- This article is about Captain Falcon's appearance in Super Smash Bros. For other uses, see Captain Falcon.
Captain Falcon is currently ranked 3rd overall in the tier list (highest ranked of the unlockable characters) for his insane speed and combo ability. His notorious Falcon Punch is one of the most powerful moves in the game, and is deadly in the hands of a master. However, he is heavy and a fast faller, making him an easy target for combos, and he lacks a quick KO move, as well as a projectile.
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Captain Falcon is a character who focuses on speed and power. His most notorious attributes are his incredible speed (the fastest dashing and falling speed) and combo ability. He also has the best dash dance in the game, and a very strong aerial game. His up aerial is his most versatile move, being on par with Pikachu's up aerial for the best aerial in the game. Depending on where it hits, it can send the opponent in different directions. The most notable use of the move is to hit opponents straight up by hitting with the heel - this allows Captain Falcon to chain the move into more up aerials, and finish with a Falcon Dive for a KO, or a down aerial when his midair jump is available. If the opponent is too high for a single Falcon Dive to reach, a midair jump is often enough to allow the Falcon Dive to reach them. This is made more effective by the Falcon Dive sending opponent on a difficult-to-DI angle. Another notable use of the up aerial is its ability to hit opponents back on a semi-spike trajectory (by hitting with the mid-section of the leg while it's moving backwards) - this is very useful and effective for edgeguarding. He has a powerful meteor smash in his down aerial, which can be combo'd into in a variety of ways, including up aerial (as mentioned above), forward aerial, or back aerial at lower percentages. Either of these combos could be considered a Ken Combo variation, with Ken Hoang even saying the Ken Combo was initially developed using Captain Falcon's up aerial→down aerial combo in Super Smash Bros. Additionally, his down aerial is a very effective edge-guarding tool, being a meteor smash that can KO aerial opponents somewhat early, as well as having a very long duration, meaning it can be used along with an edge drop or midair jump around the edge to prevent the opponent from edge sweetspotting.
Some of Captain Falcon's attacks also have great range, most notably his up aerial and forward smash. The latter is additionally a powerful KO move, and a semi-spacing tool, being a reliable KO option without having to get too far in the opponent's reach. Captain Falcon additionally has among the best short hops in the game, being able to approach incredibly quickly using short hopped z-cancelled aerials. He also has amazing vertical endurance due to his very high falling speed and high weight, and while he isn't particularly vulnerable to juggling anyway, his Falcon Kick can prevent juggling easily due to traveling downward quickly.
Captain Falcon, however, has limited effective ground options. His up smash is another one of his especially effective combo moves, being able to chain into itself up to three times depending on the falling speed of the opponent, and easily being to able to lead into aerials. Additionally, his forward throw is a very useful combo tool, being able to combo into forward aerial, up aerial, and up smash out of a dash, as well as a Falcon Punch on fastfallers or heavyweights at moderately high percentages. He also lacks a projectile and reliable ways to avoid them, which can give him trouble against characters like Fox on stages such as Hyrule Castle. Simply put, he is among the most vulnerable characters to constant projectile camping and ground-based camping. Captain Falcon's two most major weaknesses are his recovery and how vulnerable he is to combos. His high weight, moderately large hurtbox, and very fast falling speed makes it easy to combo him offstage, where his large size, very fast falling speed, and short and predictable recovery make him one of the easiest characters to edgeguard.
Captain Falcon is considered to be one of the best characters in doubles due to his incredibly easy to utilize combos and movement speed. Thanks to his speed, he is one of the best characters at helping teammates to evade and get out of edge-guarding and combos from opponents. His throws can lead into partner combos as well. A notable team wobble is that two Captain Falcons can regrab into another grab with correct timing. This can be combined with that fact that Fox is considered worse in teams, meaning that Captain Falcon is usually considered the 3rd best character in teams, after Pikachu and Kirby. Captain Falcon's main issue is his recovery, so in competitive play, he is usually paired with someone who is on a much safer position offstage and can help him with combos, usually Pikachu or Mario.
|Neutral attack||3%||Two short punches followed by a knee strike and then a flurry of rapid jabs. The rapid punches are fast, though a little awkward for combos.|
|Forward tilt||↗||11-15%||Captain Falcon delivers a kick forward. This move can be angled up or down.|
|Up tilt||7-9% (hit 1), 11-14% (hit 2)||Raises his leg over his head and drops it like an axe-like fashion. This attack is unique because it can hit opponents from behind, and at the start of the move, which is when Captain Falcon's leg is over his head. This attack is usually a way to edge-guard characters hanging on the edge, due to its hitbox extending below the platform. The attack is the most damaging up tilt in the game.|
|Down tilt||9-11%||Captain Falcon does a quick kick while crouching. The attack contains a slightly disjointed hitbox but has a high amount of ending lag. Overall has generally little combo ability.|
|Dash attack||9-12% (clean), 7-9% (late)||Does a running shoulder tackle. Deals decent knockback and can combo into itself on heavy characters or potentially lead into grabs. However, due to its heavy lag and being easily punishable (especially at low percents), it's not a reliable move. Considered to be Captain Falcon's worst move.|
|Forward smash||↗||15-19%||Spins and does a powerful horizontal kick forward. A good KO move, but has some startup and ending lag. This attack can be angled up or down.|
|Up smash||13-17%||Captain Falcon attacks with an upward elbow strike. This is Captain Falcon's main combo starter outside of forward throw or aerials, though the later are more common at higher level play. The attack sends the opponent straight up, but with low knockback and high hitstun. It is, however, trifled with unusually short range, for an up smash. It is the weakest up smash in the game, but one of Falcon's most useful moves for its combo potential. The elbow can also hit through platforms.|
|Down smash||12-16% (front), 11-14% (back)||Performs a sweep attack with decent range and damage. 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.|
|Neutral aerial||12-16% (clean), 10-13% (late)||Captain Falcon perform a sex kick attack that gets weaker the longer its out. Very powerful when it first comes out and a good defensive move.|
|Forward aerial||10% (hit 1), 12% (hit 2)||Captain Falcon performs two spinning kick attacks in front of him. Becomes Captain Falcon's neutral aerial in future Super Smash Bros. installments, though without the horizontal movement.|
|Back aerial||12-16%||Captain Falcon rotates to attack behind him with a backhanded punch. A basic edge-guarding move with good power and no sweetspot. Strongest back aerial in the game.|
|Up aerial||12-16%||Captain Falcon performs a big flipkick attack. Many consider this attack to be Captain Falcon's most versatile attack as well the best up aerial (along with Pikachu's). Depending on what part of the hitbox connects with the opponent, it can send the opponent in various directions.|
|Down aerial||11-14%||Captain Falcon stomps downward with both feet, meteor smashing opponents who come in contact with Captain Falcon's legs. If the attack connects with opponent on the ground, it will, depending on their damage percentage, keep the opponent in place or bounce them up at a very slight angle, which can lead into a follow-up attack.|
|Forward throw||9-12%||Captain Falcon slams the opponent onto the ground, sending them flying at an upward trajectoy. Deals very low knockback for a grab, but this can be used to start aerial follow-ups. This throw would become his down throw in future Super Smash Bros. installments.|
|Back throw||12-16% (throw), 8-10% (collateral)||Captain Falcon brings the opponent behind him and kicks them away.|
|Floor attack (front)||5-6%||Captain Falcon sticks out one foot on one side and swings it down on the other side whilst getting up.|
|Floor attack (back)||5-6%||Stands on both hands and does a spinning double kick.|
|Edge attack (fast)||5-6%||Captain Falcon pulls himself back up then attacks with a quick kick.|
|Edge attack (slow)||5-6%||Captain Falcon slowly climbs up and delivers a short-ranged punch.|
|Neutral special||Falcon Punch||10-26%||Captain Falcon charges up for a moment before releasing his trademark fiery punch. This move gives him some horizontal distance when recovering and can be angled slightly for further recovery similar to Jigglypuff's rising pound.|
|Up special||Falcon Dive||15-20%||Captain Falcon leaps into the air. If he comes in contact with an opponent, he will grab them and release them in a fiery explosion. Normally this move makes Captain Falcon helpless, but if he connects with the throw, he's free to use the same move again without landing first.|
|Down special||Falcon Kick||12-15%||Captain Falcon performs a jumpkick attack that differs depending on whether it’s used on the ground or in the air. From the ground, Captain Falcon kicks sideways; in the air, he will kick diagonally downward.|
- 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!".
- Jumps out of his vehicle, the Blue Falcon.
Combos, Tactics, and Tricks
Basic and more advanced combos
Basic C. Falcon combos are known for being to combine multiple Up Aerials into Falcon Dive or Down Aerial for kills. Usually the first move used into the combo is an Up Smash, Forward Throw, or a short hopped Forward Aerial. What progresses Falcon mostly is their spacing and use of Tilts, as Falcon's combos are overall some of the easiest to do in the game, but Falcon is overall considered to be the easiest to combo outside of DK, due to his weight and low floatiness. Spacing aerials is key.
Falcon Punch Combos
More advanced combos involve using the Falcon Punch as finishers, such as Up Aerial into Falcon Punch, a tech chase Down Aerial into Falcon Punch, or a Forward Throw into Falcon Punch. Combos into Falcon Punch are usually within the 50-70% range vs Fast Fallers or heavy weights using Forward Throw, around 60-90% after using Up Aerial (some using a jump and some grounded), and around 110-120% using Down Aerial.
Sometimes known as the "Ken Combo of Super Smash Bros.", this combo consists of an Up Aerial followed by a jump and then a Down aerial spike. The Up Aerial must connect at the right spot, so that there is minimal knockback. Ken has said that the Marth Ken Combo in Melee was inspired by this Ken Combo.
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.
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.
Down Aerial-Down Aerial Spike
When performed on a grounded foe, Down Aerial will send them upwards on a small angle. One can use this when Captain Falcon is close to an edge to perform a second Down Aerial 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. The first can also combine into a Falcon Punch.
- 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.
- Captain Falcon is the only playable character that doesn't use his own head for his stock life icon. Instead, his head is a falcon.
- Captain Falcon and Ness are the only characters to not have a stage originating from their franchise.
- Captain Falcon has the most usable costumes in the game, with six. Most characters have four or five. Yoshi has six as well, but only four are usable outside of hacking (The dark blue and pink swaps only appear in the 1P Game.)
- Captain Falcon has a gun, but he never uses it as an attack.
- Captain Falcon's "Congratulations!" screen is the only one to use a pre-existing image from an original game, in this case, the first unlockable title screen from F-Zero X.
- Super Smash Bros. is the only game where his up tilt has two hitboxes.
- This move is considered the strongest tilt in the entire game, dealing a maximum 23% damage.
- Captain Falcon shares various attack animations with Samus.
- Captain Falcon, along with Samus, is the only character to have a blue costume that is only usable if he is on the Blue Team in VS Mode.