I regret to inform that I will be unable to daily update this site.  I will be making possible weekly updates but I am unable to continue in thi smanner at the time.  I have been very busy at work and have to work at home after my shift ends severely cutting into my free time.  As well, my alptop recently broke down so I will have to purchase a new one.  However, I currently looking into buying a car and so the priority goes to the new car.  Once I buy a new car, I will begin searching for a new laptop.

In the mean time, I will be doing possible weekly updates from either my phone or on a work computer during my downtime.  Therefore, July 12th is the last scheduled update and my blog will then be taking a temporary break.  We have quite some time before Smash 4 is released so I think this is a good time as any to take a break. 

In my weekly updates, I will be focusing more on characters than the other parts of Smash 4.

Newcomer: Ridley


Name: Ridley

Universe: Metroid

Debut:

Element Alignment: Dark

Affinity: Bad

Availability: Secret

Reasons for Fighting: Destruction

Ridley is the arch-nemesis of Samus and the catalyst that set Samus on her current path. Ridley, himself, is a high ranking Space Pirate that tremendous strength, flight capabilities, and zero empathy towards living things. Despite his fearsome appearance; he is shown to be highly intelligent and strategical. He is ruthless and cares little for other life forms; shown when he attacked and killed Samus` parents. Ridley has a large amount of abilities which he can utilize in his fights such as using his claws, tail, wings, teeth, emit blasts of plasma from his mouth, create sonic booms, and extreme durability. This is evident when Ridley was defeated by Samus in numerous occasions but came back seemingly from the dead to fight again.

Ridley`s Stats

Power: ****
Weight: ***
Defense: *
Speed: ****
Jump: *****
Recovery: *****
Element: ***

Ridley is a very powerful fighter with high speed, jump, and recovery stats but with low defense and averahe weight and element stats. Ridley can deliver vast amounts of damage within a short amount of time but most of these attacks are aerial in nature. This is because Ridley is very akward on land but excels in aerial fighting. Ridley can perform 6 mid-air jumps in a row which propel him upwards and as well as one of the longest glides in the game. Ridley, due to his lanky frame, isn’t considered a heavy weight. His weight class is slightly less than R.O.B. Ridley is susceptible to juggling due to his light frame and large body size.

Ridley’s ground attacks focuses on knocking players up into the air and then following the players into the air to execute a combo. Ridley’s first initial jump boosts him up into the air thanks to his wings. Ridley’s aerial attacks are designed to keep opponents in the air and not on the ground.

Ridley Special B Move Set

B – Plasmaball

Side B – Dragon Grab

Up B – Rise

Down B – Primal Scream

The Final Trio

Final Smash – Dragon Rush

Final Melee – Meta-Ridley

Final Brawl – Omega-Ridley

Descriptions

Plasmaball is Ridley’s neutral B move. When B is simply pressed, he launches a single ball of pure plasma. It can be spammed but the start up lag becomes longer each time the attack is used. However, when held down long enough, he spews out a long stream of plasmafire that becomes shorter and weaker over time. The plasmaball does around 8% Fire damage and does diagonal knock back. The plasmafire does 3% fire damage each hit. If the attack is done in midair, Ridley will shoot a plasmaball downwards in a diagonal angle. This is the same with his plasma blast.

Dragon Grab is Ridley’s Side Special B move. Ridley rushes forward while flying close to the ground and, when he makes contact with an opponent, he grabs the opponent. He then proceeds to drag them across the ground. It can do between 13-20% damage; depending how long the opponent is dragged. If down in midair, Ridley would dive down and slam the opponent into the ground. This does 15% damage total. Characters with low damage can break free by struggling.

Rise is Ridley’s Special Up B Recovery move. Ridley rushes upwards in a drill like motion. This attack does 12% damage. If the opponent is carried upwards, along with Ridley, the opponent when get knocked away by the unfolding of the wings for an additional 5% damage. Ridley will then begin to float down to the stage or he can begin to glide.

Primal Scream is Ridley’s Special Down B move. Ridley releases a roar that can cause opponents to have the daze status. If Ridley releases the scream in midair, the opponent enters into a 2-3 second freefall. There is a little ending lag near the end which can be punished.

Dragon Rush is Ridley’s Final Smash. Ridley begins rushing back and forth across the stage at extremely high speeds. It functions similarly like Latios and Latias in SSBB. It does 15% damage each run through and Ridley does 7 run throughs. It does high knockback per hit.

  • Beginning Cinematic: Ridley roars and screams while flying at the screen.

Meta-Ridley is Ridley’s Final Melee. Ridley grows to 3x in size, his speed increases by 2x, and 5x attack power. Additionally, Meta-Ridley also has little ending lag in his attacks. The Final Melee lasts 10 seconds.

  • Beginning Cinematic: Ridley screams into the camera, crashes down, and emerges as Meta-Ridley.

Omega-Ridley is Ridley’s Final Brawl. Ridley transforms into Omega-Ridley and flies high into the air and then slams down into the opponent. He then picks up the opponent and breathes a massive blast of plasma into the opponent. It does around 73% damage.

Home Stage: Geothermal Power Plant

Taunts

  • Up: Ridley starts to snap and scream. He does it three times.
  • Left: Ridley jumps up slightly, flaps his wings, and lands back down.
  • Right: Ridley slams his tail onto the ground three times.
  • Down: Ridley leans forward, slashes his claws forward, and screams.

Victory Poses

  • Ridley screams and takes off into the air and off the screen. He then reappears and charges into the camera.
  • Ridley spouts a burst of plasma three times.
  • Ridley let’s out a earth rending scream that shakes the screen. He does this twice.

Fighting Stance

  • Ridley leans forward, hunched over, and with his hands almost scrapping the ground. His head is always moving and his mouth opens and closes.

Idle Stances

  • Ridley snaps his mouth a couple of times.
  • He slams his tail on the ground.

Audience Cheer

  • RID-LEE!!!!! RID-LEE!!!!

Kirby Hat

  • The top of Ridley’s hat and miniature form of the wings.
  • Ridley’s Palette Swap
  • Ridley’s DLC Costumes

Ridley`s Move Set

Standard Moves

Ground Attacks

Normal
  • Neutral Attack – Slashes once with his claw, slashes again with his other claw, and then stabs with his tal. The last attack is average range and can shield poke. The first and second slash both does 5% while the tail poke does around 10% damage. It is a good jab attack but the second slash has a much shorter distance than the first slash and may not connect to farther opponents. It knocks the opponent horizontally.
  • Dash Attack – Ridley propels hismelf forward with his wings and his mouth wide open. He then does two barrel rolls while in the air. Hitting the opponent at the head does 8& damage while hitting the opponent while in the spin does 5% damage. It knocks opponents upwards during the spin attack.
  • Strong Side – Stomps forward with his leg. It has a slight shake effect. It does 8% damage but it has a short reach. It knocks opponents upwards and puts them into a slight hit stun. It has a slight ending lag and is best to combo into when opponents have a high percentage.
  • Strong Up – Extends his neck upwards and bites down hard. It has a long reach but the hit box is at the mouth so it can easily miss closer opponents. It does 13% damage and is on eof the stronger tilts. It knocks opponents upwards. Ridley suffers from slight start up leg but viritually no ending lag. It is a great attack to combo into.
  • Strong Down – Spins around on the ground and etxends out his tail. Itonly does 5% damage and is a fairly weak down tilt. However, it can trip opponents if sweetspotted. It also has a long range and can hit closer opponents. It does horizontal knockback when tripping doesn`t occur. However, the knock back is weak and is not considered a good KO move.
Smash
  • Side Smash – Ridley stretches his neck out and starts snapping like crazy. It can do up to 6 hits with 2-3% damage each hit. It can do 12%-18% damage. Much like his Up Tilt, it has a extended hit box and will completely miss opponents who are too close. It does the most amount of knockback and the last hit and will throw opponents up into the air.
  • Up Smash – Raises his head slightly up and shoots up a blast of plasma that has a burning fire effect. It has good reach and is one of the most dependable Smash attacks and a good KO move. It does between 15-20% Fire damage and knocks opponents vertically. It has high knock back; even at lower percentages and can be used to combo opponents in the air.
  • Down Smash – Ridley spins in a circle while emitting plasma bursts. It can hit on both sides at 13-19% Fire damage. However, it does not cause opponents to be carried along with the attack. It burns opponents and knocks them back horizontally. It has a slight ending lag.
Other
  • Ledge Attack – Pulls himself from the ledge and slams his body into the opponent. It does 5% damage.
  • 100% Ledge Attack – Ridley slowly climbs up and then, using his wings, propels himself over the ledge and blasts plasma onto the opponent. It does 10% Fire damage.
  • Floor Attack – Does a quick tail poke. It does 4% damage. Very quick, long range, but little knock back.

Aerial Attacks

  • Neutral Aerial – Spins in a circle while extending his tail. Ridley does 3 full rotations quickly. It attacks on all sides and can even cancel out some weaker attacks. It has good priosirty. It does 4% damage each hit and is capable of doing 5 hits during the attack. It is a strong attack that has little start up or ending lag.
  • Forward Aerial – Ridley slashes forward with one claw and then slashes with the other claw. A quick attack that has zero ending lag. Each attack does 6% damage and almost always connects. It is a very strong attack and launches opponents diagonally up.
  • Back Aerial – Thrusts his tail behind him. It can sweetspotted and does 15% more knock back. if sweetspotted, it does 18% damage, if sour-spotted, it does 12% damage. It can sweetspot with practice and has a decent reach. It is a good killing move but it leaves Ridley unprotected from the front.
  • Up Aerial – Ridley propels himself slightly upward while spinning (much like his dash attack). However, he encases himself in fire. It does 15% Fire damage and does vertical knock back. It has good killing potential and is fairly fast. It also be used as a recovery move but it only porpels himself straight up. It has a slight ending and start up lag but it is still a move with good dependability and priortiy.
  • Down Aerial – Takes both clasws, strikes them downwards, and brings them upwards like a uppercut. The move actually throws opponents up into the air. The first strike does 6% while the second does 10% and vertical knock back. It is a quick attack and zero ending lag so to allow Ridley to combo into it from above. It is a great attack to bring a grounded opponent/opponent from below up into th air.
  • Glide Attack – Stops slightly, charges up, and then propels himself while snapping his jaws. Sicne Ridley`s head is close to him at this time, it is a very good move. It is a very strong glide attack that tosses opponents up into the air. It does 14% damage.

Grabs and Throws

  • Throw: Ridley bites the opponent and holds the opponent in his jaws.
  • Pummel – Bites down. slow but powerful pummel. It does 3% damage.
  • Forward Throw – Blasts the opponent out from his mouth with a blast of plasma. It has average horizontal knock back and does 10% Fire damage.
  • Back Throw – Shakes the opponent back and forth and then spits them out from behind him. It does 7% damage and horizontal knock back.
  • Up Throw – Swings his head down and swings it up while launching the opponent upwards. It does vertical knock back but only does 5% damage; one of his weaker throws.
  • Down Throw – Jumps up and shoots th eopponent into the ground. It is almost a guranteed spike. It does 9% damage and does above average vertical knock back.

Stage: Magical Kingdom


Name: Magical Forest

Universe: For the Frog the Bell Tolls

Debut: Super Smash Bros. 4

Size: Large

Hazards: 3 (out of 5)

Availability: Starter

Magical Forest hails from the “For the Frog the Bell Tolls” and Prince Sable’s home stage. It is a forest filled with magical wonders and surprises. Expect to find many fantastical wonders, exotic beasts, and treasures.

Appearance

Magical Forests appears to be an earthen outcrop that rises in the middle of the forest. On the right side, there is a slightly leveled stage that gently rolls to the left. On the left hand side there is a layered hill that rises up. There are wooden platforms on the sides. On the very top is a rickety wooden tower that players can climb on top of. On the very far right, off from the main stage is a large mushroom that players can bounce off from.

The background has a beautiful forest with a bubbling brook and clumps of mushrooms dot the landscape. Light shines through the trees and it looks really peaceful. After about 40 seconds, two moving platforms appear over the right side and move up and down. However, when the sun begins to sink and night starts to come, monsters and beasts come out to stalk. Several monsters will appear and stalk the stage while attacking the stage. However, besides that, the night is extremely beautiful and stunning. Stars pop out and crickets chirp in the background.
_______
/. \
/___. ___\
|. |
|. |
|____|. ____
/. \__. ____. ___. (____)
/. \. |. |
/. \_____~~~___~~~_. |. |
|. |. |

Hazards

Monsters stalk onto the stage at night and will attack players as long as it’s night. Some of the monsters that appear are wolves, skeletons, slugs, spiked beetles, vultures, werewolves, giant spiders, or treants. The treants do the most damage to players. Additionally, the giant mushroom can bounce you in the wrong direction.

Music

Cameos

My Thoughts

Pokémon: Arceus


Name: Arceus

Universe: Pokèmon

Debut:

Move Used: Judgement

Rarity: Rare

Availability: Unlockable

Arceus is the Alpha Pokémon and is a Psychic type. It is a very powerful Pokémon that is said to have created Shinnoh or even the entire Pokémon universe.

Arceus performs Judgement. He releases a energy ball that travels to the above the center of stage and then rains energy beams onto the stage. The type of damage depends entirely on what element the player who summoned him is. The attack lasts around 6 minutes and does 15% damage for every hit. It is a very damaging move and can almost OHKO any opponent as low as 20%.

Game Mode: Special Smash


Special Brawl returns with a new name, Special Smash (until the official name is revealed). Special Smash has both returning and new options for players!

The Modes

Stamina: 500%/300%/Stamina
Size: Mega/Mini
Head: Flower/Bunny/Vanish Cap
Body: Metal/S.M.G.M.A.W.U.
Status: Curry/Reflect/Watermelon
Gravity: Light/Heavy
Speed: Slow/Fast
Controls: Inverted/Random
Camera: Fixed/Angled
Lighting: Red/Blue/Green/Monochrome/Sepia/Inverted/Strobe/Rotation

500% is much like the 300% stamina but higher.

Vanish Cap is a mode that completely turns the opponent invisible.

S.M.G.M.A.W.U. is a mode that gives the player a S.M.G.M.A.W.U. throughout the entire match.

Watermelon gives the player the watermelon affect throughout the match.

Inverted is a new mode that inverts the controls so up is down and down is up.

Random is a new mode that randomizes buttons. For example, up might be a bumper button while Side B may be Right.

Red/Blue/Green gives the screen a colored tint.

Monochrome turns the screen into gray tones.

Sepia gives the screen a yellow and brown tint.

Invert inverts the original colors along with the players. Everything is inverted.

Strobe causes the screen to have a strobe effect. May cause epilepsy!

Rotation causes colors on the screen to rotate and change between red, blue, green, purple, pink, yellow, and orange.

Boss: Giygas


Name: Giygas

Universe: Earthbound

Debut: Mother/Earthbound

Boss Type: Offensive, Aerial

Element Alignment: Dark, Wind

Chapter: ?

-Boss Sphere-

Rarity: Rare

Type: Attack

Duration: 10 seconds

The Galactic Usurper

Giygas has 300HP and is heavily resilent to flinching and knock back attacks.  Giygas first appears within his Devil`s Machine, much like how Porkey Minch was in SSBB.  It will travel about the stage via teleportation.  Ocassionally, Giygas will cause random reality snaps to occur.  These attacks do 15% dark damage and high knock back.  They burst randomly through the stage and cause a warp effect where it hits.  When a character is hit by it, the character usually becomes still and then is knocked back.  If it gets hit, it will immediately teleport.  The main way to attack it is to wait until it does the reality snap attack, and then attack.  With hope, it will teleport into one of the reality snaps which will cause it to fall to the ground.  Begin attacking it.  After Giygas is reduced to 150 HP, it will release itself from the Devil`s Machine.

It will then fire psyhic like beams that bends reality.  It has a vacuum effect if a opponent is too close.  After firing several of these attacks in succession, it will then begin floating about the stage.  It will then form a purple like ball that will follow the opponent wherever they go.  It is a slower projectile and will always follow the player.  Giygas will then cause walls to form thus hindering the player.  The ball can pass through these walls though.  The best option is to cause the ball to hit Giygas by causing it to ram into him by getting close and moving at the last second.  Being hit by the ball does 35% Dark damage.

Once Giygas gets down to 50% HP, he will do his Final Smash.  He will float to the center of the room and the entire stage will begin to warp and twist.  Suddenly, a bright purple burst will shoot through Giygas and the entire stage will explode in a massive space-time warp.  It can OHKO an opponent who is near 40% health.  It is a massive attack that deals massive amounts of damage.  However, afrter this attack, Giygas loses 20% of his attack power and speed and flinches from attacks.

Boss Sphere

Giygas appears and immediately does his Final Smash.  It does a high amount of damage and knock back to players caught in the attack.  It does 75% damage at the center of attack and decreases by 10% damage by how far away the opponents are.  The attack lasts around 8 seconds and begins fading away.  Giygas then screams and vanishes in a reality warp.

Quite an Adventure


So the past week was eventful…

I was just about to buy a car when the car dealership pulled out so I have to start over looking for a cheap car.

I lost my iPhone last Tuesday and finally received it last Friday from the police.

I had to get surgery on my foot because in my search for the lost phone, I broke a drinking glass and stepped on it.

I had to help plan a birthday party and host it for my girlfriend’s best friend on Saturday.

My computer entirely broke down. I have a new one coming today between 6 and 10 pm.

The Internet company came and installed optic fiber into my apartment. But they ran into a problem and ended up staying drilling and stuff in my apartment until 9.

So it’s been a hectic week so I have no new updates and I lost a good portion of my data concerning the blog :/

It’s finished


And with Captain Falcon, my roster is finished! I hope you enjoy it!

Oh? I am forgetting unlockables?? Well, I decided not to add them since…well….I felt like it. No Ganondorf. No Ness. No Falco. No Marth. No Jigglypuff. No Luigi.

Nada……..

Veteran: Captain Falcon


Name: Captain Falcon

Universe: F-Zero

Debut: F-Zero

Element Alignment: Fire

Affinity: Good

Availability: Starter

Reasons for Fighting: Justice

Captain Falcon returns to Smash as a starting representative for the F-Zero series!  Captain Falcon has been with Smash since the 64 days and by no means should he be cut.  In fact, I decided to add him as a starter since EarthBound also had a starter, Lucas.  I feel this will allow more representation for the F-Zero series.  Captain Falcon is a inter-galactic bounty hunter that races on the side.  He has a whole lot of powerful Fire based moves and quick to boot!

Changes from SSBB to SSB4

Captain Falcon went from good to horrible in Brawl.  Thus, I think some of his attacks especially his specials should be changed.  His main special, Falcon Punch, should recieve 17% Super Armor and the ability to cancel out of it by pressing B between the time he is about to release the devastating attack.  Secondly, his Raptor Boost does not put him into a helpless state while in the air.  Thirdly, his Falcon Kick can be canceled out of at the last set of animations or he can attack out of it.  Additionally, Captain Falcon`s Falcon Dive also does 5% more damage than previously.  Lastly, Captain Falcon`s throws all have recieved a 2% damage bonus and 3% more knock back.

Captain Falcon`s Special B Moves

  • Neutral B – Falcon Punch
  • Side B – Raptor Boost
  • Up B – Falcon Dive
  • Down B – Falcon Kick

The Final Trio

  • Final Smash – Falcon Blast
  • Final Melee – Falcon Spirit
  • Final Brawl – Blue Falcon

Descriptions

Falcon Blast is Captain falcon`s new Final Smash.  Captain Falcon charges up and releaes a powerful eagle-like fire blast from his fist that travels along the stage.  It is extremely big and travels until it reaches the very very side.  It can OHKO opponents as low as 20% when right near Captain Falcon and farther away opponents end up being carried away by the attack.  When hit at close range, it does 95% Fire damage.  However, farther away opponents get hit 8% Fire damage for each hit and the attack can hit up to 8 times thus totaling to 64% Fire damage.

  • Beginning Cinematic: Captain Falcon encases his hand in fire and it explodes; washing a firey glow over the Captains face.

Blue Spirit is Captain Falcon`s Final Melee.  Captain Falcon, overwhelmed by his pure awesomeness, becomes a living being of pure fire.  Fire surrounds his body and occassioanlly releases bursts of fire energy.  Captain Falcon recieves a 40% increase in attack damage, attack speed, movement speed, and a 10% increase in reach via disjointed hitboxes.  He exudes awesomeness through fire.  All of Falcon`s attacks remain the same but do Fire damage.  The bursts of fire does around 15% Fire damage and vertical knock back.

  • Beginning Cinematic: Captain Falcon arches his back, begins to shake, and suddenly explodes in a firey blast.

Blue Falcon is Captain Falcon`s Final Brawl.  It behaves just how it did in SSBB.

Proposed Home Stage – Aeropolis

Proposed New Taunt(s)

  • Left Side – Captain Falcon performs some stretches such as crouching to the ground and extends his knees and does a couple squats.  He then stands back up, cracks his neck, and says Time to do this!

Proposed Palette Swaps

Proposed DLC Costumes

Blood Falcon

Phoenix

Current Captain Falcon Move Set (Taken from the SmashWikia)

Changes are made in BOLD

Ground Attacks

Normal
  • Neutral Attack – Punches twice then knees the opponent, which is followed by a series of punches. The first two punches and the kick do 4% and 5% respectively, and the punches at the end do 1% each. A good jab-canceling move, the first hits can lead into a grab. Extremely fast, this is Captain Falcon’s fastest attack, start-up lag wise, though poor shieldstun.
  • Dash Attack – Rams a shoulder into the opponent. Quick, but few reliable follow-ups, extreme unsafety on shields due lack of shieldstun and high ending lag means it’s still an unsafe approach move. When the hit is successfully landed, it can lead into his N-Air, running u-smash, or some other aerial combo. 9-12%. The attack, though short in duration, is at it’s strongest when it first comes out.
  • Side Tilt – Roundhouse kick. Mediocre range. This can be angled up or down. At higher percents, near the ledge, it can lead into Falcon Dive, The Knee, or a D-Air. Best used as a quick punisher, though fairly awkward in general. Can KO when angled up at very high percents, though overwise fairly weak. 7-10%.
  • Up Tilt – An Axe kick with good horizontal knockback. This move’s hitbox stretches from above Falcon, giving it some anti-air properties, to dropping in front of him. Above average KO power with good range, with a disjoint slightly extending the range, though somewhat slow. It also moves Falcon forward a little. When used near the ledge, it can lead into a D-air or F-air 10-13%.
  • Down Tilt – Does a sweep kick with vertical knockback. This move has lost practically all of it’s combo ability from Melee, the only real combo being at moderate-high damages, where it can lead into his Knee. The starting lag is predictable, and ending lag prevents any quick follow up, usually giving the foe enough time to escape at lower damages. It has decent horizontal reach. 10%.
Smash
  • Forward Smash – Rears back and jabs an elbow forward, making a fire effect in contact. Great knockback scaling but its low base knockback makes its killing power only slightly below average among forward smashes (though the high knockback scaling makes momentum canceling not very effective on it). It also has fairly good reach, but slow and has abysmal shieldstun. Can also be angled. 19-26%.
  • Up Smash – Kicks into the air twice. Good knockback for a u-smash, especially for a multi-hit u-smash. This is one of Falcon’s best moves due to the good vertical range, power, damage output, its usefulness as a running u-smash (due to Captain Falcon’s very fast dash speed), and juggling ability. It has very poor horizontal reach, which can make it difficult to land on grounded opponents, but the horizontal disjoint makes the range better than it looks and using it during a dash can help with this problem. First kick does 8-11%, second hit does 13-18%. Total, 21-29%. This move can be followed by Falcon’s Up Special or simply his U-Air.
  • Down Smash – A kick forward, then backward. Very high horizontal knockback with great reach and little vertical knockback as well, though rather easy to DI at mid-high percents. If the move connects when the foe is directly on Falcon, the first hit has a small trapping hitbox below him so the foe gets hit into the second kick, though quite rare. Unlike most of his moves, it’s safe on shields and has a quick charge release, making it one of his better moves. However, it is one of the slower d-smashes in the game, but during the attack, it`s suprisingly fast. 16-18% for each kick. In the Changes from Melee to Brawl section, it stated that Falcon`s Down Smash has gotten slightly stronger from Melee, but in Melee, it could KO under 93% (Fully charged) while in Brawl, it could KO under 96%-101% (Despite Bowser being lighter from Melee, therefore weakening the move somewhat by a fairly large amount).
Other
  • Ledge attack – Flips over and brings his foot down. Very fast with good range. 10%. The only ledge attack that is stronger than its 100% counterpart.
  • 100% Ledge attack – climbs up the ledge and does an uppercut attack. Medium Speed, though short range. 8%. The only 100% ledge attack that does less damage than the normal ledge attack.
  • Floor attack – Spin kicks his foes. Very fast.
  • Trip attack – Gets up and hits forward and backward with his fist.

Aerial Attacks

  • Neutral Aerial – Kicks horizontally twice, first hit 4%, then 6% damage, for 10% total damage if they both connect. The first hit has very low set knockback which is intended to lead directly into the second hit. Has almost no landing lag. It’s purpose from Melee has been reduced dramatically due to the lower hitstun, making both kicks connect much harder, and it’s duration is risky to use airborne.
  • Forward Aerial – Knee Smash: Jabs a knee forward. If sourspotted, it deals 3% with extremely low knockback, but if sweetspotted, it deals 19% with extremely high knockback, making it an excellent horizontal finisher, although it is very hard to land due to 14 frames start-up, sweetspot lasting only 1 frame and the back counts as a semi-sourspot (very weak but still stronger than hitting in later frames, though it is much less useful than hitting later). When sweetspotted, an electric effect can be seen. Also, the sour-spotted knee can trip opponents if they are not airborne, which has combo starting potential, goes well into a grab/smash. And against characters with poor recoveries, the sourspotted knee can edge guard them, or follow-up the Knee into his Up Aerial. Has high landing lag, but it can be completed in the air during a short hop before Captain Falcon lands.
  • Back Aerial – A quick backhand. Has high knockback when sweetspotted, although significantly less than his Forward Aerial. It has somewhat low reach but the sweetspot has a very short duration and the sourspot is exceedingly weak (its not as extreme as in the case of his fair). Has some landing lag, though it is less than his fair and dair.
  • Up Aerial – Kick flips with fast start-up and good all around range (though non directly below him).  The attack does more horizontal knockback if hit at the tip but more vertical knockback if his body connects. Has almost no landing lag at all. One of his best moves and is easily his most versatile attack, it easily juggles or follows into another aerial, with good KO potential at high percents. It can also edgeguard quite well and more reliably than his fair, dair, and bair. 12% damage when sweetspoteed.
  • Down Aerial – Stomps downward. This is a meteor smash with above average power when his boots hit the target. When it connects on his body, it deals horizontal knockback, which means that the Nipple Spike has been removed. Even so, the knockback is surprisingly high for a non sweetspot and it can earn Captain Falcon many surprise KOs, especially since foes may DI the wrong way, thinking they are going down instead of horizontal. It has a fairly small hitbox, making it hard to land. This can also be completed completely like Ganondorf’s Down Aerial following a short hop, but the horizontal range is much worse, making this much less effective than Ganondorf’s and it has high landing lag should someone perform it too late in the short hop.

Grabs & Throws

  • Grab: Captain Falcon’s standing and pivot grab both have terrible range.  The standing grab has the 2nd shortest horizontal grab range in the game, only slightly better than Ganondorf’s, and some characters are capable of completely ducking underneath it.  The pivot grab has 16 frames start-up to reduce its usefulness despite Captain Falcon’s mobility.  His dash grab has moderate end lag and mediocre range (but better than his standing grab thanks to his speed), but it’s slow enough to be punishable as an approach when spot dodged or jumped over.
  • Grab Releases: Primarily due to his speed, Falcon has a grab release option on a handful of characters.  He is able to Up Smash both Lucas and Meta Knight by hyphen smashing.  He has the knee on Ness, however this requires a small amount of room to dash before jumping.  With Wario he has a multitude of options, most notably his down air and forward air.  He may grab release down air, jab cancel his first jab, grab release down air again, jab cancel again, and finish with a forward air for a total of 53% damage.  Falcon can optionally cancel his second jab to add another 4% (2%*2), however with Wario’s high air speed, he is capable of DIing out of his grab range.  Alternatively, he can grab release forward air, jab cancel, and use another forward air, but this deals less damage and would mainly be used to move Wario towards an edge or some other hazard.  Note however those on Wario generally require flat surfaces in order to auto cancel Falcon’s aerials and he may have difficulty following up with anything on stages with multiple platforms (ie Lylat Cruise).  In addition, the timing with aerial grab release follow-ups takes practice to master.
  • Pummel – Knees the enemy’s midsection. A fast pummel. 2% damage.

Note: all of Falcons throws excluding Down Throw have KO power in sudden death.  However, Up Throw may not guarantee a KO vs fast fallers –  likewise, Forward Throw or Back Throw might not finish heavyweights.

  • Forward Throw – Punches the enemy and sends them forward. Can be used to pseudo-chain throw the opponent at very low percentages. Has no guaranteed follow ups but generally better than Down Throw vs fast fallers and fighters with good sex kicks.  Its low angle knockback is useful near edges as Falcon can run off the edge and Uair or jump and fast fall Bair.   4% then 5% damage.
  • Back Throw – Puts the enemy behind him and kicks. 4% then 5%. Looks identical to his back throw from the original SSB, though with much less KO potential. Usually only used to get the opponent offstage.
  • Up Throw – Holds the enemy up and uppercuts with his left hand. Mainly upwards knockback, though it appears to be slightly angled. 3% then 4%. This is Falcon’s most powerful throw, knockback wise.  Useful against opponents he needs in the air as long as possible.
  • Down Throw – Flips opponent and throws them on the ground. Can potentially combine with other attacks (but significantly less so than in previous Smash iterations), however this is heavily depending on the foe’s DI reaction, weight, and damage. A running short hopped Up Aerial is a true combo at low damages on most characters, which can then further combo into a jab and another throw on certain characters like Bowser. 7% damage.

Taunts

  • Up Taunt – Clenches his fists while surrounded by a fiery aura.
  • Side Taunt – Jumps back, extends his hand out, and says “Come on!”
  • Down Taunt – Gives a salute while saying “Show me your moves!” This taunt can be done faster if Captain Falcon is facing left.

Stange Entrance

  • The Blue Falcon appears then Captain Falcon jumps out of it as it speeds off.

Legend of Zelda Trophies 2


Groose

Debut: Legend of Zelda: Skyward Sword

Groose is Link`s self proclaimed rival for Zelda`s heart and a fellow student in the Knight Academy.  He has a very big ego and considers himself one of the best knights; when compared to Link at least.  He has a knack for getting himself into akward situations and causing more trouble due to his attention-grabbing antics.

LD-301N Skipper

Debut: Legend of Zelda: Skyward Sword

LD-301N Skipper is an Ancient Robot that once commanded the great ship, the Sandship.  However, he lost it to a host of robotic pirates.  Skipper seems quite knoweldgeable concerning the Ancient Robots fate and recognized the differences between the present and the past.  He seems to acknowledge his family is gone as well.

LD-301S Scrapper

Debut: Legend of Zelda: Skyward Sword

LD-301S Scrapper is a robot owned by the mechanic Gondo`s grandfather to search for junk on the Surface.  However, he broke down due to old age.  After Link assembled him, the robot initially refused to aid Link.  However, Fi was able to convince the robot who was quite taken to spirit.  He then began helping Link…for Fi`s sake.

Batreaux

Debut: Legend of Zelda: Skyward Sword

Batreaux is a bat-like monster that resides in a shakc below Skyloft.  He is the root of all monster stories in Skyloft and his evil aura precence has caused the Remlits and other monsters to convene.  However, he may be a monster but he isn`t a evil monster.  He enjoys the time he can spend with humans and wishes to be one.

Gondo

Debut: Legend of Zelda: Skyward Sword

Gondo is the main (and only) mechanic on Skyloft.  He wears a helmet and goggles to protect his eyes and head while he works.  Link can give him weapons and shields to repair and upgrade but they come at a price: ususally in rupees and raw materials.  He also mains the LD-201S Scrapper and helped repair him alongside with Link.

Old Woman

Debut: Legend of Zelda: Skyward Sword

The Old Woman is a prophet of sorts that resides in the Sealed Grounds.  She was entrusted with the location of the Triforce by Hylia a long time ago.  She is knoweldgeable about the destinies between Link and Zelda as well as the evilf orces led by Demise.  She teaches Link several songs and gives him advice  to aid him in his quest.

Guardians

Debut: Legend of Zelda: Skyward Sword

Guardians are protectors of the Silent Realms.  They are motionless until they sense a foreign entity leave the protective barrier.  They will then puruse this invader with unparalled determination.  One attack from their weapons is enough to force the invader from the Silent Realm.  Collecting a Tear of the Goddesses will cause them to become dormant.

Remlit

Debut: Legend of Zelda: Skyward Sword

Remlits are docile furry creatures during the day but turn into viscious monsters at night that will attack any helpless victim on sight.  They are common pets on Skyloft and even the Academy Headmaster , Gaepora, owns one named Mia.  It is said that a curse remains on Skyloft and removing it will cleanse the Remlit of the ghastly transformation.

Stalmaster

Debut: Legend of Zelda: Skyward Sword

A Stalmaster is a evil creature that can use its four arms to attack foes with surprising speed and accuracy.  Each arm holds a different weapon and serve various functions.  The key to defeating this undead villain is predicting where it will strike and attacking opposite of where he will strike.

Koloktus

Debut: Legend of Zelda: Skyward Sword

Koloktus is a boss encountered in the Ancient Cistern.  While initially a decorative statue, it is brought to life by Ghiraham at a snap of the finger and forced to fight link.  It fights using large Chakrams and can throw these for extensive damage.  It can repair itself if one of its limbs becomes severed.  It is both a beautiful and deadly statue.