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==Introduction==
{{Infobox Character SSBM
|name=Captain%20Falcon
|discord=AZtHzRj
|vods=https://vods.co/melee?selection=29
|cookbook=https://melee.cookbook.gg/Captain%20Falcon
|image=SSBM_CAPTAINFALCON.png
|weight=104 [[Super Smash Bros. Melee/Attributes#Weight|(6th)]]
|fallspeed=2.9/Fast 3.5 [[Super Smash Bros. Melee/Attributes#Fall Speed|(2nd)]]
|gravity=0.13 [[Super Smash Bros. Melee/Attributes#Gravity|(3rd)]]
|jumpsquat=4f [[Super Smash Bros. Melee/Attributes#Jumpsquat|(8th)]]
|walkspeed=0.85 [[Super Smash Bros. Melee/Attributes#Walk Speed|(19th)]]
|idashspeed=2 [[Super Smash Bros. Melee/Attributes#Initial Dash|(1st)]]
|idashlength=15f [[Super Smash Bros. Melee/Attributes#Initial Dash|(2nd)]]
|runspeed=2.3 [[Super Smash Bros. Melee/Attributes#Run Speed|(1st)]]
|traction=0.08 [[Super Smash Bros. Melee/Attributes#Weight|(7th)]]
|jumpheight=Full 38.52/Short 14.85/Air 28.56 [[Super Smash Bros. Melee/Attributes#Jump Height|(3rd/8th/10th)]]
|airspeed=1.12 [[Super Smash Bros. Melee/Attributes#Air Speed|(4th)]]
|airaccel=0.06 [[Super Smash Bros. Melee/Attributes#Air Acceleration|(5th)]]
}}


Falcon is everything defining about melee turned up to 12. Fast as lightning, nigh impossible to control at first, almost always jumping around, and incomparably flashy. There's a reason he's a fan favorite. He has a simple, strong toolset with some of the best moves in the game along with being able to tank a lot of hits due to his weight. His noticeable flaws include a lack of powerful grounded moves, slower than average start up on his otherwise incredible aerial attacks, along with the weakest defensive options of the top tiers. In other words, he’s Melee's gorilla. A character of extreme strengths and weaknesses.
== Ground Moves ==
===Jab===
{{MoveData
|name=Jab
|input=Jab (5AAA)
|image=
|data=
{{AttackData-SSBM
|version=Jab 1
|factive=3
|active=3
|recovery=16
|iasa=16
|onshield=-10
|landlag=
|autocancel=
|damage=2%
|bkb=20
|kbg=0
|angle=80
|effect=Normal
|description=Falcon's main rebuttal to opponent's attempting to abuse his lack of quick moves, his jab is heavily used by Falcon's despite its flaws. </br>
Jab1 grab can be mashed out of, but is a powerful check on an opponent as it's quite fast and difficult to react to. </br>
Jab 1 useful as a jab reset, can generally be escaped but but is still useful
<!--> Jab1 - grab mention <-->
<!--> Explain gentleman, aaa hold on the third one, if you miss a jab you can either time the inputs precisely or walk between jab1-2 or 2-3, learning to avoid accidental rapid jabs is tricky at first but a key skill for a Falcon player <-->
}}
{{AttackData-SSBM
|version=Jab 2
|factive=5
|active=3
|recovery=13
|iasa=19
|onshield=-12
|landlag=
|autocancel=
|damage=3%
|bkb=20
|kbg=0
|angle=80
|effect=Normal
|description= </br>}}
{{AttackData-SSBM
|version=Jab 3
|factive=6
|active=7
|recovery=10
|iasa=22
|onshield=-11
|landlag=
|autocancel=
|damage=Clean: 8% / Late: 6%
|bkb=Clean: 20 / Late: 0
|kbg=100
|angle=361
|effect=Normal
|description=Gentleman </br>


Given his relatively linear moveset, he has to creatively use his movement to dance around his opponent and position his moves appropriately. This is made all the more difficult by how unwieldy his excessive speed, both in the air and on the ground, make him. However, no character is able to take a little momentum in a match and run with it quite like Falcon. Once he gets a solid hit or grab, he can feel truly unstoppable. And, like all melee characters, he has limitless depth with new tech and strategies being discovered to this day.
"Press A three times and clench"
}}
{{AttackData-SSBM
|version=Rapid Jab
|factive=5
|active=2 per hit
|recovery=9 (finisher)
|iasa=-
|onshield=-8
|landlag=
|autocancel=
|damage=1%
|bkb=0
|kbg=70
|angle=361
|effect=Normal
|description=Don't use this on purpose
}}
}}


Make no mistake however, when zoomed out far enough Falcon's plan is quite simple. You run around spacing his gigantic aerials or try to grab the other guy. Then hit them really, really hard. Like a wise man once said, everyone has a plan until they’re kneed in the face.
===Dash Attack===
{{MoveData
|name=Turbo Shoulder
|input=d.A
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=7
|active=10
|recovery=24
|iasa=38
|onshield=-24
|landlag=
|autocancel=
|damage=Clean: 10% / Late: 7%
|bkb=Clean: 22 / Late: 10
|kbg=Clean: 90 / Late: 50
|angle=361
|effect=Normal
|description=A fairly weak move with niche use cases at best. It is the fastest hitbox out of dash of any of Falcon's moves which can make it useful in very niche spots. For that reason dash attack can also serve as a tech trap. It additionally covers Falcon/Ganon's 8B "sweetspot". If performed early enough, it'll be a weak hit, impossible to wall tech until a much higher %.
}}
}}


=="A" Moves Analysis==
===Forward Tilt===
====Ground moves====
{{MoveData
=====Normal=====
|name=Round Kick
*[[Neutral attack]] - Jabs twice then knees opponent, followed by several fast jabs. First two jabs do around 2-3% each, the "gentlemen" kneeing does 8%, and each jab after does 1% each. A fast and somewhat short-ranged jab-attack, this move is good for stopping close-up opponent's approach.
|input=fTilt (t.6A)
*[[Dash attack]] - Shoulder tackle. Strongest when it comes out, weaker afterward. Pretty fast, this move is good for knocking the foe away from the ledge to follow with an aerial attack or edgeguard, with proper mindgaming/prediction. 10%
|subtitle=
*[[Down tilt]] - Does a quick round kick. The down tilt is a great launcher, if difficult to land. It has a long lag and therefore is not one of C.F.'s preferred setups. However, it can combo at most percentages and almost every DI into a SHFFLed neutral aerial, which can further combo. Fox and Falco can often be regrabbed from a down tilt at medium damage percentages, and their side special moves can be intercepted by Falcon's down tilt if they try to sweetspot the ledge. The down tilt can also combo into a Knee Smash and the up aerial, depending on [[knockback]] and [[DI]]. 12% damage.
|image=
*[[Forward tilt]] - Kicks his foot out in front of him. Fast with decent range. There are not a significant amount of combo options from an forward tilt because of its horizontal hit trajectory, low knockback and stun time, and wind-down lag. One can try to follow up with a up aerial or a Jump-canceled grab, and even a dash-canceled down tilt or Raptor Boost, but they are not true combos and can be countered by every character. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance or used after a pivot as a surprise attack to keep enemies away. An forward tilt, angled upward, can stun enemies long enough from an up/down throw that it can lead to a Knee Smash. 11% damage
|data=
*[[Up tilt]] - Brings his leg up and brings it down in an axe-like way. His up tilt has horizontal knockback as well, and, like the forward tilt, is difficult to combo from. Due to its low trajectory, one can often follow off the edge of a platform or stage with a falling neutral aerial or non-sweetspotted forward aerial edgeguard, but this is not a true combo. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance. Most players use up tilts as an edgeguard technique since the heel can extend below the platform. 11% damage.
{{AttackData-SSBM
|version=Side Angle
|factive=9
|active=3
|recovery=18
|iasa=
|onshield=-14
|landlag=
|autocancel=
|damage=11%
|bkb=10
|kbg=100
|angle=361
|effect=Normal
|description=Forward tilt gives Falcon a reasonable balance of range and frame data among otherwise middling grounded tools. A regular forward tilt provides a passable poke tool, but the move can also be angled upward and downward.
}}
{{AttackData-SSBM
|version=Up Angle
|factive=9
|active=3
|recovery=18
|iasa=
|onshield=-13
|landlag=
|autocancel=
|damage=12%, 12%, 11%
|bkb=10
|kbg=100
|angle=361
|effect=Normal
|description=Good to combo because it hits high.
}}
{{AttackData-SSBM
|version=Down Angle
|factive=9
|active=3
|recovery=18
|iasa=
|onshield=-14
|landlag=
|autocancel=
|damage=10%, 10%, 11%
|bkb=0, 0, 10
|kbg=100
|angle=361
|effect=Normal
|description=Good at the ledge because it hits low.
}}
}}


=====[[Smash attack]]s=====
===Up Tilt===
*[[Side smash]] - Reels his elbow back and thrusts it forward. Excellent knockback even when uncharged with good horizontal and vertical launching power, making it hard to DI. Somewhat fast as well. Uncharged usually kills around 100%+. 20% uncharged, 27% fully.
{{MoveData
*[[Up smash]] - Quickly thrusts both his feet upward in circular motions. A fast and powerful move, though short range. The second hit sometimes has difficulty connecting, as with [[Ganondorf (SSBM)|Ganon]]'s. When both hits connect, 19% uncharged, 27% fully charged. This is Falcon's most powerful move damage-wise (When fully charged).
|name=Wheel Kick
*[[Down smash]] - Kicks in front then back of him. Small noticeable startup, but good speed and knockback. 18% front, 16% back uncharged, 24% front and 21% back fully charged.
|input=uTilt (t.8A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=17
|active=5
|recovery=18
|iasa=38
|onshield=-13
|landlag=
|autocancel=
|damage=13%
|bkb=50
|kbg=80
|angle=361
|effect=Normal
|description=Up tilt is generally useless in neutral due to its abhorrent startup. However, it can be a powerful edgeguarding tool, covering a swath in front of Falcon, even covering poor recoveries to ledge.
}}
}}


=====Other attacks=====
===Down Tilt===
*[[Ledge attack]] - Picks himself up and kicks. 10% damage.
{{MoveData
*100% ledge attack- Somewhat slowly gets up and punches in front of him. 8% damage.
|name=Crouching Kick
*[[Floor attack]] - Gets up and flips while kicking. 6% damage.
|input=dTilt (t.2A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=10
|active=6
|recovery=20
|iasa=34
|onshield=-17
|landlag=
|autocancel=
|damage=12%
|bkb=25
|kbg=75
|angle=80, 70, 60
|effect=Normal
|description=As with most of Falcon's grounded moves, down tilt is niche at best in neutral. Can be used after an empty jump as a timing mixup.
}}
}}


====[[Aerial attack]]s====
===Forward Smash===
*[[Forward aerial]] (Knee Smash) - Captain Falcon sticks out his knee. If sweetspotted (located anywhere on his body at the first frames of execution), the victim is electrocuted and is sent in a difficult-to-DI-out-of semi-spike trajectory. If sourspotted, the move is very weak with little knockback, though it can be chained into another Knee. An extremely powerful move when sweetspotted, it is often regarded as one of the most powerful and useful moves in the game, and undoubtedly the most powerful forward aerial of Melee. This move is the usual end to most of Falcon's aerial combos, or even to use against grounded foes in an aerial assault. Easily KOs at damage percentages as low as 60% off the edge. Impressive 18% when sweetspotted, and does 5-6% otherwise with terrible knockback.
{{MoveData
*[[Neutral aerial]] - His forward aerial from ''SSB'', kicks twice in front of him. A good two-hit combo starter or ender, though the second hit is difficult to land. This move can infamously lead into a Sacred Combo. First hit does 6%, second hit 7% damage. Total 13%.
|name=Overheat Elbow
*[[Back aerial]] - A quick punch behind him. Good power and speed, often used as an edgeguarding move. Weak if the opponent is hit late in the attack. 14% damage.
|input=fSmash (s.6A)
*[[Down aerial]] - Stomps below him for good downward knockback. Minor startup and ending lag. Can nipple spike if hit within the torso region, making it even more powerful. 16%.
|subtitle=
*[[Up aerial]] - Does a midair bicycle kick and sticks his feet out. Knockback direction depends on what angle the move hits the foe, though strong nonetheless. Also good for juggling, and edgeguarding if hit near the end of the attack. 13% damage.
|image=
|data=
{{AttackData-SSBM
|version=Side Angle
|factive=18
|active=4
|recovery=43
|iasa=60
|onshield=-31
|landlag=
|autocancel=
|damage=20%
|bkb=24
|kbg=100
|angle=361
|effect=<p style="color:Orange;">Flame</p>
|description=Falcon's strongest move by pure knockback. Falcon pulls backward during the startup, potentially dodging an opponent's move. However, the move has significant startup and end lag, making it impractical without a setup. The move can be angled upward and downward.
}}
{{AttackData-SSBM
|version=Up Angle
|factive=18
|active=4
|recovery=43
|iasa=60
|onshield=-30
|landlag=
|autocancel=
|damage=21%
|bkb=24
|kbg=100
|angle=361
|effect=<p style="color:Orange;">Flame</p>
|description=A fully charged up angled forward smash transcends even Falcon Punch.  
}}
{{AttackData-SSBM
|version=Down Angle
|factive=18
|active=4
|recovery=43
|iasa=60
|onshield=-31
|landlag=
|autocancel=
|damage=19%
|bkb=24
|kbg=100
|angle=361
|effect=<p style="color:Orange;">Flame</p>
|description=
}}
}}


====Grabs & throws====
===Up Smash===
*[[Pummel]] - Knees opponent in the torso region. 2-3% damage per pummel.
{{MoveData
*[[Forward throw]] - Punches foe forward. Oddly, has two hits, the first hit doing 5% damage, second 4%.
|name=Pinwheel Kick
*[[Back throw]] - Kicks foe behind. Also has two very small and hardly noticeable hits. Knockback is usually hard to follow-up or combo with unless over a ledge. Throw does 5% first, 4% second.
|input=uSmash (s.8A)
*[[Up throw]] - Punches foe upward. Yet another mysterious throw where Falcon supposedly only hits the foe once, although has two separate hitboxes. Foes usually fall straight down afterward, at lower damage percentages can lead into his side special and aerial follow-ups. 4% then 3%.
|subtitle=
*[[Down throw]] - Crushes foe to the floor. Only one hitbox unlike his other throws. This knocks the foe to the floor, and this can easily lead into his side special. At lower damage percentages, following his down throw and side special, an up smash or tilt is possible. At higher damage percentages, follow with an neutral aerial or whatever, depending on the foe's DI reaction. Throw does a single-hitting 7% damage.
|image=
|data=
{{AttackData-SSBM
|factive=21
|active=2, 2
|recovery=26
|iasa=40
|onshield=-5
|landlag=
|autocancel=
|damage=Hit1: 8%, 8%, 14%, 14%</br>Hit2: 13%, 13%, 12%
|bkb=Hit1: 80, 100, 30, 30</br>Hit2: 30
|kbg=Hit1: 0, 0, 105, 105</br>Hit2: 128, 126, 110
|angle=Hit1: 90, 100, 80, 90</br>Hit2: 90, 90, 80
|effect=Normal
|description=Surprisingly difficult to punish due to the relatively quick IASA frame, but with so much start up it is generally not a great neutral tool.
}}
}}


=="B" Moves List==
===Down Smash===
* "up B" Falcon Dive- Captain Falcon boost upwards and forwards, grabs his opponent, and explodes them.
{{MoveData
* "B neutral" Falcon Punch- Most famous move, does a powerful punch.
|name=Pendulum Kick
* "down B" Falcon Kick- Falcon boost forward for a flame kick.
|input=dSmash (s.2A)
* " forward B" Raptor Boost- Falcon dashes forward for a flame upper-cut.
|subtitle=<strong>Did he just...</strong>
===Move Analysis===
|image=
* Up B
|data=
Captain Falcon is given a quick boost upwards and forwards, and anything within his target area is pulled to him, given a blast of fiery energy, and launched away. If it connects, it sends Falcon backwards, but also removes the helplessness state, allowing him to perform the move again. This move acts as a grab, so it can hit enemies that are shielding. The range at which the enemy is latched on to Captain Falcon is much greater in SSB than in Melee or Brawl. Very useful end of combo move in smash 64 (such as after up airs) and moderately useful Oos move.  
{{AttackData-SSBM
* Down B
|factive=19
There have been some changes to the move in Super Smash Bros. Melee, notably how he will regain his second jump after using this move in the air. The move lost a little speed and some KO power, but seems to travel farther and has better rendered effects (though a few red fire sprites appear in the move). This move is also easier to use near a ledge. The range is about half of Final Destination.
|active=4, 4
|recovery=17
|iasa=45
|onshield=-15/-6
|landlag=
|autocancel=
|damage=Hit1: 18%</br>Hit2: 16%
|bkb=Hit1: 30</br>Hit2: 20
|kbg=100
|angle=361
|effect=Normal
|description=Useful for covering multiple tech options in the corner when the opponent's tech away is stopped by the ledge.
}}
}}


Despite these new factors, it isn't used particularly often outside of recovering due to his brand new throwing and aerial meta-game.  
== Aerial Moves ==
* Neutral B
===Neutral Air===
In SSBM, the Falcon Punch was made slower, though the punch itself seems to be stronger and now has a full 3-D model, complete with better fire effects. Due to C. Falcon's dair being much slower than in SSB, that combo was made more unreliable, but with L-Canceling, it's still possible. One of the more famous combos is the Sacred Combo. Originating in Melee, it is a combo that uses Captain Falcon's Forward Aerial and the Falcon Punch. It is very hard to perform.
{{MoveData
|name=Rotary Kick
|input=nAir (j.5A)
|subtitle='''Two kicks. Two. Kicks.'''
|image=SSBM_Captain Falcon_nAir1.png
|caption= Hit 1
|hitbox=SSBM_Captain Falcon_nAir_Hitbox1.png
|hitboxCaption= Hit 1
|image2=SSBM_Captain Falcon_nAir2.png
|caption2= Hit 2
|hitbox2=SSBM_Captain Falcon_nAir_Hitbox2.png
|hitboxCaption2= Hit 2
|data=
{{AttackData-SSBM
|factive=7
|active=Hit1: 6</br>Hit2: 10
|recovery=16
|iasa=44
|onshield=-2
|landlag=7
|autocancel=<3, >34
|damage=Hit1: 6%, 5%, 6%</br>Hit2: 7%
|bkb=Hit1: 40</br>Hit2: 40
|kbg=Hit1: 0</br>Hit2: 100
|angle=Hit1: 82, 78, 74</br>Hit 2: 361
|effect=Normal
|description=Falcon's god button. It is a swiss army knife of a move and helps form the foundation of his neutral and combo game. Generally, a character's ability to make Falcon hesitate when using this move is what makes them win or lose the match up and is a defining interaction for the characters. This is a solid, go-to option in neutral in many matchups as it's often low risk, medium reward.


The combo itself is performed by knocking an opponent off the stage with Captain Falcon's forward aerial (the Knee Smash) and then jumping off the edge of the stage before striking the opponent with Falcon Punch, in mid-air. If performed successfully, this combo results in a KO in almost all cases, although by performing this combo, Captain Falcon may fail to recover back to the stage in Melee if he jumps too far off the edge to perform his Falcon Punch. In either cases, KOing an opponent with the Sacred Combo is widely regarded as being one of the most satisfying ways to remove an opponent's stock.
* Unpunishable on block when performed correctly at -2, being particularly safe when spaced
* Side B
* Relatively quick start up and long active frames make it a great choice to throw out as a safe wall
When used, Captain Falcon pauses for a split second before dashing a short distance forwards. If he hits an enemy, he proceeds to unleash a fiery uppercut, which pops opponents up into the air with below-average knockback. If Captain Falcon doesn't hit an enemy during the dash, he falls down and is easily punished - or even worse, if he falls off an edge, he immediately becomes helpless and is very likely to self-destruct.
* Can combo into grab at low % and knee at higher %
* Be wary of crouch cancelling, generally safe against CC but it can catch you unawares
* Generally want the 2nd hit to hit as low to the ground as possible to maximize combo potential and safety
* First hit is vulnerable to being traded with, but the low recovery means it's challenging to whiff punish. Requires a read to cleanly beat
}}
}}


When used in the air, the move changes from an uppercut to a downpunch, acting as a meteor smash. Captain Falcon becomes helpless whether the move connects or not; as a result it is very risky to use in midair. In Melee, Captain Falcon's momemtum instantly halts when he hits an opponent, making the move difficult to survive using in any case. In Brawl however, he bounces over the meteor smashed opponent and keeps a bit of sideways momemtum.
===Foward Air===
{{MoveData
|name=Knee Smash
|input=fAir (j.6A)
|subtitle='''What's fAir? It's the Knee'''
|image=SSBM_Captain Falcon_fAir.png
|hitbox=SSBM_Captain Falcon_fAir_Hitbox.png
|data=
{{AttackData-SSBM
|factive=14
|active=17
|recovery=9
|iasa=36
|onshield=+1
|landlag=9
|autocancel=<6, >35
|damage=Clean: 18% / Late: 6%
|bkb=Clean: 24 / Late: 35
|kbg=Clean: 100 / Late: 80
|angle=Clean: 32 / Late: 361
|effect=Clean: <span style="color:Cyan;">Electric</span> / Late: Normal
|description=One of the best moves in the entire game, this is Falcon's defining move as a character. A combo starter that combos into itself to death while still being a devastating combo ender, being plus on block, and massive active frames to be used for edge guarding. This move is a problem for Falcon's opponents and is only limited by its start up and limited active frames of its strongest hitbox


This attack is useful for tech-chasing, due to its duration and range. Additionally, it can be comboed directly into Falcon's knee to achieve KOs relatively easily. Sometimes people follow with Falcon Dive, which is seen as a newbie tactic.
* Only the first 3 frames, or 1/20th of a second, are strong. After that it's a "weak knee"
* Weak knee allows for combo extensions into strong knee, uAir, or edgeguards in situations strong knee does not, meaning that it's often better than a strong knee
* A low strong knee on block into standing grab will beat a shield grab, as it's +1 on block, creating a favorable EV situation in matchups where the opponent doesn't have a good answer
}}
}}


As the move doesn't deal any damage until it hits a target, it does very poorly at protecting Falcon from opposing attacks via clanking, leading to a reputation of low priority.
===Back Air===
{{MoveData
|name=Reverse Knuckle
|input=bAir (j.4A)
|subtitle='''Cool guys don't look at explosions'''
|image=SSBM_Captain Falcon_bAir.png
|hitbox=SSBM_Captain Falcon_bAir_Hitbox.png
|data=
{{AttackData-SSBM
|factive=10
|active=8
|recovery=23
|iasa=29
|onshield=-1
|landlag=9
|autocancel=<7, >20
|damage=Clean: 14% / Late: 8%
|bkb=Clean: 20, 0, 0 / Late: 20, 0, 0
|kbg=Clean: 100 / Late: 100
|angle=361
|effect=Normal
|description=Falcon's back air has rather slow startup but is otherwise an oppressive move that is extremely hard to deal with once the opponent is past knockdown %. Its massive range means that very few characters can directly challenge the move if it is not preemptively challenged.


==Combos==
* Falcon's hand has a tipper property, meaning the end of the bAir hits harder than hitting it closer to Falcon's armpit, effecting combos
==Frame Data==
* Low to the ground bAirs can be safely spaced once the opponent is at high % and confirmed into fAir if they are not willing to preemptively attack
===Speed options===
* Instant short hop bAir can be auto cancelled if the fast fall input is slightly delayed, and double jumped out of before landing with no fast fall, adding layers to the landing mix up
*Captain Falcon's aerial game is very fast, making performing combos fairly easy. His knee is a good KO move at medium-high damage. He also has one true [[spike]]. Use that as a follow-up in case his Knee Smash doesn't work, or to continue comboing.
* bAir can often be used interchangeably with nAir as a spacing tool. It has advantages of gaining empty land mixups and being safer on cc, but has the drawback of needing to be facing away from your opponent
*Because Falcon's Falling Speed and weight are so high, he is the character that is most resistant to vertical knockouts.
}}
*Since he is a heavy character and a fast faller, attacks like Peach's down smash can be horrible against Falcon.
}}


===Ground options===
===Up Air===
*Captain Falcon's ground attacks have some lag, but, in return, they generally have good knockback and damage. Captain Falcon's up smash hits twice which can KO at low percentages. His side smash is a little laggy, but has great range and knockback. His down smash is two kicks which hit both sides of Falcon so opponents on either side of him will be hit so long as they are within range. In addition, his down smash has a very good reach and priority.
{{MoveData
*Falcon's tilts include his forward tilt, a long ranged kick with decent damage and knockback, his down tilt, a sweeping kick which sends opponents upwards, and his up tilt, where he lifts his leg in the air and smashes it down. The up tilt is frequently used for edgeguarding.
|name=Overhead Kick
|input=uAir (j.8A)
|subtitle='''It's not my fault you jumped'''
|image=SSBM_Captain Falcon_uAir1.png
|caption= Clean Hit
|hitbox=SSBM_Captain Falcon_uAir_Hitbox1.png
|hitboxCaption= Clean Hit
|image2=SSBM_Captain Falcon_uAir2.png
|caption2= Mid Hit
|hitbox2=SSBM_Captain Falcon_uAir_Hitbox2.png
|hitboxCaption2= Mid Hit
|data=
{{AttackData-SSBM
|factive=6
|active=8
|recovery=21
|iasa=30
|onshield=+0
|landlag=7
|autocancel=>21
|damage=Clean: 13%, 12% / Mid: 12%, 10%
|bkb=Clean: 10 / Mid: 8
|kbg=Clean: 100 / Mid: 80
|angle=361
|effect=Normal
|description=The size of this move along with Falcon's impressive dash jump means that situations that are challenging to deal with for other characters, such as a character being above and in front of you, are trivial to deal with for Falcon. This combined with it often being a guaranteed follow up after a throw in many situations, and being among the best combo extensions in the game, make it the move you are likely to use most often in Falcon combos as well as vs opponents who are a bit too jump happy.


===Aerial attacks===
*Forward aerial (Knee Smash) - Captain Falcon's forward aerial is a great, if not Falcon's best, finisher. Timed at the end of grab and aerial combos, it can KO opponents at about 60%. Although the move does require precise timing to land, since a non sweetspotted hit will be very weak, the sourspot can be used as a form of Wall of Pain that can combo into another knee.
*Back aerial - A backhand hit with a significant startup lag. Falcon's back aerial is excellent, especially for edgeguarding. While an opponent is off stage it is common to hop backwards and intercept them with a back aerial for the KO.
*Neutral aerial - Two fast kicks. The Neutral aerial is good for racking up damage.
*Up aerial - A quick back-flip kick. Good for attacking airborne opponents as it is fast and relatively strong, and has a long duration making it comparatively easy to land.
*Down aerial - An airborne stomp. Falcon's down aerial has a considerable amount of startup lag. It is good for use on the ground, where it will send opponents upward, sometimes Star-KOing at high percentages or creating a setup for a Knee. Hitting opponents with the upper hitbox (above Falcon's waist) will result in a nipple spike.


===Projectile/Protecting===
* If fAir won't kill or combo into itself, uAir -> fAir is often a 50/50, with an outright fAir killing in practice
*Using Falcon's Raptor Boost is a good way to dodge oncoming projectiles like [[Super Smash Bros. Melee/Samus|Samus]]'s Missile or [[Super Smash Bros. Melee/Mario|Mario]]'s Fireball.
* If anyone is above you, this is usually a good response
*Falcon is equipped with one of the best roll dodges in the game, as it is one of the fastest and longest. Both left and right roll dodges are quick and long.
* Falcon's bread and butter tool to extend juggles
*Falcon has the best dash-dance in the game, so if timed right he can dash away from an attack and quickly dash back to retalliate.
* Up air is one of falcons only fast options out of shield (frame 10), However it remains situational due to the fact that it often goes over character’s hurtboxes. In situations where this isn’t the case however, such as sheik’s ftilt, or fox and falco’s up tilt, it is very useful (although notably difficult for the latter)
*falling up air is surprisingly useful. While it may not have the range of nAir and bAir, its safety on block (being +0), along with its low end lag and ability to be mixed up with empty lands makes it a versatile neutral tool when done after a short hop, full hop, or instant double jump
* up air is also falcons go to aerial out of a shield drop, due to its speed and range
}}
}}


===Grabs===
===Down Air===
Captain Falcon has some good grabs that are used to start chains and combos, most notably into his forward aerial, which can allow for quick kills.
{{MoveData
|name=Step On It
|input=dAir (j.2A)
|subtitle='''The Stomp'''
|image=SSBM_Captain Falcon_dAir.png
|hitbox=SSBM_Captain Falcon_dAir_Hitbox.png
|data=
{{AttackData-SSBM
|factive=16
|active=5
|recovery=25
|iasa=38
|onshield=-3
|landlag=12
|autocancel=<4, >35
|damage=16%
|bkb=40
|kbg=100
|angle=270, 270, 290
|effect=Normal
|description=An infamously ignorant move. Getting hit by this move, even at 0%, can lead into touch of death combos in as little as 1-2 combo resets or mix ups for much of the cast. As one of the strongest meteor smashes in the game, this is truly Doug's party starter 


====Down throw====
* Falcon's best combo starter
*Can chain-grab many characters with average falling speeds and weights at various damage percentages. Simply down-throw, follow the opponent's DI with a dash, and use a Jump Cancelled Grab to grab again. If the opponent DIs towards the player, a re-grab in place or turning and re-grabbing may be possible.
* Can extend legs through platforms if used on top of them, which will hit people beneath them
*Combos into neutral aerial at most damage percentages and DIs against non-fastfallers.
* Combining this with edge cancelling to remove the recovery time makes it amazing on platforms
*Can combo into a forward aerial at medium to high damage percentages against non-fastfallers. This may be escapable at some damage percentages with DI. This is also an option at very high damage percentages against fast-fallers.
* The upper most hitbox is a true spike commonly referred to as "the Nipple Spike" due to its location around Doug's pecs
*Tech-chasing chain grabs are possible as well against fast-fallers. Additionally, one can Tech-chase with Isai Stomps and Raptor Boost. Down-smash is additionally useful as it hits in front of and behind C.F., hitting 2/3 tech-rolls and hitting non-techs if properly timed.
* High reward anti approach or approaching option, however it has high recovery if not edge cancelled which makes it risky to whiff. High risk, high reward
* Falcons legs get tucked in during the startup of the move, which lets him avoid approaching aerials that haven’t been overshot such as fox/falco nair, this links into the prior point about it being a good anti approach option


====Up throw====
*Combos into neutral up and forward aerials at various damage percentages and DIs against virtually every character. The higher the percent, the more chance opponents have to break free.
*Combos into down tilt at low-medium damage percentages against fast-fallers.
*Combos into forward smash and down smash against fast-fallers at medium damage percentages, depending on DI.
*Against fast fallers at low damage percentages, does not combo directly but leads to Tech-chasing.
*Combos into a up smash against fast-fallers that do not DI to a side. Against large, heavy characters, can be wavedashed into at several DIs.
*Can combo into an angled forward tilt depending on DI. Useful for catching awkward DIs and damage percentages.
*If an opponent bounces, it is possible to hit them with any SHFFL'd aerial, a down-smash, Raptor Boost, Falcon Kick, Falcon Punch, and any tilts out of the bounce.
*Raptor Boost is always an option, and directly combos against many characters at low damage percentages and against most DIs, however is known to be very touchy and avoidable. Can be used to tech-chase as well.
*Up throw can lead to a dashing, jump-cancelled re-grab against Fox at very high damage percentages (approximately 110%) if the opponent DI's away. This is possible due to Fox's light weight and high downward acceleration.


==Match-ups==
While Falcon can fall into his opponents with an attack much more successfully than most characters due to the size of this move, remember to avoid getting too predictable with it!
===Serious Advantage Match-ups===
}}
Mewtwo, Yoshi, G&W, Ness, Bowser, Kirby, Pichu
}}
===Advantage Match-ups===
Peach, Doc, Ganondorf, Samus, Pikachu, Mario, Luigi, DK, Link, Y.Link, Zelda, Roy
===Fair Match-ups===
Marth, Ice Climbers
===Disadvantage Match-ups===
Fox, Falco, Puff, Sheik
===Serious Disadvantage Match-ups===
None


{{Smash Melee}}
== Special Moves ==
===Neutral B===
{{MoveData
|name=Falcon Punch
|input=nB (5B) (Air OK)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=52
|active=5
|recovery=43
|iasa=
|onshield=-33
|landlag=
|autocancel=
|damage=27%, 25%, 23%
|bkb=Ground: 30 / Air: 40
|kbg=102
|angle=361
|effect=<span style="color:Orange;">Flame</span>
|description=Falcon's most famous move and also likely his least useful. It is nevertheless not entirely without use.


When an opponent is in a substantial amount of recovery, such as after breaking their shield or after Puff uses rest, Falcon punch is often a good option.


[[Category: Super Smash Bros. Melee]]
It can also be used as an edgeguard vs opponents with linear recoveries such as Captain Falcon or Ganon when forced to use their up-b/8b, but ultimately its high recovery makes it niche at best.
 
While you can find other niche usages, such as Falcon punch being able to cover the entirety of a side platform in specific spots as a tech chase, or rolling to the ledge and FH up angled falcon punching a recovering Sheik, in general this is likely Falcon's least commonly used move. And yes, it can be angled!
}}
}}
 
===Side B===
{{MoveData
|name=Raptor Boost
|input=sideB (4/6B) (Air OK)
|subtitle=“Watch and pray, that ye enter not into temptation: the spirit indeed is willing, but the flesh is weak.”
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= Please use this move less in neutral
}}
}}
 
===Up B===
{{MoveData
|name=Falcon Dive
|input=upB (8B) (Air OK)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=13
|active=21
|recovery=31
|iasa=
|onshield=
|landlag=30
|autocancel=
|damage=15%
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= "If only it turned them around before throwing them, now that'd be a recovery"
 
This is Falcon's primary recovery tool when double jump won't get you far enough. While not a great recovery, it has quite a high skill cap and room for creativity. Using it well is often the difference between dying at 80% or living to 160% and mastery of it is a major difference maker between good and great Falcons.
 
* Falcon Dive also doubles as a command grab, however it is unsafe on hit at low % or when opponent can wall tech offstage
* Doug cannot drift before the apex of the move, so when using it make sure to make it hard to hit you before that point in order to enable drift mix ups
* Can fast fall through platforms to make punishing landing more difficult
* Can edge cancel the move to remove all landing recovery
* Being able to wall or ledge tech when recovering from below is vital
* Can't be sweetspotted from below, Falcon always flips his entire body above ledge even at its lowest
 
}}
}}
 
===Down B===
{{MoveData
|name=Falcon Kick
|input=downB (2B) (Air OK)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=Falcon's down-b, or 2b, is a relatively niche move besides on recovery. When hit high and far enough offstage, DJ falcon kick will give Douglas his DJ back, allowing for more recovery mix ups than would otherwise be possible. Just be careful not to use it too close to stage as the recovery can be easily punished!
 
 
* Can be used to escape the corner as it has a potent reverse hitbox, but is often very telegraphed and has high recovery which limits this to being more niche
* Aerial Falcon Kick can escape juggles when without a DJ as it stops falling for a moment on activation. This can also commonly shield poke
 
}}
}}
 
== Grabs & Throws ==
Put a character's grab, zair, and throws here.
===Grab===
{{MoveData
|name=Grab
|input=Grab (Z)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=6
|active=2
|recovery=22
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=
}}
}}
 
===Dash Grab===
{{MoveData
|name=Dash Grab
|input=d.Grab (d.Z)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=10
|active=2
|recovery=29
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=
}}
}}
 
===Pummel===
{{MoveData
|name=Pummel
|input=g.A
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=4
|active=4
|recovery=17
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 3 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=
}}
}}
 
===Forward Throw===
{{MoveData
|name=Body Blow
|input=fThrow (g.6)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=
}}
}}
===Back Throw===
{{MoveData
|name=Kick Back
|input=bThrow (g.4)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=
}}
}}
===Up Throw===
{{MoveData
|name=Rising Palm
|input=uThrow (g.8)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=
}}
}}
===Down Throw===
{{MoveData
|name=Throw Down
|input=dThrow (g.2)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=40*
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 7 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=NOTE: This throw's animation length varies by thrown character's weight. Very light characters will incur a faster animation than very heavy ones.
}}
}}
 
== Universal Mechanics ==
 
==Advanced Frame Data==
This table shows the frame data for all of Captain Falcon's non-special moves. Including shield advantage at different timings and cancels.
{| class = "wikitable mw-collapsible mw-collapsed"
|+ Shield Advantage
! move||start||end||lcancelledLandingLag||autoCancelAfter||iasa||missedLcancelLandingLag||totalFrames||damage||shieldstun||bestShieldAdvantage||lcancelledShieldAdvantage||missedLcancelShieldAdvantage||earlyHitAutoCancelledShieldAdvantage||lateHitAutoCancelledShieldAdvantage||earlyHitIASACancelledShieldAdvantage||lateHitIASACancelledShieldAdvantage||earlyHitTotalFramesShieldAdvantage||lateHitTotalFramesShieldAdvantage
|-
|ftilt_mh||9||11||N\A||N\A||N\A||N\A||29||12||7||-11||N\A||N\A||N\A||N\A||N\A||N\A||-13||-11
|-
|ftilt_mh||9||11||N\A||N\A||N\A||N\A||29||12||7||-11||N\A||N\A||N\A||N\A||N\A||N\A||-13||-11
|-
|ftilt_mh||9||11||N\A||N\A||N\A||N\A||29||11||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-14||-12
|-
|dtilt||10||15||N\A||N\A||35||N\A||35||12||7||-12||N\A||N\A||N\A||N\A||-17||-12||-18||-13
|-
|dtilt||10||15||N\A||N\A||35||N\A||35||12||7||-12||N\A||N\A||N\A||N\A||-17||-12||-18||-13
|-
|dtilt||10||15||N\A||N\A||35||N\A||35||12||7||-12||N\A||N\A||N\A||N\A||-17||-12||-18||-13
|-
|uair||6||10||7||21||30||15||33||13||7||0||0||-8||-12||-8||-16||-12||-20||-16
|-
|uair||6||10||7||21||30||15||33||12||7||0||0||-8||-12||-8||-16||-12||-20||-16
|-
|uair||11||13||7||21||30||15||33||12||7||0||0||-8||-7||-5||-11||-9||-15||-13
|-
|uair||11||13||7||21||30||15||33||10||6||-1||-1||-9||-8||-6||-12||-10||-16||-14
|-
|uair||14||14||7||21||30||15||33||8||5||-2||-2||-10||-6||-6||-10||-10||-14||-14
|-
|uair||14||14||7||21||30||15||33||6||4||-3||-3||-11||-7||-7||-11||-11||-15||-15
|-
|fsmash_h||18||21||N\A||N\A||60||N\A||64||21||11||-27||N\A||N\A||N\A||N\A||-30||-27||-35||-32
|-
|fsmash_h||18||21||N\A||N\A||60||N\A||64||21||11||-27||N\A||N\A||N\A||N\A||-30||-27||-35||-32
|-
|fsmash_l||18||21||N\A||N\A||60||N\A||64||19||10||-28||N\A||N\A||N\A||N\A||-31||-28||-36||-33
|-
|fsmash_l||18||21||N\A||N\A||60||N\A||64||19||10||-28||N\A||N\A||N\A||N\A||-31||-28||-36||-33
|-
|fsmash_l||63||63||N\A||N\A||60||N\A||64||8||5||9||N\A||N\A||N\A||N\A||9||9||4||4
|-
|fsmash_l||63||63||N\A||N\A||60||N\A||64||8||5||9||N\A||N\A||N\A||N\A||9||9||4||4
|-
|fsmash_l||63||63||N\A||N\A||60||N\A||64||14||8||12||N\A||N\A||N\A||N\A||12||12||7||7
|-
|fsmash_l||63||63||N\A||N\A||60||N\A||64||14||8||12||N\A||N\A||N\A||N\A||12||12||7||7
|-
|jab3||5||8||N\A||N\A||22||N\A||31||8||5||-8||N\A||N\A||N\A||N\A||-11||-8||-21||-18
|-
|jab3||5||8||N\A||N\A||22||N\A||31||8||5||-8||N\A||N\A||N\A||N\A||-11||-8||-21||-18
|-
|jab3||9||11||N\A||N\A||22||N\A||31||6||4||-6||N\A||N\A||N\A||N\A||-8||-6||-18||-16
|-
|jab3||9||11||N\A||N\A||22||N\A||31||6||4||-6||N\A||N\A||N\A||N\A||-8||-6||-18||-16
|-
|ftilt_l||9||11||N\A||N\A||N\A||N\A||29||10||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-14||-12
|-
|ftilt_l||9||11||N\A||N\A||N\A||N\A||29||10||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-14||-12
|-
|ftilt_l||9||11||N\A||N\A||N\A||N\A||29||11||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-14||-12
|-
|ftilt_h||9||11||N\A||N\A||N\A||N\A||29||12||7||-11||N\A||N\A||N\A||N\A||N\A||N\A||-13||-11
|-
|ftilt_h||9||11||N\A||N\A||N\A||N\A||29||12||7||-11||N\A||N\A||N\A||N\A||N\A||N\A||-13||-11
|-
|ftilt_h||9||11||N\A||N\A||N\A||N\A||29||11||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-14||-12
|-
|dashattack||7||9||N\A||N\A||38||N\A||39||10||6||-22||N\A||N\A||N\A||N\A||-24||-22||-26||-24
|-
|dashattack||10||16||N\A||N\A||38||N\A||39||7||5||-16||N\A||N\A||N\A||N\A||-22||-16||-24||-18
|-
|dair||16||20||12||35||38||24||44||16||9||-3||-3||-15||-14||-10||-12||-8||-19||-15
|-
|dair||16||20||12||35||38||24||44||16||9||-3||-3||-15||-14||-10||-12||-8||-19||-15
|-
|dair||16||20||12||35||38||24||44||16||9||-3||-3||-15||-14||-10||-12||-8||-19||-15
|-
|bair||10||13||9||20||29||18||35||14||8||-1||-1||-10||-6||-3||-10||-7||-17||-14
|-
|bair||10||13||9||20||29||18||35||14||8||-1||-1||-10||-6||-3||-10||-7||-17||-14
|-
|bair||10||13||9||20||29||18||35||14||8||-1||-1||-10||-6||-3||-10||-7||-17||-14
|-
|bair||14||17||9||20||29||18||35||8||5||-2||-4||-13||-5||-2||-9||-6||-16||-13
|-
|bair||14||17||9||20||29||18||35||8||5||-2||-4||-13||-5||-2||-9||-6||-16||-13
|-
|bair||14||17||9||20||29||18||35||8||5||-2||-4||-13||-5||-2||-9||-6||-16||-13
|-
|usmash||21||22||N\A||N\A||40||N\A||54||8||5||-12||N\A||N\A||N\A||N\A||-13||-12||-28||-27
|-
|usmash||21||22||N\A||N\A||40||N\A||54||8||5||-12||N\A||N\A||N\A||N\A||-13||-12||-28||-27
|-
|usmash||21||22||N\A||N\A||40||N\A||54||14||8||-9||N\A||N\A||N\A||N\A||-10||-9||-25||-24
|-
|usmash||21||22||N\A||N\A||40||N\A||54||14||8||-9||N\A||N\A||N\A||N\A||-10||-9||-25||-24
|-
|usmash||27||28||N\A||N\A||40||N\A||54||13||7||-4||N\A||N\A||N\A||N\A||-5||-4||-20||-19
|-
|usmash||27||28||N\A||N\A||40||N\A||54||13||7||-4||N\A||N\A||N\A||N\A||-5||-4||-20||-19
|-
|usmash||27||28||N\A||N\A||40||N\A||54||12||7||-4||N\A||N\A||N\A||N\A||-5||-4||-20||-19
|-
|jab2||4||6||N\A||N\A||18||N\A||19||3||3||-8||N\A||N\A||N\A||N\A||-10||-8||-12||-10
|-
|jab2||4||6||N\A||N\A||18||N\A||19||3||3||-8||N\A||N\A||N\A||N\A||-10||-8||-12||-10
|-
|jab2||4||6||N\A||N\A||18||N\A||19||3||3||-8||N\A||N\A||N\A||N\A||-10||-8||-12||-10
|-
|jab1||3||5||N\A||N\A||16||N\A||21||2||2||-8||N\A||N\A||N\A||N\A||-10||-8||-16||-14
|-
|jab1||3||5||N\A||N\A||16||N\A||21||2||2||-8||N\A||N\A||N\A||N\A||-10||-8||-16||-14
|-
|jab1||3||5||N\A||N\A||16||N\A||21||2||2||-8||N\A||N\A||N\A||N\A||-10||-8||-16||-14
|-
|ftilt_m||9||11||N\A||N\A||N\A||N\A||29||11||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-14||-12
|-
|ftilt_m||9||11||N\A||N\A||N\A||N\A||29||11||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-14||-12
|-
|ftilt_m||9||11||N\A||N\A||N\A||N\A||29||11||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-14||-12
|-
|nair||7||12||7||33||N\A||15||44||6||4||-3||-3||-11||-26||-21||N\A||N\A||-33||-28
|-
|nair||7||12||7||33||N\A||15||44||5||4||-3||-3||-11||-26||-21||N\A||N\A||-33||-28
|-
|nair||7||12||7||33||N\A||15||44||6||4||-3||-3||-11||-26||-21||N\A||N\A||-33||-28
|-
|nair||20||29||7||33||N\A||15||44||7||5||-2||-2||-10||-12||-3||N\A||N\A||-19||-10
|-
|nair||20||29||7||33||N\A||15||44||7||5||-2||-2||-10||-12||-3||N\A||N\A||-19||-10
|-
|nair||20||29||7||33||N\A||15||44||7||5||-2||-2||-10||-12||-3||N\A||N\A||-19||-10
|-
|dsmash||19||22||N\A||N\A||45||N\A||49||18||10||-12||N\A||N\A||N\A||N\A||-15||-12||-20||-17
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|dsmash||19||22||N\A||N\A||45||N\A||49||18||10||-12||N\A||N\A||N\A||N\A||-15||-12||-20||-17
|-
|dsmash||29||32||N\A||N\A||45||N\A||49||16||9||-3||N\A||N\A||N\A||N\A||-6||-3||-11||-8
|-
|dsmash||29||32||N\A||N\A||45||N\A||49||16||9||-3||N\A||N\A||N\A||N\A||-6||-3||-11||-8
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|ftilt_ml||9||11||N\A||N\A||N\A||N\A||29||10||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-14||-12
|-
|ftilt_ml||9||11||N\A||N\A||N\A||N\A||29||10||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-14||-12
|-
|ftilt_ml||9||11||N\A||N\A||N\A||N\A||29||11||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-14||-12
|-
|fair||14||16||9||34||36||19||39||18||10||1||1||-9||-14||-12||-11||-9||-15||-13
|-
|fair||14||16||9||34||36||19||39||18||10||1||1||-9||-14||-12||-11||-9||-15||-13
|-
|fair||17||30||9||34||36||19||39||6||4||-1||-5||-15||-17||-4||-14||-1||-18||-5
|-
|fair||17||30||9||34||36||19||39||6||4||-1||-5||-15||-17||-4||-14||-1||-18||-5
|-
|fsmash_m||18||21||N\A||N\A||60||N\A||64||20||10||-28||N\A||N\A||N\A||N\A||-31||-28||-36||-33
|-
|fsmash_m||18||21||N\A||N\A||60||N\A||64||20||10||-28||N\A||N\A||N\A||N\A||-31||-28||-36||-33
|-
|utilt||17||21||N\A||N\A||38||N\A||39||13||7||-9||N\A||N\A||N\A||N\A||-13||-9||-15||-11
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|utilt||17||21||N\A||N\A||38||N\A||39||13||7||-9||N\A||N\A||N\A||N\A||-13||-9||-15||-11
|}
 
{{Navbox SSBM}}

Latest revision as of 18:21, 29 February 2024


Introduction

Douglas Jay Falcon, or Captain Falcon, is everything defining about melee turned up to 12. Fast as lightning, nigh impossible to control at first, almost always jumping around, and incomparably flashy. There's a reason he's a fan favorite. He has a simple, strong toolset with some of the best moves in the game along with being able to tank a lot of hits due to his weight. His noticeable flaws include a lack of powerful grounded moves, slower than average start up on his otherwise incredible aerial attacks, along with the weakest defensive options of the top tiers. In other words, he’s Melee's gorilla. A character of extreme strengths and weaknesses.

Given his relatively linear moveset, he has to creatively use his movement to dance around his opponent and position his moves appropriately. This is made all the more difficult by how unwieldy his excessive speed, both in the air and on the ground, make him. However, no character is able to take a little momentum in a match and run with it quite like Falcon. Once he gets a solid hit or grab, he can feel truly unstoppable. And, like all melee characters, he has limitless depth with new tech and strategies being discovered to this day.

Make no mistake however, when zoomed out far enough Falcon's plan is quite simple. You run around spacing his gigantic aerials or try to grab the other guy. Then hit them really, really hard. Like a wise man once said, everyone has a plan until they’re kneed in the face.

Strengths Weaknesses
  • Extremely Fast and Mobile - Unrivaled combination of ground and air mobility allows for Falcon to fly across the screen and reposition nigh instantaneously, allowing for him to exert threat from far distances while being difficult to whiff punish himself
  • Powerful Combos - The Captain has some of the deadliest and most explosive combos in the game off a full combo starter, giving him significant comeback potential
  • Heavy Fast faller - His combination of high weight and fast falling speed makes him one of the most resilient characters to stray hits in the game, making dropped edge guards vs him particularly punishing
  • Massive Aerials - Very few characters can consistently directly beat Falcon's aerial attack hitboxes, forcing many characters to instead call out his jumps or pressure his landing instead
  • Linear Toolset - Falcon's lack of powerful grounded moves can make him predictable in how he approaches various situations and forces Falcons to think outside of the box to get an opening
  • Defense and Recovery - Falcon has notoriously limited options when forced to block pressure as well as being very limited in recovering once he's knocked offstage, even at low %s
  • Startup - While Doug himself is quite fast, his moves have a significant amount of startup, leading to them having a propensity to be interrupted before the hitbox has come out. This emphasizes the need for proper positioning
  • Low Profile - Falcon heavily struggles to deal with low profile as his grab often whiffs and his aerials that hit low to the ground take a long time to startup and can be blocked on reaction. Often, low profile has to be defeated indirectly, by reading what the opponent will do after it, or preemptively covering it
SSBM CAPTAINFALCON.png
Physics
Weight 104 (6th)
Fall Speed 2.9/Fast 3.5 (2nd)
Gravity 0.13 (3rd)
Ground Movement
Walk Speed 0.85 (19th)
Initial Dash Speed 2 (1st)
Initial Dash Length 15f (2nd)
Run Speed 2.3 (1st)
Traction 0.08 (7th)
Jumping
Jumpsquat 4f (8th)
Jump Height Full 38.52/Short 14.85/Air 28.56 (3rd/8th/10th)
Air Speed 1.12 (4th)
Air Acceleration 0.06 (5th)

Ground Moves

Jab

Jab
Jab (5AAA)
Jab 1 First Active Active Recovery IASA Landing Lag Autocancel
3 3 16 16 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
2% 20 0 80 Normal -10

Falcon's main rebuttal to opponent's attempting to abuse his lack of quick moves, his jab is heavily used by Falcon's despite its flaws.
Jab1 grab can be mashed out of, but is a powerful check on an opponent as it's quite fast and difficult to react to.
Jab 1 useful as a jab reset, can generally be escaped but but is still useful

Jab 2 First Active Active Recovery IASA Landing Lag Autocancel
5 3 13 19 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
3% 20 0 80 Normal -12


Jab 3 First Active Active Recovery IASA Landing Lag Autocancel
6 7 10 22 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 8% / Late: 6% Clean: 20 / Late: 0 100 361 Normal -11

Gentleman

"Press A three times and clench"

Rapid Jab First Active Active Recovery IASA Landing Lag Autocancel
5 2 per hit 9 (finisher) - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
1% 0 70 361 Normal -8

Don't use this on purpose

Dash Attack

Turbo Shoulder
d.A
First Active Active Recovery IASA Landing Lag Autocancel
7 10 24 38 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 10% / Late: 7% Clean: 22 / Late: 10 Clean: 90 / Late: 50 361 Normal -24

A fairly weak move with niche use cases at best. It is the fastest hitbox out of dash of any of Falcon's moves which can make it useful in very niche spots. For that reason dash attack can also serve as a tech trap. It additionally covers Falcon/Ganon's 8B "sweetspot". If performed early enough, it'll be a weak hit, impossible to wall tech until a much higher %.

Forward Tilt

Round Kick
fTilt (t.6A)
Side Angle First Active Active Recovery IASA Landing Lag Autocancel
9 3 18 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
11% 10 100 361 Normal -14

Forward tilt gives Falcon a reasonable balance of range and frame data among otherwise middling grounded tools. A regular forward tilt provides a passable poke tool, but the move can also be angled upward and downward.

Up Angle First Active Active Recovery IASA Landing Lag Autocancel
9 3 18 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
12%, 12%, 11% 10 100 361 Normal -13

Good to combo because it hits high.

Down Angle First Active Active Recovery IASA Landing Lag Autocancel
9 3 18 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
10%, 10%, 11% 0, 0, 10 100 361 Normal -14

Good at the ledge because it hits low.

Up Tilt

Wheel Kick
uTilt (t.8A)
First Active Active Recovery IASA Landing Lag Autocancel
17 5 18 38 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
13% 50 80 361 Normal -13

Up tilt is generally useless in neutral due to its abhorrent startup. However, it can be a powerful edgeguarding tool, covering a swath in front of Falcon, even covering poor recoveries to ledge.

Down Tilt

Crouching Kick
dTilt (t.2A)
First Active Active Recovery IASA Landing Lag Autocancel
10 6 20 34 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
12% 25 75 80, 70, 60 Normal -17

As with most of Falcon's grounded moves, down tilt is niche at best in neutral. Can be used after an empty jump as a timing mixup.

Forward Smash

Overheat Elbow
fSmash (s.6A)
Side Angle First Active Active Recovery IASA Landing Lag Autocancel
18 4 43 60 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
20% 24 100 361

Flame

-31

Falcon's strongest move by pure knockback. Falcon pulls backward during the startup, potentially dodging an opponent's move. However, the move has significant startup and end lag, making it impractical without a setup. The move can be angled upward and downward.

Up Angle First Active Active Recovery IASA Landing Lag Autocancel
18 4 43 60 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
21% 24 100 361

Flame

-30

A fully charged up angled forward smash transcends even Falcon Punch.

Down Angle First Active Active Recovery IASA Landing Lag Autocancel
18 4 43 60 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
19% 24 100 361

Flame

-31

Up Smash

Pinwheel Kick
uSmash (s.8A)
First Active Active Recovery IASA Landing Lag Autocancel
21 2, 2 26 40 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Hit1: 8%, 8%, 14%, 14%
Hit2: 13%, 13%, 12%
Hit1: 80, 100, 30, 30
Hit2: 30
Hit1: 0, 0, 105, 105
Hit2: 128, 126, 110
Hit1: 90, 100, 80, 90
Hit2: 90, 90, 80
Normal -5

Surprisingly difficult to punish due to the relatively quick IASA frame, but with so much start up it is generally not a great neutral tool.

Down Smash

Pendulum Kick
Did he just...
dSmash (s.2A)
First Active Active Recovery IASA Landing Lag Autocancel
19 4, 4 17 45 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Hit1: 18%
Hit2: 16%
Hit1: 30
Hit2: 20
100 361 Normal -15/-6

Useful for covering multiple tech options in the corner when the opponent's tech away is stopped by the ledge.

Aerial Moves

Neutral Air

Rotary Kick
Two kicks. Two. Kicks.
nAir (j.5A)
SSBM Captain Falcon nAir1.png
Hit 1
SSBM Captain Falcon nAir2.png
Hit 2
SSBM Captain Falcon nAir Hitbox1.png
Hit 1
SSBM Captain Falcon nAir Hitbox2.png
Hit 2
Show Hitboxes
Hide Hitboxes
First Active Active Recovery IASA Landing Lag Autocancel
7 Hit1: 6
Hit2: 10
16 44 7 <3, >34
Damage Base Knockback Knockback Growth Angle Effect On Shield
Hit1: 6%, 5%, 6%
Hit2: 7%
Hit1: 40
Hit2: 40
Hit1: 0
Hit2: 100
Hit1: 82, 78, 74
Hit 2: 361
Normal -2

Falcon's god button. It is a swiss army knife of a move and helps form the foundation of his neutral and combo game. Generally, a character's ability to make Falcon hesitate when using this move is what makes them win or lose the match up and is a defining interaction for the characters. This is a solid, go-to option in neutral in many matchups as it's often low risk, medium reward.

  • Unpunishable on block when performed correctly at -2, being particularly safe when spaced
  • Relatively quick start up and long active frames make it a great choice to throw out as a safe wall
  • Can combo into grab at low % and knee at higher %
  • Be wary of crouch cancelling, generally safe against CC but it can catch you unawares
  • Generally want the 2nd hit to hit as low to the ground as possible to maximize combo potential and safety
  • First hit is vulnerable to being traded with, but the low recovery means it's challenging to whiff punish. Requires a read to cleanly beat

Foward Air

Knee Smash
What's fAir? It's the Knee
fAir (j.6A)
SSBM Captain Falcon fAir.png
SSBM Captain Falcon fAir Hitbox.png
Show Hitboxes
Hide Hitboxes
First Active Active Recovery IASA Landing Lag Autocancel
14 17 9 36 9 <6, >35
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 18% / Late: 6% Clean: 24 / Late: 35 Clean: 100 / Late: 80 Clean: 32 / Late: 361 Clean: Electric / Late: Normal +1

One of the best moves in the entire game, this is Falcon's defining move as a character. A combo starter that combos into itself to death while still being a devastating combo ender, being plus on block, and massive active frames to be used for edge guarding. This move is a problem for Falcon's opponents and is only limited by its start up and limited active frames of its strongest hitbox

  • Only the first 3 frames, or 1/20th of a second, are strong. After that it's a "weak knee"
  • Weak knee allows for combo extensions into strong knee, uAir, or edgeguards in situations strong knee does not, meaning that it's often better than a strong knee
  • A low strong knee on block into standing grab will beat a shield grab, as it's +1 on block, creating a favorable EV situation in matchups where the opponent doesn't have a good answer

Back Air

Reverse Knuckle
Cool guys don't look at explosions
bAir (j.4A)
SSBM Captain Falcon bAir.png
SSBM Captain Falcon bAir Hitbox.png
Show Hitboxes
Hide Hitboxes
First Active Active Recovery IASA Landing Lag Autocancel
10 8 23 29 9 <7, >20
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 14% / Late: 8% Clean: 20, 0, 0 / Late: 20, 0, 0 Clean: 100 / Late: 100 361 Normal -1

Falcon's back air has rather slow startup but is otherwise an oppressive move that is extremely hard to deal with once the opponent is past knockdown %. Its massive range means that very few characters can directly challenge the move if it is not preemptively challenged.

  • Falcon's hand has a tipper property, meaning the end of the bAir hits harder than hitting it closer to Falcon's armpit, effecting combos
  • Low to the ground bAirs can be safely spaced once the opponent is at high % and confirmed into fAir if they are not willing to preemptively attack
  • Instant short hop bAir can be auto cancelled if the fast fall input is slightly delayed, and double jumped out of before landing with no fast fall, adding layers to the landing mix up
  • bAir can often be used interchangeably with nAir as a spacing tool. It has advantages of gaining empty land mixups and being safer on cc, but has the drawback of needing to be facing away from your opponent

Up Air

Overhead Kick
It's not my fault you jumped
uAir (j.8A)
SSBM Captain Falcon uAir1.png
Clean Hit
SSBM Captain Falcon uAir2.png
Mid Hit
SSBM Captain Falcon uAir Hitbox1.png
Clean Hit
SSBM Captain Falcon uAir Hitbox2.png
Mid Hit
Show Hitboxes
Hide Hitboxes
First Active Active Recovery IASA Landing Lag Autocancel
6 8 21 30 7 >21
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 13%, 12% / Mid: 12%, 10% Clean: 10 / Mid: 8 Clean: 100 / Mid: 80 361 Normal +0

The size of this move along with Falcon's impressive dash jump means that situations that are challenging to deal with for other characters, such as a character being above and in front of you, are trivial to deal with for Falcon. This combined with it often being a guaranteed follow up after a throw in many situations, and being among the best combo extensions in the game, make it the move you are likely to use most often in Falcon combos as well as vs opponents who are a bit too jump happy.


  • If fAir won't kill or combo into itself, uAir -> fAir is often a 50/50, with an outright fAir killing in practice
  • If anyone is above you, this is usually a good response
  • Falcon's bread and butter tool to extend juggles
  • Up air is one of falcons only fast options out of shield (frame 10), However it remains situational due to the fact that it often goes over character’s hurtboxes. In situations where this isn’t the case however, such as sheik’s ftilt, or fox and falco’s up tilt, it is very useful (although notably difficult for the latter)
  • falling up air is surprisingly useful. While it may not have the range of nAir and bAir, its safety on block (being +0), along with its low end lag and ability to be mixed up with empty lands makes it a versatile neutral tool when done after a short hop, full hop, or instant double jump
  • up air is also falcons go to aerial out of a shield drop, due to its speed and range

Down Air

Step On It
The Stomp
dAir (j.2A)
SSBM Captain Falcon dAir.png
SSBM Captain Falcon dAir Hitbox.png
Show Hitboxes
Hide Hitboxes
First Active Active Recovery IASA Landing Lag Autocancel
16 5 25 38 12 <4, >35
Damage Base Knockback Knockback Growth Angle Effect On Shield
16% 40 100 270, 270, 290 Normal -3

An infamously ignorant move. Getting hit by this move, even at 0%, can lead into touch of death combos in as little as 1-2 combo resets or mix ups for much of the cast. As one of the strongest meteor smashes in the game, this is truly Doug's party starter

  • Falcon's best combo starter
  • Can extend legs through platforms if used on top of them, which will hit people beneath them
  • Combining this with edge cancelling to remove the recovery time makes it amazing on platforms
  • The upper most hitbox is a true spike commonly referred to as "the Nipple Spike" due to its location around Doug's pecs
  • High reward anti approach or approaching option, however it has high recovery if not edge cancelled which makes it risky to whiff. High risk, high reward
  • Falcons legs get tucked in during the startup of the move, which lets him avoid approaching aerials that haven’t been overshot such as fox/falco nair, this links into the prior point about it being a good anti approach option


While Falcon can fall into his opponents with an attack much more successfully than most characters due to the size of this move, remember to avoid getting too predictable with it!

Special Moves

Neutral B

Falcon Punch
nB (5B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
52 5 43 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
27%, 25%, 23% Ground: 30 / Air: 40 102 361 Flame -33

Falcon's most famous move and also likely his least useful. It is nevertheless not entirely without use.

When an opponent is in a substantial amount of recovery, such as after breaking their shield or after Puff uses rest, Falcon punch is often a good option.

It can also be used as an edgeguard vs opponents with linear recoveries such as Captain Falcon or Ganon when forced to use their up-b/8b, but ultimately its high recovery makes it niche at best.

While you can find other niche usages, such as Falcon punch being able to cover the entirety of a side platform in specific spots as a tech chase, or rolling to the ledge and FH up angled falcon punching a recovering Sheik, in general this is likely Falcon's least commonly used move. And yes, it can be angled!

Side B

Raptor Boost
“Watch and pray, that ye enter not into temptation: the spirit indeed is willing, but the flesh is weak.”
sideB (4/6B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

Please use this move less in neutral

Up B

Falcon Dive
upB (8B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
13 21 31 - 30 -
Damage Base Knockback Knockback Growth Angle Effect On Shield
15% Clean: 0 / Late: 0 0 0 Normal -

"If only it turned them around before throwing them, now that'd be a recovery"

This is Falcon's primary recovery tool when double jump won't get you far enough. While not a great recovery, it has quite a high skill cap and room for creativity. Using it well is often the difference between dying at 80% or living to 160% and mastery of it is a major difference maker between good and great Falcons.

  • Falcon Dive also doubles as a command grab, however it is unsafe on hit at low % or when opponent can wall tech offstage
  • Doug cannot drift before the apex of the move, so when using it make sure to make it hard to hit you before that point in order to enable drift mix ups
  • Can fast fall through platforms to make punishing landing more difficult
  • Can edge cancel the move to remove all landing recovery
  • Being able to wall or ledge tech when recovering from below is vital
  • Can't be sweetspotted from below, Falcon always flips his entire body above ledge even at its lowest

Down B

Falcon Kick
downB (2B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

Falcon's down-b, or 2b, is a relatively niche move besides on recovery. When hit high and far enough offstage, DJ falcon kick will give Douglas his DJ back, allowing for more recovery mix ups than would otherwise be possible. Just be careful not to use it too close to stage as the recovery can be easily punished!


  • Can be used to escape the corner as it has a potent reverse hitbox, but is often very telegraphed and has high recovery which limits this to being more niche
  • Aerial Falcon Kick can escape juggles when without a DJ as it stops falling for a moment on activation. This can also commonly shield poke

Grabs & Throws

Put a character's grab, zair, and throws here.

Grab

Grab
Grab (Z)
First Active Active Recovery IASA Landing Lag Autocancel
6 2 22 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

Dash Grab

Dash Grab
d.Grab (d.Z)
First Active Active Recovery IASA Landing Lag Autocancel
10 2 29 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

Pummel

Pummel
g.A
First Active Active Recovery IASA Landing Lag Autocancel
4 4 17 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 3 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

Forward Throw

Body Blow
fThrow (g.6)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

Back Throw

Kick Back
bThrow (g.4)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

Up Throw

Rising Palm
uThrow (g.8)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

Down Throw

Throw Down
dThrow (g.2)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 40* 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 7 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

NOTE: This throw's animation length varies by thrown character's weight. Very light characters will incur a faster animation than very heavy ones.

Universal Mechanics

Advanced Frame Data

This table shows the frame data for all of Captain Falcon's non-special moves. Including shield advantage at different timings and cancels.

Shield Advantage
move start end lcancelledLandingLag autoCancelAfter iasa missedLcancelLandingLag totalFrames damage shieldstun bestShieldAdvantage lcancelledShieldAdvantage missedLcancelShieldAdvantage earlyHitAutoCancelledShieldAdvantage lateHitAutoCancelledShieldAdvantage earlyHitIASACancelledShieldAdvantage lateHitIASACancelledShieldAdvantage earlyHitTotalFramesShieldAdvantage lateHitTotalFramesShieldAdvantage
ftilt_mh 9 11 N\A N\A N\A N\A 29 12 7 -11 N\A N\A N\A N\A N\A N\A -13 -11
ftilt_mh 9 11 N\A N\A N\A N\A 29 12 7 -11 N\A N\A N\A N\A N\A N\A -13 -11
ftilt_mh 9 11 N\A N\A N\A N\A 29 11 6 -12 N\A N\A N\A N\A N\A N\A -14 -12
dtilt 10 15 N\A N\A 35 N\A 35 12 7 -12 N\A N\A N\A N\A -17 -12 -18 -13
dtilt 10 15 N\A N\A 35 N\A 35 12 7 -12 N\A N\A N\A N\A -17 -12 -18 -13
dtilt 10 15 N\A N\A 35 N\A 35 12 7 -12 N\A N\A N\A N\A -17 -12 -18 -13
uair 6 10 7 21 30 15 33 13 7 0 0 -8 -12 -8 -16 -12 -20 -16
uair 6 10 7 21 30 15 33 12 7 0 0 -8 -12 -8 -16 -12 -20 -16
uair 11 13 7 21 30 15 33 12 7 0 0 -8 -7 -5 -11 -9 -15 -13
uair 11 13 7 21 30 15 33 10 6 -1 -1 -9 -8 -6 -12 -10 -16 -14
uair 14 14 7 21 30 15 33 8 5 -2 -2 -10 -6 -6 -10 -10 -14 -14
uair 14 14 7 21 30 15 33 6 4 -3 -3 -11 -7 -7 -11 -11 -15 -15
fsmash_h 18 21 N\A N\A 60 N\A 64 21 11 -27 N\A N\A N\A N\A -30 -27 -35 -32
fsmash_h 18 21 N\A N\A 60 N\A 64 21 11 -27 N\A N\A N\A N\A -30 -27 -35 -32
fsmash_l 18 21 N\A N\A 60 N\A 64 19 10 -28 N\A N\A N\A N\A -31 -28 -36 -33
fsmash_l 18 21 N\A N\A 60 N\A 64 19 10 -28 N\A N\A N\A N\A -31 -28 -36 -33
fsmash_l 63 63 N\A N\A 60 N\A 64 8 5 9 N\A N\A N\A N\A 9 9 4 4
fsmash_l 63 63 N\A N\A 60 N\A 64 8 5 9 N\A N\A N\A N\A 9 9 4 4
fsmash_l 63 63 N\A N\A 60 N\A 64 14 8 12 N\A N\A N\A N\A 12 12 7 7
fsmash_l 63 63 N\A N\A 60 N\A 64 14 8 12 N\A N\A N\A N\A 12 12 7 7
jab3 5 8 N\A N\A 22 N\A 31 8 5 -8 N\A N\A N\A N\A -11 -8 -21 -18
jab3 5 8 N\A N\A 22 N\A 31 8 5 -8 N\A N\A N\A N\A -11 -8 -21 -18
jab3 9 11 N\A N\A 22 N\A 31 6 4 -6 N\A N\A N\A N\A -8 -6 -18 -16
jab3 9 11 N\A N\A 22 N\A 31 6 4 -6 N\A N\A N\A N\A -8 -6 -18 -16
ftilt_l 9 11 N\A N\A N\A N\A 29 10 6 -12 N\A N\A N\A N\A N\A N\A -14 -12
ftilt_l 9 11 N\A N\A N\A N\A 29 10 6 -12 N\A N\A N\A N\A N\A N\A -14 -12
ftilt_l 9 11 N\A N\A N\A N\A 29 11 6 -12 N\A N\A N\A N\A N\A N\A -14 -12
ftilt_h 9 11 N\A N\A N\A N\A 29 12 7 -11 N\A N\A N\A N\A N\A N\A -13 -11
ftilt_h 9 11 N\A N\A N\A N\A 29 12 7 -11 N\A N\A N\A N\A N\A N\A -13 -11
ftilt_h 9 11 N\A N\A N\A N\A 29 11 6 -12 N\A N\A N\A N\A N\A N\A -14 -12
dashattack 7 9 N\A N\A 38 N\A 39 10 6 -22 N\A N\A N\A N\A -24 -22 -26 -24
dashattack 10 16 N\A N\A 38 N\A 39 7 5 -16 N\A N\A N\A N\A -22 -16 -24 -18
dair 16 20 12 35 38 24 44 16 9 -3 -3 -15 -14 -10 -12 -8 -19 -15
dair 16 20 12 35 38 24 44 16 9 -3 -3 -15 -14 -10 -12 -8 -19 -15
dair 16 20 12 35 38 24 44 16 9 -3 -3 -15 -14 -10 -12 -8 -19 -15
bair 10 13 9 20 29 18 35 14 8 -1 -1 -10 -6 -3 -10 -7 -17 -14
bair 10 13 9 20 29 18 35 14 8 -1 -1 -10 -6 -3 -10 -7 -17 -14
bair 10 13 9 20 29 18 35 14 8 -1 -1 -10 -6 -3 -10 -7 -17 -14
bair 14 17 9 20 29 18 35 8 5 -2 -4 -13 -5 -2 -9 -6 -16 -13
bair 14 17 9 20 29 18 35 8 5 -2 -4 -13 -5 -2 -9 -6 -16 -13
bair 14 17 9 20 29 18 35 8 5 -2 -4 -13 -5 -2 -9 -6 -16 -13
usmash 21 22 N\A N\A 40 N\A 54 8 5 -12 N\A N\A N\A N\A -13 -12 -28 -27
usmash 21 22 N\A N\A 40 N\A 54 8 5 -12 N\A N\A N\A N\A -13 -12 -28 -27
usmash 21 22 N\A N\A 40 N\A 54 14 8 -9 N\A N\A N\A N\A -10 -9 -25 -24
usmash 21 22 N\A N\A 40 N\A 54 14 8 -9 N\A N\A N\A N\A -10 -9 -25 -24
usmash 27 28 N\A N\A 40 N\A 54 13 7 -4 N\A N\A N\A N\A -5 -4 -20 -19
usmash 27 28 N\A N\A 40 N\A 54 13 7 -4 N\A N\A N\A N\A -5 -4 -20 -19
usmash 27 28 N\A N\A 40 N\A 54 12 7 -4 N\A N\A N\A N\A -5 -4 -20 -19
jab2 4 6 N\A N\A 18 N\A 19 3 3 -8 N\A N\A N\A N\A -10 -8 -12 -10
jab2 4 6 N\A N\A 18 N\A 19 3 3 -8 N\A N\A N\A N\A -10 -8 -12 -10
jab2 4 6 N\A N\A 18 N\A 19 3 3 -8 N\A N\A N\A N\A -10 -8 -12 -10
jab1 3 5 N\A N\A 16 N\A 21 2 2 -8 N\A N\A N\A N\A -10 -8 -16 -14
jab1 3 5 N\A N\A 16 N\A 21 2 2 -8 N\A N\A N\A N\A -10 -8 -16 -14
jab1 3 5 N\A N\A 16 N\A 21 2 2 -8 N\A N\A N\A N\A -10 -8 -16 -14
ftilt_m 9 11 N\A N\A N\A N\A 29 11 6 -12 N\A N\A N\A N\A N\A N\A -14 -12
ftilt_m 9 11 N\A N\A N\A N\A 29 11 6 -12 N\A N\A N\A N\A N\A N\A -14 -12
ftilt_m 9 11 N\A N\A N\A N\A 29 11 6 -12 N\A N\A N\A N\A N\A N\A -14 -12
nair 7 12 7 33 N\A 15 44 6 4 -3 -3 -11 -26 -21 N\A N\A -33 -28
nair 7 12 7 33 N\A 15 44 5 4 -3 -3 -11 -26 -21 N\A N\A -33 -28
nair 7 12 7 33 N\A 15 44 6 4 -3 -3 -11 -26 -21 N\A N\A -33 -28
nair 20 29 7 33 N\A 15 44 7 5 -2 -2 -10 -12 -3 N\A N\A -19 -10
nair 20 29 7 33 N\A 15 44 7 5 -2 -2 -10 -12 -3 N\A N\A -19 -10
nair 20 29 7 33 N\A 15 44 7 5 -2 -2 -10 -12 -3 N\A N\A -19 -10
dsmash 19 22 N\A N\A 45 N\A 49 18 10 -12 N\A N\A N\A N\A -15 -12 -20 -17
dsmash 19 22 N\A N\A 45 N\A 49 18 10 -12 N\A N\A N\A N\A -15 -12 -20 -17
dsmash 29 32 N\A N\A 45 N\A 49 16 9 -3 N\A N\A N\A N\A -6 -3 -11 -8
dsmash 29 32 N\A N\A 45 N\A 49 16 9 -3 N\A N\A N\A N\A -6 -3 -11 -8
ftilt_ml 9 11 N\A N\A N\A N\A 29 10 6 -12 N\A N\A N\A N\A N\A N\A -14 -12
ftilt_ml 9 11 N\A N\A N\A N\A 29 10 6 -12 N\A N\A N\A N\A N\A N\A -14 -12
ftilt_ml 9 11 N\A N\A N\A N\A 29 11 6 -12 N\A N\A N\A N\A N\A N\A -14 -12
fair 14 16 9 34 36 19 39 18 10 1 1 -9 -14 -12 -11 -9 -15 -13
fair 14 16 9 34 36 19 39 18 10 1 1 -9 -14 -12 -11 -9 -15 -13
fair 17 30 9 34 36 19 39 6 4 -1 -5 -15 -17 -4 -14 -1 -18 -5
fair 17 30 9 34 36 19 39 6 4 -1 -5 -15 -17 -4 -14 -1 -18 -5
fsmash_m 18 21 N\A N\A 60 N\A 64 20 10 -28 N\A N\A N\A N\A -31 -28 -36 -33
fsmash_m 18 21 N\A N\A 60 N\A 64 20 10 -28 N\A N\A N\A N\A -31 -28 -36 -33
utilt 17 21 N\A N\A 38 N\A 39 13 7 -9 N\A N\A N\A N\A -13 -9 -15 -11
utilt 17 21 N\A N\A 38 N\A 39 13 7 -9 N\A N\A N\A N\A -13 -9 -15 -11

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