Captain Falcon (Super Smash Bros.)


 * This page is about Captain Falcon's SSB appearance. For information about his Melee appearance, see here.

Overview
Captain Falcon (キャプテン・ファルコン, Kyaputen Farukon) (full name: Captain Douglas Jay Falcon) is currently ranked 5th overall in the tier list and is famous for his insane speed and combo ability.

Captain Falcon suffers from falling speed that renders him weak to enemy combos, and a poor up B recovery that is easily edge-guarded. Thus, Captain Falcon gets hit hard and dies quickly. Capt Falcon makes up for this with his unparalleled speed and versatile attacks which allow him to confuse, combo and defeat opponents. It is imperative for all Capt Falcon players to be able to short hop extremely well and to be wary of when certain combo setups are applicable.

Falcon's true balance is his versatility as an offensive/counterattacking character. He has an amazing ability to break through defensive strategies with a grab or a well-placed aerial attack, and a similarly effective counterattacking game, able to jump cancel into a up smash or shield-jump into a dair or fair and combo from there. His high speed makes him a threat anywhere, and he can use dash-dancing to simply dodge an attack and return with a grab, or aerial before the opponent can react. The effect of this can quickly accumulate, as almost all of Falcon's moves combo into an aerial or a grab, which can lead to additional moves which re-combo into aerials and grabs, although he does not possess anything truly infinite, and proper DI can mitigate the damage.

Pros

 * Great combo ability
 * Fastest dash in the game
 * Low lag aerials
 * Can spike
 * Great grab
 * Heavy, thus harder to KO
 * Good short hop
 * Deceptive Up B
 * Decent reach

Cons

 * Bad recovery
 * Large target
 * No projectile
 * Few ground options other than jabs, grabs, and up smashes
 * Lack of a quick KO move
 * Easily comboed

Moveset
The Gentleman doesn't need to be timed--hitting A thrice is sufficient.
 * A - Jab = 3%
 * A A - Double Jab = Second hit also does 3%
 * A A A - Gentleman = 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 = 13%
 * Down tilt - Low Kick = 11%
 * Up tilt - Ax Kick = 9%, 5% (two hits, total 14%)

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 - Flaming Kick = 18%
 * Down smash - Down Spin Kick = 14%
 * Up smash - Up Punch = 16%

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, back or nowhere at all. 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, send the opponent nowhere or up at a very slight angle.
 * Neutral aerial - Sex Kick = 16% (at beginning)
 * Forward aerial - Double Kick = 10% for two hits
 * Back aerial - Back Punch = 13%
 * Up aerial - Flip Kick = 16%
 * Down aerial - Stomp = 14%

A very slow, yet powerful attack. Fortunately, there are ways to set up for the Falcon Punch. This attack sends Captain Falcon forward quickly, with a significant amount of startup and cooldown delay. If the attack is performed in the air, Captain Falcon is sent downward at an angle. Falcon does not gain an extra jump after this attack. Captain Falcon's third jump. It sends the user up and has the properties of a grab. If the attack connects, the opponent is latched onto Falcon and then released and Falcon gets another chance to perform the Up B.
 * Neutral B - Falcon Punch = 24%
 * Down B - Falcon Kick = 15%
 * Up B - Falcon Dive = 20%

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 = 12%
 * Back throw = 16%

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.