Super Smash Bros./Captain Falcon

Ground Attacks

Forward Smash: The forward smash, also known as the flame kick or fire kick, is a fairly high powered smash that is directional, meaning that by angling the j-stick slightly downward, one can change the angle of the kick. The change in angle is quite useful against shorter characters like Kirby, Pikachu, and Ness. Although it has good knock-back and a fairly large hit-box, the f-smash should be used sparingly due to the lag that accompanies the move. The most ideal use for the move is either as an edge guard or when catching an opponent off guard.

Down Smash: The d-smash is a sweeping move that sends the opponent up vertically. This move could be argued as CF’s worst move. The recovery on it is slow, making it a poor combo starter and leaving Falcon vulnerable to attack. Furthermore, the hit sends the opponent up and away from Falcon, making it lack the killing potential of other options that Falcon has. The d-smash should be avoided, as there are better moves that can be used.

Up Smash: Probably the most misunderstood move by those who are not well acquainted with CF. As with all other character’s, Falcon can use this move out of his shield as well as out of a run. When up-smashing, Falcon throws his elbow into the air, hitting the opponent upward. Because the knock-back isn’t very big, the up-smash can act as a great combo starter or mid-combo continuer. With characters that are heavy (such as Link, Donkey Kong, CF, and Fox), a good CF player will find a way to hit their opponent multiple times with the up-smash until they have to move to one of several combo options.

Up Tilt: A move with a similar animation as that of Samus’ up-tilt, Falcon’s leg extends up vertically, then comes toward the ground, capable of hitting the opponent twice. The knock back of the move isn’t very large and sends the opponent’s character more horizontally than vertically. Because the lag on it is minimal, Falcon can chase down the opposing player, leaving several options to pile on more damage. The attack is best used in situations where the opponent is around 60% (for chasing down) or when pinning an opponent down in a confined area. (Hyrule Castle and Sector Z are two stages where this can easily lead to high damage combos).

Forward Tilt: Like the flame kick, the f-tilt can be angled to accommodate for smaller character’s or the opponents position on the stage. A good move to use for its speed, it acts as either a setup move off of walls or to clear space between Falcon and his opponent. The move also proves useful as a tool for action blocking projectiles, such as Links boomerang, and the Mario Bros fire balls.

Down Tilt: A quick jabbing kick while Falcon is in his crouch position. The move is useful for creating some distance from the opponent. However, it can become a much more potent weapon when used as an edge-guarding move. When an opponent is approaching the stage from beneath, the move can be used to knock them back out and downward, making their recovery exceedingly more difficult. The d-tilt can be used repeatedly once the opponent is off the edge and beneath the stage, making it impossible for them to get back. Use this move often if you want to guarantee death.

Jab (Neutral A): A quick punch that is a great stunning move to setup for the forward throw. If pressed repeatedly, the two quick punches and a knee will be extended, followed by repeated punching until the A-button is no longer pressed. Once passed the first three moves, the cycle of quick jabs will begin. It is recommended that one avoids going into this phase (unless the opponent is pinned against a wall) because there is a lot of lag after the move is finished.

Dash Attack: When in a full run and A is tapped, Falcon will lower his shoulder into the opposing player. With little damage done, nearly no knock-back, and a slow recovery, one is left very vulnerable after using this attack. This move should be avoided, as it is of little value for combo starting or providing offensive momentum.

Aerial Attacks

Forward Air: A double kick which some argue as CF’s more useful of the two horizontal aerial attacks. The versatility of the move is most evident when used with short-hopping to attack grounded opponents. Although there is limited power behind the kicks, the F-air deals out quick damage without much knock-back on one’s opponent. If the landing is Z-canceled, Falcon can easily run down the opponent and deal out more damage.

Back Air: The B-air is a back fist that can be used as a combo continuer or as a finishing move. Short-hopping to a back fist while one’s opponent is on the ground can send some characters out at 120%. The most frequent use for the B-air is to send a recovering opponent, who is approaching from above, back out again. The back fist stays extended for a good amount of time, making it a good move that has a strong probability of hitting.

Up Air: Almost all of Falcon’s killing potential rests on how well a player can attack with this move. The Up-air is a bicycle kick that has two primary uses. First and foremost, the move can be used repetitively to juggle the opposing character, piling on damage faster than any other character. If that isn’t devastating enough, the move can also be timed to send one’s opponent out the side, acting like a B-air with greater vertical reach. This move essential to have mastered if Falcon is to be used to his full potential.

Down Air: A great killing move when opponents who are at around 50%. Once the opposing player is off the stage, follow them out a short distance and send them straight down. Although the animation shows Falcon’s legs completely extend down, the move’s hit box extended all the way up to Falcon’s chest, making it a devastating move that often surprises people.

Neutral Air: A quick kicking move that stays extended out for a long period of time. Also known as a “sex-kick,” the potency of the attack diminishes the longer the kick is extended. Though it isn’t as versatile as the F-air, the N-air is an effective lateral move to send character’s off of the stage

‘B’ Moves

Neutral B: As if the move isn’t apparent enough with its animation and its lack of speed, the “Falcon Punch” is announced loudly, by name, each time that CF goes into the move. It is a great killing move if executed well ahead of time and one’s opponent is oblivious to the fact that it is coming. The impact can send most characters out at about 60%. However, the primary use for the Falcon Punch is during his recovery. When Falcon is sent up and out away from the stage, the punch can be used right after the second jump, adding greater distance to Falcon's horizontal recovery.

Down B: A fast move when executed with an exceptionally slow recovery, the Down B is announced by CF as the “Falcon Kick”. When done on the ground, the move sends CF flying across the stage leaving a trail of flame behind him. When done in the air, the Falcon kick will send CF down at an angle and will impact the ground with a splash accompanied with a lot of lag. This move makes an excellent edge guarding move when one’s opponent is approaching the stage parallel to the ground. WARNING: THIS MOVE DOESN’T ADD ANYTHING TO FALCON’S RECOVERY!

Up B: As with almost every other character (excluding Yoshi and JigglyPuff), the move is used to aid in Falcon’s recovery when sent off the stage. With a similar animation as a normal jump, this attack/recovery move will grab an opponent in front of CF and will explode them off of his chest at an upward angle. From the ground, the move should be avoided, although it does have some small, however very dangerous, edge guarding potential. As an attack, the move finds its greatest use after excessive juggling. Once most characters are at 120%, they will be sent either out the side of the arena or out the top, making it a great aerial attack finisher.

Throws

Back Throw: The back throw is a pretty solid killing throw with good horizontal trajectory. Although it doesn't have a huge amount of distance, like Ness or Pikachu, it still possess enough power to send opponents out with around 120% damage.

Forward Throw: The forward throw is by far the more potent of the two throws. The move throws opponents to the ground, where they then bounce upward. When used on opponents at lower damage levels, the throw becomes an exceptional starting move for combos. Once the opposing player are over 80% it becomes very difficult get them into combos due to the height that the throw puts them at. Once over 80%, one should consider using the back throw to get the opposing player off the stage and in greater danger.

Stages*

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 up-smashes and up-airs 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 CF 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 CF 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 CF with the second jump and the Up-B 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 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 up-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 D-air 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.


 * Only tournament stages provided.

Advanced Tactics

Edge Recovery: The most common approaches to getting off of the edge include tapping an attack button, tapping Z, or pushing upward on the stick 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 the stick away from the stage, and immediately after, tap one of the ‘C’ buttons 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 the j-stick 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 CF’s grab, where he can then begin his combo.

Taunt Canceling: While all character’s can do it, CF 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, cancelling 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. CF is a great edge hogging character who can drop down quickly to the edge. To execute the move, one should roll CF toward the edge, short hop him up and slightly outward, and then fast fall. CF will then grab the edge, preventing another player from grabbing hold.

Shield Shatter: Although it is very difficult to do, CF can shatter the shield of the opponent by repetitive spikes. To accomplish this, do the following: short hop / fast fall / spike / z-cancel (repeat until shield is broken). If it is accomplished against an opponent who as at 40%+, CF is left with ample time to Falcon Punch the character out of the arena of play.

Common Combos

F-throw / Up-smash (1 or 2 times) / Up-air (2x) / Up-B: This is the most intuitive combo that CF 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.

F-throw / Up-smash/ F-air / Up-Smash / F-air / D-air: 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.

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