Maître Luigi
Smash Apprentice
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COMPREHENSIVE GUIDE TO CAPTAIN FALCON TRUE COMBOS
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COMPREHENSIVE GUIDE TO CAPTAIN FALCON TRUE COMBOS
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TABLE OF CONTENTS
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TABLE OF CONTENTS
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- Intro: What is this guide and why does it matter?
- Jargon/Terminology
- Attack Notation
- Movement Notation
- Special Notation
- Combo Classes: Who dies first?
- Launchers and Immediate Follow-Ups
- Data
- Credits/Sources
- Future Notes
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INTRO
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Captain Falcon may be one of, if not the most, combo heavy character in Super Smash Brother 3DS/Wii U. Nearly all of Falcon's moves combo in both the air and on the ground at a wide varietyINTRO
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of percents. Additionally, he can potentially perform death combos on many characters from zero percent on.
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JARGON
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JARGON
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Hit-Confirm
- The art of doing the guaranteed followup of a string DURING the time of first part of the string hits.
Combo ("True Combo") - A hit-confirmed juggle.
Juggle - Generally accepted term for the art and practice of hitting an opponent while he is stranded on air.
Juggle Ender - A move or series of moves that is used to end a juggling combo, usually powerful and/or long-range moves.
Juggle Starter (Launcher) - A move or a combination of moves that gets the opponent into the air and sets him/her up for a juggle.
Gimp Kill - A very low-percent KO that can put a really large swing on the outcome of a match.
RAR (Reverse Aerial Rush) - A technique which allows players to attack an opponent with their Back Aerial Attack while
rushing them.
Deep Dash (DD) - Is running a distance until initiating an attack; for example, for D-Throw -> DDFH U-Air
-> SJ Knee the U-Air must be hit as close as possible; the most consistent method for getting both hits is to run underneath, or almost underneath, your opponent before the FH.
Dash (D) - Is completing a dash length of about one full dash; for example, Tackle (2) -> SH U-Air
requires about one dash to consistently hit at most percents. Alternatively, D could mean that it does not matter what dash you perform so long as you perform a dash; for example, SHFF U-Air
-> SH/FH/DJ Knee just needs a dash but the timing isn't very strict so it doesn't really matter how long you dash, within reason of course.
Short Dash (SD) - Is a for moves where the timing is very strict where you may only want the momentum of the dash or a very short dash just
before. An example of where you'd want only the momentum would be SH N-Air x2 -> SDSH N-Air -> SDFH Knee, you only want the momentum of the dash on the first hit but you want the distance and
the momentum for the Knee. An example of where you'd perform a very short dash just before an attack would be D-Throw -> SDFH/SDDJ Knee, you need a slight bit of distance before jumping to
connect the Knee in most cases.
Gentleman - Is the third hit of Capt. Falcon's jab combo.
Combo ("True Combo") - A hit-confirmed juggle.
Juggle - Generally accepted term for the art and practice of hitting an opponent while he is stranded on air.
Juggle Ender - A move or series of moves that is used to end a juggling combo, usually powerful and/or long-range moves.
Juggle Starter (Launcher) - A move or a combination of moves that gets the opponent into the air and sets him/her up for a juggle.
Gimp Kill - A very low-percent KO that can put a really large swing on the outcome of a match.
RAR (Reverse Aerial Rush) - A technique which allows players to attack an opponent with their Back Aerial Attack while
rushing them.
Deep Dash (DD) - Is running a distance until initiating an attack; for example, for D-Throw -> DDFH U-Air
-> SJ Knee the U-Air must be hit as close as possible; the most consistent method for getting both hits is to run underneath, or almost underneath, your opponent before the FH.
Dash (D) - Is completing a dash length of about one full dash; for example, Tackle (2) -> SH U-Air
requires about one dash to consistently hit at most percents. Alternatively, D could mean that it does not matter what dash you perform so long as you perform a dash; for example, SHFF U-Air
-> SH/FH/DJ Knee just needs a dash but the timing isn't very strict so it doesn't really matter how long you dash, within reason of course.
Short Dash (SD) - Is a for moves where the timing is very strict where you may only want the momentum of the dash or a very short dash just
before. An example of where you'd want only the momentum would be SH N-Air x2 -> SDSH N-Air -> SDFH Knee, you only want the momentum of the dash on the first hit but you want the distance and
the momentum for the Knee. An example of where you'd perform a very short dash just before an attack would be D-Throw -> SDFH/SDDJ Knee, you need a slight bit of distance before jumping to
connect the Knee in most cases.
Gentleman - Is the third hit of Capt. Falcon's jab combo.
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ABREVIATATIONS
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ABREVIATATIONS
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e - Extended (This means the move is to be performed out of a dash)
d - Delay (This generally means a delay long enough that you can fast-fall immediately after starting an attack)
p - Pivot (This will typically denotes a "Perfect Pivot" but I yet to perform any significant combos using this so thsi will likely be left out for now)
HO - Hit-Only (Only hit the specified hit of an attack)
SD - Short Dash(see reference in JARGON)
DD - Deep Dash (see reference in JARGON)
D - Dash (see reference in JARGON)
FF - Fast-Fall (Tapping down to fall faster while already airborne)
SH - Short Hop (Rapping jump for a short jump)
FH - Full Hop (Pressing jump for a full jump)
SJ - Second Jump (Jumping while already airborne)
NT - No Tech (The oppenent does not tech a move and is in stun)
DI - Directional Influence (When hit a player in stun can influence the direction in which they are launched by pressing another direction)
DACUS
JCDG
An extended Grab (eGrab) is also a roll-cancelled grab. Performed: Dash -> Sheild -> Grab
An extended U-Smash (eU-Smash) is also a jump-cancelled U-Smash. Performed: Dash -> Jump -> U-Smash
r - Reverse (Peformed in the same sort of way as a RAR (see JARGON)An extended U-Smash (eU-Smash) is also a jump-cancelled U-Smash. Performed: Dash -> Jump -> U-Smash
Examples:
Reverse Knee (rKnee): There is no reverse Knee in the Melee sense. All momentum on sweetspot F-Air acts in the direction Captain Falcon is facing.
Reverse N-Air (rN-Air): The last hit of N-Air is hits the enemy in the opposite direction as Captain Falcon is facing.
Reverse U-Air (rU-Air): Hitting only with the hitbox behind Captain Falcon.
Reverse Knee (rKnee): There is no reverse Knee in the Melee sense. All momentum on sweetspot F-Air acts in the direction Captain Falcon is facing.
Reverse N-Air (rN-Air): The last hit of N-Air is hits the enemy in the opposite direction as Captain Falcon is facing.
Reverse U-Air (rU-Air): Hitting only with the hitbox behind Captain Falcon.
p - Pivot (This will typically denotes a "Perfect Pivot" but I yet to perform any significant combos using this so thsi will likely be left out for now)
HO - Hit-Only (Only hit the specified hit of an attack)
Examples:
N-Air (1HO): Only hit the first hit of N-Air
N-Air (2HO): Only hit the second hit of N-Air
D-Smash (1HO): Only hit the first hit of D-Smash
D-Smash (2HO): Only hit the second hit of N-Air
U-Smash (2HO): Only hit the second hit of U-Smash
N-Air (1HO): Only hit the first hit of N-Air
N-Air (2HO): Only hit the second hit of N-Air
D-Smash (1HO): Only hit the first hit of D-Smash
D-Smash (2HO): Only hit the second hit of N-Air
U-Smash (2HO): Only hit the second hit of U-Smash
DD - Deep Dash (see reference in JARGON)
D - Dash (see reference in JARGON)
FF - Fast-Fall (Tapping down to fall faster while already airborne)
SH - Short Hop (Rapping jump for a short jump)
FH - Full Hop (Pressing jump for a full jump)
SJ - Second Jump (Jumping while already airborne)
NT - No Tech (The oppenent does not tech a move and is in stun)
DI - Directional Influence (When hit a player in stun can influence the direction in which they are launched by pressing another direction)
DACUS
JCDG
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COMPREHENSIVE LIST OF TRUE COMBOS
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Working on this part so give it time...COMPREHENSIVE LIST OF TRUE COMBOS
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ATTACKS & FRAME DATA
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ATTACKS & FRAME DATA
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Neutral Jab (Jabs/Gentleman)
Dash Attack (Tackle)
Forward Tilt (F-Tilt)
Downward Tilt (D-Tilt)
Upward Tilt (U-Tilt)
Forward Smash (F-Smash)
Downward Smash (D-Smash)
Upward Smash (U-Smash)
Grabs
Forward Aerial (F-Air/Knee)
Backward Aerial (B-Air)
Neutral Aerial (N-Air)
Downward Aerial (D-Air/Meteor)
Upward Aerial (U-Air)
Side Special (Side-B)
Special (Falcon Punch)
Downward Special (Down-B)
Upward Special (Up-B)
Final Smash
Jab 1
Frame 3- 5: 2% 100f/20w 80°
Max Damage: 2%
Enables transition to next jab state on real frame 7
Jab 2
Frame 5- 7: 2% 100f/20w 80°
Max Damage: 4%
Enables transition to next jab state on real frame 9
Jab3
Frame 6- 8: 5% 70b/100g (KO@ 216%) 361° 1.2-Hitlag
Max Damage: 9%
Repeating Jab End
Frame 7- 8: 2% 110b/66g (KO@ 410%) 45° 2.0-Hitlag
Max Damage: 2%
Frame 3- 5: 2% 100f/20w 80°
Max Damage: 2%
Enables transition to next jab state on real frame 7
Jab 2
Frame 5- 7: 2% 100f/20w 80°
Max Damage: 4%
Enables transition to next jab state on real frame 9
Jab3
Frame 6- 8: 5% 70b/100g (KO@ 216%) 361° 1.2-Hitlag
Max Damage: 9%
Repeating Jab End
Frame 7- 8: 2% 110b/66g (KO@ 410%) 45° 2.0-Hitlag
Max Damage: 2%
Frame 7- 9: 10%(+1) 90b/50g (KO@ 263%) 65°
Frame 10-16: 6%(+1) 90b/50g (KO@ 404%) 65°
Max Damage: 10%
Frame 10-16: 6%(+1) 90b/50g (KO@ 404%) 65°
Max Damage: 10%
F-tilt (high)
Frame 9-11: 10% 10b/100g (KO@ 190%) 361°
Frame 9-11: 9% 10b/100g (KO@ 209%) 361°
Max Damage: 10%
F-tilt (normal)
Frame 9-11: 9% 10b/100g (KO@ 209%) 361°
Frame 9-11: 8% 10b/100g (KO@ 232%) 361°
Max Damage: 9%
F-tilt (low)
Frame 9-11: 10% 10b/100g (KO@ 190%) 361°
Frame 9-11: 9% 10b/100g (KO@ 209%) 361°
Max Damage: 10%
Frame 9-11: 10% 10b/100g (KO@ 190%) 361°
Frame 9-11: 9% 10b/100g (KO@ 209%) 361°
Max Damage: 10%
F-tilt (normal)
Frame 9-11: 9% 10b/100g (KO@ 209%) 361°
Frame 9-11: 8% 10b/100g (KO@ 232%) 361°
Max Damage: 9%
F-tilt (low)
Frame 9-11: 10% 10b/100g (KO@ 190%) 361°
Frame 9-11: 9% 10b/100g (KO@ 209%) 361°
Max Damage: 10%
Frame 11-12: 10% 38b/80g (KO@ 176%) 25° 0.5-Trip
Max Damage: 10%
Max Damage: 10%
Frame 17-20: 11% 35b/100g (KO@ 181%) 60° Ground-Target-Only
Frame 17-20: 11% 35b/100g (KO@ 181%) 60°
Frame 17-20: 11% 22b/100g (KO@ 228%) 275° Aerial-Target-Only
Max Damage: 11%
Frame 17-20: 11% 35b/100g (KO@ 181%) 60°
Frame 17-20: 11% 22b/100g (KO@ 228%) 275° Aerial-Target-Only
Max Damage: 11%
F-smash (high)
Frame 19-22: 20% 24b/94g (KO@ 91%) 45° Fire
Max Damage: 20%
F-smash (normal)
Frame 19-22: 19% 24b/94g (KO@ 96%) 43° Fire
Max Damage: 19%
Smash charge window on real frame 12
F-smash (low)
Frame 19-22: 20% 24b/94g (KO@ 86%) 40° Fire
Max Damage: 20%
Frame 19-22: 20% 24b/94g (KO@ 91%) 45° Fire
Max Damage: 20%
F-smash (normal)
Frame 19-22: 19% 24b/94g (KO@ 96%) 43° Fire
Max Damage: 19%
Smash charge window on real frame 12
F-smash (low)
Frame 19-22: 20% 24b/94g (KO@ 86%) 40° Fire
Max Damage: 20%
D-smash
Frame 19-20: 14% 30b/90g (KO@ 133%) 361°
Frame 29-30: 18% 20b/90g (KO@ 93%) 361° 1.2-Hitlag
Max Damage: 32%
Smash charge window on real frame 12
Frame 19-20: 14% 30b/90g (KO@ 133%) 361°
Frame 29-30: 18% 20b/90g (KO@ 93%) 361° 1.2-Hitlag
Max Damage: 32%
Smash charge window on real frame 12
Frame 22-22: 11% 90f/20w 80°
Frame 22-22: 11% 90f/20w 90°
Frame 22-22: 6% 90f/140w 110°
Frame 22-22: 6% 90f/120w 95°
Frame 28-28: 13% 30b/106g (KO@ 121%) 85°
Frame 28-28: 13% 30b/104g (KO@ 124%) 83°
Frame 28-28: 12% 30b/112g (KO@ 131%) 70°
Max Damage: 24%
Smash charge window on real frame 9
Frame 22-22: 11% 90f/20w 90°
Frame 22-22: 6% 90f/140w 110°
Frame 22-22: 6% 90f/120w 95°
Frame 28-28: 13% 30b/106g (KO@ 121%) 85°
Frame 28-28: 13% 30b/104g (KO@ 124%) 83°
Frame 28-28: 12% 30b/112g (KO@ 131%) 70°
Max Damage: 24%
Smash charge window on real frame 9
Grab
Forward Throw (F-Throw)
Downward Throw (D-Throw)
Upward Throw (U-Throw)
Backward Throw (B-Throw)
Frame 7- 8: Grab
Enables state transition on real frame 9
Dash Grab (eGrab)
Frame 9-10: Grab
Enables state transition on real frame 11
Pivot Grab
Frame 12-13: Grab
Enables state transition on real frame 14
Pummel
Frame 4- 4: 2% 100f/30w 361°
Max Damage: 2%
Enables state transition on real frame 16
Enables state transition on real frame 9
Dash Grab (eGrab)
Frame 9-10: Grab
Enables state transition on real frame 11
Pivot Grab
Frame 12-13: Grab
Enables state transition on real frame 14
Pummel
Frame 4- 4: 2% 100f/30w 361°
Max Damage: 2%
Enables state transition on real frame 16
Frame 1-10: 4% 55b/120g (KO@ 255%) 45°
Frame 11-12: 5% 70b/100g (KO@ 242%) 80° 1.5-Hitlag
Max Damage: 9%
Frame 11-12: 5% 70b/100g (KO@ 242%) 80° 1.5-Hitlag
Max Damage: 9%
Frame 1- 2: 6% 80b/45g (KO@ 490%) 65°
Max Damage: 6%
Max Damage: 6%
Frame 1-11: 3% 80b/110g (KO@ 287%) 85°
Frame 12-13: 4% 60b/100g (KO@ 310%) 80° 1.5-Hitlag
Max Damage: 7%
Frame 12-13: 4% 60b/100g (KO@ 310%) 80° 1.5-Hitlag
Max Damage: 7%
Frame 1-11: 4% 60b/130g (KO@ 225%) 135°
Frame 12-13: 5% 70b/100g (KO@ 255%) 110°
Max Damage: 9%
Frame 12-13: 5% 70b/100g (KO@ 255%) 110°
Max Damage: 9%
Frame 14-14: 19% 30b/93g (KO@ 82%) 32° 1.2-Hitlag Electric
Frame 14-14: 6% 35b/80g (KO@ 315%) 361° 1.2-Hitlag
Frame 15-30: 3% 35b/80g (KO@ 510%) 361° 0.2-Trip
Max Damage: 19%
Enables transition to Fair landing state (landing lag) on real frame 5
Cancels transition to Fair landing state (landing lag) on real frame 42
Frame 14-14: 6% 35b/80g (KO@ 315%) 361° 1.2-Hitlag
Frame 15-30: 3% 35b/80g (KO@ 510%) 361° 0.2-Trip
Max Damage: 19%
Enables transition to Fair landing state (landing lag) on real frame 5
Cancels transition to Fair landing state (landing lag) on real frame 42
Frame 10-11: 14% 25b/100g (KO@ 123%) 361°
Frame 12-15: 8% 25b/100g (KO@ 211%) 361°
Max Damage: 14%
Enables transition to Bair landing state (landing lag) on real frame 5
Cancels transition to Bair landing state (landing lag) on real frame 19
Frame 12-15: 8% 25b/100g (KO@ 211%) 361°
Max Damage: 14%
Enables transition to Bair landing state (landing lag) on real frame 5
Cancels transition to Bair landing state (landing lag) on real frame 19
Frame 7- 8: 4% 100f/55w 74°
Frame 7- 8: 4% 100f/55w 78°
Frame 7- 8: 4% 100f/55w 86°
Frame 20-21: 6% 45b/130g (KO@ 173%) 361°
Max Damage: 10%
Enables transition to Nair landing state (landing lag) on real frame 4
Cancels transition to Nair landing state (landing lag) on real frame 32
Frame 7- 8: 4% 100f/55w 78°
Frame 7- 8: 4% 100f/55w 86°
Frame 20-21: 6% 45b/130g (KO@ 173%) 361°
Max Damage: 10%
Enables transition to Nair landing state (landing lag) on real frame 4
Cancels transition to Nair landing state (landing lag) on real frame 32
Frame 16-18: 14% 40b/100g (KO@ 109%) 361°
Frame 16-18: 14% 10b/100g (KO@ 191%) 270°
Max Damage: 14%
Enables transition to Dair landing state (landing lag) on real frame 4
Cancels transition to Dair landing state (landing lag) on real frame 39
Frame 16-18: 14% 10b/100g (KO@ 191%) 270°
Max Damage: 14%
Enables transition to Dair landing state (landing lag) on real frame 4
Cancels transition to Dair landing state (landing lag) on real frame 39
Frame 6-10: 13% 10b/100g (KO@ 167%) 70°
Frame 6-10: 12% 10b/100g (KO@ 181%) 70°
Frame 11-12: 12% 8b/80g (KO@ 191%) 30°
Frame 11-12: 10% 8b/80g (KO@ 227%) 30°
Max Damage: 13%
Enables transition to Uair landing state (landing lag) on real frame 1
Cancels transition to Uair landing state (landing lag) on real frame 24
Frame 6-10: 12% 10b/100g (KO@ 181%) 70°
Frame 11-12: 12% 8b/80g (KO@ 191%) 30°
Frame 11-12: 10% 8b/80g (KO@ 227%) 30°
Max Damage: 13%
Enables transition to Uair landing state (landing lag) on real frame 1
Cancels transition to Uair landing state (landing lag) on real frame 24
Raptor Boost
Heavy Raptor Boost
Wind-Up Raptor Boost
Raptor Boost (ground startup)
Frame 16-35: 0% 0b/0g 361° Push Unblockable
Raptor Boost (ground)
Frame 4- 8: 9%(+4) 100b/75g (KO@ 150%) 85° 2.0-Hitlag Fire
Max Damage: 9%
Raptor Boost (aerial startup)
Frame 19-35: 0% 0b/0g 361° Push Unblockable
Raptor Boost (aerial)
Frame 5- 6: 8%(+2) 60b/80g (KO@ 260%) 60° 2.0-Hitlag Fire Ground-Target-Only
Frame 5- 6: 8%(+2) 60b/80g (KO@ 260%) 60° 2.0-Hitlag Fire
Frame 5- 6: 8%(+2) 60b/70g (KO@ 360%) 270° 2.0-Hitlag Fire Aerial-Target-Only
Max Damage: 8%
Frame 16-35: 0% 0b/0g 361° Push Unblockable
Raptor Boost (ground)
Frame 4- 8: 9%(+4) 100b/75g (KO@ 150%) 85° 2.0-Hitlag Fire
Max Damage: 9%
Raptor Boost (aerial startup)
Frame 19-35: 0% 0b/0g 361° Push Unblockable
Raptor Boost (aerial)
Frame 5- 6: 8%(+2) 60b/80g (KO@ 260%) 60° 2.0-Hitlag Fire Ground-Target-Only
Frame 5- 6: 8%(+2) 60b/80g (KO@ 260%) 60° 2.0-Hitlag Fire
Frame 5- 6: 8%(+2) 60b/70g (KO@ 360%) 270° 2.0-Hitlag Fire Aerial-Target-Only
Max Damage: 8%
Heavy Raptor Boost (ground startup)
Frame 16-35: 0% 0b/0g 361° Push Unblockable
Heavy Raptor Boost (ground)
Frame 13-17: 12%(+10) 100b/75g (KO@ 113%) 85° 2.0-Hitlag Fire
Max Damage: 12%
Begins super armor on real frame 1
Heavy Raptor Boost (aerial startup)
Frame 19-35: 0% 0b/0g 361° Push Unblockable
Heavy Raptor Boost (aerial)
Frame 13-14: 12%(+5) 80b/80g (KO@ 154%) 60° 2.0-Hitlag Fire Ground-Target-Only
Frame 13-14: 12%(+5) 80b/80g (KO@ 154%) 60° 2.0-Hitlag Fire
Frame 13-14: 12%(+5) 80b/70g (KO@ 222%) 270° 2.0-Hitlag Fire Aerial-Target-Only
Max Damage: 12%
Begins super armor on real frame 1
Frame 16-35: 0% 0b/0g 361° Push Unblockable
Heavy Raptor Boost (ground)
Frame 13-17: 12%(+10) 100b/75g (KO@ 113%) 85° 2.0-Hitlag Fire
Max Damage: 12%
Begins super armor on real frame 1
Heavy Raptor Boost (aerial startup)
Frame 19-35: 0% 0b/0g 361° Push Unblockable
Heavy Raptor Boost (aerial)
Frame 13-14: 12%(+5) 80b/80g (KO@ 154%) 60° 2.0-Hitlag Fire Ground-Target-Only
Frame 13-14: 12%(+5) 80b/80g (KO@ 154%) 60° 2.0-Hitlag Fire
Frame 13-14: 12%(+5) 80b/70g (KO@ 222%) 270° 2.0-Hitlag Fire Aerial-Target-Only
Max Damage: 12%
Begins super armor on real frame 1
Wind-Up Raptor Boost (ground startup)
Frame 31-40: 0% 0b/0g 361° Push Unblockable
Wind-Up Raptor Boost (ground)
Frame 4- 8: 8%(+4) 100b/75g (KO@ 167%) 85° 2.0-Hitlag Fire
Max Damage: 8%
Wind-Up Raptor Boost (aerial startup)
Frame 34-42: 0% 0b/0g 361° Push Unblockable
Wind-Up Raptor Boost (aerial)
Frame 5- 6: 7%(+2) 60b/80g (KO@ 291%) 60° 2.0-Hitlag Fire Ground-Target-Only
Frame 5- 6: 7%(+2) 60b/80g (KO@ 291%) 60° 2.0-Hitlag Fire
Frame 5- 6: 7%(+2) 60b/70g (KO@ 402%) 270° 2.0-Hitlag Fire Aerial-Target-Only
Max Damage: 7%
Frame 31-40: 0% 0b/0g 361° Push Unblockable
Wind-Up Raptor Boost (ground)
Frame 4- 8: 8%(+4) 100b/75g (KO@ 167%) 85° 2.0-Hitlag Fire
Max Damage: 8%
Wind-Up Raptor Boost (aerial startup)
Frame 34-42: 0% 0b/0g 361° Push Unblockable
Wind-Up Raptor Boost (aerial)
Frame 5- 6: 7%(+2) 60b/80g (KO@ 291%) 60° 2.0-Hitlag Fire Ground-Target-Only
Frame 5- 6: 7%(+2) 60b/80g (KO@ 291%) 60° 2.0-Hitlag Fire
Frame 5- 6: 7%(+2) 60b/70g (KO@ 402%) 270° 2.0-Hitlag Fire Aerial-Target-Only
Max Damage: 7%
Falcon Punch
Falcon Dash Punch
Mighty Falcon Punch
Falcon Punch (ground)
Frame 53-57: 25% 0b/90g (KO@ 80%) 361° 1.5-Hitlag 0.0-SDI Fire
Max Damage: 25%
Enables state transition on real frame 9
Falcon Punch (ground reversed)
Frame 53-57: 28% 0b/90g (KO@ 66%) 361° 1.5-Hitlag 0.0-SDI Fire
Max Damage: 28%
Falcon Punch (aerial)
Frame 53-57: 22% 0b/90g (KO@ 96%) 361° 1.5-Hitlag 0.0-SDI Fire
Max Damage: 22%
Enables state transition on real frame 9
Falcon Punch (aerial reversed)
Frame 53-57: 25% 0b/90g (KO@ 80%) 361° 1.5-Hitlag 0.0-SDI Fire
Max Damage: 25%
Frame 53-57: 25% 0b/90g (KO@ 80%) 361° 1.5-Hitlag 0.0-SDI Fire
Max Damage: 25%
Enables state transition on real frame 9
Falcon Punch (ground reversed)
Frame 53-57: 28% 0b/90g (KO@ 66%) 361° 1.5-Hitlag 0.0-SDI Fire
Max Damage: 28%
Falcon Punch (aerial)
Frame 53-57: 22% 0b/90g (KO@ 96%) 361° 1.5-Hitlag 0.0-SDI Fire
Max Damage: 22%
Enables state transition on real frame 9
Falcon Punch (aerial reversed)
Frame 53-57: 25% 0b/90g (KO@ 80%) 361° 1.5-Hitlag 0.0-SDI Fire
Max Damage: 25%
Falcon Dash Punch (ground)
Frame 58-62: 20% 30b/90g (KO@ 87%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 58-62: 20% 20b/90g (KO@ 94%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 58-62: 20% 10b/90g (KO@ 101%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 16% 30b/90g (KO@ 115%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 16% 20b/90g (KO@ 123%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 16% 10b/90g (KO@ 132%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 30b/90g (KO@ 144%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 20b/90g (KO@ 154%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 10b/90g (KO@ 165%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 71-76: 11% 30b/90g (KO@ 170%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 11% 20b/90g (KO@ 182%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 11% 10b/90g (KO@ 195%) 361° 1.5-Hitlag 0.0-SDI
Max Damage: 20%
Enables state transition on real frame 9
Falcon Dash Punch (ground reversed)
Frame 58-62: 22% 30b/90g (KO@ 76%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 58-62: 22% 20b/90g (KO@ 82%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 58-62: 22% 10b/90g (KO@ 89%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 30b/90g (KO@ 100%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 20b/90g (KO@ 107%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 10b/90g (KO@ 115%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 15% 30b/90g (KO@ 123%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 15% 20b/90g (KO@ 133%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 15% 10b/90g (KO@ 142%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 71-76: 13% 30b/90g (KO@ 144%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 13% 20b/90g (KO@ 154%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 13% 10b/90g (KO@ 165%) 361° 1.5-Hitlag 0.0-SDI
Max Damage: 22%
Falcon Dash Punch (aerial)
Frame 58-62: 17% 0b/90g (KO@ 132%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 15% 30b/90g (KO@ 123%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 15% 20b/90g (KO@ 133%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 15% 10b/90g (KO@ 142%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 30b/90g (KO@ 144%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 20b/90g (KO@ 154%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 10b/90g (KO@ 165%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 71-76: 11% 30b/90g (KO@ 170%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 11% 20b/90g (KO@ 182%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 11% 10b/90g (KO@ 195%) 361° 1.5-Hitlag 0.0-SDI
Max Damage: 17%
Enables state transition on real frame 9
Falcon Dash Punch (aerial reversed)
Frame 58-62: 20% 0b/90g (KO@ 108%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 30b/90g (KO@ 100%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 20b/90g (KO@ 107%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 10b/90g (KO@ 115%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 16% 30b/90g (KO@ 115%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 16% 20b/90g (KO@ 123%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 16% 10b/90g (KO@ 132%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 71-76: 14% 30b/90g (KO@ 133%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 14% 20b/90g (KO@ 143%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 14% 10b/90g (KO@ 153%) 361° 1.5-Hitlag 0.0-SDI
Max Damage: 20%
Frame 58-62: 20% 30b/90g (KO@ 87%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 58-62: 20% 20b/90g (KO@ 94%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 58-62: 20% 10b/90g (KO@ 101%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 16% 30b/90g (KO@ 115%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 16% 20b/90g (KO@ 123%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 16% 10b/90g (KO@ 132%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 30b/90g (KO@ 144%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 20b/90g (KO@ 154%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 10b/90g (KO@ 165%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 71-76: 11% 30b/90g (KO@ 170%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 11% 20b/90g (KO@ 182%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 11% 10b/90g (KO@ 195%) 361° 1.5-Hitlag 0.0-SDI
Max Damage: 20%
Enables state transition on real frame 9
Falcon Dash Punch (ground reversed)
Frame 58-62: 22% 30b/90g (KO@ 76%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 58-62: 22% 20b/90g (KO@ 82%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 58-62: 22% 10b/90g (KO@ 89%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 30b/90g (KO@ 100%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 20b/90g (KO@ 107%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 10b/90g (KO@ 115%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 15% 30b/90g (KO@ 123%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 15% 20b/90g (KO@ 133%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 15% 10b/90g (KO@ 142%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 71-76: 13% 30b/90g (KO@ 144%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 13% 20b/90g (KO@ 154%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 13% 10b/90g (KO@ 165%) 361° 1.5-Hitlag 0.0-SDI
Max Damage: 22%
Falcon Dash Punch (aerial)
Frame 58-62: 17% 0b/90g (KO@ 132%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 15% 30b/90g (KO@ 123%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 15% 20b/90g (KO@ 133%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 15% 10b/90g (KO@ 142%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 30b/90g (KO@ 144%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 20b/90g (KO@ 154%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 13% 10b/90g (KO@ 165%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 71-76: 11% 30b/90g (KO@ 170%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 11% 20b/90g (KO@ 182%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 11% 10b/90g (KO@ 195%) 361° 1.5-Hitlag 0.0-SDI
Max Damage: 17%
Enables state transition on real frame 9
Falcon Dash Punch (aerial reversed)
Frame 58-62: 20% 0b/90g (KO@ 108%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 30b/90g (KO@ 100%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 20b/90g (KO@ 107%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 63-66: 18% 10b/90g (KO@ 115%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 16% 30b/90g (KO@ 115%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 16% 20b/90g (KO@ 123%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 67-70: 16% 10b/90g (KO@ 132%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 71-76: 14% 30b/90g (KO@ 133%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 14% 20b/90g (KO@ 143%) 361° 1.5-Hitlag 0.0-SDI
Frame 71-76: 14% 10b/90g (KO@ 153%) 361° 1.5-Hitlag 0.0-SDI
Max Damage: 20%
Mighty Falcon Punch (ground)
Frame 68-72: 22% 0b/90g (KO@ 96%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 68-72: 18% 0b/100g (KO@ 109%) 361° Fire
Frame 73-80: 9% 0b/100g (KO@ 222%) 361° Fire
Frame 78-80: 6% 30b/100g (KO@ 283%) 90° Fire
Max Damage: 22%
Enables state transition on real frame 9
Mighty Falcon Punch (ground reversed)
Frame 68-73: 25% 0b/90g (KO@ 80%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 68-73: 18% 0b/100g (KO@ 109%) 361° Fire
Frame 79-80: 6% 30b/100g (KO@ 258%) 90° Fire
Max Damage: 31%
Mighty Falcon Punch (aerial)
Frame 68-73: 19% 0b/90g (KO@ 116%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 68-73: 18% 0b/100g (KO@ 109%) 361° Fire
Frame 77-78: 6% 30b/100g (KO@ 264%) 90° Fire
Max Damage: 25%
Enables state transition on real frame 9
Mighty Falcon Punch (aerial reversed)
Frame 68-73: 22% 0b/90g (KO@ 96%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 68-73: 18% 0b/100g (KO@ 109%) 361° Fire
Frame 77-78: 6% 30b/100g (KO@ 261%) 90° Fire
Max Damage: 28%
Frame 68-72: 22% 0b/90g (KO@ 96%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 68-72: 18% 0b/100g (KO@ 109%) 361° Fire
Frame 73-80: 9% 0b/100g (KO@ 222%) 361° Fire
Frame 78-80: 6% 30b/100g (KO@ 283%) 90° Fire
Max Damage: 22%
Enables state transition on real frame 9
Mighty Falcon Punch (ground reversed)
Frame 68-73: 25% 0b/90g (KO@ 80%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 68-73: 18% 0b/100g (KO@ 109%) 361° Fire
Frame 79-80: 6% 30b/100g (KO@ 258%) 90° Fire
Max Damage: 31%
Mighty Falcon Punch (aerial)
Frame 68-73: 19% 0b/90g (KO@ 116%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 68-73: 18% 0b/100g (KO@ 109%) 361° Fire
Frame 77-78: 6% 30b/100g (KO@ 264%) 90° Fire
Max Damage: 25%
Enables state transition on real frame 9
Mighty Falcon Punch (aerial reversed)
Frame 68-73: 22% 0b/90g (KO@ 96%) 361° 1.5-Hitlag 0.0-SDI Fire
Frame 68-73: 18% 0b/100g (KO@ 109%) 361° Fire
Frame 77-78: 6% 30b/100g (KO@ 261%) 90° Fire
Max Damage: 28%
Falcon Kick
Falcon Kick Fury
Lightning Falcon Kick
Falcon Kick (ground)
Frame 18-20: 13% 60b/80g (KO@ 146%) 80° Fire
Frame 21-28: 11% 90b/40g (KO@ 296%) 68° Fire
Frame 29-38: 7% 80b/60g (KO@ 296%) 50° Fire
Max Damage: 13%
Falcon Kick (aerial startup)
Enables state transition on real frame 3
Cancels state transition on real frame 31
Falcon Kick (aerial attack)
Frame 16-17: 15% 40b/60g (KO@ 179%) 361° Fire
Frame 18-25: 13% 40b/65g (KO@ 190%) 361° Fire
Frame 26-33: 11% 40b/65g (KO@ 224%) 361° Fire
Max Damage: 15%
Falcon Kick (landing)
Frame 2- 3: 9% 80b/20g (KO@ 733%) 80° Ground-Target-Only
Max Damage: 9%
Frame 18-20: 13% 60b/80g (KO@ 146%) 80° Fire
Frame 21-28: 11% 90b/40g (KO@ 296%) 68° Fire
Frame 29-38: 7% 80b/60g (KO@ 296%) 50° Fire
Max Damage: 13%
Falcon Kick (aerial startup)
Enables state transition on real frame 3
Cancels state transition on real frame 31
Falcon Kick (aerial attack)
Frame 16-17: 15% 40b/60g (KO@ 179%) 361° Fire
Frame 18-25: 13% 40b/65g (KO@ 190%) 361° Fire
Frame 26-33: 11% 40b/65g (KO@ 224%) 361° Fire
Max Damage: 15%
Falcon Kick (landing)
Frame 2- 3: 9% 80b/20g (KO@ 733%) 80° Ground-Target-Only
Max Damage: 9%
Falcon Kick Fury (ground)
Frame 22-40: [1%]x4 100f/60w 366° Fire
Frame 22-40: [0%]x19 100f/50w 366° 0.0-Hitlag
Frame 22-40: [0%]x19 100f/40w 366° 0.0-Hitlag
Frame 41-44: 7% 60b/100g (KO@ 200%) 80° Fire
Max Damage: 11%
Falcon Kick Fury (aerial startup)
Enables state transition on real frame 3
Cancels state transition on real frame 31
Falcon Kick Fury (aerial attack)
Frame 16-28: [2%]x7 100f/40w 366° Fire
Frame 29-30: 5% 60b/100g (KO@ 250%) 90° Fire
Max Damage: 19%
Falcon Kick Fury (landing)
Frame 2- 3: 5% 80b/20g 90°
Max Damage: 5%
Frame 22-40: [1%]x4 100f/60w 366° Fire
Frame 22-40: [0%]x19 100f/50w 366° 0.0-Hitlag
Frame 22-40: [0%]x19 100f/40w 366° 0.0-Hitlag
Frame 41-44: 7% 60b/100g (KO@ 200%) 80° Fire
Max Damage: 11%
Falcon Kick Fury (aerial startup)
Enables state transition on real frame 3
Cancels state transition on real frame 31
Falcon Kick Fury (aerial attack)
Frame 16-28: [2%]x7 100f/40w 366° Fire
Frame 29-30: 5% 60b/100g (KO@ 250%) 90° Fire
Max Damage: 19%
Falcon Kick Fury (landing)
Frame 2- 3: 5% 80b/20g 90°
Max Damage: 5%
Lightning Falcon Kick (ground)
Frame 26-27: 12% 40b/80g (KO@ 183%) 80° 0.0-Hitlag 0.0-SDI Electric
Frame 28-31: 10% 40b/40g (KO@ 472%) 68° 0.0-Hitlag 0.0-SDI Electric
Frame 32-36: 6% 40b/60g (KO@ 454%) 50° 0.0-Hitlag 0.0-SDI Electric
Max Damage: 12%
Lightning Falcon Kick (aerial startup)
Enables state transition on real frame 5
Cancels state transition on real frame 52
Lightning Falcon Kick (aerial attack)
Frame 27-27: 14% 40b/60g (KO@ 193%) 361° 0.0-Hitlag 0.0-SDI Electric
Frame 28-31: 12% 40b/65g (KO@ 206%) 361° 0.0-Hitlag 0.0-SDI Electric
Frame 32-35: 10% 40b/65g (KO@ 244%) 361° 0.0-Hitlag 0.0-SDI Electric
Max Damage: 14%
Lightning Falcon Kick (landing)
Frame 2- 3: 4% 94b/28g (KO@ 848%) 80° 1.7-Hitlag Stun Ground-Target-Only
Max Damage: 4%
Frame 26-27: 12% 40b/80g (KO@ 183%) 80° 0.0-Hitlag 0.0-SDI Electric
Frame 28-31: 10% 40b/40g (KO@ 472%) 68° 0.0-Hitlag 0.0-SDI Electric
Frame 32-36: 6% 40b/60g (KO@ 454%) 50° 0.0-Hitlag 0.0-SDI Electric
Max Damage: 12%
Lightning Falcon Kick (aerial startup)
Enables state transition on real frame 5
Cancels state transition on real frame 52
Lightning Falcon Kick (aerial attack)
Frame 27-27: 14% 40b/60g (KO@ 193%) 361° 0.0-Hitlag 0.0-SDI Electric
Frame 28-31: 12% 40b/65g (KO@ 206%) 361° 0.0-Hitlag 0.0-SDI Electric
Frame 32-35: 10% 40b/65g (KO@ 244%) 361° 0.0-Hitlag 0.0-SDI Electric
Max Damage: 14%
Lightning Falcon Kick (landing)
Frame 2- 3: 4% 94b/28g (KO@ 848%) 80° 1.7-Hitlag Stun Ground-Target-Only
Max Damage: 4%
Falcon Dive
Falcon Strike
Explosive Falcon Dive
Falcon Dive (grabbing lunge)
Frame 14-30: Grab
Enables state transition on real frame 13
Enables forward ledge grabs on real frame 19
Enables all ledge grabs on real frame 36
Falcon Dive (initial grab attack)
Frame 2- 3: 5% 0b/0g 361° Fire
Max Damage: 5%
Falcon Dive (grab throw attack)
Frame 1- 2: 12% 40b/82g (KO@ 180%) 50°
Max Damage: 12%
Frame 14-30: Grab
Enables state transition on real frame 13
Enables forward ledge grabs on real frame 19
Enables all ledge grabs on real frame 36
Falcon Dive (initial grab attack)
Frame 2- 3: 5% 0b/0g 361° Fire
Max Damage: 5%
Falcon Dive (grab throw attack)
Frame 1- 2: 12% 40b/82g (KO@ 180%) 50°
Max Damage: 12%
Falcon Strike (non-grabbing lunge)
Frame 16-24: 8% 40b/100g (KO@ 214%) 75°
Max Damage: 8%
Enables state transition on real frame 13
Enables forward ledge grabs on real frame 16
Enables all ledge grabs on real frame 36
Frame 16-24: 8% 40b/100g (KO@ 214%) 75°
Max Damage: 8%
Enables state transition on real frame 13
Enables forward ledge grabs on real frame 16
Enables all ledge grabs on real frame 36
Explosive Falcon Dive (grabbing lunge)
Frame 32-48: Grab
Enables state transition on real frame 31
Enables forward ledge grabs on real frame 37
Enables all ledge grabs on real frame 54
Explosive Falcon Dive (initial grab attack)
Frame 2- 3: 10% 0b/0g 361° Fire
Max Damage: 10%
Explosive Falcon Dive (grab throw attack)
Frame 1- 2: 15% 80b/80g (KO@ 105%) 50°
Max Damage: 15%
Frame 32-48: Grab
Enables state transition on real frame 31
Enables forward ledge grabs on real frame 37
Enables all ledge grabs on real frame 54
Explosive Falcon Dive (initial grab attack)
Frame 2- 3: 10% 0b/0g 361° Fire
Max Damage: 10%
Explosive Falcon Dive (grab throw attack)
Frame 1- 2: 15% 80b/80g (KO@ 105%) 50°
Max Damage: 15%
Final Smash Start
Frame 28-30: 10% 100f/200w 80° 0.3-Hitlag Unblockable
Max Damage: 10%
Final Smash Finisher
Frame 1- 2: 10% 100b/165g (KO@ 46%) 361°
Max Damage: 10%
Final Smash Finisher
Frame 1- 2: 20% 80f/1w 361°
Max Damage: 20%
Frame 28-30: 10% 100f/200w 80° 0.3-Hitlag Unblockable
Max Damage: 10%
Final Smash Finisher
Frame 1- 2: 10% 100b/165g (KO@ 46%) 361°
Max Damage: 10%
Final Smash Finisher
Frame 1- 2: 20% 80f/1w 361°
Max Damage: 20%
========================================================================================================
COMBO DATA
========================================================================================================
Version 0.0.0COMBO DATA
========================================================================================================
========================================================================================================
Version Notes
========================================================================================================
Does NOT include imagesVersion Notes
========================================================================================================
Does NOT include videos
Does NOT include IASA
Does NOT include sheild punishes
Does NOT include tech traps
========================================================================================================
SOURCES
========================================================================================================
SOURCES
========================================================================================================
http://smashboards.com/threads/depreciated-1-04-dacus-thread-a-list-of-all-of-the-notable-dacuss-in-the-game.373052/
http://smashboards.com/threads/comp...-every-character-now-with-ko-percents.383550/
http://opensa.dantarion.com/s4/mastercore2/
http://opensa.dantarion.com/s4/mastercore2/index.php?char=captain&mode=view104#subaction-050
http://pastebin.com/vRk1UsHe
http://allisbrawl.com/forum/topic.aspx?id=60819
http://www.captainfalcon.com/
http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon
http://supersmashbros.wikia.com/wiki/Category:Terms
http://smashboards.com/threads/captain-falcon-match-up-mu-disscussion.385257/
http://opensa.dantarion.com/s4/mastercore2/
http://opensa.dantarion.com/s4/mastercore2/index.php?char=captain&mode=view104#subaction-050
http://pastebin.com/vRk1UsHe
http://allisbrawl.com/forum/topic.aspx?id=60819
http://www.captainfalcon.com/
http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon
http://supersmashbros.wikia.com/wiki/Category:Terms
http://smashboards.com/threads/captain-falcon-match-up-mu-disscussion.385257/
========================================================================================================
MISCELANEOUS VIDEOS
========================================================================================================
http://smashboards.com/threads/show-me-your-vids-falcon-video-and-player-thread.368970/MISCELANEOUS VIDEOS
========================================================================================================
========================================================================================================
SPECIAL THANKS
========================================================================================================
SPECIAL THANKS
========================================================================================================
Last edited: