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Captain Falcon
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This thread will be about how captain falcon has changed in Brawl+ (B+) and strategy discussion. please keep it serious.
This post:
-Full changelist
-Changelist analysis
-General strategyguide (in progress!)
-character specific (in progress!)
-Full changelist
-Changelist analysis
-General strategyguide (in progress!)
-character specific (in progress!)
Full Changelist
B+ brought a lot of change, and from the beginning CF has had a LOT of benefit from this. He went from rock bottom tier a somewhere in the top 8. To better understand why he is so good, let's take a look at what was changed about him.
B+ brought a lot of change, and from the beginning CF has had a LOT of benefit from this. He went from rock bottom tier a somewhere in the top 8. To better understand why he is so good, let's take a look at what was changed about him.
- Triple Jump Glitch is fixed
- Aerial Lag Reduction (ALR)
-Most characters reduced to 50%
-Captain Falcon reduced to 40%
-Hitbox Code v1.1(BKB = Base Knockback, KBG=Knockback Gain)
-Falcon: Reversable Knee
-Falcon Raptor boost BKB set to 86, KBG set to 43
Frame Speed Modification
none (yet)
-Character Specific Momentum Settings
Global 92.5%
-Character Specific Gravity and Jump Power Modifications
Chara ID SH FH FF DGrav Grav Filler
Falcon 9 0.900 1.050 1.150 1.200 1.100 0
These are the character specific changes, of course there are more, but these concern specifically CF.
Changelist Analysis
so what do all those numbers mean? I'll discuss each change in order, starting with the upB glitch. I will also give a (somewhat subjective) rating on how usefull the change is.
Triple jump glitch fix
This was a simple bug fix that happened with both CF and ganons upB. whenever you used it to grab a ledge, and then got back on stage, you then still recieved the cooldown lag from the move.
by fixing this, CF doesn't have this stupid disadvantage anymore.
usefullness: 3/5
Aerial Lag Reduction
now here is a change that is arguably one of the most important changes made. In vBrawl, you recieved tons of lag after an aerial. In melee and SSB64 you could L-cancel to reduce or even remove this lag. Brawl+ has chosen to simply reduce the lag, thus not requiring an L-cancel.
as you can see in the chart, CF has his lag reduced to a mre 40% which is the third lowest in the game nwo (Ivy 30% ; Link 35%). This is a huge advantage for Captain Falcons strong aerial-focussed game.
usefullness: 4.5/5
Hitbox changes
-reversable knee
This one is more than just cool. If you sweetspot someone with the "back" of you knee, they fly the other way. This wil suprise some people and probably maske them DI the wrong way.
-Falcon Raptor boost BKB set to 86, KBG set to 43
This is simply a slight improvement on the raptor boost, though you should still use it sparringly due to the cooldown lag.
usefullness 2/5
Frame speed modifications
None? That doesn't really help CF at all.
Some changes will more than likely be made in the future. but for now there is nothing in this section.
usefullness 0/5
Character specific momentum
CF fall into the general category here, but that doesn't make him general at all. becuase you keep your momentum AND captain falcon has a quick dash, you can approach at very hight speeds.
usefullness 3/5
Gravity and jump modifications
now this is where most characters get their "speed" from. these values determine wheter or not you can quickly FF, how high you jump etc.
Shorthop: 0.9Chara ID SH FH FF DGrav Grav Filler
Falcon 9 0.900 1.050 1.150 1.200 1.100 0
reduces the SH slightly, lowering the time to SHFF also slightly
Full hop (or jump): 1.050
this is a very subtle change to keep CFs jump at the same height it was, by compensating the increase in gravity.
FastFall: 1.150
Increased is faster SHFF. simple. beware of FFing offstage.
"down"grav: 1.2
This is sometimes a confusing value. it is in effect on every occasion except when you are puposefully rising, like jumping and upB, but NOT when you are hit upwards.
CF has the second highest Dgrav, shared with fox (sonic 1.250).
this means that CF is one of the least floaty characters in the game. bad for recovery, very good for SHFF and on stage in general.
gravity: 1.100
you fall faster. since your normal jump is compensating for thie height, your fullhop will simply be faster. nice.
overall the jump/grav values have been a great benefit for CF. now he isn't just running fast, he IS fast
usefullness: 4.5/5
General strategy guide
Now that you know how awesome Captain Falcon has become, let us look at how we can put that in practise by utterly destroying our opponent. How? Read on.
I will put this section in 2 parts, offense and defense. If you want the whole moveset number stuff, go to http://www.smashboards.com/showthread.php?t=198565
keep in mind that some moves have changed, those are discussed in the changelist analysis.
Offense
This is the area that Captain Falcon rules. his aerial combo like no other, and his knee is quite strong if you sweetspot (which you should anyway).
Setups/approaching
in order to combo your enemy, you need to approach him. Since CF lacks projectiles you can't let them do it for you.
some standard approaches:
dash -> dash attack
not very usefull since your opponent will more than likely shieldgrab you, but can be used if you opponent expects a dashgrab.
dash -> dashgrab
actually quite usefull, if you can condition your opponent to shield your approaches. the best way to do that is using you knee as an approach.
dash -> nair
this is arguably one of the better approaches CF has. it hits twice, after wards you can either grab or followup with knee/another nair.
dash -> fair (knee)
this approach is not so much the approach itself, but has some follow ups, and as mentioned above, put your opponent in the habit of shielding a lot. why? because verfy few opponents are willing to get "the knee" in their face.
dashdance -> grab
dashdancing is a very good mindgame, and keeps your ooponent guessing when you are actually going to make the approach. grabbing them gives you the most options, but almost all things mentioned with "dash" can be read as "dashdance"
Comboing
once you either grabbed your opponent or send him flying, it is time for some followups.
Dthrow -> knee -> knee
best used when opponent is around 20%. when you land this your opponent is very likely to be already off the edge.
Dthrow -> Dthrow -> ...
you can chaingrab the fastfallers (fox, sonic...) up to 50% with this, and then just knee/nair whatever to finish.
Uthrow -> Uair -> knee/Uair
another decent combo that racks around 35% damage.
raptor boost -> knee -> knee
the reason this commbo works is because nobody expects a raptor boost. worth 45% og damage if you land the second knee, which can be a tad hard on fastfalling characters.
dash attack -> knee
if you manage to land that rare dash attack, going for a knee is your best option.
Edgeguarding
so yu got your opponent off-stage, now what?
Knee
a very solid option when your opponent is far, and on just above/below stage height. If this hits your opponent is done for. don't be afraid to go far, CF can recover better than yo umight expect.
Dair
for when you opponent is recovering low. it's good spike and hitting with it is almost certain kill. watch out for recory moves such as Ike's, you might not survive those.
Uair
Use on opponents recovering high. go for backwards version to send them further off-stage
Falcon Punch
wut? Your not serious, are you? yes you can actually use this move somewhat like the knee. since your opponent is limited in his options, you might actually land this, for maximum coolness points.
Bair
hang on the ledge, jump off hit 'em with a bair and get bck on the ledge. very few opponents survive, but watch out for fox's upB and the like.
Defense
Coming soon!
Character specific matchup
This is arguably the most important and also most difficult part, because in knowing your opponent lies the answer to victory. here YOU can make major contributions. do you know how to destroy PT? have an idea how to not lose against MK? share it!
this is the end for the guide for now. it still needs soem major updating so don't be too harsh on the critique please.