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(movepool complete)
(You do realize the Explosive Dive is actually viewed as a useful alternate, right?)
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|ub1desc=Captain Falcon leaps upward. If an opponent is near, he will grab on to them and explode, launching himself higher up. Near the end of the attack, he can directly hurt foes with his flaming fist. This is Captain Falcon's main recovery move, and it is frankly below average. Instead of an active attack, it is a grab that can be easily evaded by experienced players, leaving Captain Falcon vulnerable to edgeguarders. It also follows a rather limited arc, even though Captain Falcon can influence his horizontal distance a bit, making it quite predictable as well. Whenever you're offstage, recover with care. As an attack, Falcon Dive is mediocre, since his normal aerials are more reliable. It does see some use as a flashy combo finisher, but since it leaves Captain Falcon helpless if you miss, it isn't really worth the risk.
|ub1desc=Captain Falcon leaps upward. If an opponent is near, he will grab on to them and explode, launching himself higher up. Near the end of the attack, he can directly hurt foes with his flaming fist. This is Captain Falcon's main recovery move, and it is frankly below average. Instead of an active attack, it is a grab that can be easily evaded by experienced players, leaving Captain Falcon vulnerable to edgeguarders. It also follows a rather limited arc, even though Captain Falcon can influence his horizontal distance a bit, making it quite predictable as well. Whenever you're offstage, recover with care. As an attack, Falcon Dive is mediocre, since his normal aerials are more reliable. It does see some use as a flashy combo finisher, but since it leaves Captain Falcon helpless if you miss, it isn't really worth the risk.
|ub2=Falcon Strike
|ub2=Falcon Strike
|ub2desc=Captain Falcon leaps up with an uppercut. He will not grab nearby opponents during the move. This is Captain Falcon's obligatory "improved recovery but worsened attack" custom move, but it works really well due to the nature of Falcon Dive. Increased distance is always a good thing, especially since it was a lacking feature of Falcon Dive. The loss of the grab is negligible, as it is replaced with an uppercut that is much better at countering edgeguards, although still fairly inaccurate.
|ub2desc=Captain Falcon leaps up with an uppercut. He will not grab nearby opponents during the move. This is Captain Falcon's obligatory "improved recovery but worsened attack" custom move, but it works really well due to the nature of Falcon Dive. Increased distance is always a good thing, especially since it was a lacking feature of Falcon Dive. The loss of the grab is negligible, as it is replaced with an uppercut that is much better at countering edgeguards, although still fairly inaccurate, though the reusability of the other two is sacrificed.
|ub3=Explosive Falcon Dive
|ub3=Explosive Falcon Dive
|ub3desc=Captain Falcon leaps up slower and shorter, but his grab attack is extra powerful. This variant is pretty useless. It weakens one of Falcon Dive's strengths and insufficiently buffs up its weaknesses. This move is terrible for recovery, on par with Doctor Mario's Super Jump Punch at distance, so you must be a lot more careful offstage. It is also much harder to land that grab due to the increased startup, even though the explosion is a good KO move. Overall, this variant of Falcon Dive is not worth using compared to its counterparts.
|ub3desc=Captain Falcon leaps up slower and shorter, but his grab attack is extra powerful. This variant's flaws and strengths are clear-cut. This move is terrible for recovery, on par with Doctor Mario's Super Jump Punch at distance, so you must be a lot more careful offstage. However, it's main draw is not as a recovery, but as an attack. When you grab an opponent, the explosion can reliably KO at 100%, and even lower in midair, making it uselful as a hard punish in midair. Overall, this variant of Falcon Dive is a useful alternate worth trying.
|db1=Falcon Kick
|db1=Falcon Kick
|db1desc=Captain Falcon kicks with his leg enveloped in flame. He will kick forward on the ground and diagonally downward in the air. This move is a weak, long-range punish, and it travels fast enough to catch foes out of rolls. It is moderately slow and is very punishable if shielded, so use it with care. The attack is strongest at the start, and can serve as a surprise KO move. It is rather unwieldy in midair as it is quick to come out and has good knockback, but extremely punishable landing lag.
|db1desc=Captain Falcon kicks with his leg enveloped in flame. He will kick forward on the ground and diagonally downward in the air. This move is a weak, long-range punish, and it travels fast enough to catch foes out of rolls. It is moderately slow and is very punishable if shielded, so use it with care. The attack is strongest at the start, and can serve as a surprise KO move. It is rather unwieldy in midair as it is quick to come out and has good knockback, but extremely punishable landing lag.