Captain Falcon (Super Smash Bros. Melee)

Overview
Captain Falcon is a familiar face to players of the original Super Smash Bros as he makes his return in the sequel. Capt Falcon is currently ranked 6th overall in the tier list and is famous for his speed, combo ability, and his Fair finisher (the knee).

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 opponets. It is imperative for all Capt Falcon players to be able to SHFFL extremely well and to be wary of when certain knee setups are applicable.

Captain Falcon's matchups are strangely balanced - unlike other characters high up on the tier list, Capt. Falcon lacks "broken" attacks and fares only even matchups against even low-tier characters. There are many claims, for instance, that Captain Falcon is countered by low-tier characters like Ness, Pikachu and Mewtwo. His sixth place position is vindicated by the fact that he fares evenly against most top and upper tier characters, too, which allows him to fare well in tournaments comprised of these characters.

Falcon's true balance is his versatality as an offensive/counterattacking character. He has an amazing ability to break through defensive strategies with his JC'd grab or a well-placed knee (or even a forward-B), and a similarly effective counterattacking game, able to shield-jump into a down-air or neutral air 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 JC'd grab 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. Nevertheless, playing with and playing against Captain Falcon requires an immense amount of technical knowledge, and this makes him a threat in every match.

Pros

 * Fast character with the fastest dash in the game
 * Fast faller (Can be good and bad)
 * Jump has huge horizontal distance
 * Moveset complements his speed and allows him effectively combo all characters
 * Low lag aerials
 * His Fair (the Knee) is a fantastic finisher
 * Maybe the best dashdancer in the game
 * One of the best out-of-grab games available.
 * Makes the best use of the Moonwalk
 * Speed allows players to be more creative, use various mindgames, and pressure opponents easier.
 * High power smashes
 * Decent edgeguarder

Cons

 * Fast fall speed means he can be easily comboed
 * Horrible recovery and easily edgeguarded
 * Horrible Priority except for Neutral-air
 * Slow smash/tilt/dash attack
 * The Knee is only effective when it's hit with at the beginning of the move. Also the Knee has little range and priority, and players must be able to effectively combo into it or it will not land.  This is a huge problem since it's Capt Falcon's preferred finisher. Other moves can KO, but the Knee is the preferred KO move for Capt Falcon.
 * Capt Falcon counters no one (Not even Bowser), and there are many characters who have good matchups against Capt Falcon.
 * No Projectile

Raw Technique
Technique is the fiery blood and core of Captain Falcon's game. Improving your game with Falcon is simply a matter of maximizing your ability to combo, finish combos, and remove stocks. Captain Falcon can be very good if simply played quickly and not foolishly without advanced techniques, but you should consider each technique an additional situation or option that allows you dictate the stock and remove an opponent's abilities.

Landing the First Hit
There are quite a few ways to land the first hit with Captain Falcon and continue to dominate from there. Though nearly all of his moves combo into another attack, messing up a SHFFL or whiffing your attack is a fast way to eat a combo or smash, therefore, here is a short list of techniques designed to get that elusive first hit.

I'll be right back...
SHFFL an aerial (knee, nair) directly into your opponent's shield. As you land, dash like a madman in the opposite direction. If they attempt to shield-grab, they will often miss, and you can quickly return and net yourself a free grab. Make sure you Fox-trot, or else you will not be able to turn quickly enough to counter their grab (this also nets a bit more speed).

Nutmeg
Same as above, but just dash through your opponent, and return from the opposite side.

BOP!
Same as above, but you can use a jab, or double-jab, to prevent the grab. Smart opponents may just continue shielding this and grab you afterward.

Fighting with Falcon
In this section, it is hoped to create a complete list of all options out of all Techniques in all situations. Some options will be weaker than others, but all in all, Falcon does not have a weak move that holds no use, so each option listed here and mastered is another notch in Falcon's belt.

Landing the First Hit
There are quite a few ways to land the first hit with Captain Falcon and continue to dominate from there. Though nearly all of his moves combo into another attack, messing up a SHFFL or whiffing your attack is a fast way to eat a combo or smash, therefore, here is a short list of techniques designed to get that elusive first hit.

I'll be right back...
SHFFL an aerial (knee, nair) directly into your opponent's shield. As you land, dash like a madman in the opposite direction. If they attempt to shield-grab, they will often miss, and you can quickly return and net yourself a free grab. Make sure you Fox-trot, or else you will not be able to turn quickly enough to counterattack (this also nets a bit more speed).

Nutmeg
Same as above, but just dash through your opponent, and return from the opposite side.

BOP!
Same as above, but you can use a jab, or double-jab, or Gentleman to prevent the sheild-grab. Smart opponents may just continue shielding this and grab you afterward.

Options From Next to Opponent
Defined as within jab or grab range.

Options From Near Opponent
Defined as outside of grab range, but within the range of a D-tilt, F-tilt, or F-smash.

Options From "Danger Zone"
Some characters have the ability to hit from a further distance than C.F. can safely attack. Additionally, C.F. has a small blind spot, where he cannot dash directly into his opponent, SHFFL an aerial, or full-jump towards the opponent without exposing himself. Most pronounced against Marth, this is a weird spacing for C.F., because most of his attacks require a lead in with a dash or a forward-directioned short hop, and if the other player is fast enough they can simply hit you out of this. Generally the best option is to get out of this zone immediately. Additionally, you could shield, dash attack, or dash and Jump-Cancel a grab. You can also dash or wavedash forward into a sheild, which actually gives you much better options that what you had a moment ago, but is vulnerable to grabbing, and low hits.

Options From Aerials

 * Neutral-Aerial
 * Up-Aerial
 * Forward-Aerial (the Knee)
 * Back-Aerial
 * Down-Aerial (the Stomp)

Options From Tilts

 * D-tilt against Marths/Sheiks
 * F-tilt from d-throw

Edgeguarding
Opponent is:
 * High and Close
 * High and Far
 * Even with the ledge and Close
 * Even with the ledge and Far
 * Recovering Low
 * Recovering from a Meteor-Cancel
 * I got ledge-teched!
 * I got Ledge-tech-Wall-Jumped!
 * Character specific: