Super Smash Bros./Captain Falcon

Hyrule Castle
Probably the most balanced of all 9 stages, Hyrule presents many good opportunities for both vertical and horizontal combos. Keeping the fight in the middle, Falcon can use the platforms to "climb the ladder," using a series of upward smashes and upward air attacks to deal out upwards of 120% damage.

Kirby’s Dreamland
Could be one of Falcon’s strongest stages. The small size of the stage makes it difficult for one’s opponent to avoid the barrage of attacks that Falcon can pour on. Furthermore, the placement of the platforms makes it ideal for excessive aerial combos. Keeping Falcon in the middle of the stage will limit the danger he might get into trying to recover from being sent out.

Yoshi’s Island
In the top three stages for Falcon, Yoshi’s Island provides Falcon with many juggling opportunities. The clouds that are set apart from the main part of the stage prove to be very helpful, negating some of Falcon’s inability to recover. To move from the farthest right cloud to the stage, use the Falcon kick to sail across, which will leave Falcon with the second jump and to provide creativity.

Congo Jungle
Another solid stage for Falcon because of the platforms. Again, the size of the stage can be dangerous for Falcon due to his poor recovery.

Sector Z
The biggest stage in Super Smash Bros., the stage almost completely eliminates issues of recovering for Falcon. However, it does come with a cost, in that the stage doesn’t have any platforms for repetitive upward aerial attacks. That being said, the stage also offers Falcon a huge advantage when using his speed to maximum potential. For piling on damage in a hurry, take the fight to the tail of the ship and use the wall to perform more elaborate combos.

Saffron City
Not the most ideal level for Falcon, primarily because it doesn’t allow him any room to run and it inhibits his vertical game to a large degree. To regain some advantage on this stage, one should use the downward air attack to try and send opponents between the buildings, where recovery is very difficult.

Peach’s Castle
Although the stage presents many opportunities for Falcon to combo on, it also brings with it some serious danger for Falcon. The moving platform that shifts from one side to the other offers Falcon quite a challenge in trying to recover. When battling on this stage, it is recommended that one tries to move the battle either towards the middle of the stage or to the side in which the stage is extending toward.

Edge Recovery
The most common approaches to getting off of the edge include tapping or, tapping  or pushing  to stand up. One of the other ways in which Falcon can recover is by jumping off of the edge and extending an aerial attack in front of himself. To do this, simply tap or  away from the stage, and immediately after, tap  to jump up to the level of the stage. Once this is done, put out any of the aerial attacks, which will either act as an action block or as a direct attack. Don’t forget to Z-cancel this move, as aerial attacks done close to the ground can have a lot of lag.

Dash Dancing
An essential thing to learn if one is going to play Falcon. Dash dancing is simply when the character is moved back and forth with or  during the time in which their dash animation is present. This can be used as a mind game, or as a strategy to prevent opposing players from knowing when one is coming in for an attack. This is most often used to setup for Falcon’s grab, where he can then begin a combo.

Taunt Canceling
While all characters can do it, Falcon's is not only the easiest but the most fun to use. Dashing either on a platform or toward an edge, one can execute a taunt at the same time the edge-teeter animation appears, canceling out the taunt animation and leaving one free to move around as the sound of the taunt is playing. This makes for great echo effects when the taunt is done multiple times in a row and makes for an amusing mind game.

Edge hogging
Getting edge-hogged is one of the most annoying things that can be experienced. Falcon is a great edge-hogging character who can drop down quickly to the edge. To execute the move, one should roll him toward the edge, shorthop him up and slightly outward, and then fast fall. Falcon will then grab the edge, preventing another player from grabbing hold.

Shield Shatter
Although it is very difficult to do, Falcon can shatter the shield of the opponent by repetitive spikes. To accomplish this, do the following: Repeat these steps until the shield is broken. If it is accomplished against an opponent who as at 40%+, Falcon is left with ample time to Falcon Punch the character out of the arena of play.
 * 1) Shorthop
 * 2) Fast fall
 * 3) Spike
 * 4) Z-cancel

Combos
Forward throw Upward smash (1 or 2 times)  Upward air attack (2x)  Falcon Grab
 * This is the most intuitive combo that Falcon can do without using any platforms. The thing that makes this sequence so devastating is that the opposing player cannot recover in the air when it is being done to them, leaving them unable to counter any of Falcon’s hits. This combo takes opponents form 0% to around 85% damage in just one sequence.

Forward throw Upward smash  Forward air attack  Upward smash  Forward air attack  Downward air attack
 * When the opposing player finds himself/herself near the edge, one should make them pay by using this combo to take them from 0% to death by spike. The timing on this is critical, and missing the last move is normal, as it requires that the opponent tries to jump back to the stage immediately after their aerial recovery.

Upward smash Upward air attack  Upward smash  Upward air attack  Downward air attack
 * This is a situational combo that can be used on an opponent when playing on a stage such as Kirby’s Dreamland. If the opposing player is above Captain Falcon on one of the side platforms, simply upward smash them through the platform and do an upward air attack. Once this has happened, jump up to the platform and do another upward smash followed by an upward aerial, which should be timed to send the opposing player over the edge. After the upward air attack is finished, jump and do the downward air attack, which should send them down off the stage far enough so that they can’t recover.