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Captain Falcon (USBIV)
CaptainFalconIcon2USBIV
The fastest pilot and the bounty hunter of his series: F-Zero.
Universe SSB F-Zero Series
Appearances in SSB games Super Smash Bros.

Super Smash Bros. Melee

Super Smash Bros. Brawl

Super Smash Bros. for Wii U / 3DS

Avaiability Starter
Final Smash Blue Falcon
Tier S (1)

Captain Falcon is a playable veteran from his F-Zero series and makes his fifth return to Ultra Smash Bros. IV. He's already been confirmed before their E3-demo with the Original 8, including Luigi, Ness and Jigglypuff. Generally in his universe, Captain Falcon is a fast racer pilot in his own racing game.

The voiceclips have been reused from Brawl and SSB4 by Ryō Horikawa.

Captain Falcon ranked in the 1st place (S) of the 103th in the tier list, behind Luigi for his excellent improved heavy combo's and tricks and easy pivot grabs. As ending, Falcon goes for a successful down-air spike, his famous Knee of Justice, or with a little experience, his powerful Falcon Punch for his end. This is as significant rise for Falcon being at the bottom of the high tier placement in Smash 4 now considering him as an excellent top tier now. It's also the first time that Captain Falcon is at the first place once in the Smash Bros. history.

His only weakness is his disjointed back-air that was nerfed in SSB4, his dash attack starts in later frames than in his previous games, and also his Falcon Dive doesn't recover him so high as much. But in his matchups, Captain Falcon resists better against other characters above him (LuigiBayonetta and Cloud) which it makes a big improvement since SSB 64 (A), Melee (B) and Smash 4 (C). Captain Falcon takes the biggest reputation to be the most used character in the tournaments and online matches (only counted for gamemode For Glory).

Moveset

Ground Moves

  • Jab: Does a two punches and a knee kick, then performs a multi-jab and punches the opponent away with his final jab. The third knee kick gives at others high knockback at high percents.
  • F-tilt: Kicks swinging with his foot forward spinning at the same time.
  • Up-tilt: Performing a axe kick. The upper frame of his foot does a meteor smash when sweetspoted.
  • Down-tilt: Does a foot kick swinging to right and spins at the same time.

​Aerial Moves

  • N-air: Does a duo-kick switching his two legs. The first kick doesn't do much knockback and the second does.
  • F-air: Performs a knee kick forward. Does a shocking effect and gives amount of damage and knockback when sweetspoted. When sourspoted, does kick the opponents away with less knockback.
  • Up-air: Performs a backwards summersault kicking with his foot upwards.
  • B-air: Gives a backwards punch. Has a sweetspot. 
  • D-air: Stomps with his both foot down. Has a sweetspot.

Grabs and throws

  • Pummel: Kicks the opponents with his knee.
  • F-throw: Punches the opponent sending it forward.
  • Up-throw: Punches the opponent sending it upwards.
  • D-throw: Throws the opponents down brutally to the ground.
  • B-throw: Throws the opponent backwards and gives a footkick as a finisher.

Special Moves

Name Special Moves Percentage Description
Neutral Special
Falcon Punch Default 25% (ground), 28% (reverse ground), 22% (air), 25% (reverse air) Captain Falcon winds up and releases his iconic fiery punch. Inputting a direction (up or down) when charging Falcon Punch in the air will give a slight boost in that direction, and this also applies for custom variants.
Falcon Dash Punch Custom 1 20%/16%/13%/11% (ground), 22%/18%/15%/13% (ground reverse), 17%/15%/13%/11% (air), 20%/18%/16%/14% (air reverse) Captain Falcon dashes forward a fair distance forward before unleashing his Falcon Punch. Weaker than normal, especially in the later stages.
Mighty Falcon Punch Custom 2 22%/18%/9%/6% (ground), 25%/18%/6% (ground reverse), 19%/18%/6% (air), 22%/18%/6% (air reverse) Has a very large hitbox, but has less power and longer startup lag.
Charging Falcon Punch Custom 3 15% (first charge ground), 13% (first charge air), 20% (second charge ground), 18% (second charge air), 25% (third charge ground), 23% (third charge air), 30% (final charge ground), 28% (final charge air); 2% (first charge self-damage), 5% (second charge self-damage), 8% (third charge self-damage), 10% (last charge self-damage) Allows to charge the Falcon Punch up to fourth time. The last charge moment is powerful and rewarding. This custom move also damages the player self. How higher the charge, how critical it is. All the reverse punches has the same damage.
Side Special
Raptor Boost Default 9% (ground), 8% (air) Captain Falcon dashes forward and follows up with an uppercut. Can meteor smash the opponent if below and used in the air. Grounded version KOs reliably around 110% against middleweights.
Heavy Raptor Boost C1 12% (ground), 12% (air) More starting lag and has less range, but has more power and super armor.
Wind-up Raptor Boost C2 9% (ground), 8% (air) Moves backwards a bit before dashing forward, giving the move slightly slower start-up lag, but the charge is faster. Can be used for mindgames.
Burning Raptor Boost C3 2% (each touch), 5% (final touch) While performing this move, Captain Falcon goes forward and goes further than his normal Raptor Boost. Unlike the other three, this move burns opponents if they touch him. Good for recovery.
Down Special
Falcon Kick Default 13%/11%/7% (ground), 15%/13%/11% (air), 9% (landing) Captain Falcon bursts forward with a flaming high-speed kick. If used in the air, Captain Falcon will plunge down at a diagonal angle. Grounded version KOs around 120% if opponent is hit at the beginning of the move.
Falcon Kick Fury C1 1% (ground loop hits), 7% (ground last hit), 2% (air loop hits), 5% (air last hit), 5% (landing) Hits multiple times, with the last hit launching the opponent. The last hit has less knockback, however.
Lightning Falcon Kick C2 12%/10%/6% (ground), 14%/12%/10% (air), 4% (landing) A fast kick that doesn't have as much power and takes slightly longer to charge, but goes right through opponents. The landing hit paralyzes opponents.
Ascending Falcon Kick C3 1% (upper kick/startup), 10% (kick), 5% (landing) Falcon goes upwards, instead of the horizontal way, kicking the opponent and sending it upwards up and goes down with his normal Falcon Kick. It has less power but it's a good tool for a recovery option.
Up Special
Falcon Dive Default 5% (hit 1), 12% (throw) Captain Falcon attempts to grab an opponent, finishing with an explosion. If successful, he will cry "YES!!!". Does a harmless flip if the attack fails.
Falcon Strike C1 8% Jumps up and punches in the sky, damaging opponents above him. Goes higher than Falcon Dive and has more, but doesn't grab opponents.
Explosive Falcon Dive C2 10% (hit 1), 15% (throw) Charges longer and doesn't go as high as Falcon Dive, but has more launching power.
Falcon Jump Punch C3 10%/5% (hit) , 3% (late) Jumps up and punches in the sky, damaging opponents. Goes horizontally further than Falcon Dive but doesn't grab opponents. Unlike Falcon Strike, it burns opponents. This move goes less higher than Falcon Strike.
Final Smash
Blue Falcon 10% (hit 1), 20% (hit 2), 10% (throw) Captain Falcon calls in the Blue Falcon, which crashes through the stage in front of Captain Falcon. Whoever it hits when it first appears will be hit by the rest of the move. Characters who are not hit will stay in place until the end of the smash. A short cutscene appears, and the opponents are run over and sent flying. Like certain other Final Smashes, if no one is hit when the Blue Falcon appears, then the attack fails.

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