CAPTAIN FALCON
==== Basic Attacks ====
==Ground Attacks==
AN: Jab-Jab-Knee - 3%-2%-6%
Falcon punches whatever is in front of him. It's pretty basic,
and nothing special, with next to no knockback and no KO
potential. If you press it twice, Falcon will punch with his
other hand, and three times, he'll knee his enemy.
There's nothing special to note about this move, other than it
combos into Combo Punch VERY easily.
AN extended: Turbo Punch - 2%
Hold down AN and do the Jab-Jab-Knee to start punching furiously
in front of you: Falcon will punch three times in front of him
at very high speeds, and continue until you release A.
This move is of little value: it leaves you open (you can't move
or shield out of it until it's over), deals little damage and is
easy to escape from, and has zero KO potential. Even worse, it
doesn't trap an enemy in the punches at all, it actually pushes
them away.
One interesting fact about Turbo Punch is that it cancels most
projectiles if they connect.
See the Captain Falcon-specific Strategies for more information
on this.
AF while walking: Kick - 10%
Falcon kicks anything in front of him. Flashy.
This has surprising range and decent damage (little knockback,
though), but you probably won't be taking advantage of it very
often because it relies on you walking, something Falcon should
never be doing. Sorry, Kick. You're just kind of inconvenient to
pull off.
AF while running: Shoulder Bash - 8%
Falcon uses his shoulder and his momentum to tackle his enemy,
sending him flying. After this attack, he's sligthly vulnerable
for a moment as he regains his footing.
This is a good, solid move: it comes out almost instantly, it
takes advantage of Falcon's incredible speed, and it has a decent
amount of knockback (there's no realistic chance of KOing someone
with this, however). I'd get used to using it if I were you,
because against agile enemies like Pikachu, Falcon needs all the
fast attacks he has.
It's most useful for setting up an aerial combo because of its
strange knockback: it knocks an enemy into the air for some
reason, putting them in the ideal Crescent Kick position.
AD: Ground Kick - 10%
While crouching, press A to kick in front of you (it will NOT hit
behind you) to kick about the length of Falcon's body along the
ground. It won't hit anything in the air, but if your enemy is on
the ground, he'll be hit. Or rather, kicked.
This move is pretty valuable. It deals respectable damage, is
easy to connect with (coming out pretty fast), and has more range
than it really should have. It has a fair amount of knockback,
but has no real chance of KOing an opponent except at extremely
high damage (300%+). Still, if you need a fast damage-dealing
attack and your enemy isn't in the air, this is a good move.
AU: 180 Degree Kick - 13%
Falcon kicks everything in front of him, from over his head to
right beneath his ankle, in a 180 degree arc.
I'll be honest: this is not his best move. It's hard to connect,
being slightly slow, and doesn't deal enough damage to be worth
the effort. In addition, it's a non-smash AU attack, making it
somewhat irritating to even use. It's entirely possible you'll
forget you even HAVE it.
AU diagonal: Diagonal Upper Kick - 10%
Captain Falcon kicks at a 45 degree angle in front of him if 0
degrees is right above his head
Fear my incredible naming powers, mortals! Diagonal Upper Kick is
a quick move that might see some use, but has little damage and
knockback. Add to that that it's kind of hard to use in an
emergency (when it'd be most useful), and its usefulness
diminishes even more. This is really only useful for hitting an
enemy attacking you from the air at a very specific angle (like
another Captain Falcon's Knee of Justice), but with its low
priority, many moves will go through it anyway.
AD diagonal: Diagonal Lower Kick - 10%
Captain Falcon kicks at a 75 degree if 0 degrees is right above
his head. The kick itself, I hate to admit, looks kind of girly.
Many Falcon players don't even know this move exists. In
countless brawls, I can think of maybe two times I used it (once
by accident). Seriously though, this move is garbage. The only
thing it can do that other moves can't is hit a fallen or
crawling enemy, and Ground Kick can do that too, but faster and
with more range.
AFS: Elbow of Judgment - 19%-26% (Fire)
Falcon takes his arms, and uses them to put his right elbow in
the enemy's face.
Captain Falcon has one of the best forward smashes in the game.
It's not very fast, but it hits HARD, has nice range, and has a
ton of of knockback. This is an excellent attack you'll need to
learn the ins and outs of. It's also useful for edge-guarding.
This is one of Falcon's best finishing moves because of its
excellent knockback: hit a high-damage enemy with this, and he's
gone.
AUS: Double Upper Kick: 8%-11%, 13%-19%
Falcon kicks upward, and then, just to be a jerk, kicks upward
again.
You might notice this seems a bit weaker than his other smashes.
It's not true. His first kick will hit for 8%-11%, and his
follow-up kick will deal the 13%-19% and the knockback. Don't
worry: no matter how damaged the enemy is, the first hit has
almost no knockback and will try to trap him for the second kick.
Notably, the first kick has SLIGHTLY greater range than the
second one, so it's possible you'll only hit for the weaker
damage and deal no knockback.
This is a great move. The second kick has knockback that is just
absolutely insane, and if your enemy is damaged enough, it WILL
launch them into the stars. If you can predict where an enemy
will land, this is a killer move. You'll be getting used to using
this particular smash, I assure you.
ADS: Double Ground Kick - 18%-25%, 16%-22%
Falcon stands on one leg, and uses the other to kick in front of
him, then behind him a moment later.
This is another excellent smash. Really, when it comes to
smashes, Falcon got lucky. It deals a nice bit of damage, and
once you learn how it hits (it's hard to explain) the enemy,
it'll be one of your best finishers. Because of its low blow, it
makes an excellent edge-guarding move.
It's possible to trap a lightly damaged enemy in both kicks,
dealing nearly double the damage, but it's hard to pull off and
relies on what your enemy does when he's hit.
Note that the "18%-25%" refers to the first kick, and the "16%-
22%" the second kick. The first kick is obviously the slightly
stronger of the two.
A while hanging on an edge: Recovery Kick - 10%
Press A while hanging an edge to kick in front of you as you get
back onto the stage. Every character has this.
It's nothing special. It has some knockback, but not enough to KO
someone. It's only useful for getting your enemy out of your way
as you get back up.
A while hanging on an edge over 100%: Uppercut - 10%
This replaces Recovery Kick. There's nothing to say: it's an
uppercut. Don't expect any KOs from this one: it's a defensive
move. One advantage this does have is higher priority: Wario's
chomp move will eat your Recovery Kick, but not your Uppercut.
A while laying on the ground: Wake-up Kick - 6%
While getting up, Falcon kicks in front of him, then kicks all
around him in 360 degrees.
This is a weak, "get-away-from-me" move that knocks your enemy
back JUST enough for you to get up without being killed. Really,
it's better to just roll away, this deals so little damage and so
little knockback.
There are two Recovery Kicks (one for face-up and one for face-
down), but they are functionally identical.
==Aerial Attacks==
AN: Aerial Double Kick - 4%, 6%
Captain Falcon kicks in front of him while falling, then kicks a
second time. Note: the first kick has greater range than the
second kick.
This is not one of his better moves. Though it comes out fast, it
just lacks damage and knockback. Additionally, the first hit can
knock your enemy out of range of the second. It's also kind of
hard to hit your enemy with.
Really, this is not a move you'll be using very often except to
regain your balance in the air if you're knocked back.
AF: Knee of Justice - 3% or 19%
Falcon knees the air in front of him, dealing damage to anything
directly in front of him. If you barely connect with it, you'll
deal 3% damage and no knockback. If you hit directly with it, so
it connects INSIDE the enemy, you'll deal 19% with significant
knockback.
Also known as "the Knee" and "Falcon Knee", this is one of the
single best moves in the game (in Melee, it may well have been
THE single best move). For real Falcon players, this is as iconic
as Falcon Punch.
Yes, Knee of Justice was nerfed from its godly Melee version, but
it's still a great move. It's probably the best aerial killer in
the game, even after the nerf. Its knockback is horizontal, not
vertical, so keep that in mind.
I've seen this KO mediumweights as low as 60%, so learn to use
this thing. Good Falcon players can use a low jump and connect
with this at almost ground level.
This move, by the way, is easier to land against larger opponents
(Bowser, DK, Ganondorf), but kind of difficult against smaller
ones (Pikachu, Kirby).
Okay, so it seems Nintendo has given this move the official name
of "Knee Smash", but screw that, "Knee of Justice" is a much more
fitting name.
AB: Backhand - 14%
Captain Falcon looks behind him and backhands his enemy, knocking
away anyone trying to take advantage of his vulnerable position.
Another good move, this is basically an inferior version of Knee
of Justice, with all its aspects toned down a bit: less damage,
less knockback, less range. However, it has no "crappy" version
(if you don't hit head-on with Knee of Justice, it'll deal little
damage, with this it doesn't matter), and it's not like you can
knee backwards anyway. You'll want to get used to this move,
because floaty characters like Kirby LOVE trying to attack the
backs of characters who fall kind of slowly like Captain Falcon.
This can KO someone, but don't count on it to do so, it's really
meant as a defensive attack.
AU: Crescent Kick - 13%-10%
Captain Falcon kicks in a half-circle around himself, dealing
damage to anything that gets in his legs' way. The beginning of
the kick deals more damage than the end.
This is a solid move. It hits anything above or in front of you
and has some knockback. Its knockback is enough to push away
someone trying to attack you, but not enough to KO anyone who
isn't heavily damaged. Its real advantage IS its underwhelming
knockback: wait for someone to fall, Crescent Kick him, double-
jump, and Crescent Kick him again, and if you're lucky, AGAIN.
Crescent Kick's strength is in dealing damage, not KOing people,
and in that, it excels.
AD: Falcon Stomp - 14%
Captain Falcon takes a second, and then kicks anything directly
below him down to the ground. It leaves him slightly vulnerable
for a moment.
Another great aerial move, this is one of the game's best meteor
smashes. For those unfamiliar with the term, a meteor smash
knocks its target directly downward, making them ideal for KOing
enemies foolish enough to be over pits (of the non-angelic
variety). Really, this is a great move: it's not a fast meteor
smash, but it's a powerful one. One problem with it is that when
you use this move, you ARE going down with your enemy, so you'll
have to be prepared to recover or you'll lose a life.
==== Special Attacks ====
B: Falcon Punch - 27%-28% (Fire)
Falcon takes a full second to prepare himself, then punches in
front of him with an epic falcon shape made of fire. He also
yells out "FALCON... PAWNCH!" as he does this. This punch is
powerful and has extremely high knockback.
If you press the opposite direction of where you're facing at the
beginning of this move, while charging his punch, Falcon will
turn around and perform a Reverse Falcon Punch. It's slightly
more powerful than the normal version.
Captain Falcon's signature move: the Falcon Punch. One of the
game's most powerful moves, newbies often assume it's useless
because of its slow speed. It's true that Falcon Punch is slow,
but it as as powerful as moves get, easily capable of KOing even
medium damaged enemies with its knockback.
However, it takes strategy to use this move correctly. Simply
going up to an enemy and trying to Falcon Punch him will get you
killed.
The best way to use this move is while falling: jump towards your
enemy (preferably while he's doing something: grabbing an item,
beating up another player, ect.) and punch while in the air.
Falcon will wind up in the air but punch on the ground, and
hopefully the move will connect.
Note: this is Falcon's single most powerful move, stronger even
than a fully-charging Elbow of Judgment or Knee of Justice.
B-side: Raptor Boost - 7% (Fire)
On the ground: Falcon runs forward and performs a fiery uppercut,
sending his enemies upwards. If he misses, he falls down and gets
up again.
In the air: Falcon launches himself forward (but not upward), and
punches his enemy directly downward. He also "leapfrogs" over
him, moving further forward and allowing Falcon to perform
another move. If he doesn't hit anything, he goes into helpless
falling mode.
Raptor Boost may not be as flashy as Falcon's other moves, but
it's no less useful. Unlike his other special moves (which have
horizontal knockback), Raptor Boost has vertical knockback,
though it's not powerful enough to KO an enemy by itself.
If used in the air, it instead knocks the enemy downward, acting
as one of Falcon's two meteor smashes. If you use this for
recovery, it'll put Falcon into helpless falling mode once it's
over UNLESS you hit someone with it, whereupon Falcon will be
ready for another move (preferably Falcon Dive).
Raptor Boost doesn't get the respect it deserves. It's not a
KOer, it's meant for setting up enemies for air combos and
killing computer teams (both of which it does quite well).
Note that Raptor Boost has strangely high priority: if you
connect with another move, more than likely this is going
through.
Raptor Boost will reflect most projectiles if you hit one with
it, such as Link's arrows, but not the stronger ones, like a
charge shot from Samus.
This move is notable for the lack of speech: it's Falcon's only
special move that doesn't involve yelling out SOMETHING.
B-up: Falcon Dive - 5% (None), 12% (Fire)
Captain Falcon dives upward (in the future, we don't need
physics). He tries to grab an enemy in the air. If he succeeds,
a moment after grabbing the target he causes an explosion that
sends him flying while Falcon deftly jumps away.
If Falcon succeeds in performing the move on an enemy, he can use
another move, if he doesn't connect with anyone (say, by using it
as a recovery move) then he's put into helpless falling mode.
The grabbing part deals 5% damage, and the explosion deals 12%
fire damage. If he succeeds in the move, he yells out "Yes!"
Meet Captain Falcon's recovery move. It's nothing particularly
special as a recovery move, and indeed, there are many better
ones (freaking Pit and his freaking flying). Falcon Dive is a
completely average move for recovery purposes, and there's
nothing special to say about it at all. It's not even flashy.
As an attack, it is equally lackluster. Falcon takes a moment to
actually USE the move, making it hard to hit with, and the damage
is not impressive, nor is the knockback. You might not ever even
use this as an attack.
Notably, if you use this move on something that can't be grabbed
(bosses in single-player mode), the 5% grabbing damage will be
dealt, but not the 12% fire damage.
B-down: Falcon Kick - 12%-14% (Fire)
On the ground: Falcon takes a moment, and charges forward with a
fiery kick while yelling out "FALCON KICK!". This has some
serious ending lag.
In the air: Falcon takes a moment, and charges downward with a
fiery kick while yelling out "FALCON KICK!". This has some
serious landing lag if you reach the ground, otherwise you finish
the move in midair.
Falcon Kick, the "other" obnoxious Captain Falcon move. It'll
place you in the direction you're looking, and deal some damage
to anything in between you and the point you stop, but not enough
to KO anyone. Falcon Kick is strictly a damage-dealing move, and
not even Falcon's best one. It does, however, have absolutely
insane priority: this will go through almost any other move.
Falcon Kick CAN KO someone at very high damage (200% or so), so
if you're fighting someone fast and damaged, and you can't quite
land a good smash attack, use this if you can.
EXTREMELY IMPORTANT NOTE: It is no longer possible to use the
Falcon Kick-Double Jump trick like it was in Melee. Don't try,
you'll get yourself killed.
Final Smash: Blue Falcon - 10%, 20%, 10%
Captain Falcon calls his F-Zero machine, the Blue Falcon. It
flies in front of him, and anyone directly in front of Falcon is
dragged onto it. They're then deposited onto a racetrack, and run
over by Captain Falcon at very high speeds. They are THEN
launched and killed in an overly elaborate manner. It's missing a
"FALCON RUN YOU OVER AT MACH 5!" if you ask me.
Blue Falcon will kill any target at almost any percent. I've seen
a few ways to survive: hitting a wall (Mushroomy Kingdom is not
your friend), having less than 20% damage as a heavyweight on a
large stage, and so on. But this will still kill almost any enemy
at almost any percentage on almost any stage.
It should be noted that nothing else happens while Captain Falcon
does this move: it's like a movie: he runs over the enemies he
hit with the Blue Falcon, and the stage disappears until it's
over. It's the only one of its kind.
==== Throws ====
Z: Grab
Falcon grabs anyone directly in front of him. He does not have a
long grab like Samus or Link. It deals no damage by itself, but
sets up an enemy for a throw.
Z or A while grabbing someone: Knee - 2%
Falcon knees the person he's grabbed for 2% damage. It's possible
to get as many as four attacks on your enemy before he escapes,
though more likely he'll escape by mashing buttons before you get
all four hits.
F while grabbing someone: Forward Throw - 4%, 5%
Falcon punches the person he's holding, knocking them forwards.
The punch deals 4% damage, the letting go 5%. It knocks the enemy
back forwards.
B while grabbing someone: Backward Throw - 8%, 1%
Falcon kicks the enemy he's holding backward, launching him
backwards. The kick deals 8% damage, then almost immediately 1%
more damage.
U while grabbing someone: Upward Throw - 4%, 3%
Falcon uppercuts his victim, launching him upwards. It deals 4%
damage, then another 3%.
D while grabbing someone: Downward Slam - 7%
Falcon slams the enemy onto the ground, knocking them forwards.
It deals some damage and some knockback, but not a lot.
==== Taunts ====
L/RD-Pad: Come on!
Falcon faces forward, does a hand gesture, and yells "Come on!",
presumably asking his enemies to attack him. This is almost
identical to one of Fox's taunts.
UD-Pad: Fiery Falcon
Falcon ignites fire in himself (?) and makes a "Grrrr" sound. It
lacks his signature.... coolness. Don't use this taunt.
DD-Pad: Show me your moves!
Falcon faces the screen, salutes, and requests that his enemies
show him their moves.