Super Smash Bros. for Nintendo 3DS/Captain Falcon: Difference between revisions

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|fb3desc=After a brief delay, Captain Falcon rushes forward very quickly and over a greater distance, but his attack is weaker. This variant is very odd. It's supposed to be faster and cover more distance than the default Raptor Boost to compensate for its reduced power. However, its significant startup delay, which exceeds that of the Heavy Raptor Boost, nullifies the increased speed and distance a bit. This makes it more or less as the same as Raptor Boost when it comes to punishing rolls, but it has lower KO potential, making it a worst choice as an attack overall. It is better for horizontal recovery due to its long distance, though.
|fb3desc=After a brief delay, Captain Falcon rushes forward very quickly and over a greater distance, but his attack is weaker. This variant is very odd. It's supposed to be faster and cover more distance than the default Raptor Boost to compensate for its reduced power. However, its significant startup delay, which exceeds that of the Heavy Raptor Boost, nullifies the increased speed and distance a bit. This makes it more or less as the same as Raptor Boost when it comes to punishing rolls, but it has lower KO potential, making it a worst choice as an attack overall. It is better for horizontal recovery due to its long distance, though.
|ub1=Falcon Dive
|ub1=Falcon Dive
|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.
|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.
|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.
|ub3=Explosive Falcon Dive
|ub3=Explosive Falcon Dive
|ub3desc=Captain Falcon leaps up slower and shorter, but his grab attack is extra powerful.
|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.
|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.
|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.
|db2=Falcon Kick Fury
|db2=Falcon Kick Fury
|db2desc=Captain Falcon does a kick that hits multiple times.
|db2desc=Captain Falcon does a kick that hits multiple times. This variant is odd but certainly an acceptable substitute. Although it is slower, the multiple hits make it just as good at punishing rolls as the Falcon Kick, and can drag foes closer to the edges of the screen. The multiple hits chain into each other reliably and you are likely to get the finishing hit if you manage to snag your opponent. The last hit is strong and has some minor KO potential as well. It is strictly worse in the air, as it is harder to get to the final hit while descending, and usually leads to Captain Falcon getting punished even after getting a successful strike upon landing.
|db3=Lightning Falcon Kick
|db3=Lightning Falcon Kick
|db3desc=Captain Falcon takes longer to start the kick, but the kick itself travels farther and is very fast. Captain Falcon can stun enemies upon landing from a Lightning Falcon Kick.
|db3desc=Captain Falcon takes longer to start the kick, but the kick itself travels farther and is very fast. Captain Falcon can stun enemies upon landing from a Lightning Falcon Kick. This variant shares a similar problem with Wind-Up Raptor Boost: it is supposed to be faster, but comes with a noticeable startup delay that renders the added speed useless. Moreover, it has weak knockback that makes it inferior to Falcon Kick as well. The main perk of Lightning Falcon Kick is the stunning hit, which can potentially set up deadly KO moves. However, it is similarly punishable like the landing hits of the other Falcon Kicks, which forces you to use prediction and foresight to setup a stunning kick. It is very hard to utilize, but the ability to setup KOs with the stun makes it a niche but usable custom move.
|utaunt=Captain Falcon beckons the opponent and yells "Come on!"
|utaunt=Captain Falcon beckons the opponent and yells "Come on!"
|ftaunt=Captain Falcon charges up surrounded by flames.
|ftaunt=Captain Falcon charges up surrounded by flames.