Name: Captain Falcon
Element Alignment: Fire
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
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
Current Captain Falcon Move Set (Taken from the SmashWikia)
Changes are made in BOLD
- 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%.
- 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).
- 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.
- 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.
- 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.
- The Blue Falcon appears then Captain Falcon jumps out of it as it speeds off.