Super Smash Brothers Captain Falcon FAQ Version 1.3
 Started on 12/4/99 by Earthshaker (Earthq3846@aol.com)
 Last updated on 7/1/02
 Copyright 1999-2002 by Earthshaker 
Anyone may print out this FAQ on a normal printer, but if you place this 
anywhere or alter it in any way without my permission and/or this disclaimer 
intact, there will be some serious legal trouble. However, if I DO give you 
permission to place/alter this FAQ, BE SURE TO GIVE ME CREDIT WHEREVER IT 
IS DUE. If there are any questions, comments, complaints, and whatnot, send 
them to me (Earthq3846@aol.com.) Oh, and one more notice. If this FAQ is found 
anywhere else aside from this site (GameFAQs.com) Email either me or CjayC 
or both IMMEDIATELY
Super Smash Brothers is copyrighted 1999 by HAL Laboratories and Nintendo 

1. Revision history
2. Introduction
3. Captain Falcon's Strengths/Weaknesses
4. Attack Listings
5. Tactics for the 1-player game
6. Multiplayer tactics-computer
7. Multiplayer tactics-human
8. Bonus Level Tactics
9. Stage Tactics
10.Tricks, Tactics, and Combos
11.Thanks
12.Repeat Warning!
======================================================================= 
-------------------------1. Revision history--------------------------- 
======================================================================= 
7/1/02- Wow.  I go back to my old FAQs with my new computer and realize how 
bad they are.  Over the years I have had quite a few submissions about 
Strengths/Weaknesses (such as Falcon Punch having terrible lag, other stuff.)  
Who knows, maybe I can combine this FAQ with a Super Smash Bros. Melee FAQ 
(a guy can dream, can't he?)
12/5/99 (at night)- Version 1.2- Fixed a few more minor errors. That's what 
I get for copying my Yoshi FAQ then overtyping!
12/5/99- Version 1.1- Fixed a few minor errors I noticed. No submissions as 
of yet (hey, its only been on for ten hours!)
12/4/99- Version 1.0- First version of this FAQ. I'll try to get everything 
covered in this. Have any submissions? Email me. 
======================================================================= 
---------------------------2. Introduction----------------------------- 
======================================================================= 
Captain Falcon is a secret character. Why am I doing a FAQ on him? I don't 
know, maybe I need a higher standing on my contributor page :-) But seriously, 
I did a FAQ on Captain Falcon because with his combination of fire and speed, 
he's my fourth favorite character. And, since he is a quick enough character, 
you have to be quick enough to challenge him by getting a Speed King or Speed 
Demon bonus in the 1- player game.
BTW- I used my Yoshi FAQ as the basis for this FAQ and simply rewrote things 
that needed changing (can't say it's a mirror match if Captain Falcon is 
facing Yoshi, can it?) 
======================================================================= 
------------------3. Falcon's Strengths and Weaknesses----------------- 
======================================================================= 
Let's start out with strengths first, shall we?
1. Falcon is extremely fast. Who needs to roll when you can RUN right past 
the person
2. Falcon's moves all revolve around fire, which means that each hit will 
probably floor an opponent (fire normally knocks down people easily... take 
a look at Fox's Foxfire)
3. Falcon is extremely strong (all of his moves deal a lot of damage, AND 
knock people far.)
4. Falcon is one of the lucky few people (among Captain Falcon, Samus, Ness, 
Donkey Kong, Luigi, and Jigglypuff) that has a move that knocks people REALLY 
far. In his case, it is the Falcon Punch.
5. If someone tries to hit Falcon while recovering (if he is doing the Falcon 
Flip) and Falcon grabs him or her, hits him or her, and flips away, he can 
re-perform the Falcon Flip!
And for the weaknesses...
1. Falcon isn't very good at recovering.  He doesn't jump too high, and the 
Falcon Dive adds only a tiny bit more distance and height to his jump.
2. As implied by the 1st weakness, Falcon can't jump very high. 
3. Falcon can get to be a little uncontrollable.  For example, due to his 
fast speed, he may sometimes run right off the edge! Plus, his ground Falcon 
Kick, if it misses, goes REALLY far and probably off the edge, making you 
have to jump back on the platform
4. Many of the Captain's moves have minor lag time before executing (some 
more extreme than others- take the Falcon Punch [thanks, the twenty 
contributors who mentioned this.])

======================================================================= 
----------------------------4.Attack Listings-------------------------- 
======================================================================= 
NOTE: Keep in mind that these are all on the first attack.  By first attack, 
I mean that you don't repeatedly do the same move over and over again.  For 
example, hitting the same opponent twice in a row with an uppercut does less 
damage on the second hit.  Also keep in mind that to get the full amount of 
damage, the opponent must be as close as possible to you when you are 
performing the move (for example, a jump kick will be more effective if your 
opponent is right next to you rather than you kicking thin air but falling 
onto the opponent.)
NOTE (7/1/02): Damage will be halved if you perform an attack while an 
opponent is on the ground.
A- Punch. Little weak punch, nothing special.  3% damage.
AA- 1-2 Punch. Two weak punches.  The second punch deals 3% damage as well.
AAA- 1-2 Punch, Knee- The 1-2 punch followed by a knee, which sets up for 
the next move.  The knee adds 4% more damage onto the combo.
A repeatedly- The 1-2 Punch, Knee, and Multi-punches- This is the Punch, Punch, 
Knee combo, followed by a fast flurry of jabs dealing 1% damage each.  Also 
great for annoyance.  "huhuhuhuhuhuhuhuhuh!"
Hold forward & hit A- Roundhouse kick.  Deals 13% damage.
Hold down & hit A- Light kick to the ankles.  Deals 11% damage, and is fast 
to deploy.
Hold up & hit A- Overhead dropping kick.  This was copied off of Samus! When 
Falcon first brings up his foot, 9% damage will be dealt (if a character is 
BEHIND Falcon. The dropping of the foot causes 14% damage.
SMASH forward+A- Flaming wheel kick.  Captain Falcon spins around, glows, 
and delivers a heavy blow to an opponent, which knocks them far, makes them 
catch on fire, and deals 18% damage.
SMASH down+A- Sweep kick.  The Captain runs his foot along the ground both 
in front of him and behind him, dealing only moderate damage but knocking 
opponents flying.  Deals 14% damage if hit when first deployed, but will deal 
less damage if an opponent is behind Falcon when the kick connects.
SMASH up+A- Uppercut.  Falcon's fist flashes as he delivers a quick uppercut.  
The uppercut doesn't knock people as far as some other tap up & hit A.  This 
deals 16% damage, pretty nice for a quick attack. 
Dash and hit A- Shoulder ram.  Falcon lowers his shoulder and gives it to 
'em in the gut (or the face, depending on how small the character is) Deals 
10% damage.
Aerial A- Midair kick.  This kind of looks like a Flying Side Kick (you can 
tell I know my martial arts...)  Anyway, it deals 16% damage. 
Aerial Down+A- Downward stomp.  This is extremely useful for knocking people 
in midair down to the ground (or in a pit) very quickly.  If a person is on 
the ground already when this hits, they'll crash to the ground so hard that 
they'll bounce and go flying into the air (not very far though, so it's useful 
for setting up a combo.)  It will deal 14% damage.  (Better known as a SPIKE 
to veteran players.)
Aerial Up+A- Flip kick.  Falcon imitates Mario by doing a backflip with his 
feet extended, hitting people for 16% damage.
Aerial Forward+A- Two kicks. Captain Falcon brings his foot around to hit 
an opponent, then spins and kicks again. Rarely can you ever make both feet 
connect.  Each kick deals 11% damage.
Aerial Back+A- Backward punch.  Captain Falcon spins around and hits the 
opponent with his forearm.
A (while lying on the ground)- Split kick. Falcon does a split kick and jumps 
to his feet.  Deals 6% damage, but I bet if you're good enough you won't be 
on the ground because you can hit Z fast enough and get up immediately.
A (while hanging from a ledge)- Falcon deals either a quick kick or a slow 
punch.  The quick kick deals 6% damage, and the slow punch deals 4% damage. 
The attack varies depending on how much health you have (Quick kick for less 
than 100%, Slow punch for greater than 100%)
B- Falcon Punch. Captain Falcon's most powerful move!  He says "Falcon" and 
begins winding up.  At the end of the windup, he releases a fiery punch that 
looks like a Falcon! Not only will it deal 24% damage, but it also knocks 
the opponent as far as if they were hit with a Motion Sensor Bomb explosion!
Up+B- Falcon Dive a.k.a. Falcon Flip. Captain Falcon will flash and flip into 
the air. If he touches an opponent, he'll grab him, pause for a moment, and 
flip away. When Falcon flips away, an explosion occurs and the opponent goes 
flying at a 45 degree angle upward. On a side note, Falcon can perform this 
move again or another move if it connects, or perform some other attack. 
However, if he misses the Falcon Flip, he'll fall, flashing, to indicate that 
he's used up all his jumps and attacks. This attack deals 20% damage.
Down+B- Falcon Kick. Captain Falcon yells "Falcon Kick" as his foot catches 
on fire and he slides along the ground, leaving behind a fiery trail. This 
will sweep opponents off their feet if it hits.  If done in midair, Falcon 
rushes to the ground at about a 75 degree angle (don't get out your protractors, 
because I don't care.) The attack will deal 15% damage either way.
Z+A OR R, then any button- Grab and slam- Falcon grabs the opponent and slams 
them into the ground, knocking them into the air and setting them up for a 
combo. It will only deal 12% damage, though.  Not the best of throws if you're 
trying to knock out people.
Z+A OR R, then hit back- Grab and kick. Falcon picks up the opponent, holds 
him/her behind him, and kicks him HARD in the back. Deals 16% damage. 
L- Captain Falcon's taunt- "Show me your moves!"  I have heard many 
interesting varieties of this on the GameFAQs Message Boards.  "Show me a 
moose!  Show me ya boobs!"  Is the Captain a Mardi Gras fanatic?!
Now for the extremely boring... 

======================================================================= 
---------------------5.Tactics for the 1-player game------------------- 
======================================================================= 
Alright, these ALWAYS go in the same order so hush up.
Not like you need help anyway, this is pathetically easy on every level but 
Very Hard.
Stage 1- Link. Are you kidding me? You need help with this simpleton? Okay, 
stop reading right now and go back to Yoshi's Story and work on beating that 
first.
Stage 2- Yoshi Team. The Yoshi's are pathetically easy as well. They barely 
ever attack! When they do, though, they normally hit each other. To beat these 
guys, use a variety of attacks. Since any attack aside from a normal kick 
will kill these idiots, go all out. If you want a bonus, beat them in the 
order they appear.
Stage 3- Fox. Ah, a good challenge.  Fox gets annoying with his blaster and 
his air juggles. To counter these, use lots of shoulder rams.  When you get 
him to about 150%, either slam him, Falcon Punch him, or hit him into an 
Arwing's path (for a bonus!)
Stage 4- Mario Bros. Take advantage of having a partner. Allow him to attack 
one brother while you knock out another. Lick and lob them into bumpers, and 
when they try to leap back on, keep ramming them with flaming wheel kicks 
or Shoulder Rams. Try knocking out Luigi before touching Mario for a 25,000 
point bonus. If you get double teamed and don't care about bonuses, do the 
Split Kick (SMASH Down+A.)  It works REALLY well in this level. 
Stage 5- Pikachu.  If you'd rather duke it out, do whatever you want; Pikachu's 
REALLY easy.  If you'd rather just yawn and get a Pacifist award, stand on 
the helipad.  If he follows you, he'll most likely jump off the left side 
and double agility to death. If he doesn't follow you, he'll keep running 
at the wall.  Eventually the door will open and some random Pokemon will knock 
him silly, allowing you to get not only a pacifist award but also a Pokemon 
Finish award!  I love the smell of burnt Electric Rat in the morning.
Stage 6- Giant Donkey Kong. ARRGGGHHH!! Giant Donkey Kong is a major pain 
in the ass.  If your two partners are good enough though, you may manage a 
Pacifist award.  Just stand around until A.) Both partners die. If this 
happens, just throw a whole bunch, until you can finish him with a Falcon 
Punch.  Take note that this usually happens on Very Hard difficulty.  B.) 
Donkey Kong jumps at you. Move! What are you, stupid? 
Stage 7- Kirby Team.  Basically, this is the same thing as the Yoshi Team 
except these guys actually ATTACK.  But, like the Yoshi team, they got knocked 
a mile by the slightest hit.  Each one wears a different hat, meaning they 
have different abilities.  Just ram them and move on! Stage 
Stage 8- Samus.  ::Breaks into tears::  My least favorite level. This chick 
is TOUGH, even on normal.  She dodges every single one of your attacks with 
a roll, and always uses that gun that makes Falcon fly out of sight. Attack 
her with lots of downward stomps to knock her into the lava/acid and cause 
major pain.  Once she jumps too far from a burned acid butt and you hear her 
robotic scream, jump in the acid yourself. Yes, you heard me! You can get 
a 15,000 point Comet Mystic bonus for almost being a star when she becomes 
one.  Or if you hate bonuses, just do Falcon's stupid taunt for a tiny 100.
Stage 9- Metal Mario.  Mostly, damage him with lightly-damaging, non- 
comboing, quick attacks.  When he gets to about 200%, use a Falcon Punch.  
He'll go flying as far as a person normally does at 0%! Fortunately, he'll 
fall very fast and probably not be able to recover. If he does, grab and kick 
him constantly.
Stage 10- Fighting Polygon Team.  Lots like the Kirby Team, but 3.5 times 
more annoying because there are THIRTY of them!  Any attack will knock them 
out, but they really LOVE using their imitated characters Smash attacks.  
Lucky for us, HAL decided to cut it short there and not them use any of the 
special moves.  Really easy if you overabuse quick power moves.  So what if 
you get 99 points taken off your score?  Who really cares?  You can make it 
right up with a fighter stance bonus. 
Stage 11- Master Hand.  Vary your attacks and block when needed: that's the 
name of the game.  When his health gets below 100, his attacks start getting 
quicker and more damaging (i.e. when he fires things from his finger, three 
things will come rather than one.)  I'd recommend using Uppercuts when he's 
just standing there (SMASH Up+A)
Anyway, when you beat the Master Hand, you beat the game. Hallelujah! The 
ever crappy 1-player game is over! 

======================================================================= 
---------------6. Multiplayer tactics against the computer------------- 
======================================================================= 
This section discusses how to beat each of the computer characters set at 
level 9 with Captain Falcon.  This applies to ANY battle, no matter what stage 
it is played on or the number of characters are in each battle.  
Also, keep in mind these are GENERAL tactics. They may or may not work for 
you.
Mario- @$^! Ain't it great to start off with someone who loves cheesy tactics 
almost as much as I love Cheesy Poofs?  (Note on 7/1/02- Oh... my... God.   
I can't believe I said something like that.)
Mario tends to always know how to counter your moves.  If you try a downward 
stomp on him, he'll block, and immediately throw out a coin punch. Then, on 
landing, he'll run over and try either the spinning cyclone or the super 
headbutt (which is nearly guaranteed a knockout past 70 damage.)  Aside from 
that, the only other moves he really uses are his airborne kicks, his strong 
punch and trip kick, and his deadly throw. The best things you can do on the 
fleet-footed plumber are the Falcon attacks, and in midair, use downward 
stomps.  To finish, smash him and guard the edges by knocking him even more 
when he tries to recover.  Want a challenge?  Try 2vs1v1 or 3vs1 in all Mario 
matches (except for you, being Captain Falcon of course.  That'd defeat the 
whole purpose of this FAQ if not!) Oh, I forgot another overabused move.  Mario 
loves his fireballs.  Maybe he put a little too much pepper on the pasta? 
Luigi- @#$^ !#^! There, I did a double.  Luigi is a lot like his brother, 
except even MORE cheesy and even FASTER.  Thank GOD he can't combo worth a 
damn!  He loves doing his FLAMING coin punch to knock you sky high anywhere 
past 50 damage, and he overabuses the same moves as Mario.  The only other 
move he does different from Mario is the fists of fury, where he dashes and 
swings like a madman for a measly 2 damage per punch. Hah!  That's a great 
time to counter.  Oh, I forgot to mention: Forget the Downward Stomps unless 
you are jumping through a platform, or else Luigi will do the flaming punch 
immediately after you're done.  Aside from that, use the same tactics as with 
Mario.
Donkey Kong- One sentence describes it all.  DON'T LET HIM CHARGE UP THE PUNCH. 
Or else... Falcon in the sky, anyone?  (Hey, it IS his natural element, but 
in this case, it ISN'T a good thing.)  Donkey Kong doesn't pose much of a 
threat with the computer, but still packs quite a punch (forgive the pun) 
Any power moves are the best bet here, because Donkey Kong gets hit all the 
time due to his tremendous size.  Aside from the punches, Donkey Kong is a 
piece of extremely-fattening fathead cake.  
Link- LOOK OUT!  IT'S THE REVENGE OF THE COMPUTER AGAINST YOUR BADMOUTHING 
OF THE 1-PLAYER MODE LEVEL 1 LINK AAAAAAAHH!!!  Seriously, Link is tough! 
On difficulty level 9, he barely uses bombs; rather, he decides to boomerrang 
your butt. When you finally get close enough to connect, Link will use the 
spin slash to knock your butt a mile, again!   This gets annoying, because 
he follows up with a boomerang, which probably won't hit you unless you flew 
too far over it, in which case you probably died from too high a strike.  The 
only moves that prove effective are shoulder rams, spinning wheel kicks, and 
ground Falcon Kicks.  Slams and grab & kick never work too well because Link 
will probably Spin Slash before you manage to snag him.  Midair Falcon Kicks 
barely ever work as well, because a favorite attack of Link is the upward 
stab in midair. Ouchie-baba! Winning with Captain Falcon against computer 
Link is up skillful usage of items and attacks.
Samus- The computerized Samus never uses bombs, but overabuses her charge 
laser, her machine gun attacks, and the screw attack. Sometimes, she'll pop 
a heavy punch and an occasional overhead dropping kick. If she's in the air, 
she'll do her downward flip kick to knock your butt flat on the ground. Counter 
with your own downward stomp and the ever mighty Falcon Flip. Uppercuts are 
a good bet, if Samus misses with the screw attack. Since Samus falls so slowly, 
attacks to make her go flying are good, because they allow you to set up an 
airborne combo (or both hits from the two midair kicks). For the finisher, 
go for the grab and kick.
Captain Falcon- Mirror Match! Computerized Falcon loves to use the Falcon 
Flip, Airborne Falcon Kick, and the Flaming Wheel Kick. He rarely throws 
Falcon Punches, but when he does... BACK OFF! I think you already know what 
it does... Falcon rarely uses moves other than that. One tactic to beat Falcon 
is to knock him off the edge, then stand there. Falcon will do the Falcon 
Flip, and when it connects with you, he flips backward again. 9 times out 
of ten he'll forget to flip again, and fall to his doom. Meanwhile, you lost 
about 20 health for that measly sacrifice! Good job! One other nice tactic 
is to use shoulder rams. Rolling or not, Falcon almost always gets hit by 
that little wonder. Finish Falcon off with a Goal! When he tries to Falcon 
Kick you from above.  Not too big a deal. 
Ness- PK this and PK that. PK Piss off kid! You bother me! Did I mention Ness 
overabuses his PK moves? PK thunder when trying to recover, PK fire at the 
most inconvenient time, and, as an added plus, yo-yos everywhere! Ness is 
my LEAST favorite computer player, because he has an attack for every range. 
At close range, it's the around the world yo-yo!  At sweep range, it's the 
walk the dog yo-yo! At outside-tongue range, it's PK Fire!  Did I mention 
Ness pisses me off? His voice...ugh.  Just ugh.  I suppose if I was a Ness 
player it'd be great for annoyance, but...  Main strategy here: Lots and lots 
of quick power attacks; they'll make Ness go flying.  Ness goes flying a little 
farther then normal characters.  Secondary "cheese" strategy: if Ness is off 
the platform, sacrifice yourself to the dreaded PK thunder attack before it 
hits Ness's butt and you and him go flying. With you taking that five damage 
and probably getting back on the platform, Ness will fall to his doom. Yay! 
I love happy endings. 
Yoshi- In the game, the computerized Yoshi has a glitch.  For some reason, 
at no given time, Yoshi will stand in one spot, flail around a lot, and make 
about ten constipation noises. Okay, aside from that little technical note, 
take advantage of the fact that he doesn't have a triple jump. After he 
completes his double, SMACK HIM! If he can't get on the ledge, he's history.  
What, you want attacks? You can't beat the computer using what I just said?  
Okay... mainly, he uses lots of hip drops, the Flying Foot Fury, the lick and 
lob, and can somehow ALWAYS pull off an airborne lick and lay.  That's all 
he wrote.  Counter using any power moves, Yoshi can't handle them too well.
Kirby- Kirby is tough to beat because the move he absorbs is your precious 
Falcon Punch!  RUN BILLY, SAVE YOURSELF! Or, if you have close to no damage 
dealt to you, allow yourself to be hit by the Punch so Falcon Kirby while 
taunt you, removing the star!  Kirby is second to last in terms of durability, 
second to Jigglypuff, so he flies really, really far.  Did I mention Kirby 
overuses Final Cutter and the Rock Drop? That, plus his giant suplex and all 
the airborne moves are all I've ever seen him do. Strategy here?  Knock him 
off the edge, go to the end, and do lots of one-two kicks.  Eventually, his 
puffing power will run out, and he'll attempt a final cutter.  If you can 
kick him without getting hit by the cutter, he'll fall to his doom. If you'd 
rather duke it out, use lots of headbutts and tail swipes.
Fox- Crrraaapp!!  Fox is way too tough!  He counters every single move you 
do with an airborne move, then juggles you for 100+ damage when you try to 
hit the ground! Thwart him by Falcon Kicking downward when he tries to do 
that upward scissor kick. Then, hit the ground and QUICKLY use a Falcon Dive. 
More often then not, you'll launch him really, really high.  If he gets within 
grab range, use a backthrow, turn around, and prepare for another grab. Pull 
it off and throw him in the path of a stage obstacle like the bumper on Peach's 
Castle or the Arwing on Sector Z.  Use shoulder rams as a final resort.
Pikachu- If you are on Pikachu's home level, this shouldn't be a problem.  
He STILL double agilities to death. If you are on any other level without 
overhead platforms... well... bye. Pikachu loves that stupid horizontal 
thundershock that does 5 damage.  It gets kinda annoying hearing Pi-ka-chu! 
Twenty times in a minute.  Thwart that attempt by jumping and doing a Downward 
Stomp, setting him up for a combo. Aerial Falcon Kicks work well too, because 
Pikachu is small, and in this game, small=far-flying. Almost every move 
computerized Pikachu does is electrical based. The only exceptions to this 
rule are his forward shoulder throw and the flipping upward kick. Oh, beware 
the thunderbolt if it strikes Pikachu, blue electricity = fried spacecar 
driver. 
Jigglypuff- WHAT? You need help with JIGGLYPUFF?!  Okay, for the third time.  
Leave now and go back to playing Yoshi's story.  All right, all right, so 
I don't get TOO many complaints, I'll tell you to avoid getting next to it.  
It loves the pound attack, and that gets rather annoying.  Sing doesn't pose 
too much of a threat because you can sometimes wake up before it stops!  Thank 
God the computer never uses its Rest attack or else Jigglypuff would be a 
whole lot tougher.  To kill it, just use lots of Smash moves.  Jigglypuff 
flies REALLY far.  If you can, break its shield.  That will make it fly too 
far up and it will be doomed to die a horrible death in a star 
mwahahaha! ::sigh:: I need sleep.  What? 
The computer tactics are over? Yay! Now I can give out my secrets to 
slaughtering my friends! 

======================================================================= 
------------------7. Multiplayer tactics for the humans---------------- 
======================================================================= 
Once again, keep in mind that tactics may vary. This is based on MY personal 
experience with friends. 
Mario- Human players are really similar to computer players, except they 
don't block and roll as much.  Mario players tend to use air attacks and the 
comboing specials, but stay away from the fireballs because they don't really 
work too good (especially since one of my friends always picks Fox.)  Use 
the same strategies as with the computerized Mario. 
Luigi- Oddly enough, players don't opt for the Luigi Cyclone a lot in battles. 
Rather, they attempt to flame jump punch a whole lot. Punish them with a Falcon 
Dive when they miss!  For some odd reason though, I've seen Luigi players 
use the puny Fist of Fury attack, which pisses me off.  Certain Luigi players 
I know will try to kick you in the groin with Luigi's taunt (kinda stupid, 
it only deals 1% damage, THEN rush at you with a Fist of Fury.  So?  Big deal.  
Block, then uppercut the poor bastard and unleash a midair combo!  Human Luigi 
never is very tough for me...
Donkey Kong- All right! This is a LOT tougher than computerized DK, but not 
too much trouble.  Normally, players will try to charge up the punch.  If 
they succeed, one tactic they use is to get you up in the air somehow.  Lastly, 
when you fall, they let rip with the giant punch or the overhead power clap.  
Painful, painful.  Don't let it happen to you!  Fortunately, you are fast 
enough to reach Donkey Kong whenever he begins to charge, so you should hit 
him before he can block and save the strength of the punch.   Do a Falcon 
Punch and the hairy ape will grunt and get really pissed (I don't mean your 
friend, I mean DK ^.^) as he flies to the stars.  DK is always easy though, 
no matter whether he's computer controlled or not.  
Link- Two basic people: Bombermen and Swordsmen.  Bombers are easy to beat, 
just run around and do shoulder rams a lot and they'll sometimes get confused 
and blow up themselves as well.  When they get damaged enough, finish them 
off with a spinning wheel kick, grab and kick, Falcon Flip, or Falcon Punch.  
Swordsmen are tough, though. They enjoy the ever-potent spin slashes that 
send your spacecar driver flying.  Use Falcon Kicks and Shoulder rams to chip 
away at their health, and finish with any hard-hitting and quick move 
(::cough:: ::cough:: wheel kick ::cough:: ::cough::)
Samus- AIIEEEEE!!!  Samus is EVEN HARDER with human players!  The tactics 
people use with her are the same with the computer, but as an added plus, 
they use bombs and the upward drill kick!  Crap.  You'll have to use the same 
tactics as mentioned before, but fortunately, Samus players will get confused 
if you run around enough.  I find that the best thing to finish off human 
Samus players are anything winging them high up into the air (such as a slam 
or a Falcon Punch.) 
Captain Falcon- The ideal Captain Falcon player uses and overabuses the same 
moves I have mentioned in this one.  Since you are fast, run around a lot 
and use shoulder rams to confuse him, and when he drops his guard, use a Falcon 
Punch or a flaming wheel kick.  
Ness- Human players, for the most part, haven't mastered the art of PK 
thunder-souped-up-flying Ness, so they opt for the psionic throws instead.  
They get annoying REALLY fast, especially in enclosed arenas like the 
Mushroom Kingdom.  Since Ness players don't use yo-yo's too much, get in close 
and lick him like a cat does when it's in need of grooming!
Yoshi- For the most part, not a lot of Yoshi players exist.  Most that do, 
though, they overstress the Flying Foot Fury and hip drops.  Don't believe 
me?  How about you go back up and read my Super Smash Brothers Yoshi FAQ from 
the beginning, huh?
Kirby- Expect to be inhaled right away, because Captain Falcon holds the best 
absorbable attack.  There are three kinds of Kirby players. First off, you 
have the ones who overabuse Stone Drops.  You see them coming, so GET OUT 
OF THE WAY!  Then, retaliate with a slam or a grab and kick.  Secondly, we 
have the final cutter ones.  For these guys, BLOCK!  After Kirby lets go of 
the cutter, he's stunned for a split second.  Take advantage by grabbing him 
and slamming him into the air!  Lastly, we have the copycats. These are the 
guys who steal the powers and overabuse them.  Dangerous ones are Captain 
Falcon Kirby, Samus Kirby, and DK Kirby, while plain annoying ones are Pikachu 
Kirby, Ness Kirby, and Fox Kirby.  What relevance does this have?  Not much 
(boy do I need sleep) Oh wait, yes it does have relevance! Use power moves 
galore on the dangerous ones, and normal tactics on the annoying ones. Piece 
O' cake. 
Fox- Expect an overheated blaster to be pummeling you with red rays. Seasoned 
players will enjoy the usages of Foxfire and the upward scissor kick, rather 
than projectiles.  Oh, one major rule of thumb. BE CAREFUL WHILE HANDLING 
ITEMS!  Seasoned Fox players love to shield at the last minute to knock back 
shells at you for double time damage.  Oh, the pain!  Do Falcon Flips whenever 
he jumps at you, and Falcon Kick downward while in the air.  Other than that, 
refer to the same tactics as computerized Fox.  
Pikachu- ::yawn:: Falcon.. Punch.. Stay.. on.. ground.. ::snore:: What? Huh?  
Oh!  Use lots of Falcon Punches, Falcon Dives, and Falcon Kicks.  Aside from 
that, STAY ON THE GROUND!  Pikachu players love the thunderbolts.  They 
*REALLY* love the thunderbolts.  They also like midair thunder drills, so 
that's why I should repeat myself.  STAY ON THE GROUND.  There, enough said?  
Jigglypuff- Believe it or not, there are some good Jigglypuff players out 
there (I should know, I'm one of 'em.) One of the cheesiest tactics they use 
is a downward drill kick, followed by a rest or a split kick. Laugh in 
Jigglypoop's face when you shield then unmercifully uppercut or Falcon Punch 
it to the sky!  Muhahaha.  Oh, Jigglypuff players like to pound and sing a 
lot to wear you down. Avoid being juggled by the pink puff ball by Falcon 
Kicking in the air! 

======================================================================= 
---------------------------8. Bonus stages----------------------------- 
======================================================================= 
These are set up in the preferred order that I board the platforms and break 
the targets. Don't whine about it!  This is NOT a speed FAQ- look on the message 
board for that. 
Bonus Stage 1: Break the Targets.
1. Hit the target right next to you.  Too tough? 
2. Now, practice jumping skills by hitting the one above number 1. 
3. Double jump to the right and hit it.  Bing! 
4. Edge SLOWLY to the edge of this platform, to the point where Captain Falcon 
starts flailing his arms and legs.  Perform a Falcon Punch and you should 
hit it. 
5. Double jump to the platform above you, Triple jump up to the next platform 
above you, and hit it. 
6. Fall down and land on the moving platform.  Hit it. 
7. You can either jump to the platform to the left, then double jump and flip 
kick at the peak of your jump (the hard way) OR jump up to the right and land 
on the skinny wall (which was to the immediate left of the starting point,) 
then double jump to the left and hit it (the easy way.) 
8. Falcon punch THROUGH the wall while standing on the aforementioned 
platform. DON'T try to triple jump through, it makes it a lot tougher (plus, 
you probably won't be able to get back on the other side.) 
9. You saw this one above number 8.  To hit it, you must time midair Falcon 
Punches so they smash through the wall and hit it.  Odds are you won't get 
it first time, keep trying! 
10. Ah, the old suicide jump. Return to the area with targets three and four, 
and fall down. Attempt to fall right. When you get past the wall, double jump 
and hit it in midair. If you miss, all the other targets you toiled to smash 
will be pointless! (Or not, 500 points for each is okay.) 
Bonus stage 2: Board the platforms. 
1. Move left and land on it. 
2. Move left and land on it. 
3. Move left to fall down a level, move right, fall, and stand on the glass 
until it rises from beneath you. 
4. Jump over the gap to the right and land on it. 
5. Double jump and try to land on the skinny part of the wall to the right. 
Then, fall down and attempt to land on the wobbling platform (use one jump 
at a time until you make it.) If you fall, ignore until you can come back 
up.
6. Fall left. Directly below the skinny wall is another one to land on. 
7. This is tricky. Fall beneath the wall to the left. When past it, double 
jump and Falcon Dive on it. 
8. Triple jump to the solid platform that ISN'T moving to your left. Triple 
jump to the left of THIS. Next, triple jump UP, move right, and stand on the 
glass. It will rise beneath you. 
9. Move right and double jump onto the slow one above you. 
10.Jump to the left. In between two slanted walls is a platform, jump to it.
Congratulations!  You've beaten Bonus Stage 2 with Captain Falcon!  What are 
you going to do now?!  No!  Don't go to Disneyland!  Keep reading! 

======================================================================= 
-----------------------------9.Stage Tactics--------------------------- 
======================================================================= 
Peach's Castle- This is dangerous for Captain Falcon because the level is 
so narrow to use Falcon Kicks, and trying to flip back on to the level while 
under one of those slanted ramps is fruitless. Pray that the extended 
platforms underneath are in your favor! Try slamming people under the bumper 
to make them fly up for some good pinball action ^_^ DK 
Congo Jungle- If you know you aren't going to make it to the edge of the 
platform, delay your double jump until you know you are going to hit the barrel. 
Or, try to double jump THROUGH the floor. 
Hyrule Castle- No biggie.  Just make sure when recovering or using a Falcon 
Kick, don't fall into a tornado.  Speaking of tornadoes, be risky and try 
to Falcon Punch or Wheel Kick someone into it.  If you hit them, they're 
basically screwed whether they go in the tornado or not. 
Planet Zebes- I DON'T CARE IF YOU HAVE TO GET CAUGHT IN A COMBO TO GET AWAY 
FROM IT, AVOID THE LAVA/ACID AT ALL COSTS!  At least this level is more 
forgiving to those with triple jumps, because after you get fly up from the 
lava if you already performed the Falcon Dive, the Falcon Dive will be 
recharged again! 
Mushroom Kingdom- Always aim for the POW block. Oh, and try to stay away from 
that nasty pit in the middle.  Don't take pipes, they dump you off down there 
if a Pirahna Plant is up on the other side. 
Yoshi's Island- The only help you can get from THIS level is the clouds when 
you get knocked silly.  Land on one to recharge a triple jump, then let it 
melt and flip up to the next cloud or a piece of land.  After that, try to 
knock opponents that way so they can't recover until the clouds reform! 
Dream Land- Small level.  Use downward stomps over the pit while the wind 
is blowing. 
Sector Z- Plenty of room for falcon kicks and airborne moves.  Just be careful 
when recovering that you don't flip directly into an Arwing's laser path. 
Saffron City- The random Pokemon in this level have enough power to send 
everyone flying.  Lure opponents over to the door when you see it open up. 

======================================================================= 
-------------------10. Tricks, Tactics, and Combos.-------------------- 
======================================================================= 
This section is reserved for anyone who wants to send in any of their tricks, 
tactics, combos, or ways to get silly PAUSE pictures for Captain Falcon. Don't 
forget, my Email address is Earthq3846@aol.com! 

======================================================================= 
---------------------------11. Thanks---------------------------------- 
======================================================================= 
Thank you, HAL Laboratories and Nintendo, for coming up with a truly original 
game Thank you, Myself, for taking a full day to research and write this thing 
Thank you, anyone who reads AND APPRECIATES this FAQ.
Thanks to the INTELLIGENT contributors who mentioned random weaknesses 
(mostly settling on the delay of the Falcon Punch.  If you email about this 
one, I don't care anymore.) 
======================================================================= 
------------------------12. Repeat Warning!---------------------------- 
======================================================================= 
Super Smash Brothers Captain Falcon FAQ Version 1.3
Started on 12/4/99 by Earthshaker (Earthq3846@aol.com) 
Last updated on 7/1/99
Copyright 1999-2002 by Earthshaker
Anyone may print out this FAQ on a normal printer, but if you place this 
anywhere or alter it in any way without my permission and/or this disclaimer 
intact, there will be some serious legal trouble. However, if I DO give you 
permission to place/alter this FAQ, BE SURE TO GIVE ME CREDIT WHEREVER IT 
IS DUE. If there are any questions, comments, complaints, and whatnot, send 
them to me (Earthq3846@aol.com.) Oh, and one more notice. If this FAQ is found 
anywhere else aside from this site (GameFAQs.com) Email either me or CjayC 
or both IMMEDIATELY Super Smash Brothers is copyrighted 1999 by HAL 
Laboratories and Nintendo.