Captain Falcon

 

(click to show Brawl trivia)

Captain Falcon has always been a well-loved character, but it is no secret that he was not very good at all.

Probably more of his moves than not got some form of a buff. Captain Falcon’s entire moveset is simply more effective at racking damage and scoring KOs. His special moves also saw some major reworking. Falcon Punch now has 19% heavy armor, aerial Raptor Boost no longer puts him in helpless, and Falcon Dive is now far more rewarding. Falcon Kick ties together these improved specials by being cancelable by special moves early in its ending lag; the possibilities are endless!

It took a lot of work, but now when Captain Falcon shows his moves, there will be reason to be impressed!

Balanced Brawl Bonus: Falcon Kick Special

  • The ending lag of Falcon Kick can now be canceled into other special moves. This only includes Falcon Kick itself when going air-to-ground or ground-to-air.

Other Major Changes

  • Falcon Punch now has 19% heavy armor.
  • Falcon Dive is now generally more powerful.
  • Falcon Kick now hits more favorably and is generally always safe on hit.
  • Aerial Raptor Boost now does not send Captain Falcon into helpless fall state on hit and functions as a more powerful meteor.
  • Throws are generally better.
  • Pummel does more damage and is electric element.
  • Many of his normal moves saw assorted buffs.

Full Technical Change List

  • Jab 3 frame 6 hitbox 0-2 properties: Base Knockback (10 -> 15)
  • Jab 3 frame 8 hitbox 0-2 properties: Knockback Growth (70 -> 80)
  • Dash attack frame 7 hitbox 0 properties: Angle (65 -> 75), Knockback Growth (40 -> 25), Base Knockback (80 -> 100)
  • Dash attack frame 10 hitbox 0 properties: Knockback Growth (40 -> 15), Base Knockback (65 -> 80)
  • Forward tilt angled up hitbox 0 properties: Damage (11 -> 12), Knockback Growth (100 -> 110)
  • Forward tilt angled up hitbox 1-2 properties: Damage (10 -> 11), Knockback Growth (100 -> 110)
  • Forward tilt un-angled hitbox 0 properties: Damage (10 -> 11), Knockback Growth (100 -> 110)
  • Forward tilt un-angled hitbox 1-2 properties: Damage (9 -> 10), Knockback Growth (100 -> 110)
  • Forward tilt angled down hitbox 0 properties: Damage (10 -> 11), Knockback Growth (100 -> 110)
  • Forward tilt angled down hitbox 1-2 properties: Damage (9 -> 10), Knockback Growth (100 -> 110)
  • Up tilt hitbox 0-2 properties: Damage (13 -> 14), Angle (* -> 30)
  • Down tilt hitbox 0 properties: Damage (10 -> 12), Angle (80 -> 85), Base Knockback (25 -> 20)
  • Down tilt hitbox 1 properties: Damage (10 -> 12), Angle (40 -> 35), Base Knockback (25 -> 20)
  • Down tilt hitbox 2 properties: Damage (10 -> 12), Angle (20 -> 15), Base Knockback (25 -> 20)
  • Forward smash angled up hitbox 0-2 properties: Knockback Growth (85 -> 90)
  • Forward smash angled down hitbox 0-2 properties: Angle (40 -> 35)
  • Down smash frame 18 hitbox 0-2 properties: Base Knockback (20 -> 35)
  • Neutral aerial frame 20 hitbox 0-2 properties: Damage (6 -> 8)
  • Forward aerial frame 14 hitbox 0 properties: Damage (19 -> 22)
  • Pummel hitbox properties: Damage (2 -> 3), Element (None -> Electric)
  • Back throw throw box properties: Knockback Growth (130 -> 135), Base Knockback (30 -> 40)
  • Forward throw throw box properties: Knockback Growth (105 -> 20), Base Knockback (45 -> 75)
  • Up throw throw box properties: Knockback Growth (105 -> 10), Base Knockback (70 -> 85)
  • Down throw throw box properties: Knockback Growth (34 -> 20), Base Knockback (75 -> 80)
  • Falcon Punch (forward): 19% heavy armor on frames 9-57
  • Falcon Punch (reverse): 19% heavy armor on frames 21-57
  • Raptor Boost (grounded, attack) hitbox 0 properties: Damage (7 -> 9), Shield Damage (2 -> 3), Knockback Growth (52 -> 30), Base Knockback (100 -> 95)
  • Raptor Boost (aerial, attack) hitbox 0-1 properties: Damage (7 -> 10), Shield Damage (2 -> 3), Knockback Growth (70 -> 60), Base Knockback (60 -> 70)
  • Raptor Boost (aerial, attack) hitbox 2-3 properties: Damage (7 -> 10), Shield Damage (2 -> 3), Knockback Growth (80 -> 65), Base Knockback (60 -> 75)
  • Raptor Boost (aerial, attack): enters fall 1 instead of helpless fall state
  • Raptor Boost (aerial, attack): selective IASA into special moves on frame 43
  • Falcon Dive throw box properties: Damage (12 -> 14), Base Knockback (40 -> 50)
  • Falcon Kick (grounded) frame 15 hitbox 0-2 properties: Angle (45 -> 65), Knockback Growth (70 -> 0), Base Knockback (50 -> 115)
  • Falcon Kick (grounded) frame 18 hitbox 0-2 properties: Angle (85 -> 80), Knockback Growth (40 -> 0), Base Knockback (62 -> 100)
  • Falcon Kick (grounded) frame 26 hitbox 0-2 properties: Angle (50 -> 95), Knockback Growth (60 -> 0), Base Knockback (50 -> 95)
  • Falcon Kick (aerial) frame 16 hitbox 0-1 properties: Angle (* -> 0), Knockback Growth (70 -> 0), Base Knockback (40 -> 95)
  • Falcon Kick (aerial) frame 19 hitbox 0-1 properties: Angle (* -> 10), Knockback Growth (65 -> 0), Base Knockback (40 -> 95)
  • Falcon Kick (aerial) frame 27 hitbox 0-1 properties: Angle (* -> 20), Knockback Growth (60 -> 0), Base Knockback (40 -> 95)
  • Falcon Kick (landing) hitbox 0-2 properties: Damage (9 -> 7), Angle (80 -> 15), Knockback Growth (20 -> 0), Base Knockback (80 -> 60)
  • Falcon Kick (grounded) grounded ending: cancel into Falcon Punch, Falcon Dive, or Raptor Boost on frame 2
  • Falcon Kick (grounded) aerial ending: cancel into Falcon Punch, Falcon Dive, Raptor Boost, or Falcon Kick (no voice clip) on frame 2
  • Falcon Kick (aerial) ending: cancel into Falcon Punch, Falcon Dive, or Raptor Boost on frame 2
  • Falcon Kick (landing) ending: cancel into Falcon Punch, Falcon Dive, Raptor Boost, or Falcon Kick (no voice clip) on frame 8
  • Falcon Kick wall bounce: cancel into Falcon Punch, Falcon Dive, Raptor Boost, air dodge, or normal aerial attack on frame 8