SSBM/Captain Falcon

From SuperCombo Wiki


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

Game Navigation

General
Controls & Notation
HUD
Game Mechanics
FAQ
Universal Strategy
Netplay
Glossary
Links
Metagame
Stages
Tiers
Controller Meta
Archived Information
Gecko Codes
Disc Files
Characters
Dr. Mario
Mario
Luigi
Bowser
Peach
Yoshi
Donkey Kong
Captain Falcon
Ganondorf
Falco
Fox
Ness
Ice Climbers
Kirby
Samus
Zelda
Sheik
Link
Young Link
Pichu
Pikachu
Jigglypuff
Mewtwo
Mr. Game and Watch
Marth
Roy
Non-Playable Characters
Male Wireframe
Female Wireframe
Master Hand
Crazy Hand
Giga Bowser
Sandbag