powershield them. Avoid getting grabbed because Pikachu also has high damage combos on Falcon and landing from them can be very difficult. Falcon's killing ability surpasses Pikachu by a large margin with more reliable setups and safer kill moves, but watch out for usmash and fsmash as well as dash attack at higher percents. All in all this matchup is in Pikachu's favor because Falcon dislikes most things Pikachu can do to him, but it isn't nearly as one sided as many make it out to be. Patiently shield Pikachu's attacks and avoid getting grabbed, be smart about recovering and up b usage, use your superior range and hitboxes to your advantage with dtilt and aerials, understand when grab and jab work and when they don't and punish Pikachu accordingly with high damage combos and some early kill setups to overcome the disadvantage as much as you can.

Details:
Pikachu can avoid Falcon's jab and grab during the entirety of his bair and fair landing lag all the way until his IASA frames so it's advised to use dtilt or dash attack for punishing these moves instead, or powershield and jab them. Pikachu is also too low to the ground for grab and jab during the beginning of his dair landing lag, dash attack endlag and QA endlag, but as long as you time your grab or jab properly you can get him easily, just don't try to punish him too early. However Pikachu cannot crouch under either one of them as long as his ears are within Falcon's range. In general you'll find yourself using bair, dair, dtilt and dash attack more in this matchup than most others because you sometimes need to hit lower to the ground than what grab and jab allow, but they are still among your best options, you just have to be aware of when to and when not to use them. Thunderjolt shouldn't be a huge problem since you can easily dash forward, powershield it and dash grab/dash attack punish or uair if Pikachu is in the air. Falcon can also punish Pikachu's QA on shield with dash grab if you have decent reaction and combo Pikachu pretty hard due to dthrow having very little endlag on such a light character. Pikachu has longer strings on Falcon especially at low percents but his damage output is lower making the outcome roughly equal, although just like in the Sheik matchup you should avoid being escorted offstage as much as you can. Pikachu has a far better disadvantage than Falcon with easier time landing and much better recovery, but again much of it is thwarted by Falcon having arguably the best advantage in the game whereas Pikachu only has a good one because of lacking range, aerial mobility and powerful finishers.

Dthrow to knee is a true combo on Pikachu between 15 to 50% with any DI, and about 35% further with any DI except up+away and dthrow to bair works similarly between about 40 to 100%, so a Pikachu who's aware of this can't risk it too much in neutral. Pretty much all of Pikachu's aerials lose to Falcon's equivalents with proper spacing; Falcon's bair and uair trump Pikachu's horizontal options and uair trumps Pikachu's dair although the spacing on that one is quite precise. Falcon's up b grab disjoint also beats all of Pikachu's aerials should he jump offstage to try to edgeguard you, but in this scenario you need to confront him from the side as the grab has no hitbox above Falcon. This means that Pikachu won't get free gimps on Falcon and should never face you from the drop zone as long as you're close enough to the stage to utilize your mid-air jump and/or up b grab. Mix up your recovery as much as you can in general: maneuver your up b high if you think he'll try to gimp you from above, use it normally if you think he'll drop in front of you with an aerial or delay it to try to react to whatever he does, and uair him out of your mid-air jumps or just airdodge if you think he'll use thunderjolt or thunder.

However, when you have to recover from far away a good Pikachu will almost certainly get the gimp, but you usually won't be sent far enough for that before about 100% especially by Pikachu. This is still where you'll probably find yourself dying most of the time since Pikachu lacks kill power otherwise except with hard read moves such as his usmash, fsmash and down b setups which can be avoided with DI. Falcon on the other hand has similar setups from dthrow to knee as mentioned earlier but as early as 50% and avoided only by diagonal DI upwards and away, and Falcon's usual kill moves will get Pikachu early because of his light weight. Backwards hit dsmash is something to consider in this matchup, it hits all the way to the ground, has decent range and is safe on shield despite having slow startup, but bair, uair, dair, fair and bthrow should be your primary options as always. You can also gimp predictable side b and down b choices from Pikachu or try to read his QA destinations with dair. All in all, expect to kill Pikachu much earlier than he kills you, and also expect to get gimped much more often than you'll be gimping him.

Pros:
+ Ability to punish everything Pikachu does on shield, although QA requires decent reaction
+ Aerials and dtilt outrange and beat Pikachu's options
+ Better KO ability and considerably higher weight
+ More dangerous advantage and setups on stage
Cons:
- Falcon's grab and jab are shut down in a couple scenarios
- Falcon's recovery is easily gimpable by Pikachu at higher percents
- Tough disadvantage on all regards
- Pikachu has an easy time landing with QA

Stages to ban:
Battlefield: Pikachu loves platforms and QA ledgecancels, and BF offers those.
Lylat: same reasoning as above.

Stages to pick:
Final Destination, Omegas with straight edges: gives Falcon space to work with, removes platforms from Pikachu, and straight walls give Falcon more recovery options.
Duck Hunt: A lot of space and straight edges here as well, most of the platforms are too high for Pikachu to make good use of.
Town & City: High platforms are good for uair kills, smaller blastzones make recovery slightly easier.
Smashville: Fairly neutral, the platform helps Falcon and his bad recovery more than it helps Pikachu.


Luigi :4luigi:(Favored)

Summary:
Luigi is all about grab combos, and they will hurt Falcon badly at low percents usually getting him up to 40-60% in one string. Jab works for interrupting some of these though, and Luigi has a hard time getting in on a character as fast as Falcon even with the aid of his fireballs which Falcon can just powershield. On the other hand, Falcon will juggle Luigi hard since his uair goes through Luigi's nair when properly spaced and Luigi is a very floaty character. Luigi's recovery should get gimped by dair nearly every time if he resorts to side b, and if he goes extremely low with it you can resort to punishing his up b or down b when he has to use those. Luigi can gimp Falcon as well with down b if Falcon has to recover from far away losing his recovery mixup options, otherwise it shouldn't happen much. Luigi also likes to kill vertically which Falcon can survive very well while dying early vertically himself, which now with the uair nerf Falcon unfortunately doesn't have any safe options for so he can't really take advantage of it without hard Raptor Boost or usmash reads. The key to this matchup is taking advantage of Falcon's better neutral and avoiding Luigi's grab. The matchup is considered approximately even.
Pros:
+ Better neutral game and speed
+ Easier time offstage
+ Uair beats Luigi's nair and Luigi gets juggled hard


Cons:
- Tough disadvantage at low percents
- Falcon loses CQC because of Luigi's frame 2 jab
- Luigi's KO options are more reliable


Stages to pick:
Battlefield: Platforms can break Luigi's dthrow setups and the high ceiling makes killing for Luigi harder
Smashville: Has FD ceiling but is horizontally smaller benefitting Falcon's horizontal KO power
Omega (with straight ledges): Walls let Falcon chase Luigi's side b as deep as he wants to since he can walljump back, also FD/Omega in general is good for Falcon


Stages to ban:
Halberd: Low ceiling gives Luigi much earlier kills out of his dthrow
Town & City: Same as above to a lesser extent



Rosalina & Luma :rosalina:(Neutral)

Summary:
Falcon vs Rosalina matchup completely revolves around how well you can get red of Luma, and Falcon can do this very well. Rapid Jab finisher sends Luma across the stage and DA works for shorter distances, and it doesn't really matter if you get punished for it as long as you get rid of Luma. When Luma is around though, Rosalina can wall Falcon out quite well. The real downfall here is how well Rosalina can edgeguard and gimp Falcon, although you can meteor or punish her recovery pretty easily as well. Falcon's killing setups are easy and deadly on Rosalina once Luma is gone, in fact you should be killing her at 50-80% more often than anywhere else, but usually you first have to get rid of Luma and then chase her down. Dash grab down throw to knee is guaranteed regardless of DI between around 45-65%. It's hard to call this matchup anything but even.
Pros:
- Getting rid of Luma is relatively easy
- Kill setups work well vs Rosalina, and because of that you don't need to deal that much % per stock
- Rosalina has a lot of trouble vs Falcon's juggles


Cons:
- Falcon gets gimped pretty hard here
- Playing neutral around Luma can be difficult
- Rosalina also juggles Falcon easily when given the chance


Stages to ban:
FD/Omega: Rosalina can get too much stage control without platforms around
Halberd: Just because of Rosalina's uair and usmash


Stages to pick:
Battlefield: Platforms help Falcon around Rosalina's neutral
Smashville: Same as above
Delfino: Falcon moves around this stage better than Rosalina and suffers less for being forced to move



Zero Suit Samus :4zss: (Neutral)

Summary:
Both characters have a very strong punish game and good mobility, but in comparison to Falcon ZSS' has a better recovery and an easier time getting out of disadvantage with her flip jump. She has kill confirms out of grab, nair, down smash and paralyzer so watch out for being hit by any of those at around 40-80%, although down smash near the ledge is always dangerous and her grab will guarantee an uair at virtually any percent. ZSS' only weakness in this matchup is her slow grab which you must abuse and punish in the neutral, while trying to anticipate and powershield her falling shorthop aerials. Paralyzer can be punished if powershielded very close to her, so stay in mid range but watch out for her dash grab as well. Offstage she can drop off and backwards flip kick meteor Falcon's recovery if you have to recover low or from far away, so try to mix it up as much as you can. Her occasional high flip jump recovery should be punished by back air. Abuse shield in this matchup while outgrabbing her and you should do well enough. Slight disadvantage for Falcon.


Pros:
- Falcon outlives ZSS unless he gets grabbed at a bad time or gimped
- Falcon can punish ZSS' missed grabs among other things harder than most characters
- Playing midrange is a bit easier because her grab is slow


Cons:
- Getting in can be difficult for Falcon
- Offstage is very dangerous for Falcon whereas ZSS usually gets back for free
- ZSS is one of few characters that can match or outdo Falcon's mobility and kill potential


Stages to ban:
- Halberd: This is a must as ZSS can kill with dthrow -> uair -> uair -> up b before the last hit of up b even comes out.
- Delfino: Similar to above but only during transformations, however to a much more ridiculous extent.
- Town & City: Low ceiling as well, just low enough that ZSS' up b combo will kill at low percents if done optimally.


Stages to pick:
- Lylat: ZSS generally hates the tilting with her aerials and paralyzer, also is big enough to prevent her up b cheese.
- FD/Omega: Has a lot of space and prevents ZSS from getting early kills off the top.
- Battlefield: Her up b combos won't kill off the top here ever if you have proper DI and don't get grabbed on a platform.


Fox :4fox:(Favored)

Summary:
A very volatile matchup where both characters can do big damage to each other once they get in and where it's tough for both to recover back to the stage. Falcon can down tilt or down air meteor Fox's recovery depending on which one he opts for, and Fox can down smash Falcon's ledgegrab fairly easily so delay your up b whenever you see him charging it. Abuse shield in this matchup especially when you're at kill percents, as even if Fox gets a grab there's nothing threatening he can get directly off of it. On the other hand from low percents Falcon can chain together as many as three neutral airs on Fox, and although not guaranteed, down throw to knee is viable in this matchup because of how light Fox is. Falcon has a stronger and safer aerial game especially in the neutral, and after the patch you can go for falling up air on shield to jab which can't be shieldgrabbed to send Fox offstage, and eventually mix it up into grab and of course knee if Fox fails to shield the hit. A slight advantage for Falcon.
Pros:
- Stronger and safer aerial game
- No need to be particularly afraid of grabs
- Similar damage output with better survivability


Cons:
- Weaker ground game, although dash grab and dash attack are always good
- Recovery can be tough against Fox's down smash


Stages to ban:
Generally anything with a low ceiling due to Fox's up smash and up air


Stages to pick:
Pretty much anything else, especially Battlefield, Dreamland and Smashville due to platforms


- Trifroze
__________________________________________________

General Falcon Technique :

Space-Baiting

Captain falcon’s 4 main assets are his speed, his grab, his gentleman, and his knee. You can run in and attack, but most good players will see that coming, and they’ll punish you for it, and believe me, other characters have a lot of opportunity to punish Falcon’s approach, mostly anyone with a projectile (so 41 of the 52characters (i’m counting each mii as it’s own character, and including mewtwo).


There’s basically two ways to properly bait out the opportunity to get a free hit on your opponent is to either dash dance outside of their range, waiting for them to make a mistake, and the 2nd is to rush in, then fake out: Don’t attack, don’t get too close, just get close to them and stay just outside their range. The real skill of your falconing comes in when you know your opponents attacks better than they do, so they’ll try to hit you, and you rush in with a grab or a tackle and punish.

What your goal with captain falcon should be is to either be approaching with an attack (or grab), or running up and faking them out by not attacking. Sometimes running up and not attacking will provoke a response from your opponent that lets you reply to that attack with an even more powerful attack than the one you would have originally been trying to hit with them, mainly the knee. This is one great example of such a situation: https://www.youtube.com/watch?v=LGMG8HFHXT4

Other attacks that work well with space baiting are the elbow (Side-smash), down tilt (huge reach on this attack), and the gentleman (more on the gentleman later, but essentially, if you use it properly, it controls the space of the fight, and thus the mind of your opponent. Possibly one of captain falcons best moves).



Arial game:

Captain falcon was meant to be played in the air. The most important thing for you to know as a captain falcon player is how to set up and kill your opponent in the air. Some good setups are:

- Running tackle: Pops up your opponent, at most percents (especially low percents) this can be followed up by u-air, u-air. If space baited properly you can land a sweet

Combos: Some of these combos are situational, others are guaranteed:

Tackle, uair, uair:
The best and most essential captain falcon combo because it's fast, easy to do, and reliable with a lot of characters at a lot of percents.

Sweet Knee: The trick to hitting people with the sweet knee is a lot of training mode. It’s probably one of, if not the most difficult move to hit in the entire game (the only thing i can think of off the top of my head that might be more difficult is meta knight’s down b teleport slash, but that move isn’t nearly as useful).


Ground Game:

Most of the time when I’m fighting on the ground I’m trying to trick my opponent with the above strategies, or some of the following. Captain falcon’s grab has two (possibly more, but I don’t think so) ranges. The first range is his standing still grab range, it has a short range that really only gets someone thats well within jab range. This is an ok move, but it’s really only a useful attack if you’re sure the opponent is going to block. The better option if you’re standing right next to the opponent is to use the combo Neutral A, Neutral A, Neutral A. You have to tap it separately 3 times. If you mash on the A button falcon will enter a flurry of punches, which is generally a not so great move. Sometimes falcon’s jab flurry can be good on a low % opponent, but the gentleman is more useful because it pushes the opponent away, which can be great for mixing them up and getting into their head. Practice the gentleman a lot, because if you get nervous in a competitive match you’re going to consistently make the mistake of mashing a, which isn’t nearly as good as a consistent gentleman.

Most of captain falcon's ground moves have either decent kill potential, or decent setup potential.


Moves you'll want to use when your opponent is low %, to rack up damage:

Running A, the tackle:
This position's your oppnent up, above, and a little bit away from captain falcon. This is a good situation for captain falcon because he can run, jump up, and use one of his many good arials. Overall, a great move.

Like all smash, your ground game is based on predicting what the opponent is going to do next. If you rush in and tackle a blocking opponent you’re going to get punished. If you think the opponent is going to block, your best option is a running grab, because of its extremely large range.

Other good approach options (besides grab and tackle) are to rush in, stop pushing the movement stick and slide in, then gentleman. This is tricky, but it’s really good for edgeguarding.
- KACHOW!!!

___________________________________________________


Projectile Defense :

Deal with projectiles by walking, powershielding, and observing how the opponent reacts to that. I think Powershielding is essential to any Falcon so practice with a buddy, get someone to use Link/Samus/Falco etc. and spam their projectiles while advancing towards them yourself. Sometimes Falcon Kick can cut through or nullify certain projectiles, too.

As for shielding, turtling enemies that's easier, Falcon's mobility and amazing dash grab and pivot grab and dthrow options makes opponents think twice about keeping a shield up all the time. During your wakeup, his spinning leg attack does insane damage to shields, I've been able to net shield breaks with it.
- Eriul-kun


Grab Combos :

Never use Up Throw, Down Throw is good for combos and Fthrow is pretty good too against fatties.
Fthrow > dash attack > Uair/Nair is pretty reliable at low percents.
- Teluoborg


Conditioning Opponents :

A big part of Falcon's follow ups come from air dodge reads, I find. That's definitely something to work in order to tack on extra hits in a string. For example, let's say you down throw into double up air, but your opponent air dodges the second because it doesn't true combo. Next time you try it, you can try to bait out the air=dodge and punish with a knee. Falcon has fantastic punish tools, so work on conditioning your opponent if they are able to get out of your usual strings. - Moreside

___________________________________________________


Combo Classes, Who Dies First? :

Very Heavy Damage:
:4dedede::4myfriends::4ganondorf::4shulk::4marth::4lucina::4link::4rob::4sheik::4bowserjr:
:4megaman::4robinm::4drmario::4dk::4charizard::4greninja::4metaknight:

Heavy Damage:
:4lucario::4wiifit::4pit::4darkpit::4zss::4mario::4ness::4sonic:

Medium Damage:
:4pacman::4samus::4tlink::4villager::4yoshi::4falco::4fox::4diddy::4zelda::4pikachu:

Light Damage:
:4jigglypuff::4gaw::4peach::4luigi::4kirby::rosalina::4palutena::4duckhunt::4olimar:

Short Characters:
:4jigglypuff::4gaw::4kirby::4duckhunt::4olimar::4metaknight::4greninja::4pikachu::4lucas::4sonic:

___________________________________________________

List Of (Realistically) Possible Combos :

Grounded Combos:

d-throw -> u-air (19%)
d-throw -> u-air -> u-air (31%)
d-throw -> n-air (16%)
d-throw -> knee (25%)
d-throw -> u-air -> jump -> soft knee (22%)
d-throw -> u-air -> jump -> knee (38%)
d-throw -> u-air -> jump -> n-air (29%)

u-throw -> u-air (19%)

u-tilt -> u-air (23%)
u-tilt -> n-air (21%)
u-tilt -> u-air -> u-air (36%)
u-tilt -> u-air -> knee (yet to land but does 42%)

u-smash -> u-air (31%)
u-smash -> u-air -> u-air (44%)
u-smash -> u-air -> knee (yet to land but does 50%)


Air Combos:

u-air -> u-air (26%
u-air -> knee (32%)

u-air -> u-air -> jump -> knee (45%)

b-air -> tackle (24%)
seems dash grab is faster than tackle, if so the following is hit-confirmed
b-air -> grab -> throw -> ... (14% + grab combo %)

U-Tilt -> Gentleman
U-Tilt -> Tackle -> U-Air -> U-Air
Tackle -> U-Air -> U-Air
Tackle -> Knee
Tackle -> U-Air -> Knee
U-Air -> Gentleman
U-Air -> Tackle -> U-Air
U-Air -> Tackle -> U-Air -> U-Air
U-Air -> Tackle -> Knee
U-Air -> Tackle -> U-Air -> Knee

SHFF B-Air -> F-Tilt
SHFF B-Air -> Tackle -> U-Air
SHFF B-Air -> Tackle -> U-Air -> Up-Air
SHFF B-Air -> Tackle -> Knee
SHFF B-Air -> Tackle -> U-Air -> Knee
SHFF B-Air -> D-Throw -> U-Air ->
SHFF B-Air -> D-Throw -> U-Air -> U-Air
SHFF B-Air -> D-Throw -> Knee
SHFF B-Air -> D-Throw -> U-Air -> Knee

N-Air -> U-Air -> U-Air
N-Air -> N-Air -> U-Air
N-Air -> N-Air -> U-Air -> U-Air
N-Air -> U-Air -> Knee
N-Air -> Knee
N-Air -> Jabs
N-Air -> F-Tilt

U-Air -> D-Air

SHFF B-Air -> Tackle (1)

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



SH N-Air Works On:
All characters except : :4fox::4jigglypuff::4lucas::4pikachu::4olimar::4pacman::4gaw::4ness::4diddy::4tlink::4sonic::4mario::4kirby::4metaknight::4villager:
SH N-Air~FF Works On:

All characters except : :4fox::4jigglypuff::4drmario::4lucas::4pikachu::4olimar::4pacman::4gaw::4ness::4diddy::4bowserjr::4tlink::4sonic::4mario::4bowserjr::4kirby::4megaman::4metaknight::4villager:



SHFF N-Air (1HO):

SHFF N-Air (1HO) -> Gentleman
SHFF N-Air (1HO) -> F-Tilt
SHFF N-Air (1HO) -> SD Tackle (1) -> SDFH U-Air -> SJ U-Air
SHFF N-Air (1HO) -> SD Tackle (1) -> DDFH U-Air -> SJ Knee
SHFF N-Air (1HO) -> SD Tackle (1) -> SDSH U-Air~FF x2 -> SDFH U-Air -> SJ Knee
SHFF N-Air (1HO) -> SD Tackle (1) -> SDSH U-Air~FF -> SDFH U-Air -> SJ Knee
SHFF N-Air (1HO) -> SD Tackle (1) -> Knee
SHFF N-Air (1HO) -> SD Tackle (1) -> SDSH/SDFH N-Air
SHFF N-Air (1HO) -> SD Tackle (1) -> SDSH N-Air~FF -> SDSH U-Air~FF x2 -> SDFH U-Air -> SJ Knee
SHFF N-Air (1HO) -> SD Tackle (1) -> SDSH N-Air~FF -> SDSH U-Air~FF -> SDFH U-Air -> SJ Knee
SHFF N-Air (1HO) -> SD Tackle (1) -> SDSH N-Air~FF -> SDSH U-Air~FF -> SDFH U-Air -> SJ U-Air
SHFF N-Air (1HO) -> SD Tackle (1) -> SDSH N-Air -> SDFH N-Air x2
SHFF N-Air (1HO) -> SD Tackle (1) -> SDSH N-Air -> SDFH N-Air -> SJ U-Air
SHFF N-Air (1HO) -> SD Tackle (1) -> SDSH N-Air -> DDFH Knee
SHFF N-Air (1HO) -> D-Throw -> DFH U-Air -> SJ Up-Air
SHFF N-Air (1HO) -> D-Throw -> DDFH U-Air -> SJ Knee
SHFF N-Air (1HO) -> D-Throw -> SDSH/SDFH/SDDJ U-Air
SHFF N-Air (1HO) -> D-Throw -> SDSH/SDFH/SDDJ N-Air
SHFF N-Air (1HO) -> D-Throw -> SDFH/SDDJ Knee
SHFF N-Air (1HO) -> D-Throw -> SDFH D-Air



SHFF N-Air (2HO):

FF N-Air (2) -> SDSH U-Air
FF N-Air (2) -> SDSH/SDFH N-Air
FF N-Air (2) -> SD Tackle (2)
FF N-Air (2) -> eD-Throw -> SDSH/SDSH U-Air
FF N-Air (2) -> eD-Throw -> SDSH/SDSH N-Air
FF N-Air (2) -> eF-Throw -> SD Tackle (2) -> SDSH/SDFH N-Air
FF N-Air (2) -> eF-Throw -> SD Tackle (2) -> SDSH/SDSH U-Air
FF N-Air (2) -> eF-Throw -> SD Tackle (2) -> DD Knee
FF N-Air (2) -> eF-Throw -> SD Tackle (2) -> SD RAR
FF N-Air (2) -> eF-Throw -> SDSH/SDFH N-Air
FF N-Air (2) -> eF-Throw -> SD RAR
FF N-Air (2) -> eF-Throw -> SDSH U-Air
FF N-Air (2) -> F-Tilt
SH N-Air -> DD Knee
SH N-Air -> SD RAR









日本語翻訳


キャプテンファルコンの属性


キャプテン・ファルコンは、常に彼は、多くの場合、まだ、文字を使用することを予測できないと難しいと考え、そのような程度に、全体スマッシュシリーズで最速の文字の一つとして知られています。スマッシュ4では、キャプテンファルコンは彼の元のスマッシュ64の外観と彼の混戦の自己との間のバランスの奇数の並べ替えで自分自身を見つけました。我々は、すべて、キャプテンのこの繰り返しが遠いことを知っている中で最も点で彼の乱闘の自己から遠くを喜ぶことができます。スマッシュ4でキャプテンファルコンは、強力な、真のコンボの可能性を持っており、彼のKOは、ほとんどのよりもはるかに低いパーセントでほぼ全キャストが進むに確実にコンボすることができます。彼は強いエアリアル、フェアグラウンド・ゲームが、非existantミッドレンジおよび長距離のゲームを持っています。あなたは、高速で重いコンボで、、クローズアップ取得クローズアップ滞在し、彼のコンボゲームを開始する機会を苦しませるに依存している文字を再生したい場合は、キャプテン・ファルコンはあなたの男になるだろう。 - ガウェイン


長所:

+非常に高速(第二最速の実行速度)
+ヘビー(ヨッシーとリンクとの第13回最も重いのために結ば)
+アメージングエアリアル
+グレートコンボ能力
+アメージングダッシュグラブ
+(スピードShulk以外の)ゲームで最長パーフェクトピボット
+グレート舞台裏ゲーム
キル・オプションの+たくさん

短所:

- まあまあ回復
- 平凡グラウンド・ゲーム
- 簡単にComboed
- バート正規グラブレンジ
- いいえ、発射
- キャンプをすることができます
- (ルイージとパックマンのようなサードフレームNairさんを持っていません)簡単にコンボを得ることができない - LifeUp
____________________________________________________

ファルコンの最大の長所と短所は何ですか?

+強力な処罰ゲーム
+ゲームで最もスタイリッシュな文字
+グッドモビリティ
+グッドジャグリングゲーム
+ダッシュグラブ
+ KNEE
+ランディング移動は一般的に満足を感じます

-bad範囲
-relativelyスリムhitboxes
乏しい回復
OOSオプションの-lack
-bad中立ゲームは、餌と処罰に多くを依存しています
-Combo食品 - Teluoborg

[OK]をので、どのような基本的なことは私は良いファルコンであるために習得する必要がありますか?

ここでは、練習し、約読むことができるものの非網羅的なリストは、次のとおりです。
(あなたが投げる動きと正確さ)-spacing
-bufferingと良好な流れを持つ(あなたの移動のタイミングを知ること、流動的他にあなたの移動を連鎖)
-zoning(どこで、いつ、あなたの動きを示すべきである知っています)
(相手の防御を貫通するための代替の動きを使用して)-mixups
予測できない-being
状況に-adapting
相手を-reading
あなたの過ちから-learning
-ANDすべてのほとんどは、WHILEの再生を考え続けるあなたの脳をオフにしますいけません。オートパイロットがAN F-ZEROのチャンピオンとしてFALCONへの侮辱IS - Teluoborg


___________________________________________________

Moveset分析


地上攻撃
ジャブ:
ダメージ:2,2,5-:9%の合計
230パーセント:でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:ジャブ1:フレーム3-5、ジャブ2:フレーム5-7、ジャブ3:フレーム6-8
キャプテン・ファルコンはジャブが非常に速く出てくる最初の非常に良いJab.Hisを持っています。彼のジャブは、至近距離から相手をつかむための良い方法です。あなたがしなければならないのは二回、停止してから、相手をつかむ相手ジャブです。この技術は、通常、「ジェントルマン」と呼ばれます。
迅速なジャブ:
ダメージ:2,2,2,1,1,1,1,2:(あなたはAボタンをマッシュどのくらいに応じて)12から14パーセントの合計
400%:でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:???

この動きに多くの使用はありません。仕上げパンチのうち相手簡単に行うことができ、DI。これは彼のあまりファルコンの通常のジャブよりもノックバックを移動します。彼の通常のジャブに固執します。
ダッシュ攻撃:
ダメージ:6%(弱ヒット)10%(sweetspot)
380パーセント(弱ヒット)255パーセント(sweetspot):でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:フレーム7-9、フレーム10-16(後期/弱ヒット)

ファルコンのダッシュ攻撃はかなり良い動きです。あなたは空気中に相手を取得するためにダッシュ攻撃を使用することができます。これは、フォローアップのためにスローダウンほど信頼性が高くありませんが、それはまだまともなオプションです。
あなたはファルコンのエアリアルの多くとダッシュ攻撃をフォローすることができます。それはとても注意してください、それはと処罰されることができるので、相手がシールドされている場合は、この動きを使用していない、ラグの終了の少しを持っています。
前傾:
ダメージ:9%
210パーセント:でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:フレーム9-11

ファルコンの前傾は良い突っついツールです。これは、比較的高速出てきます。この動きは、いずれかの上方または下方に角度をつけることができます。この動きと棚を保護したり、相手の近くにダメージを与えるために有用です。この動きはOKですが、何も特別な。
チルトダウン:
ダメージ:10%
190パーセント:でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:フレーム11-12
ファルコンズチルトダウンがステージから離れて相手を得るための良い動きです。それは角度からの回復に非常に困難でそれらを送信するので、彼らが悪いの回復を持っている場合、あなたはかなり早いこの動きとそれらを殺すことができます。この動きは大丈夫ですが、私が前傾よりも私少しでも良いと思います。
ティルトアップ:
ダメージ:11%
170%:でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:フレーム17-20

ファルコンのチルトアップは良い動きです。それはあなたのコンボで行われると、チルトアップコンボを再起動することができますことを意味し、コンボリスタータとして使用することができます。チルトアップもコンボで使用することができます。チルトアップも流星です。チルトアップ流星は約40%でファルコンを殺します。
フォワードスマッシュ:
ダメージ:百分の19から26まで
60から98パーセント:でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:フレーム19-22

フォワードスマッシュはファルコンの最も強力な殺傷ツールの一つです。これは、遅れを終了量が大きいので、使用することは非常に危険です。これが下方に移動角度あなたがいる場合、それは遠い範囲を持っています。この動きは、ロールを罰するのが得意です。あなたはその後処罰れることなく相手を打つことができることを確認しているときのみ、この動きを使用しています。この動きは、高リスク、高報酬動きです。
アップスマッシュ:
ダメージ:1ヒット:13から18パーセント - 合計:6〜8%を、2ヒット19から26パーセントを
百分の70から110:でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:1ヒット:フレーム22は、2ヒット:フレーム28

アップスマッシュはファルコンの殺害オプションの別の一つです。あなたが実行している、実行アップスマッシュ、スマッシュアップを行うことができ、その後、少しスライドさせます。アップスマッシュはそれに2安打を持っています。最初のヒットは非常に少ないダメージを与えると少しノックバックをhallls。第二のヒットは、二つのヒットのより強力です。それはちょうど両方のヒットを取得するのに十分近いことを試みるので、唯一の最初のヒットで相手をヒットすることが可能です。
スマッシュダウン:
ダメージ:1ヒット:18から25までパーセント:14から19までパーセントを、2ヒット
百分の90から140まで、70から115までパーセント:でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:1ヒット:19-20フレームには、2ヒット:フレーム29-30

ファルコンズダウンスマッシュは平凡です。それは前面と背面の両方に当たるので、ロールをカバーするのが得意です。あなたが戻って足でヒットした場合、この動きは良い殺害移動することができます。
エアリアル
中性大気:

ダメージ:4%ヒット:2:6%、合計10%1ヒット
180%:でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:1ヒット:フレーム7-8は、2ヒット:フレーム20-21

ファルコンの中性大気は非常に良い動きです。これはフォローとしてスローダウンした後に使用する動きの一つです。私はそれがファルコン良いキャラクターを作る動きの一つであるので、この動きは最大空気と同じくらい良いですと言うでしょう。そうでない場合は、この動きは非常に弱いため、この動きは両方のヒットでヒットしていることを確認してください。
フォワードエア:
ダメージ:3%(後半)、6%(弱ヒット)、19%(sweetspot)
85%:でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:フレーム14(sweetspot)、フレーム15〜30(弱ヒット/後期)

彼はスマッシュであるキャプテン・ファルコンを作るもう一つの動き。この動きは驚くほどの力を持っており、非常に早い段階で殺すことができます。 comboingとダウン投げ後にするときには、この動きを使用することができます。 sweetspotは(乱闘ほど難しいことではありませんが、乱闘ほど簡単ではありません)ヒットするのは難しいです。あなたが移動するタイミングを降りたらsweetspotはヒットするのは簡単です。それは着陸遅れのトンを持っているのでしかし、この動きをスパムしないでください。前方空気は非常に良い動きです。
エアバック:
ダメージ:8%(後半/弱ヒット)14%(sweetspot)
130:でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:フレーム10-11(sweetspot)、フレーム12-15(後期/弱ヒット)
ファルコンの偉大なエアリアルのもう一つ。エアバックは素晴らしい壁用ツールおよび防衛動きです。少数戻るエアーズ続いShorthoppingが相手を壁に良い方法です。この動きは、あなたが棚の近くにsweetspot場合殺すためにも良いです。この動きは素晴らしいgimpingツールです。
エアアップ:
ダメージ:10%(弱いヒット)、11%(強いヒット)
170%:でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:フレーム6-10(sweetspot)、フレーム11-12(後期/弱ヒット)

この動きは、私の意見ではキャプテン・ファルコンの最高の動きです。それは、彼の最高のコンボツールの彼の一つです。これは、自分自身の中にコンボを移動します。それはちゃんと初期のトップをオフに殺します。この動きについて言うために他の多くはありません、それはそう、それはできるだけ多くすることができますように使用する驚くべきことです。
エアダウン:
ダメージ:14%
180%:でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:フレーム16-18
ファルコンズダウン空気が良い動きです。これは、コンボスターターとして使用され、最大の空気とそれをフォローアップすることができます。この動きは、安全に使用するには少し多すぎる着陸ラグを持っています。 Airの主な目的ダウンスパイクの通りです。あなたはファルコンの足であるsweetspotを打ったとき、この動きは唯一のスパイク。後半にヒットがではなく、下向き、ステージから相手を送信します。
特殊攻撃
ニュートラルスペシャル(ファルコンパンチ):
ダメージ:25%(グランド)、28%(グラウンドが逆)、22%(空気)、25%(空気が逆)
82%(通常のグランド)70%(逆):でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:フレーム53-57、フレーム61-65(逆)

悪名高いファルコンパンチは、実際にこのゲームで目的を果たします。それは彼らが空気地面に近いかわす後に着陸人をキャッチするために良いです。開始と終了の遅れがばかげているので、ランダムにかかわらず、この動きを捨てないでください。また、いくつかの理由のためにこのゲームで前方スマッシュ未満のノックバックを持っています。
サイドスペシャル(ラプター・ブースト):
ダメージ:8%(空気)9%(グランド)
130%:でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:フレーム4-8(グランド)フレーム5-6(空気)

ファルコンズラプターBoostはこのゲームで大丈夫動きです。これは、近接からのコンボ可能性を失ったが、このゲームでは、バックアップ殺傷移動として使用することができます。この動きはまた、流星スパイクとして使用されています。あなたはそれらを流星する動きの非常に先端に相手をヒットする必要があります。この動きは、リカバリオプションです。それは短い距離を行くと、時々、あなたがそれをステージに着陸することができますし、処罰を受けるので、アップ特別ほど良好ではありません。

アップスペシャル(ファルコンダイブ):
ダメージ:1ヒット:5%を、スロー:12%、合計:17%
185パーセント:でファイナルデスティネーションの中心からキルファルコン
アクティブヒットボックス:フレーム14-30

この動きは、回復のファルコンのメインフォームです。それは良いことではないのですが、それは過去の試合以来、バフ研磨されています。また、キルの動きを使用することができます。この動きは、いくつかのアップエアーズ後コンボフィニッシャーとして使用することができます。
スペシャル(ファルコンキック)ダウン:
ダメージ:13%(近い、グランド)、11%(中央、グランド)、7%(遠く、グランド)、15%(近い、空気)、13%(中央、空気)、11%(後半、空気) 9%(着陸)
でファイナルデスティネーションの中心からキルファルコン:130%(近い、グランド)330(遠く、グランド)
アクティブヒットボックス:(早期、グランド)フレーム18-20フレーム21-28(グラウンド)フレーム29-38(後期、グランド)フレーム16-17(早期、空中)フレーム18-25(空中)フレーム26-33(後期、空中)フレーム2-3(ランディング)

それはラプター・ブーストほど信頼性が高くありませんが、これは、ファルコンのバックアップ殺害オプションの別の一つです。ファルコンキックは、あなたが地上にある場合は確実に殺す、と相手に本当に近いです。この動きは、空気中で使用するときはかなり悪いですが、空気中で待機している場合はまだ良い重複が整理することができます。
スロー
立ちグラブ:フレーム7-8
ダッシュグラブ:フレーム9-10
ピボットグラブ:フレーム12-13

パメル:2%
スローフォワード:
ダメージ:10%
250%:でファイナルデスティネーションの中心からキルファルコン

スローフォワードは、ダッシュ攻撃とジャブのようなものまで導くことができます。それは舞台裏相手を取得するために[OK]をスローです。私は、これはファルコンの第二最高の投球であると言うでしょう。
バックスロー:
ダメージ:10%
210パーセント:でファイナルデスティネーションの中心からキルファルコン

このスローの使用のみがステージから相手を取得するためです。それ以外は、このスローはかなり悪いです。ファルコンズ第三最高の投球。
スローアップ:
ダメージ:8%
210パーセント:でファイナルデスティネーションの中心からキルファルコン

これはファルコンの最悪の投球です。ときに投げるこの動きは、したがって、あなたがコンボを開始するには、この動きを使用することはできません、相手に十分なラグを置いていないため、対戦相手は簡単にコンボから抜け出すことができます。
投げ:
ダメージ:6%
465パーセント:でファイナルデスティネーションの中心からキルファルコン

これは、はるかにファルコンの最高の投球です。それは彼の偉大なキャラクターになる動きの一つです。この動きは、あなたのメインのコンボスターターです。それは彼のために素晴らしいダッシュグラブのより多くの範囲を取得します。あなたはこの動きを使用した後、あなたは、あなたのエアリアルのほとんどにフォローすることができます。これは驚くべき動きです。 - LifeUp

___________________________________________________

キャラクターのMatchups:

ディディーコング :4diddy:(ニュートラル好ま)

概要:
ファルコンとディディの両方が彼のスピードとディディはグラブを設定するには、バナナを持つことによって支援されたファルコンで、互いのグラブゲームを尊重する必要があります。ディディのエアリアルの外のミッドレンジに滞在し、ディディのエアリアルを処罰し、バナナを抜くから彼を防止しようとするファルコンの速度を使用し、彼はそれを行うために管理する場合、より安全遊びます。ディディのエアリアルはまだ非常に良いですし、彼のバナナとグラブセットアップ危険。ファルコンは彼の最初のダッシュ中にトリップすることなく、バナナ上で動作するので、あなたの利点にこれを使用できることに注意してください。ディディはかなりハードファルコンをコンボすることができますが、ファルコンは、より高いダメージ出力と、より危険なオプションでディディに同じことを行うことができます。彼は舞台裏だ時はいつでも低回復し、いつも彼のアップBをのgimpや彼のサイドBを読み、処罰しようとディディを強制してみてください。ファルコン戦績ディディパッチ後、その逆よりも簡単。対戦はほぼ均一であると考えられます。

詳細:
ニュートラルは、おおよそでも限り、あなたはディディがバナナを取得させていないようです。ファルコンはちょうどディディの面倒公正しかしdtiltのようなものを罰するために十分近いの範囲外で、限り、あなたはミッドレンジにとどまるように彼に大きい速度でディディの多くの他のオプションと一緒にこれを防止し、処罰するのが得意です。彼はバナナを取得した場合、彼は、迅速かつ強力な処罰ゲームのための彼のエアリアルを使用する能力の売買を行っています。あなたがそうでなければ、彼は損傷の約20%でそれらを罰するだろうから、あなたがガードを彼をつかまえる確認している場合を除きしたがって、あなたはdashgrabやダッシュ攻撃を使用しないようにしてください。バナナ投げシールドに十分な間隔uairまたはベアの同類を処罰するのに十分速くないので、彼を餌、または空中線をshorthopするシールドやspotdodgeで安全とアプローチを再生します。あなたにバナナを投げたりするたびにすることができますあなたをつかんでからディディを防ぐために、あなたのジャブを自分でカバーし、それはこのマッチアップで特に優れたツールです。ファルコンはまた、まっすぐに彼の(長い)初期ダッシュアニメーション中にトリップすることなくバナナの上に実行することができます。あなたはspotdodgeまたは反応のうち、後方monkeyflipに対するロールとダッシュ攻撃やグラブを罰するか、uairまたはutiltでそれに挑戦することができます。

ファルコンズ欠点はディディのために防御的な空中オプションの彼の大きな不足と彼のサイズと重量、しかし理由地面に、空気中で優れたスピード、高いダメージ出力と大きなKOパワーの強い利点のより少し悪いです。ディディは、彼のuairで彼自身の利点に相手の悪い間隔を変えることができる不利でこれらの文字の一つである、そうしようとあなたが不必要からそれらをすれば、低パーセントで発生する可能性があなたのuairのフォローアップの後、彼の上に終わるませんfullhop。

1つの非常に重要な部分は常に彼があなたの上またはオフステージのですかディディのmonkeyflipを読み、uair / DAIRでそれに挑戦またはベアかつ低回復に彼を怖がらせるために、一般的な試みでそれを罰するしようとすることです。することができますその後、ファルコンの余韻エアリアルの多くとBの彼の最大切片ようなソフトニー、ベアやNairさんなど。しかしステージに彼が角度あなたの過去彼の回復をさせないようにしてください。あなたは彼が彼の最大bを使用している場合、ベアに落下することにより、これをオプション選択し、彼が土地場合は、2番目の彼をバックステージへジャンプして処罰することができます。ファルコンは、限り、あなたは低い回復として回復時すぎディディを恐れるする必要がありますが、公正かつその最悪の非常に迷惑得ることができます2フレーム棚の脆弱性、の彼dtiltドロップゾーンに気をつけていません。

長所:
- エアリアルに大きな速度と低い着陸遅れがその逆よりも大きなディディを処罰するファルコンの能力を作ります
- ほとんどの文字よりもディディのバナナを傍受し、防止するためのより良い能力
- より高いダメージ出力
- より強く、より安全なのKO移動

短所:
- バナナは約罰ゲームを回します。ファルコンは、ダウン彼のゲームを遅くし、少ない報酬でより安全にプレーしなければなりません
- より少ないダメージ出力にもかかわらず、ディディは、より特にファルコンの体重と重力とのグラブのうちフォローアップを保証しています
- また、遅くエアリアル以下ヒッター的なものの欠如はコンボから身を解放するために以下のオプションでファルコンを残します

禁止するステージ:
- ハルバード:ファルコンが水平に殺すのが好きながらuairにuthrowはややディディのためのKOオプションのままであります
- タウン&市:上記と同じですが、より少ない程度に

選択する段階:
- ダックハントは:ストレート壁はファルコンの回復、内を移動するためのスペースの多くを助け、大きなblastzonesは相対的な殺傷力のディディの欠如を強調する
- バトルフィールド:高い天井、プラットフォームはディディよりも間違いなくより多くのファルコンを助け、あなたは棚の近くにステージをMETEORことができます
- ストレート壁とオメガ:すべての周り回復壁ジャンプオプションを使用して、ファルコン、のためのまともな



ヨシ :4yoshi:(ニュートラル好ま)

概要:
、患者と安全なプレイ適切な間隔であなたができることはすべてを処罰し、笹縁入らないように注意してください。両方の文字が強いという利点があるが、ファルコンの欠点と回復がヨッシーよりも悪化しているため、一般的にはリスク、攻撃性やミスは、このマッチアップでは非常にコストがかかります。しかし、ファルコンも安心プレイだけでなく、ミスやKOを処罰するためのより良いツールがあります。圧力ヨシあなたのエアリアルと彼の危険なアプローチのオプションを使用してへのミッドレンジでのあなたの速度の脅威とし、それらまたは彼は何か他のもののために彼を処罰し、あなたが彼の最大のBから彼をヒットする機会があれば彼の回復を生かします。対戦は、約さえあります。
詳細:
彼の線形回復とコンボに彼の感受性:ヨッシーは強くファルコンの二つの主な弱点を活用することができます。彼はフォローアップ、巨大な空中速度と彼の回復をカバー発射用にファルコンを設定することができ、良好なhitboxesとフレーム3ナイールとジャブの両方を持っているので、ヨシもほとんどの文字に比べて良いという欠点があります。ファルコンは、しかし、より安全なオプションとニュートラルに優れた速度と範囲で全体的にヨシよりも高速です。常に安全フォローアップを適切に間隔ながらファルコンは彼が0から約40〜50%まであなたをコンボができたときにヨシが特に低いパーセントで、開始何かを得るせる避けるために、辛抱強く、この対戦をプレイするためにこのように、それは非常に重要です。

ミッドレンジの圧力ヨシあなたの迅速なアプローチとまたは彼は限られたアプローチのオプションをあなたに来てみましょう。彼の空中アプローチを遮断するだけでなく、周りの間隔または彼はファルコンのベアを罰する大変な時間を持っているとして、ヨッシーを加圧するためのベアとuair仕事。彼shorthop卵投げアプローチをシールド。彼は1の後に行うことができる唯一のことは、あなたが簡単に罰することができNairさんです。彼はあまりにもコマンドのグラブを起動することができますが、それが出てくる前に、彼をジャブあるいは少なくともspotdodgeと反応し、その後罰することができます。 Fullhopの卵はあなたに彼の下に実行し、uairsとジャグリングを開始し、ヨシはFalcon社ジャグリング取得する必要はありません、ちょうど彼のB反転に注意するのに十分な時間を与えるスローします。ヨッシーグラブは低速であり、あなたはあまり彼のグラブゲームを心配する必要はありませんので、殺すかコンボはありませんがスローされます。

あなたがジャグリング取得したら、ヨッシーframetrapsがあまりにも優れているので、airdodgeていない、彼はとにかくあなたを得るでしょう。代わりにDIに焦点を当て、可能な場合は離れてジャンプします。 >フェア/ uairとutilt - - また、卵に注意> uair%のコンボを殺すされています。ヨッシーは卵打ち上げカスタムを使用している場合は注意が必要とウォークオフとステージを避けるため、これはかなり遠くに戻りますが送信されます。とき舞台裏、限り、あなたはあなたの第二のジャンプが残っており、彼のDAIRまたはナイールによって笹縁されるのを避けるためにuairでそれをカバーするように、低回復。あなたは第二のジャンプを失い、舞台裏、さらに打撃を受ける場合は、それが可能だとして、このシナリオでは、高い回収することによって、生存のあなたのスリムチャンスを増やすことができます。ヨッシーは通常、高回復するのが好きながら、彼はBを使用しなければならないか、彼は、あなたがジャブや棚でそれから彼をdtiltか予測することができ、したがって、彼のsuperarmorを失って二度目のジャンプの後に空中にコミットした場合、彼は、ほとんど同じです彼をのgimpするDAIRと彼の選択を傍受。それはそのようにautocancelsので時々ヨッシーの選手は、しかし、それはこのように長い移動し、読み取りまたはそれに反応してfsmashで処罰することができ、巨大なコミットメントだ、DAIRで棚からジャンプします。

ファルコンは、その逆よりも簡単にヨッシーを殺し、あなたが高パーセントで辛抱強く再生し続ける場合はファルコンの一般的な安全性と速度の利点とあなたはかなり遠くこれを活用することができます。また、ファルコンは偶然ヨッシー好ましく殺害アクスルでその方向で良い存続ながらヨッシーは、低い比重を有することに垂直に、より簡単に死ぬことに注意してください。あなたの他のKOのオプションに加えて、特にshorthopsから彼をキャッチし、それはいくつかのリスクを伴いますが、初期の彼を殺すためにしようとするラプターブーストまたはusmashを使用して検討することができます。あなたは十分に待っていれば処罰するようにしても、それらを着陸する機会をたくさん見つけることができます。

長所:
- より安全なアプローチと高速処罰ゲーム
- さらに多く脅かすグラブゲーム
- より高いKOパワー

短所:
- ミッドパーセントに低でデメリットと守備のオプションは、ヨッシーに比べてかなりひどいです
- 舞台裏では、特に第二ジャンプを失った後、非常に危険です
- 必要はどちらかありません逆に、上記の原因に危険で再生できません

禁止するステージ:
- ハルバード:ヨッシーはかなり早期に垂直に死に、ファルコンは、ヨッシーも垂直方向に殺すことを好むませんが、あなたが考える場合は、先に行くような状況を利用することができますしながら、
- タウン&市:上記と同じ
- ウォークオフと何:卵打ち上げカスタムはここに致命的で、とにかくウォークオフが好き

選択する段階:
- バトルフィールド:良いヨッシーがプラットフォームと致命的になることができますが、そうファルコンができ、天井はここで平均よりも高くなっています
- ストレート壁とオメガ:ヨッシーはファルコンがで移動するためのスペースがある、とキャンプファルコンうちには何もありませんし、壁はファルコンの回復を助けます
- ダックハント:ファルコンのための大きなステージが彼の回復を助けるために壁の彼のより良いのKO能力を活用します
- コンゴジャングル:非常に高い天井とファルコンのKOの能力を活用するために、大きなblastzones、ヨッシーはよりも多くの彼の回復のためにバレルとプラットフォームからファルコンのメリット


シェイク :4sheik: (ニュートラルUnfavored)

概要:
ファルコンズコンボと罰ゲームが、それはシェイクが得意とGIMPSにつながることができますので、しかし、ファルコンのための本当の危険性が舞台裏運ばなっている、より高いダメージ出力とより危険なフィニッシャーにシェイクのは、あなたを傷つけるよりも多くをシェイクが痛いです。 DIは離れて彼女の公正な文字列から、常に跳ねる魚、針とステージスパイク舞台裏に注意し、常にあなたの回復をミックス。ベアとシェイクのアップB ledgesnap脆弱性、可能な限りの処罰。シェイクの近距離と遠距離のゲームは、それぞれの彼女の傾きや針へのより良いによるものであり、ファルコンは、ミッドレンジで彼自身のいくつかの安全なアプローチオプションとより強力な処罰ゲームを持っているが、原因で彼女の偉大な範囲と低遅延をより安全に近づきます。ファルコンは、限り、あなたは笹縁避けるようシェイクに対抗するためのツールを持っていますが、それは、随時あなたに起こるでしょう。しかしシェイクの主な弱点は、ファルコンもシェイクよりもはるかに重いながらに優れ殺傷力の彼女の欠如であるので、これは非常に多く、それを均等化。対戦はファルコンに不利ではなく、今の巨大な一つであると考えられています。

詳細:
シェイクは、原因で針に優れたフレームデータ、良い範囲と彼女の低遅延をニュートラルに安全なオプションを持っていますが、ファルコンは近づいて罰するの両方のための彼自身のいくつかの安全と危険なツールがあります。シェイクのftiltとファルコンが地面に持っているほとんどのものを罰することができdtiltコンボに設定だけでなく、彼女のダッシュ攻撃や針には注意してください。ちょうど彼女の傾きとエアリアルの外のミッドレンジに滞在し、彼女のフェアを傍受する地面とバッファリングshorthop uairとベアに彼女をoutspaceするdtilt使用しています。あなたはまだそれが彼女の一部に非常に危険なオプションですが、彼女のダッシュ攻撃に注意する必要がありますが、シェイクの針は、また、これらの距離で安全ではありません。ダッシュグラブとuair jugglesとハードすべての彼女のミスを処罰。あなたが近づいてfootsiesのためにこれらを使用することができますが、それは彼女のエアリアルとベアとuairより大きなコミットメントに対する貿易の少ない良いことだが、Nairさんにもスペースを制御することができますので、ファルコンズ落下uairとベアはシェイクの盾に安全です。彼女はあなたをつかむしようとしますように感じる場合はいつものように、ジャブを使用して着陸をカバーするが、迅速なジャブはこのマッチアップでは動作しません。

一般的にはファルコンの利点が原因であなたの高いダメージ出力とより危険なフィニッシャーにファルコンにあるシェイクの利点よりもシェイクにはるかに危険である、しかし、シェイクは、公正文字列を舞台裏あなたをコンボすることができますし、ミスをした場合、比較的低いパーセントであなたをのgimpまたは彼女が作ります右は、あなたの回復に読み込みます。したがって、それは常に離れて彼女のコンボから適切DIに重要だとそれはファルコンの前でヒットするのでuairと彼女の見本市に挑戦してみてください。跳ねる魚と針をairdodge、常にアウトシェイクをつかん/ステージに着陸/彼女はそれをすぐにアップbを使用するか、または遅らせる、近づくと、uairまたはairdodgeと2つ目のジャンプをカバーレッジのためにまっすぐに行くことによって、あなたの回復をミックスする準備ができてあなたのオプションは、より限定されたとなっ舞台裏失敗したすべてのオプションを持っているので、あなたが比較的容易で、それをバックにすることができ、低パーセントで等Bあなたの上にして読んで、しかし、あなたが取得を開始したら、さらに、さらにノックしました。幸いにも彼女の公正な文字列がある限り彼らから離れてあなたが正常にDI最終的に動作を停止します。また、常にハイテクステージスパイクに準備ができています。シェイクが回復すると、あなたは、RARのベアとDAIRで彼女を追いかけ読み、魚をバウンス彼女を処罰し、常にそれを行うことが非常に簡単です、あなたのKOをネットできるよう、彼女は棚の上にBを使用している場合、彼女ledgesnapの脆弱性をベアすることを試みることができます彼女はハイテクを見逃した場合、または比較的低いパーセントで時間内に反応しません。彼女はハイテクを行う場合は、第二の彼女を打った後uairをジャンプすることができます。彼女は棚の近くにBを彼女を使用するか、爆発でヒットすることがありますときにちょうどそれのために行っていません。

それは他のエリアに来るときファルコンはシェイクをKOing簡単に時間を持っており、中立、uairとベアの彼の2最も安全なオプションは、また原因で彼女はかなり軽量に簡単にシェイクを取り除きます。シェイクはcomboedので、常にそのを最大限に活用し、膝やDAIRでそれを仕上げるためairdodgeに彼女を調整しようとファルコンによってかなり難しいジャグリングます。シェイクは、限り、あなたは彼女がuairまたはそれよりも前のBまであなたを殺すことができ、その場合には、彼女のスローセットアップのうち、悪いDIまたは不要airdodgesの犠牲に該当しないとしても後に150%まであなたを殺すことはありません。時折笹縁得ることを期待し、百分の80から140までの間のKOシェイク時折、常に180%に住んでいます。あなたのことが多いため怒り、uthrowとbthrowにおいてもより現実的なキルオプションになることができます。

ファルコンは、GIMPの要因は別にシェイクに対処するため、この一つのことについては、特にスマートに、あなたの有能な中立、より良いKO能力とより多くの脅迫利点を認識し、それはすべての欠点としての小ささ、このMUを作るために利用するためのツールを持っていますあなたはできる。

長所:
+ミッドレンジのゲームより高い速度とすべてのシェイクのオプションバーにベター適切に間隔をあけエアリアルはダッシュグラブから安全ではないという
+ Dtiltは彼女の即時グラウンドオプションをoutranges
ファルコンズuairとベアを+はシェイクの公正との取引のために良いです
+より高いダメージ出力
+はるかに良いのKO能力

短所:
- 舞台裏は非常に危険であり、シェイクが私たちを得るためにコンボを持っています
- 近距離が原因シェイクの速いジャブに悪化していると、そのコンボを傾けるか、上記のコンボにつながります
- シェイクのミッドレンジは、彼女の高速性とダッシュ攻撃に悪いのいずれかによるものではありません
- それは、シェイクのフレームデータ、レンジと低着陸遅れで中性に開口部を見つけるのは難しいことができます

禁止するステージ:
- ハルバード:などdthrow uairようシェイクからの早期偽りのキルを避けるために

選択する段階:
- オメガ(ストレート壁を有する):より多くのオプションを与えることによって、ファルコンの回復は非常に多くのことができます


ソニック :4sonic:(好ま)

概要:
ファルコンズダッシュグラブはソニックが自分自身を威勢のいいの面ではるかに速く、まだで、単独の速度で、より良い圧力ことができますが、彼は速くソニックより半ばでミッド長距離にするツールです。両方の文字は簡単にお互いを罰することは言うまでもないです。ソニックはコンボ重い文字ではなく、彼のダメージ出力はどちらか巨大ではないので、ファルコンの利点は、このマッチアップでは比較的はるかに強いです。ファルコンとは違って、ソニックは安全なアプローチを持っていないが、彼は非常によく、それらを混在させることができ、あなたがそれらのすべてに対して、オプションがありながら、時にはそれが意識し、ここでの主な課題であるあなたの部分のまともな反応を必要とします。したがって、あなたは、主に、あなたが快適に彼のspindashes上/ホールドジャブを遮蔽するが、彼はあなたのエアリアルで彼に圧力をかけ、あなたの速いダッシュグラブを持つ任意の約束を罰するながら代わりにあなたをつかむしようとした場合、まだ反応することができる範囲内にとどまるべきです。あなたが彼を取得するときに空気中のソニックを保つために試してみて、いつも彼のDAIRと着陸を罰します。ソニックは本当にファルコンを両立させることはできませんが、彼は彼のスピードとファルコンの着陸オプションを罰するのが得意です。ソニックは、彼は非常に遠く舞台裏あなたはRAR彼を追いかけることができ、その場合でない限り、あなたは主にdtiltまたはベアと彼の棚の脆弱性を取得しようとする必要があり舞台裏であるとき。あなたは、あなたが空中で春を打つか、まったくBあなたのアップとその周りに操縦するためのオプションを持っていない、これまでその舞台裏をノックしていない限り、ソニックのスプリングにより笹縁、とすべきではない、彼はであなたを追いかける場合あなたは完全にBのグラブレンジアップでそれらの彼をつかむことができエアリアル。ファルコンは、以前、このマッチアップで殺します。ソニックVSすべてのファルコンのすべては、大きくさえあります。
詳細:
ファルコンは、ボクシングの状況にリセットや、時には完全にそれを破ってジャブを保持することによって、ソニックのspindashを停止することができます、あなたはソニックのspindashを遮蔽し、uairとベア中性Bまたは彼のエアリアルのようなフォローアップの攻撃を処罰することができます。ソニックは彼のジャブとftiltでまともなボクシングのオプションがありますが、あなたのdtiltは、彼のボクシングのオプションをoutrangesとジャブは、彼のジャブがファルコンを置くよりも、はるかに悪い位置に彼を置きます。春のジャンプは離れてトラブルから取得するソニックの最も安全なオプションですが、それはjugglesを空気中で彼を置き、着陸は、彼がautocancelled DAIRのために行く場合でも罰します。あなたはuairでこれから彼を打つか、限り、あなたはあなたがのために多くの時間を持っているだけでなく、それを時間としてautocancelledていた場合でも、ダッシュグラブやダッシュ攻撃と彼の着陸を罰することができます。ソニックのmixupsに反応して避けているここでの主な問題は、ソニックは罰することができます危険なオプションを投げに圧力をかけています。ファルコンズエアリアルバー膝とDAIRだけでなく、彼のdsmashの第二のヒットは、シールドに安全であるとソニックはダッシュつかんまたはファルコンが彼自身のオプションに圧力をかけたので、空気中に置くを取得する必要はありません。常に彼のdthrowをtechrollし、あなたの方向を切り替えます。彼のハイテクgetupはせいぜい平均である間ファルコンズtechrollsは信じられないほど良いです。

彼は、より高いダメージ出力と長いコンボを持っており、ソニックは良い空中スピードを持っていながら、彼はフワッだとファルコンズがいずれかの素晴らしいではありませんが、彼の空中移動度は、ひどいですので、ファルコンの利点は、はるかに優れています。
Author
Kyuu
Views
1,027
First release
Last update
Rating
5.00 star(s) 4 ratings

Latest reviews

A great read for all Captains
Thanks for changing it to blue text. The red was rather hard to read. :(
excellent guide
Top Bottom