After playing with Somnus a little as Captain Falcon, I decided I would write this up, I found some interesting stuff.
I’m probably going to update all of my Damage charts with “K.O potentials” eventually, so just bare for now.
Captain falcon, has some pretty powerful special moves, I’ll explain!
Up B = 17%:
His Up+B is very unique, you can slide for a split second, allowing the move some extra range, I found this to be one of his more use full tools because of this fact.
Down B = Touching = 13% Far = 11% From Air = 15%:
This move does not take away your jumps any more if you use it off of the edge, it has garbage recovery so it shouldn’t be used too much.
Side B = 7%:
This move will make you lose your jumps if you do it off of the edge.
It’s not as good as it was, there isn’t really that much combo potential here any more, good priority though, Just shit damage.
B = Touching = 27% Far = 23% Flipped = 28%:
This move is slow, but it can be effective, K.O’s at early percentages also,
if you flip the Falcon punch around you get an extra 1%, It’s pretty interesting.
Most of Captain Falcon’s smashes are mediocre sadly, they are too slow, you have to play very defensively.
F+C Close = 19% : Far = 19%:
Charge Close = 26% : Far = 26%:
This move is pretty solid, It’s very slow, the active frames of this will beat a lot of shit out.
U+C Close = 21% : Furthest reach upwards = 11%:
Charge Close = 29% : Furthest reach upwards = 15%
Pretty slow start up, but you can cancel this out of your dash for huge range.
D+C Close = 18% : Back leg = 16%:
Close = 25% : Back leg = 22% :
Decent move, due to the fact that it hits behind you, but much to slow, you need to use this sparingly.
This is where you put all of your money, Falcons Airs, are by far his best asset still.
Aerial + Forward
J + Forward C Close = 19% : Far = 3% :
This move requires falcon to be touching before the knee extends, if done properly this can K.O at early percentages or send them flying with a hard recovery, by far captains best move.
Aerial + Up
J + Up C Close = 13% : With the back end = 12%:
This is a great juggler and a good move all around, use it.
Aerial + Down
J + Down C Close = 14%:
You can cancel this from the ground with, Up + Down+C this allows you to slide over to the edge and spike them off, oh by the way this move spikes, or meteors, whatever.
Aerial + Back
J + Back C Close = 14% :
Yet another great move, This can hit in front of and behind Captain, it’s pretty fast as well.
Aerial + Neutral
J + A 10% : First Leg = 4% Second Leg = 6%:
This is good, you can jump directly after it, in the air, for another one, and it combos off of his down throw.
Tilts and A:
Captain has some good tilts and they will probably be the saving grace to his ground game.
Up + A 13% :
Decent speed, good knock back.
Down + A 10 %:
Doesn’t seem to hot, might as well use his other tilts.
Forward + A 10% :
Long range and very fast, seems to have decent priority.
Up Forward Tilt
Up+F + A 11% :
Aside from the extra 1% this doesn’t seem to good.
Down Forward Tilt
Down+F + A 10 %:
Seems pretty useful, better than down tilt without a doubt.
Standing A 3,2,6,10% in that order of attack, more at the end if you mash.:
Comes out fast good priority, terrible recovery if you go into the spam attack.
Brief summary of his grabs.
Up Grab = 7% Terrible
Down Grab = 7% Great Grab, combo able
Back Grab = 9% Another Great grab, I think this chains.
Forward Grab = 9% Awesome, fast reset for another.
Alright, I’m down for now, let me know what you guys think, sorry about this being so simple, I wish I could get the K.O’s done for the characters ive worked on, it’s just boring.