Captain Falcon (Super Smash Bros.)


 * This article is about Captain Falcon's appearance in Super Smash Bros. For other uses, see Captain Falcon.

Captain Falcon (, Kyaputen Farukon) (full name: Captain Douglas Jay Falcon) appears in Super Smash Bros. as one of the four unlockable characters. His appearance is based off of his incarnation from F-Zero X for Nintendo 64. Captain Falcon is currently ranked 5th overall in the tier list for his insane speed and combo ability.

Attributes
Captain Falcon's most notorious attributes are his incredible speed (the fastest dash and falling speed) and combo ability. He also has the best dash dance in the game. He has great reach with most kick attacks (especially side smash and up aerial), but he lacks a projectile and a way to avoid them. Captain Falcon has a great air game (due to his aerial attacks having low lag and having a D-air spike), but few effective ground options (excluding jabs, throws, and his up smash). He has some high knockback attacks (e.g. the famous falcon punch), but these moves are slow. Captain Falcon is heavy, which makes him harder to KO. However, his heavyweight (combined with the fastest falling speed and large size) makes him easy to combo. He also has a good short hop, and his taunt cancel is great for mind games.

Captain Falcon's major weakness is his poor recovery. Having the fastest falling speed makes him vulnerable to spikes. Additionally, falcon dive is a predictable recovery move that does not travel much horizontal distance. On the upside, it can take out edge-hoggers and can be used again to grab an edge.

Description
A regular pilot in the great galactic race F-ZERO Grand Prix, Captain Falcon is skilled at collecting prize money. Much about his past remains hidden in shadow, but it's clear that many a villain hold a powerful grudge against him.

Works: F-ZERO (SNES), F-ZERO X (N64)

How to Unlock Captain Falcon
Beat Single Player mode before 20 minutes has gone by. The battle takes place in Planet Zebes.

Normal Moves
The Gentleman doesn't need to be timed--hitting A thrice is sufficient.
 * A - Punch = 2-3%
 * A A - Double Punch = Second hit also does 2-3%
 * A A A - Double Punch, Kick = 2-4%
 * Rapid A - Rapid Punch = 1% each

Like most forward tilts, this one can be angled. This attack sends the opponent at a low trajectory. This attack can hit from behind Captain Falcon.
 * Forward tilt - Side Kick = 5-15%
 * Down tilt - Low Kick = 5-11%
 * Up tilt - Ax Kick = 4-9%, 6-14% (two hits, total 23%)

The attack can be angled. If the attack connects closer to the body, the opponent will be sent upwards. If it connects with the tip, the opponent will be sent in a more horizontal direction. This is Captain Falcon's main combo starter. The attack sends the opponent straight up, but with low knockback and high hitstun.
 * Forward smash - Forward Kick = 7-19%
 * Down smash - Down Spin Kick = 6-16%
 * Up smash - Up Punch = 7-17%

Like most sex kicks, this attack loses power with time. This attack is similar to Captain Falcon's Melee nair. Captain Falcon extends his fist behind him. Many consider this attack to be Captain Falcon's most versatile attack. Depending on what part of the hitbox connects with the opponent, it can send the opponent up, forward, or backwards, or in certain cases keep the opponent, for all practical purposes, in place (the spot where the most knockback occurs is at Captain Falcon's heel when a person is hit from Captain Falcon's back). A common use for this attack is to simply just chain uairs together into one huge combo. This attack is a spike. The hitbox exists on the legs and chest, and if the opponent connects with the chest, he/she will be sent down at a slight angle. If the opponent is already on the ground, it will, depending on the percent, keep the opponent in place or send him/her up at a very slight angle.
 * Neutral aerial - Sex Kick = 5-16% (at beginning)
 * Forward aerial - Double Kick = 4-22% for two hits
 * Back aerial - Back Punch = 6-16%
 * Up aerial - Flip Kick = 6-16%
 * Down aerial - Stomp = 6-14%

Falcon slams the opponent down in front of him. Having very low knockback for a grab, this can be used to start aerial chains. Falcon kicks the opponent back. This throw has much more knockback.
 * Forward throw = 9-12%
 * Back throw = 12-16%
 * Taunt = Turns to his right, keeping his left hand curled into a fist which he puts on his hip, he touches his forehead with his right fist then straightens his hand out to do a salute while saying "Show me your moves!".

Special Moves

 * Neutral B: Falcon Punch 9-25%
 * Up B: Falcon Dive 15-20%
 * Down B: Falcon Kick 5-15%

Spike Combo
Sometimes known as the "Ken Combo" of SSB, this combo consists of an up aerial followed by a jump and then a dair spike. The up aerial must connect at the right spot so that there is minimal knockback.

Falcon Punch Recovery
Using a Falcon Punch while in the air gives Captain Falcon slight horizontal movement. Also, the attack can be "angled" by hitting up or down right after hitting B, which can be used to boost his vertical recovery slightly as well.

Steak Strike
Coined by Steakmancer, a veteran of the SSB Rom Online community, a Steak Strike is essentially a backwards Spike Combo, with the Uair coming before the Dair. Used primarily on grounded opponents on fall-through platforms, the Captain Falcon comes up through the platform, delivers a Dair (oftentimes used before hitting, using the Dair's properties of a Sex Kick), in order to launch the person into the ground and gives the target a small amount of vertical knockback. The Captain Falcon then finishes the short combo with a minimal-knockback Uair, giving the target a little more vertical knockback, during which the Captain Falcon L-cancels after the strike, leaving him free to continue the combo. A sweetspotted Uair that gives maximum knockback can be used instead of the short knockback one for defensive purposes.

Dash Pivot
A really easy and effective mindgame technique. It's basically a frontwards roll, without the roll. One does an initial dash and quickly taps the stick the opposite direction. If one holds it the opposite direction, or even presses it, then Captain Falcon will dash dance instead. What makes this move very effective is that Falcon has a long initial dash, and so one can use this to tech chase one's opponent depending on his position. One can also use the dash pivot to change one's position in battle, necessary for spacing.

Dair-Dair Spike
When performed on a grounded foe the Dair will send them upwards on a small angle. One can use this when Captain Falcon is close to an edge to perform a second Dair which will (after about 50% with most chars) send them to the bottom of the stage. In order to do this one will need to Short hop both attacks and Z-Cancel the first one as well.

Grab Chain
Starts with Falcon's throw and then instantly followed up with a Falcon Dive. A simple combo that's effective and easy to use. The chain can easily KO opponents but is harder to perform as the opponent takes more damage and flies farther after the initial throw.

Trivia

 * Captain Falcon is the only playable character that doesn't use his own face for his stock life icon. (Instead he uses a Falcon.)
 * Captain Falcon and Ness are the only characters to not have a stage originating from their franchise.