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Guide Captain Falcon Moveset Guide :: Falcon Shows You His Moves

TheBlueFalcon

Smash Cadet
Joined
Feb 16, 2012
Messages
43
Location
Port Town

Wherein you shall learn the Captain's moves. Come ahwn!

KO percentages are on Mario at the centre of FD unless otherwise stated.
Frame data lists the hit frame and then the action frame in order. (Thanks Trifroze)

Neutral A: Jab

Hold A: Gentleman
Falcon dishes out a quick one-two punch followed by a thrust of his knee into the opponent's abdomen (known as "the Gentleman"). Can be cancelled into a grab, or into more one-two punches. Very fast startup makes this ideal for punishing players who get too close.
This move has been buffed since Brawl and is now generally one of the Captain's best options. Similarly to Brawl, jabs can cancel many projectiles although they won't stop heavy-duty ones such as bombs.
Can quickly reset the stage and take the pressure off Falcon when the opponent is on a roll. Use it liberally.
The knee finisher has good knockback for a neutral A move.

KO: Possible at around 180% near the ledge.
Damage: 2%, then 2%, then 5%
Frames: 3, 18 -- 5, 19 -- 6, 32
Rating: :4falcon::4falcon::4falcon::4falcon::4falcon:


Tap A: Quick Jabs
Falcon throws two punches followed by a flurry of strikes from high to low. He'll continue this indefinitely until you let go of A, after which he executes a fast uppercut which has quite good knockback.
The quick jabs do only weak damage and can be interrupted by other moves (e.g. Counter and probably Dolphin Slash). Opponents can also avoid by jumping/vectoring out of it.
Also, it pushes Falcon away from the opponent while he's using the move, so it's not an infinite combo either way.
Further, the uppercut can miss if you are too far away.
Overall the move is not as solid as Gentleman but it still has its uses, mainly for fending them off and setting up combos.

KO: Uppercut at around 250% near the ledge. Use Gentleman or preferably something with more justice.
Damage: 2%, then 2%, then 1% per rapid strike, then 2% uppercut
Frames: Unknown
Rating: :4falcon::4falcon:


Side tilt: Roundhouse Kick

Falcon spins and strikes out with a roundhouse kick. The kick can be aimed high or low by tilting the control pad accordingly.
Since 1.0.4, it causes the Captain to move forward slightly like his Brawl counterpart.
Knockback is just average along a fairly flat trajectory.
Startup and cooldown both take a brief moment, meaning there's a chance to get interrupted.

KO: Not likely below 200% near the ledge.
Damage: 8-9%
Frames: 9, 32
Rating: :4falcon::4falcon::4falcon:


Up tilt: Axe Kick

The Captain raises his right leg high in the air before dropping it down on the foe below.
This move can now meteor opponents if used above a drop. Can also bounce them off the floor which can result in a top-screen or star KO, or can act as a combo setup.
The move has quite a long startup for a tilt; cooldown is average. Can deal with rollers.
Shines as an edgeguarder - can potentially chain into itself to bounce the opponent off the floor and then meteor spike while they're in midair.
Causes Falcon to move forward slightly.
Causes moderate diagonal knockback or a meteor spike.

KO: Around 170%.
Damage: 11%
Frames: 17, 40
Rating: :4falcon::4falcon::4falcon::4falcon:


Down tilt: Trip Kick

CF drops down to execute a sweeping kick. This move has changed from Brawl and will no longer send opponents into the air. Instead, it causes an appreciable amount of horizontal knockback with a trajectory similar to the Knee, though flatter and much less powerful of course. Some characters will have a difficult or impossible time recovering (particularly Little Mac) as a result of this.
Average startup and relatively long cooldown time means this can be a risky proposition, and combo potential is severely reduced (especially at high percents) due to the horizontal knockback. However, it can be used to punish or counter and works quite nicely in that role.
Causes Falcon to move forward very slightly.
There are better options, but this can still get in a solid hit every now and then, particularly if close to the edge.

KO: Won't be bringing home the bacon below approximately 190% under normal circumstances.
Damage: 10%
Frames: 11, 35
Rating: :4falcon::4falcon:


Neutral aerial: Double Kick

Falcon issues two swift kicks in mid-air. The first kick is purely a damage racker, the second one delivers reasonable knockback.
This move has pretty fast startup although long aerial cooldown means it has an element of risk. However, the first hit can be combo'd into a standing Gentleman or jab-grab setup which is a fairly useful approach when short-hopped.
Will autocancel with short-hop.
Decent priority in midair and is one of Falcon's better moves with plenty of options. Personal favourite is to use it short-hopped but there are other possibilities too.

KO: Second hit has potential over 175%.
Damage: 4%, then 6%
Frames: 7+20, 45 -- 12 landing lag
Rating: :4falcon::4falcon::4falcon:


Forward aerial: Knee of Justice

Falcon summons the mighty power of truth before thrusting forward his left knee, both arms reared back to form an unquestionably manly pose. Any reasonably damaged foe caught in the sweetspot of his knee attack will learn the true meaning of justice for a brief moment before colliding swiftly with the blast zone.
Known in uncultured circles as the "Knee Smash".

Knee has been buffed considerably since Brawl and now obliterates without mercy. Sweetspotted it delivers excellent knockback along a flat trajectory, making recovery difficult or impossible for certain characters depending on damage. Sourspotted ("flubbed") deals a very small amount of damage with minimal knockback, making this a high risk move. Sourspotted Knee can cause a trip (mlorenzo).
Cooldown and landing lag are much longer than in Brawl, adding to the risk factor. Landing lag cannot be autocancelled with a short-hop and now requires a full hop to do so.

The sweetspot seems easier to land this time but the move still has a very long sourspot hitbox. To get the timing right, aim to hit at the exact moment that the flash appears in front of CF's knee (more or less the same frame window as in Brawl).
Falcon has a D-throw to Knee setup on many characters (e.g. at average percents on Mario) although it can be evaded.
Knee can be brutally effective against foes recovering from the ledge with a jump. Jab-jab-shorthop-Knee also makes for a nice setup against unprepared opponents.
This move is generally an excellent combo finisher, preferably followed up with D-taunt after the KO.

KO: About 86% - remember this is from the centre of FD, and Knee's knockback behaviour means it can KO at much lower percents near the edge.
Damage: 19% sweetspotted, 3% sourspotted
Frames: 14, 46 -- 29 landing lag
Rating: :4falcon::4falcon::4falcon::4falcon::4falcon:


Up aerial: Crescent Kick

CF executes an upward kick in a semi-circular crescent motion. An indispensible weapon in the Captain's arsenal.
Lightning-fast startup for an aerial and low cooldown time, will autocancel with short-hop. Good range. Has a multitude of uses and generally Falcon's best all-round option in the air.Damage decreases over the duration of the move's hitbox.
Knockback allows for multiple U-airs to be chained together. Can be used as a throw followup and is a staple of combos. Particularly effective after D-throw.
A Falcon who neglects this move is no Falcon at all.

KO: Can star KO at around 145%.
Damage: 13%, 12% or 10% depending on when it hits
Frames: 6, 34 -- 9 landing lag
Rating: :4falcon::4falcon::4falcon::4falcon::4falcon:


Back aerial: Fist Smash

The Captain leans back and dishes out a quick yet powerful jab with his closed fist. Another one of Falcon's bread-and-butter attacks.
Startup and cooldown time are both pretty fast, allowing for combos or chaining into a Reverse Aerial Rush or "the Captain's corridor" (RAR followed by side-smash or side-tilt). Note that the corridor is hard to perform on the 3DS pad.
Will autocancel with short-hop.

Despite its much faster speed and lower power, it functions quite similarly to the Knee, in that it has sweet- and sour-spotted hitboxes.
Sweetspot is at the very start of the move and deals good damage with high knockback, making it a solid killer at higher percents.
Sourspot is fractionally after the sweetspot and deals a lot less damage and knockback, although it's still a good move.

KO: Sweetspotted is reliable at 135%, sourspotted won't kill below 220%.
Damage: 14% sweetspotted, 8% sourspotted
Frames: 10, 36 -- 12 landing lag
Rating: :4falcon::4falcon::4falcon::4falcon:


Down aerial: Falcon Stomp

Also known as "the Nipple Spike" although it no longer has that effect. Falcon stomps down with both boots on the hapless foe below him, assuming a manly pose as he does so (naturally). Slightly laggier than in Brawl and tricky to master, but a powerful tool when used properly.
This move has a strange hitbox configuration. The main hitbox, located around Falcon's boots, will spike (meteor) and bounce standing opponents off the stage at moderately high percentages, allowing for a manly Knee setup while the opponent is helpless in mid-bounce. Practice it.
Note that the bounce CAN be teched to cancel it out with perfect timing (CPUs do this a lot).
Can cause a trip (mlorenzo).

The main hitbox's meteor can also bounce mid-air opponents off the stage below with a lot more knockback force, potentially resulting in a star KO.
The secondary, harder-to-land hitbox is located more to the front-facing side of Falcon (possibly still around his chest region) and will send the opponent off to the side with fairly strong knockback. Useful for catching them off-guard.
Missing with this move will leave Falcon completely open for a good number of frames. Don't risk it when you're at high percents unless you can be fairly sure of a kill.
Landing lag cannot be autocancelled with a short-hop and requires a full hop to do so.

KO: In a multitude of ways at high percents depending on the setup (star KO, side blast zones, top blast zone) as well as with the classic meteor. Use it wisely.
Damage: 14%
Frames: 16, 45 -- 21 landing lag
Rating: :4falcon::4falcon::4falcon:


Side smash: Elbow of Judgement

Falcon rears back to charge up his decree before lunging forward with his elbow leading, hands pressed together to seal the sentence. One of CF's solid killing moves, if you can land it.
Startup and cooldown time are on the long side for a Smash meaning you will have to wait for the right opportunity to use it, otherwise it can get somewhat predictable. Knockback and range are very good. Note that the "Salmon Smash" appears to have been removed from the game.
Has a small chance to send the opponent in the opposite direction if used in extremely close quarters.

KO: Fully charged this can do the job at just 63%, uncharged at around 103%.
Damage: 19% uncharged, 26% fully charged
Frames: 19, 60
Rating: :4falcon::4falcon::4falcon:


Up smash: Double Overhead Kick

The Captain ducks briefly before dishing out two powerful overhead kicks. The first kick serves to trap the opponent whilst the second delivers the killing blow. Note that the second kick can often miss or be evaded with vectoring.
Slow to start up and cool down, however it still works quite nicely as a running smash and can deal with ledge recoverers, although this is more difficult to do now. The distance it travels when used as a running smash has been reduced so take note if you used this tactic regularly in Brawl.
Deals good vertical knockback which can present combo opportunities. Overall a very useful move in the right hands but don't get too confident with it.

KO: If both kicks connect then fully charged it can kill as low as 68%, uncharged needs around 108%.
Damage: 6+13% = 19% uncharged, 8+18% = 26% fully charged
Frames: 22+34, 42
Rating: :4falcon::4falcon::4falcon::4falcon:


Down smash: Double Sweep Kick

Captain Falcon issues a sweeping forward kick, followed by a sweeping kick behind. The second kick is the more powerful of the two separate kicks.
Considerably nerfed since Brawl due to great emphasis now being placed on the second kick, which does 4-6% more damage than the first. The first kick has relatively weak knockback for a smash whilst the second delivers a noticeable amount more.

Reasonable startup and cooldown times, however the killing kick (back kick) obviously takes a lot longer to come out. The range of the move is somewhat lower than Brawl - it now only extends to around the sole of the Captain's boot and no further, despite what the particle effects might suggest.
Like in Brawl, there is a small trapping hitbox which can cause both kicks to connect though this is rare.

KO: Near-useless front kick kills at 95% fully charged or 142% uncharged. Back kick at 72% fully charged or 114% uncharged.
Damage: Front kick 14% uncharged, 19% fully charged. Back kick 18% uncharged, 25% fully charged
Frames: 19+29, 49
Rating: :4falcon::4falcon:


Dash attack: Shoulder Charge

Falcon rams his shoulder into the foe after a running charge. The move seems to have been buffed quite a bit since Brawl.
Fast startup and decent range for a dash attack, cooldown however is still laggy and punishable. Try not to miss with it.
Has sweet- and sour-spotted hitboxes. The sweetspot (comes out at the start of the move) deals more damage and quite a bit more knockback. The sourspot comes out later in the move and is more of a glancing blow.

Useful for mixing things up and works well as an approach. Can easily catch foes by surprise.
Can hit downed opponents, which pairs well with Falcon's speed.
Deals a fairly good amount of knockback which makes it very useful as a combo starter, especially given the launch angle which is optimised for Falcon's aerial followups.

KO: Not the sort of move you want to use by itself, but particularly adventurous or desperate Falcons can KO with it at 250%.
Damage: 10% sweetspotted, 6% sourspotted
Frames: 7
Rating: :4falcon::4falcon::4falcon::4falcon:


Neutral special: Falcon Punch

Having seen the opportunity, Captain Douglas Jay Falcon briefly presses his right clenched hand into his left palm before rearing back his entire body, his teeth gritted together and his charging fist drawn to the right, enveloped in mighty glowing rings. He extends his left palm before lunging forward at super-mach speed, his earth-shaking strike enveloped in the fiery form of a Falcon spreading its wings. As whatever was in his path is instantly sent hurtling into oblivion, the last words they hear are from the Captain himself:
"Falcon... PUUUUUNCH!"

In all seriousness, SSB's most famous move is present and correct in Falcon's arsenal. Despite its fame however it has been considerably nerfed since Brawl, meaning it is even less useful than in previous games.
It takes a split-second faster to charge than Brawl's variant and the standing Punch deals far less knockback than before, making this a very risky proposition with a lower reward.
Reverse Punch however is still reasonably powerful although still not quite like it was before. (To reverse Punch, hold the opposite direction immediately after executing the move)

Needless to say, startup and cooldown times are massive. This move is generally not very subtle and extremely predictable, so it should not often be used offensively in any serious competitive game.
However, one upside is that it now sends the Captain an appreciable distance horizontally, so its recovery use has been increased.

Still viable for mindgames if that's your style, especially since some people often manage to forget that Falcon has it. Personally a nice trick is to jump and reverse Falcon Punch after hanging on the ledge; this can occasionally catch out overconfident guarders but leaves you wide open if it misses.

KO: Reduced knockback means it now kills at approximately 85% standard and 72% reversed.
Damage: 25% standard, 28% reversed
Frames: 53, 110 or 61, 118
Rating: :4falcon::4falcon::4falcon::4falcon::4falcon::4falcon::4falcon: forever


Side special: Raptor Boost

The Captain takes a split second to charge up a fiery blow before accelerating towards his enemy. If the move connects, he delivers a boost-powered flaming uppercut or downward curling strike depending on whether the move was used on the ground or in the air.
Raptor Boost has been buffed since Brawl. Fast startup but comparatively long cooldown leaves Falcon exposed if the move should miss. Poor shield stun also allows plenty of room for a counter if you hit a shield instead.

Will no longer cause you to SD if used towards the edge. Falcon will stop at the ledge although the move's animation will continue as normal. Note however that if you use it *at* the ledge, Falcon will initiate an aerial Raptor Boost off to his doom. We still have to be careful.

Delivers strong vertical knockback when used from a standing start, inviting aerial followups (but the "noob combo" of side-B then up-B is still a bad idea). It can send opponents straight down if used aerially. To do this, hit the opponent when they are below Falcon, or catch the sweetspot just as Falcon brings his hand down. The ourspot hitbox will instead deal knockback on a diagonally upward trajectory.
Grounded version has more vertical knockback if used on an opponent who is in the air (i.e. they're just above the ground).

Can be used as a horizontal recovery move aiming for the ledge grab, although risky as it leaves you wide open if you overshoot the ledge and land on stage instead. Also good for catching out unsuspecting ledge guarders, either from the air or from the ledge.
Will hit downed opponents.

KO: Grounded variant can now inflict a vertical KO at 129%.
Damage: 9% grounded, 8% aerial
Frames: 20-35, 79
Rating: :4falcon::4falcon::4falcon::4falcon:


Up special: Falcon Dive

Falcon leaps into the air with a fiery jump. Used primarily as a recovery move. However, should he meet an opponent in the early part of the move, he will latch on to them briefly before causing a small explosion as he jumps backward, exclaiming "Yesz!" and delivering solid damage with a healthy dose of knockback.
The move is quite similar to its Brawl predecessor with one or two points to note.

It can provide you with a good amount of horizontal recovery distance if you hold the relevant direction immediately after inputting the move. However, if you hold mostly up-B with a little left or right, Falcon will go straight up and drop like a stone, covering almost no distance at all and likely killing you by SD.
Conversely, if you hold too much to the left or right you'll probably end up side-Bing by mistake.
So, to recap, press up-B then immediately follow up by holding the control pad/stick in the direction you want to recover. Make sure to get plenty of practice recovering.

Considerable cooldown time once Falcon lands means you won't want to be landing anywhere near the foe if possible. You can continue to adjust Falcon's momentum mid-flight so use this to your advantage and outmanoeuvre the opponent.
Has a decent amount of horizontal range in front of Falcon if used when grounded. Can be a useful surprise move, worth pulling out of the bag once in a while but try not to miss.

KO: Around 191%.
Damage: 5% on contact, then 12% on explosion = total 17%
Frames: 14, 95
Rating: :4falcon::4falcon::4falcon:


Down special: Falcon Kick

CF briefly ducks before executing a very fast, fiery kick in the direction he is facing. A reliable move that will go past shields and deals a decent amount of damage. Can generally be used a number of times before the opponent catches on, and even then it's tricky to avoid.
Like several other moves in Falcon's set, the Kick has a number of hitboxes and its damage/knockback depend on when it connects. The Kick is at is strongest at the start of the move, and reduces in power proportionally as it approaches the end of its path.

Fairly fast startup with an average cooldown time that leaves the Captain somewhat open if you miss.
Deals solid vertical knockback even at low percents, allowing it to be used much more safely than in Brawl and without fear of instant punishment.
You can use it when in mid-air and CF will kick diagonally down to whatever is below, dealing out some good punishment but with a considerable cooldown on the ground. Careful when using this around the ledge as online lag can cause you to instantly SD if you get offstage for some reason (sounds unlikely but has happened to me several times.)

Can hit downed foes.
Can be used in mid-air when recovering high and will not cost Falcon his second jump (although it won't give him another second jump either).
The move offers plenty of combo and mindgame possibilities. A couple of favourites are to perform one or more D-tilts and then follow up with a quick kick while the opponent is off-guard, or to jump back up from the ledge and kick down on a vulnerable ledgeguarder.

KO: When grounded, the main hitbox ("sweetspot") can kill at 131%.
Damage: 13%, 11% or 7% depending on when it connects
Frames: 19-38, 76
Rating: :4falcon::4falcon::4falcon::4falcon:


Recovery attacks



Not much to say about these. Study the pictures and time them to mess up the opponent's plans.

KO: N/A
Damage: Varies
Rating: N/A


Throws

Grab
Captain Falcon's standing grab is fairly standard in terms of Smash although it suffers from short range. His dash grab however has been considerably buffed since Brawl and is now much faster - so fast, in fact, that you can easily overshoot your opponent. Practice it to get the approach right.
Pivot grab seems moderately faster than in Brawl making it potentially more useful.
Pummel is a swift knee to the enemy's abdomen resulting in moderate damage. Every once in a while, you can mix in a rapid pummeling after a grab (no throw) to catch your opponent off-guard and rack up damage.

KO: N/A
Damage: 2% per pummel
Frames: 7 grab, 32/38 grab from shield, 4-19 pummel
Rating: :4falcon::4falcon::4falcon:


Forward throw: Body Blow
Falcon knocks his opponent away with a rapid left strike. A versatile and useful throw that gives CF plenty of followup options.
Removed from SSB4 is the ability to chain F-throws; it seems you can no longer combine them into a pseudo-combo. You can however catch falling opponents with a grab.
Fairly low knockback makes this an ideal combo starter. Some examples are F-throw -> dash attack -> Knee, F-throw -> running U-smash, F-throw -> Raptor Boost -> U-air, F-throw -> Falcon Kick (at low percents) etc.

KO: Not suited for killing but can do so at 260%.
Damage: 5%, then 4%
Rating: :4falcon::4falcon::4falcon::4falcon:


Up throw: Palm Uppercut
The Captain strikes his foe into the air with his palm using a powerful uppercut.
Strong knockback for a throw means the opponent will now travel quite a long way vertically. Consequently, at higher percents or against lighter characters you'll have to wait for the opportunity to follow up, otherwise Falcon's jump height won't reach them.
This move is generally used as a U-air setup or sometimes for the Knee, though N-air is also viable mainly at lower percents. You can also try D-airing them from a jump just after they hit the ground.

KO: At 207%.
Damage: 4%, then 3%
Rating: :4falcon::4falcon::4falcon:


Back throw: Turn Kick
CF swivels his lower body to dish out a powerful reverse kick. This move does not change the direction the Captain is facing.
Higher knockback than F-throw along with its cooldown time mean that this throw's followup potential is limited. It is however very good for getting the opponent offstage prior to a B-air, D-air (with either hitbox) or even the occasional reverse Punch if you're manly enough.
Decent damage. Overall quite a situational move but it comes in handy.

KO: At 208%, this can kill considerably lower than F-throw.
Damage: 5%, then 4%
Rating: :4falcon::4falcon:


Down throw: Throwdown
Falcon thrashes the opponent firmly into the floor. Low damage, but it's built purely for combos and is arguably Falcon's best throw.
Specialised low knockback is optimised for Falcon's playstyle and allows for a devastating Knee combo on many characters at 60-80%. Short-hopped U-air is another staple Falcon followup which is still effective in SSB4.
Unlike in Brawl, where you would follow up immediately, this move rewards you better if you're a little patient (either before or after running up to them). Wait a brief moment and watch the opponent to judge whether you should respond with a Knee or U-airs/N-airs, and time them accordingly. Practice it well and this throw will pay handsomely.
Practically speaking this throw gives you too many options to list and it's my preferred option after jab-grab. Just be careful not to let the opponent slip away and waste your opportunity (especially at higher percents).

KO: Not viable by itself (455%). Use a followup or something else.
Damage: 6%
Rating: :4falcon::4falcon::4falcon::4falcon::4falcon:


Taunts

Up taunt: Fiery Falcon
Falcon crouches, drawing in his arms whilst enveloped in a fiery glow.
Frankly this taunt lacks sufficient manliness to be used after a KO. It's often thrown out by new or inexperienced Falcons and doesn't live up to the Captain's name.
Does however work if used immediately before a meaty Falcon Punch, and might have mindgame uses when edgeguarding.
Personally I also use it online to signal that something bad just happened (e.g. made a mistake.)

KO: N/A
Damage: N/A
Frames: 79
Rating: :4falcon::4falcon:


Side taunt: Come Ahwn!
The Captain turns to one side, drawing his left arm back before extending it fully forward with a swivelling motion of his entire body. He beckons to his opponent with his outstretched palm, exclaiming: "Come on!"
One of Falcon's two manly taunt options. Ideal after you have just executed a flashy combo resulting in the removal of the opponent's stock.

KO: N/A
Damage: N/A
Frames: 99
Rating: :4falcon::4falcon::4falcon::4falcon:


Down taunt: The Captain's Salute
Captain Falcon possesses a number of instantly recognisable moves and he also happens to own the most iconic taunt in the entire series.
The Captain assumes his signature saluting pose before turning forward his right hand and uttering the historic phrase: "Show me ya moves!"
Requesting the opponent to show you their moves is a central and crucial part of Smash ideology whilst playing as Falcon. How often you use this taunt is entirely up to you, but one thing is certain above all - no self-respecting Falcon should ever completely neglect it.

Best used after a suitably macho Knee or Punch, but can also be sprung on the unsuspecting foe at the start of a match.
May cause inexplicable shivering in the opponent's boots, wild fleeing in blind panic and/or excessive rage-quitting after a lengthy session of dishing out justice.
Not recommended to taunt unless it's warranted, as excessive or unjustified taunts are seen as immature or spiteful, and the Captain is anything but. Besides that, there is now a hard limit on the number of taunts you can perform per match in online play against randoms (2-4 if memory serves).
Put this powerful symbol of Falcon's superiority to wise use.

KO: Yes
Damage: Yes
Frames: 79 facing forward
Rating: :4falcon::4falcon::4falcon::4falcon::4falcon:


:4falcon: Appendix 1: Other Frame Data :4falcon:

Falcon's Air Dodge lasts 33 frames and gives invincibility on frames 4-30. This means it has a 3-frame window in which you can get hit at the start and end of the dodge.
His Spot Dodge lasts for 27 frames and grants invincibility on frames 4-19, meaning you can be hit for 3 frames at the start and 8 frames at the end.
The Captain's Jump has a startup of 5 frames and a landing of 2. His Dash also shares a startup of 5 frames.


:4falcon: Appendix 2: Bugs/Glitches :4falcon:

When playing as Falcon, if you run up to the edge of the stage and jump, you will use up your second jump in the process. That means you won't be able to recover without using up-B.
This occurs because the game considers Falcon to have left the stage when he reaches the edge, and the frames reflect this accordingly. Since he's considered to be in mid-air at that point, the ensuing jump is counted as a mid-air jump. This can really catch you out when going for off-stage kills so be prepared.

Another notable oddity is that the Captain's Raptor Boost will sometimes connect with the opponent and play the full boosting animation, but it won't actually cause any damage. This leaves you open for some frames.
It seems to happen most often when the Boost hits a foe who is attacking in the opposite direction (acting like a faux clank), or sometimes just after they've dropped their shield.

If you dash grab an opponent who is standing close to the ledge, Falcon's dash grab momentum will carry you both right up to the edge. Continuing to pummel an enemy in this state will eventually cause them to drop off the side of the stage, inviting a followup such as D-air, B-air, U-air or footstool. This is situational but has some potential uses.


:4falcon: Appendix 3: Useful Links :4falcon:

Analysis of Capt. Falcon's Custom Specials - whatsoup
Captain Falcon: A Gentleman's Guide to Serving Justice - Gawain
Detailed Guide for a Tournament-Level Falcon - victra♥
Full frame data listing for Captain Falcon - Trifroze
Grounded Up Air to Knee True Combo Percents - taylosun

Please suggest additional links for inclusion.


:4falcon: Postscript: The Seven Laws of Falcon :4falcon:

- Value thee justice above all else.
- Conduct thyself always in the manner of utmost manliness.
- Kill not the taunter nor the hapless novice.
- Kill not the consuming Kirby of innocence. Annihilate without mercy the Kirby who turns upon his master.
- Honour thy father, Ganondorf.
- Curse not the Captain shouldst thou lose, for the Captain is mighty and thou art feeble.
- Show thy moves at all times.


- Fin -
 
Last edited:

mlorenzo

Smash Journeyman
Joined
Nov 27, 2008
Messages
384
Location
Port Town Tampa, FL
Things to add. The first get up attack is safe on block and it does 70 percent damage to your shield. D-air and Flubble Knee can cause tripping. Falcon Jab will clash with projectiles, and I will test more when I get the game.
 
D

Deleted member

Guest
I'm friggin loving this, thanks for a defined moveset!
 

Thani

Smash Cadet
Joined
Jul 20, 2008
Messages
47
Ah, if you were going to give his Normals names, it would probably would be best to stick with tradition and already use the pre-established fan terms carried over from Melee, to Brawl, to PM, and finally, to Sm4sh.

http://www.ssbwiki.com/Captain_Falcon_(SSBM)
This has them listed.
 

Blazing Ambition

Smash Journeyman
Joined
Aug 27, 2014
Messages
349
Great work, my only gripe is that the "Nipple Spike" doesn't actually spike at the nipple like it does in melee/project m. :(
 

TheBlueFalcon

Smash Cadet
Joined
Feb 16, 2012
Messages
43
Location
Port Town
Added information on grab, throws and taunts.

Minor corrections elsewhere - thanks guys.

Next up will be deeper analysis of recovery moves (wakeup attacks), breakdown of custom specials and more investigation into Falcon Punch's KO behaviour.
 

Masonomace

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Nice guide so far.:shades: An extra tid bit of adding on-to, I'd say to add in a notable point about Falcon's FSmash having a disjoint at the end of his elbow.

I'll add some more small points later.
 

Tristan_win

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I demand a name change to

Captain Falcon Moveset Guide :: Falcon Showing You All His Moves

The jokes write themselves.
 
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Silvalfo

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Excellent. Acquiring knowledge about our hero is always right.

Just a thing you might want to add is the angling for ftilt and fsmash and their effects, as in Brawl angled ftilts were faster and angled fsmashes had different power
 

TheBlueFalcon

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Good point about the angled move variants and their differing strengths, I'll add this info soon.

Today I was testing out D-tilt online and I think it's at least a 2/5. Although it's useless for close combos it does have decent knockback when used near the ledge, presenting offstage followup potential, and it comes out pretty fast for a tilt meaning it can be used to punish mistakes with a guaranteed 10%.
There are better options but this is quite a solid move and can even be a regular I think. Again, will update later.
 

teluoborg

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Eyo Brawl Falcon main here, here are some differences I noted between Brawl Falcon and S4 Falcon :

Gentleman : knockback improved, cooldown reduced, opens up for aerial follow ups. MEGA BUFFED.

Multijab : still easy to escape from, one good point is the finishing blow that makes the move safer, else it's pretty much unchanged. Buffed a little.

Ftilt : lower cooldown, else unchanged. Buffed.

Dtilt : new horizontal trajectory is pretty cool to put people offstage, it's got better range and has now the best horizontal range of Falcon's tilts. Buffed.

Utilt : The new meteor hitbox is a nice addition, else it's still as good as it was in Brawl. Buffed a little.

Fsmash : you can't sidestep it because there's no Cstick (yet). Else it's still slow and unsafe. Unchanged.

Dsmash : ending lag GREATLY reduced, makes the move VERY interesting to use now, even though the strong hit is behind now it still has the "cheater" hitbox in front of Falcon's face so it's ok. MEGA BUFFED.

Usmash : same as Dsmash, the lag has been reduced though not as much. Still it makes the move better overall. The second hit still whiffs if your opponent is on a platform above you. Buffed

Nair : Better hitboxes, better knockback, the first hit still comboes into jab grab and Ftilt if you land cancel it. It looks like you can still do the Fhanfhus Loop (First hit Nair to Footstool) though you you can tech the footstools now. Buffed.

Fair : the move hasn't changed that much since Brawl, it's slightly faster to come out and the hitbox for the sweet knee is bigger but it also has more cooldown and it' can't autocancel anymore. So all in all it's a win for a loss. Strong hit : buff, rest : slight nerf.

Bair : as good as it was in Brawl : fast, can be autocanceled from a SHFF, hits hard and can lead into combo at low percents. No changes, but no changes were needed. Unchanged

Uair : same as Bair. Unchanged

Dair : the meteor hitbox is bigger and easier to hit, but the "nipple spike" hitbox is smaller and harder to hit with (also since Brawl it doesn't spike anymore but sends diagonally). Like Fair it doesn't autocancel anymore. Slight buff.

Falcon Punch : the changes aren't very noticeable imo, since the move will always be something for epic moments and not serious play. Unchanged.

Raptor Boost : it can kill your opponent, it can't kill you anymore, and you can still use it to grab the ledge after a ledgedrop Dair/Nair. The only downside is that the air version doesn't meteor anymore, but even with that, MEGA BUFFED.

Falcon Kick : the increased knockback means that people can't punish you for hitting them at low percents. Still very unsafe on shields but now you can use it if you're sure to connect. Buffed.

Falcon Dive : it goes higher but less far horizontally, so it's a win for a loss. Unchanged overall.

Grab : hits slightly lower, which is good against small characters. Slight buff.

Dash Grab : gives out the same feeling as its Brawl counterpart. Unchanged.

Pivot Grab : is now as fast as any other pivot grab. In Brawl Falcon's pivot grab was slower than ZSS's standing grab, so this change is most welcome. Buffed.

TL;DR : Falcon is much more fun to play in S4 than in Brawl thanks to all these changes added to the change of knockback and hitstun. Moves are going to be shown.
 

TheBlueFalcon

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Thanks guys.

Bumped D-tilt rating to 2 Falcons due to its punishing/quick countering potential, despite its tendency to deny you followup options.
Also, when used as a running smash, the distance U-smash travels has been reduced. This means it's less useful for punishing bait or whiffed moves with long cooldown (e.g. charged Smashes) so note has been added accordingly. Dash attack does the job quite well now but deals less damage in the process.

Still yet to unlock all of Falcon's custom specials but next update will follow once I do.
His custom side specials are much slower in exchange for a bit more power, not sure whether the tradeoff is worth it but in any case we'll have to wait and see whether customs are accepted into competitive gameplay.
 

Silvalfo

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Eyo Brawl Falcon main here, here are some differences I noted between Brawl Falcon and S4 Falcon :

Gentleman : knockback improved, cooldown reduced, opens up for aerial follow ups. MEGA BUFFED.

Multijab : still easy to escape from, one good point is the finishing blow that makes the move safer, else it's pretty much unchanged. Buffed a little.

Ftilt : lower cooldown, else unchanged. Buffed.

Dtilt : new horizontal trajectory is pretty cool to put people offstage, it's got better range and has now the best horizontal range of Falcon's tilts. Buffed.

Utilt : The new meteor hitbox is a nice addition, else it's still as good as it was in Brawl. Buffed a little.

Fsmash : you can't sidestep it because there's no Cstick (yet). Else it's still slow and unsafe. Unchanged.

Dsmash : ending lag GREATLY reduced, makes the move VERY interesting to use now, even though the strong hit is behind now it still has the "cheater" hitbox in front of Falcon's face so it's ok. MEGA BUFFED.

Usmash : same as Dsmash, the lag has been reduced though not as much. Still it makes the move better overall. The second hit still whiffs if your opponent is on a platform above you. Buffed

Nair : Better hitboxes, better knockback, the first hit still comboes into jab grab and Ftilt if you land cancel it. It looks like you can still do the Fhanfhus Loop (First hit Nair to Footstool) though you you can tech the footstools now. Buffed.

Fair : the move hasn't changed that much since Brawl, it's slightly faster to come out and the hitbox for the sweet knee is bigger but it also has more cooldown and it' can't autocancel anymore. So all in all it's a win for a loss. Strong hit : buff, rest : slight nerf.

Bair : as good as it was in Brawl : fast, can be autocanceled from a SHFF, hits hard and can lead into combo at low percents. No changes, but no changes were needed. Unchanged

Uair : same as Bair. Unchanged

Dair : the meteor hitbox is bigger and easier to hit, but the "nipple spike" hitbox is smaller and harder to hit with (also since Brawl it doesn't spike anymore but sends diagonally). Like Fair it doesn't autocancel anymore. Slight buff.

Falcon Punch : the changes aren't very noticeable imo, since the move will always be something for epic moments and not serious play. Unchanged.

Raptor Boost : it can kill your opponent, it can't kill you anymore, and you can still use it to grab the ledge after a ledgedrop Dair/Nair. The only downside is that the air version doesn't meteor anymore, but even with that, MEGA BUFFED.

Falcon Kick : the increased knockback means that people can't punish you for hitting them at low percents. Still very unsafe on shields but now you can use it if you're sure to connect. Buffed.

Falcon Dive : it goes higher but less far horizontally, so it's a win for a loss. Unchanged overall.

Grab : hits slightly lower, which is good against small characters. Slight buff.

Dash Grab : gives out the same feeling as its Brawl counterpart. Unchanged.

Pivot Grab : is now as fast as any other pivot grab. In Brawl Falcon's pivot grab was slower than ZSS's standing grab, so this change is most welcome. Buffed.

TL;DR : Falcon is much more fun to play in S4 than in Brawl thanks to all these changes added to the change of knockback and hitstun. Moves are going to be shown.
I'm Brawl Falcon main, too, and this confirms most of my impressions as a spectator, (haven't played ssb4 yet) and makes me fairly optimistic.
 

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Edit: how do I delete something I unwillingly double posted?
 
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Sir Tundra

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You forgot one more rule.... The secret rule.. Should thy be have a higher percent then thy arch enemy with one stock left. Then thy must make the ultimate sacrifice by committing a sacred combo with honor whether they enemy is in the lead or not.

Completing thy's Purpose of being a Falcon Main and cutting all loose rivalries.
 
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teluoborg

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Thanks guys.

Bumped D-tilt rating to 2 Falcons due to its punishing/quick countering potential, despite its tendency to deny you followup options.
Also, when used as a running smash, the distance U-smash travels has been reduced. This means it's less useful for punishing bait or whiffed moves with long cooldown (e.g. charged Smashes) so note has been added accordingly. Dash attack does the job quite well now but deals less damage in the process.

Still yet to unlock all of Falcon's custom specials but next update will follow once I do.
His custom side specials are much slower in exchange for a bit more power, not sure whether the tradeoff is worth it but in any case we'll have to wait and see whether customs are accepted into competitive gameplay.
Imo Raptor Boost replaces the dash Usmash well I think, especially with that much kill power.

A cool use I've found for RB too is to punish people that don't sweetspot the ledge when they recover. Like if your opponent tries to grab the ledge with his second jump you just have to side B towards the ledge (while on stage of course) and you'll send him flying, eventually killing him in the process. It's not as effective as the Utilt meteor but it doesn't require any timing.
 

Nixon Corral

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Raptor Boost : it can kill your opponent, it can't kill you anymore, and you can still use it to grab the ledge after a ledgedrop Dair/Nair. The only downside is that the air version doesn't meteor anymore, but even with that, MEGA BUFFED.
If you time it right, Raptor Boost does still meteor. It's just difficult an unreliable.
 

M&Mavocado

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As an aspiring Captain Falcon main, this will be extremely useful. I have admired his supreme manliness for years and this new game is the perfect time to learn. The information about his moves is much appreciated, but I shall follow the Seven Laws of Falcon above all else.
 

Gardex

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I've killed plenty of people at fairly low % with a bthrow close to the edge, it's a killer in the right circumstances
 

NT 3000

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Read the info dump didn't read much comments yet but...anyone else notice a hitbox change in neutral air? Change for the worse <_< but I will say this time around for falcon I'm much happier with smash4 falcon then brawl falcon. To which I'll def be using him as a third or fourth.

Edit: also thank you @ TheBlueFalcon TheBlueFalcon for the info! I will certainly follow thy manliness!
 
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teluoborg

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Just some nitpicking : the nipple spike is the name of a hitbox on Falcon's Dair in Melee, that spiked instead of meteoring. Sadly it doesn't exist in Brawl nor 4 where it has been replaced by a diagonal trajectory hitbox.

So yeah, RIP nipple spike, 2001-2008.
 

NT 3000

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Has anyone gotten a good combination for which custom moves to use.
I'm not too big on the custom moves but my setup is as follows.
Regular Up B
Raptor boost with armor
The falcon kick that is a multi hit
And regular falcon punch

Explosive falcon dive is cool but more start up and smaller vertical height...
The jump falcon dive has no grab box but goes farther. Tbh I prefer having the grab box over extra vertical height.
Lightning falcon kick if you do it in the air when you hit the ground it makes a very small AOE which can stun opponents but it's so hard to hit with and imo isn't worth it.
The raptor boost that jumps back first then shoots forward is interesting but I haven't found an actual use for it besides recovery mind games so ehh.
 

BigLord

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I use
Falcon Strike (upB with no grab)
normal Raptor Boost
normal Falcon Kick
dashing Falcon Punch

Falcon Strike can actually KILL at the top, if you can juggle a lot of upairs. Most people don't see it coming. And since Falcon Dive isn't as good as it used to be, the extra recovery is welcome.
Regular raptor boost is just great for punishing rolls/whiffed moves. No need for armored or mindgaming shenanigans.
Dashing Falcon punch is great for recovering at the top, since you can aim it upwards or downwards. Also, mindgaming shenanigans in the ground + opponent doesn't know your punch dashes = HIESZ!
 

Gardex

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Just some nitpicking : the nipple spike is the name of a hitbox on Falcon's Dair in Melee, that spiked instead of meteoring. Sadly it doesn't exist in Brawl nor 4 where it has been replaced by a diagonal trajectory hitbox.

So yeah, RIP nipple spike, 2001-2008.
I refer to it as the nipple launch
 

G-Guy

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Firy Falcon Taunt can also be seen as "Falcon charge!". I tend to perform it 3 times before even hitting my opponent, for the Captain needs to be calm as the sea before he can strike like storm
 

G-Guy

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Yes! He may look enraged, but can a mind corrupted by blind anger truly deliver justice?
 

TheBlueFalcon

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1.0.4 Patch

Testing reveals that Falcon's damage values for all moves appear to be unchanged.
Grounded Raptor Boost can still kill at approximately 129%.
All of Falcon's tilts now cause Falcon to move forward slightly - most noticeably with F-tilt like in Brawl.

Summary: Falcon is largely unchanged this time. Let's hope he stays that way for as long as possible.
 
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BigLord

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The only thing I want them to buff is the Knee's landing lag. And maybe give Falcon Punch more knockback. Other than that, don't freaking touch the Falcon.

I love that dtilt now moves Falcon forward a bit, though. That great spacing (or even KO!) tool just got even greater!
 
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