TyNeeTurnabout's advice for Captain Falcon in Super Smash Bros. 4

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posted January 21, 2015

Honestly, what sets apart a Captain Falcon from a Crapton Falcon is really how well you can read an opponent and your offstage game. Falcon's Out-of-shield game isn't something to brag about, but he has a few gimmicks. Falcon Kick is a decent poke move at the start of the match, but using it several times will lead an opponent to read it and punish. It does punish backorders though, so if someone's feinting a bit too much, input Falcon Kick when they start to run towards you.
After landing a successful Falcon Kick, your opponent will do one of 3 things.
-He may Approach you- Punishing this well requires reading it. Overly aggressive opponents will not like that FSmash elbow in their face.
-He may jump away- This can be done by reflex, unless you're reading an approach. Rush them down with his dash, but be wary of characters with Nairs that hang around like Mario and Link
-He might fall to the ground- your best option to punish this is another Falcon Kick or go to Raptor Boost for a kill.

If you see someone using a powerful projectile that lags upon firing, you can punish that by going into the air, inputting a knee, and fast falling. If done right, this will hurt quite a bit.

Dsmash helps when punishing forward rollers, but backrollers and sidesteppers will have a field day with you if you use this too often.

Falcon's go-to offstage move is now Dair, due to uair's tendency to have more vertical knockback than horizontal, and Fair's lagginess (unless you've got nerve). Back air also helps for a low recovering opponent, but dair will guarantee a kill if it connects. Falcon needs to identify which point, if any, where the opponent cannot air dodge or fall out of the stage. Use a Nair there, then if possible, follow with a Dair closer to the stage after a jump. a more straightforward approach is to jump offstage, and fast fall a Dair to kill.

Falcon Punch really relies on deception and close calls. An opponent predicting you falling in one place will be surprised with that ARFP hits them in the back. ARFP is more likely to hit than a straight AFP or RFP because you have control over momentum while charging ARFP. Best used against overly aggressive opponents that don't have a counter.