Control |
Attack |
Info
|
Wii U GamePad / Pro Controller |
Wii Remote Nunchuk |
Wii Remote (sideways)
|
Wii Classic Controller |
GameCube Controller |
Nintendo 3DS
|
|
|
|
Falcon Punch
|
After a significant delay, Captain Falcon unleashes an incredibly powerful fiery punch. Captain Falcon's most well-known attack is as famous for its power as it is for its unwieldiness. It is extremely sluggish and telegraphed, making it easy to interrupt, and still has extreme ending lag once the move is over, once again leaving Captain Falcon vulnerable. It is still very strong, and is actually the fastest and strongest out of Captain Falcon's Neutral variants. There's no doubt about it; getting a KO with this move will make you an instant favorite among spectators. Note that you can reverse the direction of Falcon Punch by holding in the opposite direction after starting the move, which can throw off inexperienced players and increase its strength.
|
|
|
|
Falcon Dash Punch
|
The Falcon Punch is weaker, but Captain Falcon slides forward during the attack. Even though it lacks range and is very slightly slower than the default, the main perk of Falcon Dash Punch is its range. The Falcon Dash Punch travels a short distance forward, which can catch foes unaware of your custom move off-guard. However, it is no faster than the default Falcon Punch, so it can still be easily interrupted, making it a worse attack overall. It does help Captain Falcon's recovery in a pinch due to its forward motion, so if you're not planning to use Falcon Punches as an attack, this is your best choice.
|
Mighty Falcon Punch
|
The Falcon Punch takes even longer to come out, but has a larger attack radius. Even though it appears to be a slower but stronger Falcon Punch at first glance, the Mighty Falcon Punch is slightly weaker than the default, and its main draw is the size of the attack. The increased startup delay can throw off other players' timing, but like many features of the Falcon Punches, can be safely avoided by experienced foes. Its large size does make it handy for edgeguarding it you space it properly, as it can be very stressful to evade the massive hitbox of the attack while recovering from a disadvantageous position.
|
( or )
|
( or )
|
( or )
|
Raptor Boost
|
Captain Falcon rushes forward. If he reaches an opponent, he will uppercut on the ground or do a downward hook in the air. Raptor Boost has changed quite a bit from previous iterations, losing some speed but gaining a lot of strength, enough to be a KO move. It is risky to use however, since the hook is triggered by proximity, and it can be punished if it whiffs or is shielded. Keep it fresh for the perfect KO opportunity, particularly to punish rolls. Lastly, Raptor Boost can be used to recover horizontally, although it follows a predictable path and doesn't travel very far, so it is rarely used as such.
|
( or )
|
( or )
|
( or )
|
Heavy Raptor Boost
|
Captain Falcon rushes forward slower and over a smaller distance, but his uppercut is stronger. As a simple slower but stronger variant of Raptor Boost, the Heavy Raptor Boost's benefits and drawbacks are obvious. Greater strength means earlier KOs, while lesser speed makes it harder to land it in the first place. It's use is very uncommon, as the longer distance of the default Raptor Boost is ultimately more helpful and more reliable as a KOing punish
|
Wind-Up Raptor Boost
|
After a brief delay, Captain Falcon rushes forward very quickly and over a greater distance, but his attack is weaker. This variant is very odd. It's supposed to be faster and cover more distance than the default Raptor Boost to compensate for its reduced power. However, its significant startup delay, which exceeds that of the Heavy Raptor Boost, nullifies the increased speed and distance a bit. This makes it more or less as the same as Raptor Boost when it comes to punishing rolls, but it has lower KO potential, making it a worst choice as an attack overall. It is better for horizontal recovery due to its long distance, though.
|
|
|
|
Falcon Dive
|
Captain Falcon leaps upward. If an opponent is near, he will grab on to them and explode, launching himself higher up. Near the end of the attack, he can directly hurt foes with his flaming fist. This is Captain Falcon's main recovery move, and it is frankly below average. Instead of an active attack, it is a grab that can be easily evaded by experienced players, leaving Captain Falcon vulnerable to edgeguarders. It also follows a rather limited arc, even though Captain Falcon can influence his horizontal distance a bit, making it quite predictable as well. Whenever you're offstage, recover with care. As an attack, Falcon Dive is mediocre, since his normal aerials are more reliable. It does see some use as a flashy combo finisher, but since it leaves Captain Falcon helpless if you miss, it isn't really worth the risk.
|
|
|
|
Falcon Strike
|
Captain Falcon leaps up with an uppercut. He will not grab nearby opponents during the move. This is Captain Falcon's obligatory "improved recovery but worsened attack" custom move, but it works really well due to the nature of Falcon Dive. Increased distance is always a good thing, especially since it was a lacking feature of Falcon Dive. The loss of the grab is negligible, as it is replaced with an uppercut that is much better at countering edgeguards, although still fairly inaccurate, though the reusability of the other two is sacrificed.
|
Explosive Falcon Dive
|
Captain Falcon leaps up slower and shorter, but his grab attack is extra powerful. This variant's flaws and strengths are clear-cut. This move is terrible for recovery, on par with Doctor Mario's Super Jump Punch at distance, so you must be a lot more careful offstage. However, it's main draw is not as a recovery, but as an attack. When you grab an opponent, the explosion can reliably KO at 100%, and even lower in midair, making it uselful as a hard punish in midair. Overall, this variant of Falcon Dive is a useful alternate worth trying.
|
|
|
|
Falcon Kick
|
Captain Falcon kicks with his leg enveloped in flame. He will kick forward on the ground and diagonally downward in the air. This move is a weak, long-range punish, and it travels fast enough to catch foes out of rolls. It is moderately slow and is very punishable if shielded, so use it with care. The attack is strongest at the start, and can serve as a surprise KO move. It is rather unwieldy in midair as it is quick to come out and has good knockback, but extremely punishable landing lag.
|
|
|
|
Falcon Kick Fury
|
Captain Falcon does a kick that hits multiple times. This variant is odd but certainly an acceptable substitute. Although it is slower, the multiple hits make it just as good at punishing rolls as the Falcon Kick, and can drag foes closer to the edges of the screen. The multiple hits chain into each other reliably and you are likely to get the finishing hit if you manage to snag your opponent. The last hit is strong and has some minor KO potential as well. It is strictly worse in the air, as it is harder to get to the final hit while descending, and usually leads to Captain Falcon getting punished even after getting a successful strike upon landing.
|
Lightning Falcon Kick
|
Captain Falcon takes longer to start the kick, but the kick itself travels farther and is very fast. Captain Falcon can stun enemies upon landing from a Lightning Falcon Kick. This variant shares a similar problem with Wind-Up Raptor Boost: it is supposed to be faster, but comes with a noticeable startup delay that renders the added speed useless. Moreover, it has weak knockback that makes it inferior to Falcon Kick as well. The main perk of Lightning Falcon Kick is the stunning hit, which can potentially set up deadly KO moves. However, it is similarly punishable like the landing hits of the other Falcon Kicks, which forces you to use prediction and foresight to setup a stunning kick. It is very hard to utilize, but the ability to setup KOs with the stun makes it a niche but usable custom move.
|