Chibi-Chan
Smash Journeyman
Made this thread because I didn't see another dedicated to discussing Cfalcon's alternate B moves, all of which are revealed and usable already.
BUT WHY WOULD YOU CHANGE FALCON'S ICONIC (BUT CRAP) B MOVES!?
All of the new specials retain the original flaming and manly Falcon flavor! You don't have to feel guilty about changing them!
All of his custom specials can be seen in the following video, will be posting timestamps for each special!
SO LETS BEGIN!
In conclusion, Captain Falcon has some of the best custom moves in the game! Sure, some are pretty bad... But so are his default ones. The majority of these alternate B moves offer unprecedented utility to what used to be some really situational/bad moves. Should customs become a tournament standard, this character would DEFINITELY change at least 2 moves, if not all 4!
BUT WHY WOULD YOU CHANGE FALCON'S ICONIC (BUT CRAP) B MOVES!?
All of the new specials retain the original flaming and manly Falcon flavor! You don't have to feel guilty about changing them!
All of his custom specials can be seen in the following video, will be posting timestamps for each special!
SO LETS BEGIN!
Dashing Falcon Punch (0:00)
A weak, less damaging (And less epic) Falcon Punch. Seems to have the best startup as regular, at best. When used, Falcon slides about a third of Final Destination, making it actually usable as option for punishing bad landings (Note: It will not slide offstage). It can be used in the air to soar like a falcon for good distance, greatly aiding high recoveries! It's safe from most Fair/Bair edgeguards since the hitbox is active during the entire travel and you can still act after it. Overall, a solid utility move that will save you from Sakurai Angle smashes (Most of them!) and let you rack up some extra damage as a punish. Seems like it would be quite good in FFA to hit several characters too!
Mega Falcon Punch (6:26)
A GIGANTIC FALCON PUNCH 3x THE SIZE, HELL YEAH! It sounds and looks amazing, but is sadly quite disappointing in practice. Dealing a good 22% damage with the usual startup, the move has far inferior Knockback, unlikely to kill until 100%+. The increased Hitbox won't make it all that much easier to hit, but even then it probably won't KO. Seems to be more for styling than anything else.
A weak, less damaging (And less epic) Falcon Punch. Seems to have the best startup as regular, at best. When used, Falcon slides about a third of Final Destination, making it actually usable as option for punishing bad landings (Note: It will not slide offstage). It can be used in the air to soar like a falcon for good distance, greatly aiding high recoveries! It's safe from most Fair/Bair edgeguards since the hitbox is active during the entire travel and you can still act after it. Overall, a solid utility move that will save you from Sakurai Angle smashes (Most of them!) and let you rack up some extra damage as a punish. Seems like it would be quite good in FFA to hit several characters too!
Mega Falcon Punch (6:26)
A GIGANTIC FALCON PUNCH 3x THE SIZE, HELL YEAH! It sounds and looks amazing, but is sadly quite disappointing in practice. Dealing a good 22% damage with the usual startup, the move has far inferior Knockback, unlikely to kill until 100%+. The increased Hitbox won't make it all that much easier to hit, but even then it probably won't KO. Seems to be more for styling than anything else.
Falcon Kick Fury (2:35) (Or Falcon Drill!)
Multihit Falcon Kick. Has much lower Knockback than the original, changing it into a combo starters rather than a kill move. Deals a low 11% damage and pops the opponent up a bit, where you may be able to get a followup Utilt or Upair. Clanks with projectiles for almost no lag but won't go through them. It will go through shields much like the regular version, making it pretty safe to throw out at close-mid range. In the air, t will drag the opponent down for all of the hits, allowing a new "Falconcide". It has extreme landing lag and you are likely not going to get followups from the aerial version, likely unsafe on hit. One final note: It will go offstage when used by the ledge, letting you hit offstage enemies at great range, but I'm not sure how effective this actually is.
Lightning Falcon Kick (10:00) (Thunder Falcon)
Let's not forget the captain is not only a master of his inner flames, but also of electricity! An extremely quick but lower power version of the Falcon Kick, this will cross the screen in an instant and pop the opponent up for minor 12% damage. The Knockback is so low that you may never see it kill when used on the ground. The aerial edition has nice horizontal knockback and can be used to kill when near the ledge (It's actually surprisingly safe offstage). Definitely most reliable punish out of all the Falcon Kicks even if it's not much, this thing will get a whiffed jab!
There is a special property to this attack that makes it valuable: If you are to hit only with the shockwave from landing after the aerial version, the opponent will be paralyzed similar to a ZSS downsmash. This means you can follow it up, with yes, The Knee! The timing is really hard, but this is sure to impress any girl (or guy) if you pull it off.
Multihit Falcon Kick. Has much lower Knockback than the original, changing it into a combo starters rather than a kill move. Deals a low 11% damage and pops the opponent up a bit, where you may be able to get a followup Utilt or Upair. Clanks with projectiles for almost no lag but won't go through them. It will go through shields much like the regular version, making it pretty safe to throw out at close-mid range. In the air, t will drag the opponent down for all of the hits, allowing a new "Falconcide". It has extreme landing lag and you are likely not going to get followups from the aerial version, likely unsafe on hit. One final note: It will go offstage when used by the ledge, letting you hit offstage enemies at great range, but I'm not sure how effective this actually is.
Lightning Falcon Kick (10:00) (Thunder Falcon)
Let's not forget the captain is not only a master of his inner flames, but also of electricity! An extremely quick but lower power version of the Falcon Kick, this will cross the screen in an instant and pop the opponent up for minor 12% damage. The Knockback is so low that you may never see it kill when used on the ground. The aerial edition has nice horizontal knockback and can be used to kill when near the ledge (It's actually surprisingly safe offstage). Definitely most reliable punish out of all the Falcon Kicks even if it's not much, this thing will get a whiffed jab!
There is a special property to this attack that makes it valuable: If you are to hit only with the shockwave from landing after the aerial version, the opponent will be paralyzed similar to a ZSS downsmash. This means you can follow it up, with yes, The Knee! The timing is really hard, but this is sure to impress any girl (or guy) if you pull it off.
Falcon Upper (3:28)
Pretty cool name for such a harmless move... Falcon shoots upward extremely rapidly (Think Lucario upB straight up). It goes much higher than the usual Dive, but it will not grab opponents to electrify them or say "YES!" so it ind of sucks in that aspect. It hits very weakly on the way up and t won't hit grounded opponents at all, this being just a bonus since you can just steal ledge in smash 4 by touching them(Still beats regular Dive). So yes, it's a far superior recovery, mainly in the vertical aspect. Combined with the Dashing Punch it is a very strong recovery, only failing when you're at semi spike angles. Since having a good upB without "YES!" takes away from what CFalcon represents, this move should never be used <.< But yeah, it's pretty decent.
Burst Falcon Dive (11:30) (YEEEEESSSS!)
Essentially a Falcon Punch version of UpB. Slow startup and short range, but if it hits... Oh man! Big 25% and kills potentially at 100% while being Unblockable O_O! The startup is horrible and you're unlikely to have good results with this out of shield... Or while recovering, but if you can figure out a way to land it then it's quite strong. Obvious drawback is having an EVEN WORSE Recovery, on the upside, it is quite manly and cool. Most likely not going to see much use >.<
Still have to test if it will stage spike edgeguarders like upB would in previous Smashes.
Pretty cool name for such a harmless move... Falcon shoots upward extremely rapidly (Think Lucario upB straight up). It goes much higher than the usual Dive, but it will not grab opponents to electrify them or say "YES!" so it ind of sucks in that aspect. It hits very weakly on the way up and t won't hit grounded opponents at all, this being just a bonus since you can just steal ledge in smash 4 by touching them(Still beats regular Dive). So yes, it's a far superior recovery, mainly in the vertical aspect. Combined with the Dashing Punch it is a very strong recovery, only failing when you're at semi spike angles. Since having a good upB without "YES!" takes away from what CFalcon represents, this move should never be used <.< But yeah, it's pretty decent.
Burst Falcon Dive (11:30) (YEEEEESSSS!)
Essentially a Falcon Punch version of UpB. Slow startup and short range, but if it hits... Oh man! Big 25% and kills potentially at 100% while being Unblockable O_O! The startup is horrible and you're unlikely to have good results with this out of shield... Or while recovering, but if you can figure out a way to land it then it's quite strong. Obvious drawback is having an EVEN WORSE Recovery, on the upside, it is quite manly and cool. Most likely not going to see much use >.<
Still have to test if it will stage spike edgeguarders like upB would in previous Smashes.
Heavy Raptor Boost (1:00) (CHAOS DUNK)
A much more manlier Raptor Boost! It hits harder and in SLOWMO! Looks very impactful and backs it up! Causes huge shield stun and shield damage while also hitting spotdodgers thanks to the delayed uppercut, making this a much safer alternative to the regular version; the aerial version reels back on hit, making it extra safe. The startup is about the same as regular, the difference being in the uppercut timing, it also looks much better! The aerial version meteors very very hard if hit close, the sourspot is still decently strong regardless. Hits for low 12% but the knockback is great, though not very different from original on the ground. SAFE RAPTOR BOOST WITH BETTER ANIMATION, USE.
Pullback Raptor Boost (7:00) (Wut...)
This one is uh... hard to explain. Falcon reels back a considerable distance before launching himself forward at super speed for a very long range Raptor Boost. The startup is pretty horrid but it's actually a net gain in range overall, enabling some long range punishes on landing opponents. The true magic of this move, though, comes from the aerial version which can fakeout edgeguards before flying a great distance forward; the result is like a Falco Phantasm/Fox Illusion in terms of recovery, which is a lot for this character.
Besides that, it is nothing special since it is very unsafe on block and the air version tends to miss and suck as well, use almost strictly for recovery purposes!
A much more manlier Raptor Boost! It hits harder and in SLOWMO! Looks very impactful and backs it up! Causes huge shield stun and shield damage while also hitting spotdodgers thanks to the delayed uppercut, making this a much safer alternative to the regular version; the aerial version reels back on hit, making it extra safe. The startup is about the same as regular, the difference being in the uppercut timing, it also looks much better! The aerial version meteors very very hard if hit close, the sourspot is still decently strong regardless. Hits for low 12% but the knockback is great, though not very different from original on the ground. SAFE RAPTOR BOOST WITH BETTER ANIMATION, USE.
Pullback Raptor Boost (7:00) (Wut...)
This one is uh... hard to explain. Falcon reels back a considerable distance before launching himself forward at super speed for a very long range Raptor Boost. The startup is pretty horrid but it's actually a net gain in range overall, enabling some long range punishes on landing opponents. The true magic of this move, though, comes from the aerial version which can fakeout edgeguards before flying a great distance forward; the result is like a Falco Phantasm/Fox Illusion in terms of recovery, which is a lot for this character.
Besides that, it is nothing special since it is very unsafe on block and the air version tends to miss and suck as well, use almost strictly for recovery purposes!
In conclusion, Captain Falcon has some of the best custom moves in the game! Sure, some are pretty bad... But so are his default ones. The majority of these alternate B moves offer unprecedented utility to what used to be some really situational/bad moves. Should customs become a tournament standard, this character would DEFINITELY change at least 2 moves, if not all 4!
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