Neutral aerial can chain into itself at low percents, and Falcon can combo it into his other aerials if he lands with the first hit. His primary combo starter is grounded Raptor Boost its low knockback along with its vertical launching angle and low ending lag make it a fearsome combo starter if landed, allowing it to combo into a plentiful number of moves. Nonetheless, his high mobility overall, combined with his strong punish game and generally low landing lag on his aerials, benefits him with a trademark speed-and-power combo.ĭespite lacking a projectile, Falcon has an overall effective neutral game, courtesy of his mobility. While his high run acceleration can mask this to an extent, this effectively results in him making no progress in the direction he is turning into for several frames, resulting in his retreat being counter-intuitively one of the least safe in the game, especially when combined with his legs extending a long distance behind him. Compounding this is his turnaround dash animation, which causes him to slide in the opposite direction for a few frames, before sliding back into his origin location. Additionally, while his running speed is very high, his initial dash speed is only slightly above average, and crucially he hits this lower limit during his initial dash a few frames before transitioning to his running animation, making his effective movement speed in short bursts lower than expected. Strangely, though, his walking speed is rather slow, while his traction and air acceleration are around average. His jumps and wall jumps are also very high. Captain Falcon sports the 2nd fastest dashing speed, the 7th fastest falling speed, the 11th fastest air speed, and the 14th highest gravity. With the exception of the third method, Captain Falcon must then be defeated on Port Town Aero Dive.Ĭaptain Falcon is a tall heavyweight character, yet he boasts some of the best overall mobility out of any character in spite of his weight class.
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