Table of Contents: To quickly jump to a section, type in the word that is in brackets (e.g. to go to "Who is Captain Falcon?", type in "WhoX".) A) Introduction [IntX] B) Updates [UpdX] C) Who is Captain Falcon? [WhoX] D) Pros and Cons [ProX] E) Moves and abilities [MovX] F) Captain Falcon-specific Strategies [SatX] G) Character-specific Strategies [ChaX] H) Single-player Strategies [SinX] I) Miscellaneous Stuff about Captain Falcon [MisX] J) Legal stuff [LegX] K) Thank Yous [ThaX] To unlock Captain Falcon as a playable character, you must do one of three things: - Play 70 Brawls - Beat Classic Brawl Mode on the Normal difficulty setting or greater in less than 12 minutes - Get Captain Falcon to join your party in The Subspace Emissary. Except for the Subspace Emissary method, you'll have to face Captain Falcon in a duel to actually unlock him. Section A: Introduction ---- [IntX] This section is the introduction to the FAQ. Hello and welcome to my fourth FAQ, one about how to use the character Captain Falcon in Super Smash Brothers Brawl. This FAQ's only real goal is to improve your ability to use him as a fighter. If you have any suggestions or complaints, please e-mail me at Burpcycle@yahoo.com. Section B: Updates ---- [UpdX] This section deals with updates, when things were changed, and when they were changed. If you have suggestions for this FAQ, e-mail me at Burpcycle@yahoo.com Version 1.0: 03/20/08 Created the FAQ. Version 1.1: 03/21/08 Version 1.0 didn't get accepted. Fixed some errors, added two new sections. Version 1.1: 03/24/08 Various updates and corrections. Redid the Version Number to be more in line with GameFAQ's numbering system. Completed several sections. This was a major update. Version 1.2: 03/27/08 Various updates and corrections. Renamed "Boss Battles" to "Single-player Strategies" and added more than just Boss Battles to it. Version 1.3: 03/28/08 Various updates and corrections. Rewrote some of the character strategies. Version 1.4: 03/31/08 Various updates and corrections. Version 1.5: 04/02/08 Various updates and corrections. Version 1.6: 04/08/08 Various updates and corrections. Renamed "Elbow Bash" to "Elbow of Judgment". Why? Because I could. Version 1.7: 04/17/08 Renamed "Combo Punch" to "Turbo Punch" and added a note to Knee of Justice's section. Added a glitch to the Captain Falcon-specific Strategies section because I couldn't think of anywhere else to put it. Added a new move to the Strategies section involving Turbo Punch. Section C: Who is Captain Falcon? ---- [WhoX] This section gives you an in-universe explanation as to who Captain Falcon actually is. By "in-universe", I mean in his game series, not in the Super Smash Brothers series. Captain Douglas Jay Falcon (normally called simply "Captain Falcon") is the main character of the F-Zero franchise of futuristic racing games. Little is known of his past other than his home town, Port Town. He is F-Zero racer #7. A former captain in the Internova Police Force (hence his title), he quit to become an interstellar bounty hunter. By the age of 36, he was considered one of the best in existence. Eventually, he took up racing in the F-Zero circuit, and became one of the best ever. He is very mysterious, and despite his fame, few people know anything about him beyond his name and F-Zero machine. His F-Zero machine ("racecar" in more modern terms) is the Blue Falcon, a balanced craft capable of high top speeds, fast acceleration, and taking damage (he is considered to be the most balanced racer in most of his games). For bounty missions, he uses a larger spacecraft called the Falcon Flyer, and his weapon of choice appears to be a small sidearm (however, given that F-Zero is a racing franchise, he never uses it on-screen). The Falcon Flyer is a full-fledged starship, and capable of travelling interstellar distances. It also serves as an area for repairing the Blue Falcon. He is probbly the most famous of the F-Zero racers, and has relationships with many others of them. Falcon has an implied relationship with Jody Summer, another racer, and has saved her life several times. Falcon also has many enemies, among them Samurai Goroh, who is considered to be his greatest rival: a bandit boss with a samurai motif, Goroh despises Falcon for being just a bit better at everything they have in common, and desperetely wants to be the superior racer. Black Shadow is another enemy of Falcon: a "King of Evil" who wants revenge on Falcon for arresting a witch doctor who gave him his evil abilities (later, his goals include conquering the galaxy. He moved up in life). Finally, perhaps his most insidious enemy is Blood Falcon, a clone of Captain Falcon who is nearly identical save for his bloodthirty nature and desire to ruin the Captain's reputation. Section D: Pros and Cons [ProX] This section details Falcon's advantages and disadvantages over other characters in Super Smash Brothers Brawl. === Pros === - Extremely fast. Falcon is the second fastest character in the game, second only to Sonic. He can outrun any character (save Sonic) easily, even speedy ones like Fox and Sheik, allowing him to reach items and avoid stage obstacles more easily. - Strength. Falcon is surprisingly strong considering his speed: he hits harder than most mediumweights in the game, but not quite as hard as the heavyweights. Nevertheless, he is extremely strong and can KO an enemy at lower percentages than most other Brawlers. Additionally, he many options for KOing an enemy, as opposed to other speedy characters like Sonic and Meta Knight, who only have a few finishers. - Aerial game. Although he has only two jumps of average height, Falcon possesses a surprisingly strong aerial game, with two very powerful and quick aerial moves (see below). - Very fast rolling. Falcon rolls faster than most other characters, allowing you to place yourself in a better position for killing your enemies. - Fairly heavy. Captain Falcon is on the upper half of the weight division, tough he's no heavyweight. - Wall jumping. Falcon can do it. - Awesome voice. Falcon is constantly making noise and announcing everything he does in the most manly way possible: many an internet meme has taken advantage of this. === Cons === - Predictable recovery. Falcon's recovery abilities are only average, and they're worsened significantly by their predictability: he can't pull off any recovery tricks like he could in Melee. - No projectiles. With Falcon, you are going to melee. There will be no projectile battling for you, because ALL of his moves are geared towards close combat. This can make fighting certain characters, like Samus and Pit, a pain. - Slow attacks. Despite his extremely fast movement speed, Falcon attacks like a heavyweight: he hits hard, but he hits slow. Except for a couple of moves (Raptor Boost, the knee, ect.), Falcon has to be able to predict his enemies' movements in advance to set up attacks. - Large target. Falcon is a human-sized character, which means no avoiding projectiles or high attacks like short characters like Kirby can. - Final Destination. Its lipped edges make recovery for many characters difficult, and Captain Falcon is one of them. At least he's not as bad off as Ike. Section E: Moves and abilities ---- [MovX] In this section, you will detailed descriptions of Captain Falcon's moves, both basic and special attacks. I use a Gamecube controller, so "A" is your basic attack button, and "B" is your special attack button. "N" is neutral (no directional input), "D" is down, "U" is up, "F" is forward, and "B" is backwards. "S" is smash, so if you see "ADS", that means press A and D at the same time, whereas "AD" means pressing A while crouching. I named all of these moves myself, except for Knee of Justice, which I have forgotten the origin of, and the special moves. If it says (Fire) after the percentage, that means the attack is fire-based and will set off Blast Boxes. ==== Basic Attacks ==== ==Ground Attacks== AN: Jab-Jab-Knee - 3%-2%-6% Falcon punches whatever is in front of him. It's pretty basic, and nothing special, with next to no knockback and no KO potential. If you press it twice, Falcon will punch with his other hand, and three times, he'll knee his enemy. There's nothing special to note about this move, other than it combos into Combo Punch VERY easily. AN extended: Turbo Punch - 2% Hold down AN and do the Jab-Jab-Knee to start punching furiously in front of you: Falcon will punch three times in front of him at very high speeds, and continue until you release A. This move is of little value: it leaves you open (you can't move or shield out of it until it's over), deals little damage and is easy to escape from, and has zero KO potential. Even worse, it doesn't trap an enemy in the punches at all, it actually pushes them away. One interesting fact about Turbo Punch is that it cancels most projectiles if they connect. See the Captain Falcon-specific Strategies for more information on this. AF while walking: Kick - 10% Falcon kicks anything in front of him. Flashy. This has surprising range and decent damage (little knockback, though), but you probably won't be taking advantage of it very often because it relies on you walking, something Falcon should never be doing. Sorry, Kick. You're just kind of inconvenient to pull off. AF while running: Shoulder Bash - 8% Falcon uses his shoulder and his momentum to tackle his enemy, sending him flying. After this attack, he's sligthly vulnerable for a moment as he regains his footing. This is a good, solid move: it comes out almost instantly, it takes advantage of Falcon's incredible speed, and it has a decent amount of knockback (there's no realistic chance of KOing someone with this, however). I'd get used to using it if I were you, because against agile enemies like Pikachu, Falcon needs all the fast attacks he has. It's most useful for setting up an aerial combo because of its strange knockback: it knocks an enemy into the air for some reason, putting them in the ideal Crescent Kick position. AD: Ground Kick - 10% While crouching, press A to kick in front of you (it will NOT hit behind you) to kick about the length of Falcon's body along the ground. It won't hit anything in the air, but if your enemy is on the ground, he'll be hit. Or rather, kicked. This move is pretty valuable. It deals respectable damage, is easy to connect with (coming out pretty fast), and has more range than it really should have. It has a fair amount of knockback, but has no real chance of KOing an opponent except at extremely high damage (300%+). Still, if you need a fast damage-dealing attack and your enemy isn't in the air, this is a good move. AU: 180 Degree Kick - 13% Falcon kicks everything in front of him, from over his head to right beneath his ankle, in a 180 degree arc. I'll be honest: this is not his best move. It's hard to connect, being slightly slow, and doesn't deal enough damage to be worth the effort. In addition, it's a non-smash AU attack, making it somewhat irritating to even use. It's entirely possible you'll forget you even HAVE it. AU diagonal: Diagonal Upper Kick - 10% Captain Falcon kicks at a 45 degree angle in front of him if 0 degrees is right above his head Fear my incredible naming powers, mortals! Diagonal Upper Kick is a quick move that might see some use, but has little damage and knockback. Add to that that it's kind of hard to use in an emergency (when it'd be most useful), and its usefulness diminishes even more. This is really only useful for hitting an enemy attacking you from the air at a very specific angle (like another Captain Falcon's Knee of Justice), but with its low priority, many moves will go through it anyway. AD diagonal: Diagonal Lower Kick - 10% Captain Falcon kicks at a 75 degree if 0 degrees is right above his head. The kick itself, I hate to admit, looks kind of girly. Many Falcon players don't even know this move exists. In countless brawls, I can think of maybe two times I used it (once by accident). Seriously though, this move is garbage. The only thing it can do that other moves can't is hit a fallen or crawling enemy, and Ground Kick can do that too, but faster and with more range. AFS: Elbow of Judgment - 19%-26% (Fire) Falcon takes his arms, and uses them to put his right elbow in the enemy's face. Captain Falcon has one of the best forward smashes in the game. It's not very fast, but it hits HARD, has nice range, and has a ton of of knockback. This is an excellent attack you'll need to learn the ins and outs of. It's also useful for edge-guarding. This is one of Falcon's best finishing moves because of its excellent knockback: hit a high-damage enemy with this, and he's gone. AUS: Double Upper Kick: 8%-11%, 13%-19% Falcon kicks upward, and then, just to be a jerk, kicks upward again. You might notice this seems a bit weaker than his other smashes. It's not true. His first kick will hit for 8%-11%, and his follow-up kick will deal the 13%-19% and the knockback. Don't worry: no matter how damaged the enemy is, the first hit has almost no knockback and will try to trap him for the second kick. Notably, the first kick has SLIGHTLY greater range than the second one, so it's possible you'll only hit for the weaker damage and deal no knockback. This is a great move. The second kick has knockback that is just absolutely insane, and if your enemy is damaged enough, it WILL launch them into the stars. If you can predict where an enemy will land, this is a killer move. You'll be getting used to using this particular smash, I assure you. ADS: Double Ground Kick - 18%-25%, 16%-22% Falcon stands on one leg, and uses the other to kick in front of him, then behind him a moment later. This is another excellent smash. Really, when it comes to smashes, Falcon got lucky. It deals a nice bit of damage, and once you learn how it hits (it's hard to explain) the enemy, it'll be one of your best finishers. Because of its low blow, it makes an excellent edge-guarding move. It's possible to trap a lightly damaged enemy in both kicks, dealing nearly double the damage, but it's hard to pull off and relies on what your enemy does when he's hit. Note that the "18%-25%" refers to the first kick, and the "16%- 22%" the second kick. The first kick is obviously the slightly stronger of the two. A while hanging on an edge: Recovery Kick - 10% Press A while hanging an edge to kick in front of you as you get back onto the stage. Every character has this. It's nothing special. It has some knockback, but not enough to KO someone. It's only useful for getting your enemy out of your way as you get back up. A while hanging on an edge over 100%: Uppercut - 10% This replaces Recovery Kick. There's nothing to say: it's an uppercut. Don't expect any KOs from this one: it's a defensive move. One advantage this does have is higher priority: Wario's chomp move will eat your Recovery Kick, but not your Uppercut. A while laying on the ground: Wake-up Kick - 6% While getting up, Falcon kicks in front of him, then kicks all around him in 360 degrees. This is a weak, "get-away-from-me" move that knocks your enemy back JUST enough for you to get up without being killed. Really, it's better to just roll away, this deals so little damage and so little knockback. There are two Recovery Kicks (one for face-up and one for face- down), but they are functionally identical. ==Aerial Attacks== AN: Aerial Double Kick - 4%, 6% Captain Falcon kicks in front of him while falling, then kicks a second time. Note: the first kick has greater range than the second kick. This is not one of his better moves. Though it comes out fast, it just lacks damage and knockback. Additionally, the first hit can knock your enemy out of range of the second. It's also kind of hard to hit your enemy with. Really, this is not a move you'll be using very often except to regain your balance in the air if you're knocked back. AF: Knee of Justice - 3% or 19% Falcon knees the air in front of him, dealing damage to anything directly in front of him. If you barely connect with it, you'll deal 3% damage and no knockback. If you hit directly with it, so it connects INSIDE the enemy, you'll deal 19% with significant knockback. Also known as "the Knee" and "Falcon Knee", this is one of the single best moves in the game (in Melee, it may well have been THE single best move). For real Falcon players, this is as iconic as Falcon Punch. Yes, Knee of Justice was nerfed from its godly Melee version, but it's still a great move. It's probably the best aerial killer in the game, even after the nerf. Its knockback is horizontal, not vertical, so keep that in mind. I've seen this KO mediumweights as low as 60%, so learn to use this thing. Good Falcon players can use a low jump and connect with this at almost ground level. This move, by the way, is easier to land against larger opponents (Bowser, DK, Ganondorf), but kind of difficult against smaller ones (Pikachu, Kirby). Okay, so it seems Nintendo has given this move the official name of "Knee Smash", but screw that, "Knee of Justice" is a much more fitting name. AB: Backhand - 14% Captain Falcon looks behind him and backhands his enemy, knocking away anyone trying to take advantage of his vulnerable position. Another good move, this is basically an inferior version of Knee of Justice, with all its aspects toned down a bit: less damage, less knockback, less range. However, it has no "crappy" version (if you don't hit head-on with Knee of Justice, it'll deal little damage, with this it doesn't matter), and it's not like you can knee backwards anyway. You'll want to get used to this move, because floaty characters like Kirby LOVE trying to attack the backs of characters who fall kind of slowly like Captain Falcon. This can KO someone, but don't count on it to do so, it's really meant as a defensive attack. AU: Crescent Kick - 13%-10% Captain Falcon kicks in a half-circle around himself, dealing damage to anything that gets in his legs' way. The beginning of the kick deals more damage than the end. This is a solid move. It hits anything above or in front of you and has some knockback. Its knockback is enough to push away someone trying to attack you, but not enough to KO anyone who isn't heavily damaged. Its real advantage IS its underwhelming knockback: wait for someone to fall, Crescent Kick him, double- jump, and Crescent Kick him again, and if you're lucky, AGAIN. Crescent Kick's strength is in dealing damage, not KOing people, and in that, it excels. AD: Falcon Stomp - 14% Captain Falcon takes a second, and then kicks anything directly below him down to the ground. It leaves him slightly vulnerable for a moment. Another great aerial move, this is one of the game's best meteor smashes. For those unfamiliar with the term, a meteor smash knocks its target directly downward, making them ideal for KOing enemies foolish enough to be over pits (of the non-angelic variety). Really, this is a great move: it's not a fast meteor smash, but it's a powerful one. One problem with it is that when you use this move, you ARE going down with your enemy, so you'll have to be prepared to recover or you'll lose a life. ==== Special Attacks ==== B: Falcon Punch - 27%-28% (Fire) Falcon takes a full second to prepare himself, then punches in front of him with an epic falcon shape made of fire. He also yells out "FALCON... PAWNCH!" as he does this. This punch is powerful and has extremely high knockback. If you press the opposite direction of where you're facing at the beginning of this move, while charging his punch, Falcon will turn around and perform a Reverse Falcon Punch. It's slightly more powerful than the normal version. Captain Falcon's signature move: the Falcon Punch. One of the game's most powerful moves, newbies often assume it's useless because of its slow speed. It's true that Falcon Punch is slow, but it as as powerful as moves get, easily capable of KOing even medium damaged enemies with its knockback. However, it takes strategy to use this move correctly. Simply going up to an enemy and trying to Falcon Punch him will get you killed. The best way to use this move is while falling: jump towards your enemy (preferably while he's doing something: grabbing an item, beating up another player, ect.) and punch while in the air. Falcon will wind up in the air but punch on the ground, and hopefully the move will connect. Note: this is Falcon's single most powerful move, stronger even than a fully-charging Elbow of Judgment or Knee of Justice. B-side: Raptor Boost - 7% (Fire) On the ground: Falcon runs forward and performs a fiery uppercut, sending his enemies upwards. If he misses, he falls down and gets up again. In the air: Falcon launches himself forward (but not upward), and punches his enemy directly downward. He also "leapfrogs" over him, moving further forward and allowing Falcon to perform another move. If he doesn't hit anything, he goes into helpless falling mode. Raptor Boost may not be as flashy as Falcon's other moves, but it's no less useful. Unlike his other special moves (which have horizontal knockback), Raptor Boost has vertical knockback, though it's not powerful enough to KO an enemy by itself. If used in the air, it instead knocks the enemy downward, acting as one of Falcon's two meteor smashes. If you use this for recovery, it'll put Falcon into helpless falling mode once it's over UNLESS you hit someone with it, whereupon Falcon will be ready for another move (preferably Falcon Dive). Raptor Boost doesn't get the respect it deserves. It's not a KOer, it's meant for setting up enemies for air combos and killing computer teams (both of which it does quite well). Note that Raptor Boost has strangely high priority: if you connect with another move, more than likely this is going through. Raptor Boost will reflect most projectiles if you hit one with it, such as Link's arrows, but not the stronger ones, like a charge shot from Samus. This move is notable for the lack of speech: it's Falcon's only special move that doesn't involve yelling out SOMETHING. B-up: Falcon Dive - 5% (None), 12% (Fire) Captain Falcon dives upward (in the future, we don't need physics). He tries to grab an enemy in the air. If he succeeds, a moment after grabbing the target he causes an explosion that sends him flying while Falcon deftly jumps away. If Falcon succeeds in performing the move on an enemy, he can use another move, if he doesn't connect with anyone (say, by using it as a recovery move) then he's put into helpless falling mode. The grabbing part deals 5% damage, and the explosion deals 12% fire damage. If he succeeds in the move, he yells out "Yes!" Meet Captain Falcon's recovery move. It's nothing particularly special as a recovery move, and indeed, there are many better ones (freaking Pit and his freaking flying). Falcon Dive is a completely average move for recovery purposes, and there's nothing special to say about it at all. It's not even flashy. As an attack, it is equally lackluster. Falcon takes a moment to actually USE the move, making it hard to hit with, and the damage is not impressive, nor is the knockback. You might not ever even use this as an attack. Notably, if you use this move on something that can't be grabbed (bosses in single-player mode), the 5% grabbing damage will be dealt, but not the 12% fire damage. B-down: Falcon Kick - 12%-14% (Fire) On the ground: Falcon takes a moment, and charges forward with a fiery kick while yelling out "FALCON KICK!". This has some serious ending lag. In the air: Falcon takes a moment, and charges downward with a fiery kick while yelling out "FALCON KICK!". This has some serious landing lag if you reach the ground, otherwise you finish the move in midair. Falcon Kick, the "other" obnoxious Captain Falcon move. It'll place you in the direction you're looking, and deal some damage to anything in between you and the point you stop, but not enough to KO anyone. Falcon Kick is strictly a damage-dealing move, and not even Falcon's best one. It does, however, have absolutely insane priority: this will go through almost any other move. Falcon Kick CAN KO someone at very high damage (200% or so), so if you're fighting someone fast and damaged, and you can't quite land a good smash attack, use this if you can. EXTREMELY IMPORTANT NOTE: It is no longer possible to use the Falcon Kick-Double Jump trick like it was in Melee. Don't try, you'll get yourself killed. Final Smash: Blue Falcon - 10%, 20%, 10% Captain Falcon calls his F-Zero machine, the Blue Falcon. It flies in front of him, and anyone directly in front of Falcon is dragged onto it. They're then deposited onto a racetrack, and run over by Captain Falcon at very high speeds. They are THEN launched and killed in an overly elaborate manner. It's missing a "FALCON RUN YOU OVER AT MACH 5!" if you ask me. Blue Falcon will kill any target at almost any percent. I've seen a few ways to survive: hitting a wall (Mushroomy Kingdom is not your friend), having less than 20% damage as a heavyweight on a large stage, and so on. But this will still kill almost any enemy at almost any percentage on almost any stage. It should be noted that nothing else happens while Captain Falcon does this move: it's like a movie: he runs over the enemies he hit with the Blue Falcon, and the stage disappears until it's over. It's the only one of its kind. ==== Throws ==== Z: Grab Falcon grabs anyone directly in front of him. He does not have a long grab like Samus or Link. It deals no damage by itself, but sets up an enemy for a throw. Z or A while grabbing someone: Knee - 2% Falcon knees the person he's grabbed for 2% damage. It's possible to get as many as four attacks on your enemy before he escapes, though more likely he'll escape by mashing buttons before you get all four hits. F while grabbing someone: Forward Throw - 4%, 5% Falcon punches the person he's holding, knocking them forwards. The punch deals 4% damage, the letting go 5%. It knocks the enemy back forwards. B while grabbing someone: Backward Throw - 8%, 1% Falcon kicks the enemy he's holding backward, launching him backwards. The kick deals 8% damage, then almost immediately 1% more damage. U while grabbing someone: Upward Throw - 4%, 3% Falcon uppercuts his victim, launching him upwards. It deals 4% damage, then another 3%. D while grabbing someone: Downward Slam - 7% Falcon slams the enemy onto the ground, knocking them forwards. It deals some damage and some knockback, but not a lot. ==== Taunts ==== L/RD-Pad: Come on! Falcon faces forward, does a hand gesture, and yells "Come on!", presumably asking his enemies to attack him. This is almost identical to one of Fox's taunts. UD-Pad: Fiery Falcon Falcon ignites fire in himself (?) and makes a "Grrrr" sound. It lacks his signature.... coolness. Don't use this taunt. DD-Pad: Show me your moves! Falcon faces the screen, salutes, and requests that his enemies show him their moves. Section F: Captain Falcon-specific strategies [SatX] In this section are strategies and tips about how to play as Captain Falcon. ==== Techniques ==== - Increased Elbow of Judgment range If you dash in the opposite direction you want to attack, then hit the C-stick towards your target, Falcon will do a little jump forward as he smashes, so it'll hit farther than a standing Elbow of Judgment will. Unfortunately, using this won't allow you to charge the attack, but the extra range is (presumably) worth it. NOTE: This actually works for all characters, but it works best for Falcon and Sonic because their dashes are very fast. Using this, your Elbow of Judgment will have almost double its normal range. - Turbo Punch Projectile Canceling Turbo Punch will cancel most projectiles if they connect. The following projectiles will be destroyed if they touch Falcon's Turbo Punch: - Mario and Luigi's Fireballs - Peach's Vegetables - Yoshi's Egg Throw, but only at certain angles - Diddy's Peanut Popgun unless they're fully charged, but punching a banana will make you trip - Link and Toon Link's Gale Boomerang and Boomerang and Hero's Bow beneath half charged, but Bombs will still blow up - Zelda's Din's Fire, but not Nayru's Love - Sheik's Needle Storm, however it's fast enough and fully charged has enough needles that some will hit you anywa - Samus' Homing Missile, Super Missile, and Charge Shot beneath half charged - Zero Suit Samus' Stun Gun - Pit's Palutena's Arrows (however, they're fast enough that they can slip between punches) - Ice Climbers' Ice Shots are REFLECTED - R.O.B.'s Gyro, but not Robo Beam - Olimar's Pikmin Throw (but not on Purple Pikmin) - Pikachu's Thunder Jolt, but not Thunder - Ivysaur's Razor Leaf and Charizard's Flamethrower, but not Squirtle's Water Gun (I don't know if it works on Bullet Seed) - Lucario's Aura Sphere beneath half charged - Lucas' and Ness' PK Fire, but not PK Thunder, PK Flash, and PK Freeze - Mr. Game & Watch's bacon, but only at certain angles - Snake's grenades (they don't blow up) and Nikita (they're deflected) I don't know about ALL projectiles (Waddle Dee Toss, for instance), but it's a safe bet that weaker and non-explosive ones won't go through, whereas stronger or explosive ones will. - Short Hop Falcon Stomp without lag Normally, if you try a Falcon Stomp with only one jump, you'll have to suffer through Falcon's laggy landing animation. However, there's a way around this: jump, then immediately after jumping (without any hesitation at all) use down on the C-stick. If you do it correctly, Falcon will do the stomp without a landing animation, and will land standing up (ready for a Shoulder Bash, no doubt). - Autodashing As you land from a lag-free aerial, if you press forward right before you jump, Falcon will land running without having a landing animation. - Dash Grabs Many characters can abuse throwing, and Captain Falcon is not one to be left out. While he's no Dedede (the best thrower in the game), Falcon can dash grab. That means that if you grab an enemy on a flat surface, throw him down, dash towards the direction you're facing immediately afterwards, you can grab him again and throw him again for extra damage. Note that if the enemy is too damaged or too lightweight, he might get out of your range for a second throw: nothing you can do about it. This works best on heavyweights. This is a crucial strategy to Falcon's throwing game: learn how to use it. - Reverse Momentum Dash forward, then turn around and immediately jump. This will let you keep your momentum for the jump even though you didn't run in the direction you're now going in. Most useful for landing surprise aerials. - Wall Jumping Wall jumping will rarely decide a match, but, people rarely expect you to bust it out. If you're on a stage with vertical stuff instead of floating platforms (New Pork City instead of Battlefield, ect.), you can use this for extra height. Wall jumping is most useful for setting up a surprise Knee of Justice. Falcon is only average by wall jumping standards, so keep that in mind. - Super Sliding Glitch This is a glitch that won't really see much use in actual play, but hey, it's worth mentioning. Use a Reverse Falcon Punch (it has to be a reverse one) against Mario or Pit, who must use the Cape or Mirror Shield (Pit is easier to use for this glitch), and after the punch connects, Falcon will slide away faster than Sonic can run. It will make him slide further than the length of Final Destination, just so you're aware. - Reverse Reverse Falcon Punch This tip is courtesy of firstname.lastname@example.org. "well one technique id like you to share would be what i call the Reverse Reverse Falcon punch.......sounds a little weird but is like it sounds First dash and jump (short hop or normal jump is o.k) then do a "reverse airel rush" with the Falcon punch, if you don't know to do a reverse airel rush all you do is flick the control stick in the opposite direction of your characters jump momentum jump then immediatly press any attack or special to turn in air and execute an attack, in this case a Reverse falcon punch, what should happen is captain falcon doing a normal falcon punch backwards, all in all it times with a short hop perfectly and catches a few people, BUT to do a reverse reverse Falcon Punch you do a reverse airel rush with Falcon punch then hold the control stick the way Falcon is moving in air to reverse his Falcon Punch again, thankfully when Falcon does his standard reverse Punch in air he gains a significant boost in AM (air manipulation) allowing you to move in awkward patterns that trick people all the time, this takes a lot of practise but turns out great in the end, i have hit tourny champs with this move over and over again because of the double spin and air manipulation, you'll know when you've done this right when falcon spins quite a bit, and takes longer to do a falcon punch forward is should look like this...... F=Falcon _____=stage >or< = direction <F F> __F>___F^___________F>_____" ==== Combos ==== - Raptor Boost-Crescent Kick-Crescent Kick-Knee of Justice While standing (or running, whatever) Raptor Boost your enemy. If he's taken any damage so far, he'll be in the air long enough for you to take advantage of his predicament. Jump, Crescent Kick, double jump, Crescent Kick again, and if there's time, use a Knee of Justice to deal some more damage (don't bother if you're not sure you can get to connect properly). An alternative is replacing the Knee of Justice with a Falcon Dive. I prefer the Knee, myself, but if you want, the Dive works almost as well and is easier to connect with. - Double Ground Kick-Crescent Kick Not much to say here: if you can get your enemy in a Double Ground Kick, he'll fly up. Take advantage of this and Crescent Kick him for that much more damage. Section G: Character-specific Strategies (ChaX) In this section you will find tips on how to fight specific characters. Mario Mario is the definition of average in this game. He's of average speed, strength, weight, and has a completely average projectile. There aren't many tips for fighting Mario: he's just too average in every aspect to say much about. His Fireball is of little concern except as an edgeguarding move, but his really unique ability is his Cape Spin. With that, and your predictable recovery, a good Mario will completely negate your ability to get back onto the stage from the air, so if possible, it might be wiser to intentionally grab the edge rather than try to land unsuccessfully. Luigi Ah, Luigi. You're like Mario, but not. You are the definition of "2P". Luigi has many of the same strengths as Mario: averageness and a lack of real weaknesses. His attacks are slightly faster, but also a bit weaker (not enough to really matter, though). His lack of the Cape is good for you, but his Luigi Rocket is a good tradeoff (for him, not for you): a good hit from that and you're gone. Luigi's weakness is vertical recovery: his horizontal is unrivaled (except by, y'know, Peach), but his Super Jump Punch gives him only so much height and no horizontal (he has to waste precious falling time with Luigi Rocket to get in a good spot), so take advantage of that with plenty of meteor smashes. It should be noted that Luigi is lighter than he looks, a good smash attack can KO him more easily than most mediumweights. Peach Peach has absolutely insane recovery abilities, which are balanced by her light weight. However, any Melee veteran will tell you that she has surprisingly good offense: her smashes are as powerful as yours, and her AU is one of the best in the game. Nevertheless, Peach is quite fightable. She's not particularly fast, and despite her floatiness, she lacks a good aerial game, so you want to keep her in the air with a fast-paced close combat, giving her no time to prepare a smash. Bowser Bowser is pretty easily beat, actually. Despite his improvements over his Melee form, he's still slow (I don't know if he's the slowest character in the game [Ganondorf might be slower], but he IS very slow), and you're still fast. He has as close to no aerial game as you can get, so just keep in the air where he's all but helpless, but be prepared to roll and air dodge, because while Bowser will rarely hit you, when he does, it will hurt. Donkey Kong He's the leader of the bunch, you know him well (sorry). DK is an underrated character, but he's still not very good. With slow attacks (especially in the air), poor recovery skills (he might just have the single worst vertical recovery in the game), and no projectile, for someone who's fast, air-based, and has strong smash attacks, DK is little more than a mobile Sandbag. Keep DK in the air, his air attacks are slow and air dodgeable. I know that's my same strategy for Bowser, but really, against most heavyweights it's a good idea. Don't worry too much, though, his coconut gun doesn't fire in bursts (I can't resist). Diddy Kong Donkey Kong's nephew (maybe), Diddy Kong is the light weight and fast primate of the two. Diddy Kong is much harder than DK, though I almost never see people actually use him. A good Diddy is fast, powerful enough to keep you off-balance, and as good in the air as you are. What Diddy lacks, however, is weight. Fight Diddy on the ground unless you're sure of your aerial skills: he's good on the ground, but Falcon is better. Yoshi I don't like fighting Yoshi. He's a heavy lightweight (or a light mediumweight), JUST powerful enough to be a threat, and JUST fast enough to keep up with you. Yoshi's greatest weakness, of course, is his lack of a vertical recovery B move. Your best bet is to knock him off the stage somehow (smash attacks work), and Falcon Stomp or Raptor Boost him midair while he's falling (luckily, he falls predictably). Other than that, just keep hitting him and don't let up: Shoulder Bash is a good move for it. Wario Wario is a heavyweight who hits hard, but has agility that no other heavyweight can match. He's unpredictable and annoying, but at least he has no projectile and is kind of slow with his kill moves. For Wario, use your greatest aspect: speed. Keep on him with your faster moves (Falcon Kick, Shoulder Bash, ect.), and don't bother with your slower ones (Wario can punish mistakes really well). Wario's vertical recovery is laughable (unless he has a fully charged Wario Waft ready), so a good meteor smash will destroy him handily. Link Link isn't particularly powerful, nor is he particularly fast or heavy. Link is, in fact, pretty bad in SSBB, which sucks, because I like him. Ah well. Link is about as good in the air as he is on the gruond, but he's not good in either area. Just keep on him, use rolling a lot, and smash attack when you get the opportunity, and there won't be a lot he can do. The only thing Link does better than you is attack from a distance. Zelda Zelda is light weight, but powerful and just fast enough to pose a threat. Many of her moves have KO potential, and while she won't hit often (like Sheik), when she hits, it'll hurt. Keep in her face, and keep on the ground. Luckily, her smash attacks are just slow enough that you can dodge or use a jab to disrupt them, and take advantage of her vulnerability. I can't say much about fighting Zelda; she's really just a very good character. She's much better in Brawl than she was in Melee, whereas Sheik was nerfed. I'm willing to bet they did that on purpose to encourage people to use both characters. Sheik Though nerfed (that's right) from her godly Melee form, Sheik is still a major threat. Fast and damaging, with a good air game, Sheik is almost made to be a big threat to Captain Falcon. She attacks faster than you. That's a fact. Her ground game is just flat-out better than yours, and while her air game is also strong, it's not quite as good as yours, so you'll be taking advantage of that. The Knee of Justice and Crescent Kick are your friends against her. Ganondorf Ganondorf is an exaggerated version of you. He's slower but stronger, but you already knew that. His A moves are a bit different, but you knew that too. What you might not have known is that Ganondorf was much better in Melee. Now, he's a target. Yes, virtually every one of Ganondorf's moves can KO you easily, and yes, if you get hit it's going to hurt, but he's just so incredibly slow and you're just so incredibly fast he can't keep up. I prefer the air (unless something's wrong with the G-Diffusor), but if you like the ground, just stay in his face and give him no chances to counter. Toon Link Link's faster, better doppelganger, Toon Link is a better version of his cooler cousin. Ah well. Toon Link lacks KOing moves, but he makes up for that by being a damager: he can raise your damage percent easily with his fast, multi-hitting attacks. However, you are nothing BUT KO moves, and Toon Link is basically made of tissue paper (which, I think, wouldn't fly far if you kicked it in real life, but whatever). If you can hit him with a good smash, he's gone. The problem is actually hitting him. I have no advice for you: you just have to outskill your opponent in rolling around and getting smashes in. Samus Well, Samus. A heavyweight with a variety of moves and projectiles, Samus got nerfed from Melee to Brawl (for no real reason, too. She was never a high tier character, but now...). Samus can hit pretty hard, and she has a fair aerial game, but she has little defense against an attack from the air while she's on the ground. That means: Knee of Justice and aerial Falcon Kick time. Because she's just slightly kind of slow, Shoulder Bash is also a good move against her. Zero Suit Samus If not for the name, you'd never know they were the same person. ZSS is fast and has range, but not enough knockback power for her own good, and few KO moves. I like the combo of Raptor Boost- Crescent Kick-Crescent Kick-Knee of Justice myself, but a good player can escape it. Don't try to Double Upper Kick her if she's falling: her aerial down move (the fast stomping thing) is a pain. I can't give you many tips for fighting her beyond this: if you knock her off, edgehog like crazy. Her B-up move is not designed to get past edgehoggers. Pit FOR THE LOVE OF GOD, DO NOT TRY AN AERIAL ASSAULT. Pit will mess you up in the air: don't even think about it. I know you're thinking about it right now: don't. Pit is the better aerial fighter. He just is. Make this a ground-based fight. If he tries to arrow spam you, side dodge the arrows, don't roll. Pit's attacks have insane priority, and if two moves connect, his will go through most of the time. However, play this smart, and you CAN win. Many Pits like rolling; Double Ground Kick is the best option here, because the second kick'll get him. Pit's ground attacks are fast and have high priority, but not range or power, so only Angel Ring (his b-side) poses a serious melee threat. Additionally, his smashes are laggy, so if you're careful, you can punish that. Ice Climbers The Ice Climbers. Some of the worst B moves in the game, but no lack of ways to hurt you with A moves. At least they're lightweights. I wouldn't really bother seperating them: it's not worth the effort. The Ice Climbers are strong on the ground and weak in the air: take advantage of this by forcing a Raptor Boost-Crescent Kick-Crescent Kick-Knee of Justice combo (go for Popo if they seperate, of course) and basically keeping them in the air as much as you can. R.O.B. Ugh, R.O.B. Hard to predict, and his attacks are anything from pathetic to godly. Against R.O.B., I can only suggest you keep in his face. I have no particular advice for fighting him, sorry. Kirby The second floatiest character in the game, Kirby is better in the air than you, and reasonably powerful as well. However, his weakness is his deceptively low agility: he seems quicker than he really is. Kirby's attacks tend to leave him open for a moment afterwards if he misses, so you should play defensively: punish mistakes and dodge a lot. I can't give you much advice against him other than to remind you not to walk into a Falcon Punch. There's nothing more embarassing than being killed by your own move. Meta Knight Meta Knight is a difficult fight. It's true that it takes like three or four of his hits to match one of yours, but he's going to get those hits in, and then some. Falcon Kick is your move here. It's not deadly, but it goes through most of his attacks like they're not there, and it's fast enough to hit most players. You can match Meta Knight in the air, believe it or not, if you're good: Knee of Justice can deal some mean damage and will probably act as your main KOing move. If he glides, punish that mistake with the Knee of Justice. Just do it, trust me. Luckily, although Meta Knight has no shortage of ways to hurt you, his KOing moves are short ranged and easy to see coming. He has his forward smash, and almost nothing else. King Dedede Strong, heavy, floaty, and not too slow, King Dedede is everyone's worst nightmare. At least he's slower than you: get in his face (or better, get in his model) and throw, punch, and force him into the air. Unlike his fellow floaty characters, Dedede isn't really a great aerial fighter, and Crescent Kick is waiting to take advantage of that weakness. Just beware of his smashes: Dedede hits as hard as any heavyweight does. Olimar The bane of Captain Falcon. Don't try attacking from above, ever, he's better than you at this. Most of his smashes look very similiar to each other, be careful and try to guess which he'll use. Make this a defensive fight and punish his mistakes: Olimar is basically designed to kill you. I can't give you any killer tips, other than this: when you DO get Olimar off the stage, edgehog like crazy: there's nothing he can do about it. The smarter Olimars will throw a Pikmin at you while falling and try to Up+B while you fall off the edge: only the purple ones will actually knock you off the edge, the others just hurt. Fox Fox is functionally faster than you, and his moves don't have much lag. Luckily he's weaker and lighter than you, too, so you can take advantage of that. Fox Illusion is hard to see coming because it's just too fast coming out: try to be unpredictable in your movements (air dodge when it's not necessary, jump a lot, and so on). For killing him, I find Ground Kick and Raptor Boost-Crescent Kick to be your best moves. They're fast enough to beat him, but if he's good, he might be able to dodge them. I can't give you much advice against this guy: he's top tier material. Falco See Fox, but consider him to be stronger but slower. I know he's no longer a clone, but they still play similiarly enough that it doesn't matter most of the time. Wolf Wolf players sometimes like to laser spam: roll, jump, dodge, whatever. You need to stay in his face. While his aerial attacks aren't great, his down spike is killer, so be careful about that. Wolf's weakness is his A attacks: nearly all of them have ending lag. Sidedodging is your friend: dodge almost any of his attacks and he'll be asking you to kick, throw, punch, or whatever else him. Be smarter than Wolf, and he can't beat you. Be as smart as Wolf, and you can't beat him. Captain Falcon Captain Falcon is weak to fast moves with no beginning lag: Raptor Boost, Ground Kick, and Shoulder Bash are your best moves in this situation. If you're looking for advice on how to fight other Captain Falcons, there's not much I can do for you: he has all of your strengths and all of your weaknesses. Pikachu I have two strategies, depending on the Pikachu you face: - If he's a thunder spammer, laugh at that move's end lag, and Elbow of Judgment or Double Upper Kick him after air-dodging or rolling. Don't try to attack from the air. - If he's a smarter player, beware of Pikachu's A moves: they have way more range they should have. Especially his down smash: it will pull you in if you're anywhere near Pikachu and it will hurt you (don't try sidedodging or rolling behind him, it's a long smash). Here are your good moves for electric rat killing: Shoulder Bash, Falcon Kick, Elbow of Judgment. In the air, Crescent Kick. Don't bother with Knee of Justice; Pikachu's small size makes it difficult to connect with properly. Lucario Lucario has better range than he should have, but his attacks are SLOW. Really, really, "begging-to-be-dodged-and-punished" slow. Just wait for him to mess up (it won't take long) and make him regret his choice of character with a Raptor Boost-Crescent Kick- Knee of Justice combo. Lucario is just floaty enough that you can punish his slow falling speed by attacking, landing, and attacking again. Squirtle Squirtle is by far the most dangerous (to Falcon) of the three pokemon the Trainer has. With fast attacks, quick movement, and little lag (except on his smashes), Squirtle can match you in every area but one: the air. Keep him in it: Crescent Kick and Knee of Justice are your kill moves on this guy. Beware of his Up+B though, that thing is a reverse Falcon Kick (sans the cool). Ivysaur Keep in his face: he doesn't have Squirtle's speed and his projectiles are useless in a melee. If you want, make it an air battle, but either way, you should be good against him. Charizard Charizard is a heavyweight, and Falcon owns heavyweights who aren't named "Ike" easily. Charizard's wings are just for show: Make it an aerial fight and Crescent Kick or Knee of Justice your way to victory. There's nothing the slow-attacking pokemon can do about it. Jigglypuff Man, Jigglypuff players are either pathetic or amazing. I assume you need no help on the pathetic ones, so for the amazing ones, here's what you should do: use moves with knockback. Jigglypuff is the lightest character in the entire game, and while a good Jigglypuff is powerful and floaty, you can simply knock it back until it finally dies. Don't make it an aerial battle (except for edge-guarding), make it a ground-based one, because Jigglypuff has the single best aerial control in the game. Marth Marth is strong in the air, but you can match him; most of his aerials have fairly low priority, and your Crescent Kick will own him. You might notice that since Melee, his range has decreased slightly: this is a good thing, just use some Falcon Kicks and mess him up. Some Marths like to counter and do nothing else: Falcon Dive will destroy them, trust me. Ike The only heavyweight with a prayer against you is Ike. And I mean that: he has a prayer, and little more. Except for his Jab-Jab- Sword move, all of his attacks have beginning lag and are easily side-dodged or rolled out of, especially his forward smash people are so fond of (why, I'll never know. Sure, it hits hard... if it hits). Ike's Aether IS a good move, but you can dodge it and Crescent Kick him as punishment. My advice for KOing him is this: Knee of Justice. Ike's horizontal recovery leaves something to be desired (re: sucks), but his vertical recovery is fine, so take advantage of that weakness. Ness What's there to say about Ness? Well, his forward smash is better than yours. Remember that. He's a projectile character, but at least his PK Magnet is useless against you. You'll have to learn to air dodge his PK Thunders and side-dodge his PK Fires, but other than that, keep in his face. You're the better ground-based meleer, and he's the inferior one. Don't try for the air: Ness' jump will mess you up. Lucas Lucas is, sadly, a better Ness. His A moves are better, and his B moves are about the same (though a little different). Lucas' NA aerial is deadly, so don't bother with the air. Shoulder Bash, Ground Kick, and Falcon Kick are your best moves here, and beware of his PK Freeze: a good Lucas can surprise you with it, and it's much better than PK Flash. Mr. Game & Watch No one ever notices, but G&W is probably the single most buffed character from Melee to Brawl. He's faster, stronger, and his parachute gives him godly horizontal recovery. G&W is absolutely unpredictable, and surprisingly powerful, but he's a lightweight. Falcon excels at knockback. Guess what my advice here is? You might not think of it, but try the Falcon Stomp. G&W's horizontal recovery is better than his vertical, so take advantage of that. I should mention that G&W's attacks, while generally short-range, have insane priority: if two attacks connect, chances are G&W's is going to go through. Snake Snake is a difficult case. He has no shortage of ways to hurt you from a distance, and his forward smash (if he can hit you) will destroy you. Keep in his face. For all his explosives, traps, and missiles, Snake can't use any of them in a melee, and he has only one useable melee smash attack. Yes, he hurts when he hits you, but he can fight at a range and you can't. Snake is garbage in the air. Make this an aerial battle: Crescent Kick and Knee of Justice will introduce him to a world of pain. Sonic The one and only character who is faster than you, he's also very unpredictable due to half his attacks involving spinning in some way. Try to make it an aerial fight: Sonic is better on the ground than he is in the air. Luckily, Sonic is lacking in KOing moves, so with a bit of dodging, you can fight in a melee and win if you can avoid his forward smash and Down+A aerial. Remember: Sonic is fast, but he's not heavy. Section H: Single-player Strategies (SinX) In this section, you shall find information on how to get by the various single player modes. ==== Teams ==== As you know, teams are made up of lots of weakened enemies (Team Wario, for instance, is made up of Warios who will now go flying easily), but with unaltered offensive moves. They make up for their weakness with numbers. Falcon is lucky: teams always force a melee, and Falcon is built for meleeing it up. He has several moves that will instantly kill any team member on any difficulty: Falcon Punch Raptor Boost Falcon Kick Falcon Dive Knee of Justice Any throw Basically, just spam these moves (well, not Falcon Punch), and you'll be fine. ==== Bosses ==== 1. Petey Pirahna Petey Pirahna is no great threat. He's big, yes, but that makes him obscenely easy to hit. Even better, he only has two actual attacks, and one (when he jumps up and tries to crush you) has virtually no chance of hitting you. All you have to do to beat Petey without being hurt or killed is not rush it. He's simply too slow to really hit someone who's being careful around him. Decide in advance which cage you'll be destroying, and try to aim your attack so you hit both the cage AND the boss himself: both will deal damage to the cage, allowing you to kill him that much faster. I find the Doulbe Upper Kick to be a good move for this fight: position yourself well, and both kicks will the cage and Petey himself. When he cage swipes at you, don't shield against it. Instead, use the roll. Falcon has an excellent rolling technique. When he gets angry and starts thrashing about? He's vulnerable during that, so go ahead and attack him. 2. Rayquaza Man, I hate fighting this guy: he's just got too many moves. Anyway, since Falcon deals a lot damage in the air, and Rayquaza is largely a ground-based fighter, if you're careful, you can manage this fight without taking any damage (more likely, you'll take some, but don't worry about it). Rayquaza is a big target, and he's just asking to meet the Crescent Kick and the Knee of Justice, especially since his Iron Tail attack (the one where he makes a 360 degree attack on the ground with his tail) is pretty damaging. Really, I can't say much for this fight other than "be in the air". Rayquaza's attacks are either powerful and easily avoidable or hard to predict and easy to tank. NOTE: Rayquaza is, for some reason, all but immune to projectile attacks. It's of no concern to you, but it's worth noting. 3. Porky (It SHOULD be "Pokey") I'll say it here: you are going to get damaged, and it is going to hurt. Some people consider him to be even harder than Tabuu because of his sheer unpredictability: many of his attacks have the same starting animations or none at all, making him hard to defend against. So, specific attacks. Yeah. You can easily avoid the laser thing (the one where he makes the orange ball over his head) by staying in the air as long as possible, and the Porky Bombs can be avoided if you just keep moving (which is, luckily enough, Captain Falcon's specialty). The thing where he flies up into the air and lasers the ground beneath him? Just run around a lot, again, not a problem for Captain Falcon. His other attacks are harder to deal with. The one where his uses his claws to poke you like a dozen times is hard to see coming, but if you get caught, press back and up: you might escape. For actually killing Porky, you have a number of options. Smash attacks are one: he's slow and easy to hit with them. The Knee of Justice is another: other than his poking move, he can't really hurt someone in the air without a slow and predictable attack. Really, it's up to you: there's no one best way to kill this guy. Personally, I prefer the Double Ground Kick: Porky is large enough that you'll get him with both hits. 4. Ridley Meet Ridley. People wanted him to be playable. He is not. Seriously though, Ridley is a pretty easy boss. His attacks have unique and slow pre-animations, and you should be able to avoid them all without being hit. For the attack where he uses his tail on the ground, you can get into the air and attack him, or roll out of the way and ready a smash attack for when he gets back, it's up to you. For when he rises up out of sight, he plans to slam into whenever you are, so just keep moving (again: second fastest character in the game). Falcon is designed for killing bosses like this: Crescent Kick and Knee of Justice are, again, your best friends. They deal good damage, come out fast, and will simply beat the likes of Ridley fairly easily. 5. Meta Ridley A slightly harder version of Ridley. Yay. Note that he will always attack from the left side of the screen, you never have to guess where he'll come out. Your chance for attacking him is when he flies in from the left. He sometimes won't even attack you, just Crescent Kick and Knee of Justice him. Meta Ridley's attacks are fairly easy to avoid. He uses a lot of projectile attacks now, but they're slow enough that you can air dodge or roll to avoid them. He will occasionally smack the ship: if you're on it, you could actually go off-screen and die (it's a fairly unique move), so be ready for it: he'll raise up his claw before he does it. Just get into the air for it. One of his more annoying attacks is where grabs the ship, pulling it down, and starts spitting fireballs at you. You can't stay on the ship: you'll go off-screen and die, and Falcon lacks the air manuverability that, say, Kirby has. You're on your own for this one: just avoid the fireballs and try to use your one jump in the air wisely. This is really his only major attack. 6. Galleom Galleom. Most characters would want to attack from a range, but not melee guys like Falcon. Galleom is strong. He's really freaking strong. I'm serious: a few good hits from him and you are gone, period. However, he's only strong on the ground. He has almost no attacks that can hit someone in the air meleeing him. I know I'm a broken record at this point, but really: Crescent Kick and Knee of Justice. Galleom's only defense against this move is his Mario Tornado rip-off, the one where he spins around. Other than this one attack, if you stay in the air inside of him (he's really big), he cannot hurt you (unless he hops on you, but you should be able to avoid that). I don't have much to say about this guy: he's weak against aerial characters, and Falcon has some MEAN aerials. 7. Duon I hate this guy. I have never once beat him undamaged. Duon is like Meta Knight: he has a multitude of ways to hurt you, but he lacks a way to actually KILL you. Still, if you're not careful, he'll hurt you enough that someone else will kill you (assuming you're playing Boss Rush mode). I'll be honest: Sword Side will mess you up. Only attack Gun Side unless you're sure of your abilities. What's really killer about this guy is he has little cooldown: he attacks, then a second later, attacks again. Fortunately, like most bosses, he's a big target. If you're good, you can jump, Crescent Kick, double jump, Crescent Kick, then as you're falling Knee of Justice or prepare a Falcon Punch. This isn't as easy as it sounds, one hit will disrupt you, but if you can pull it off it'll take off a chunk of his life, so try to learn the combo. If you attack Gun Side, you'll be dealing with damaging, but ultimately inconsequential and air dodgeable, projectiles. If you attack Sword Side, he'll come out with fast sword strikes that'll be hard to get away or predict. Seriously: attack the Gun Side, not the one with a sword for a head. 8. Tabuu Graaaah. So many attacks. Okay, listen up: only attack him during three points: 1) When he's floating still after an attack. This is the best point to attack him. Use the Crescent Kick-Crescent Kick-Knee of Justice combo if you can manage it, if not, just try to Crescent Kick him as many times as you can manage. Do NOT use Falcon Dive and make yourself helpless. 2) When he's teleporting around. If you're feeling lucky, you can try to guess where he'll teleport to next and Crescent Kick the area (giving you the largest-sized hitbox possible), but remember that sometimes the area where he teleported away from will explode to discourage this. On higher level difficulties, I wouldn't risk it. 3) When he's a giant face shooting out lasers at you. Oh man. The lasers are laughably easy to avoid, take advantage of his stupidity and Crescent Kick and Knee of Justice his butt... face. Other than those times, DO NOT ATTACK TABUU NO MATTER HOW VULNERABLE HE MAY SEEM. Seriously. Tabuu has a lot of attacks, but I won't go into details here. They have predictable pre-animations for you to guess what to do, and most won't kill you (I'd beware of that whip thing, though, I've seen that kill heavyweights at low damage). The ground- based giant laser beam is also notable, just stay in the air until it's gone. Tabuu's most notable attack is, of course, the Red Rings of Death (also known as the Red Rigns of Doom, from here on they're the RRD). Get hit by this stage-encompassing attack and you're dead, no matter what your current damage is. You're going to be doing some side dodging to survive this. Just shield yourself, and press down, wait a half-second, press down again, another half- second, down again. Tabuu's rings will miss you, and he'll be ready to be attacked again. One mistake while side-dodging means you're dead. I hate one-hit- kill moves, no one ever finds them to be any fun and they seme like a way of artificially increasing difficulty, but whatever. 9. Master Hand An easy boss, Master Hand should give you no trouble at all. His attacks have slow, easy to-see-coming animations and don't really hurt much. Even better, he floats low enough that when he stops attacking, you should be able to Aerial Double Kick him. All of Master Hand's attacks can be avoided by running (gee, who's an expert runner?) or jumping and falling to the ground. He really only has a single deadly attack: that one where he twists on the ground and deals several hits. It's no harder to avoid than any other attack (just keep moving), but if it hits, it HITS. 10. Crazy Hand Crazy Hand is no harder than its brother hand, and borders on the infuriatingly boring sometimes. Crazy Hand has the same attacks and vulnerabilities Master Hand has, with only three new moves: one where he drops a bunch of bombs in the center of the stage (you don't even have to move unless you're in the exact center of the stage), one where he goes into a seizure (seriously), also easy to avoid by moving, and one where he crawls over the stage like a spider (jump). He's easy. Just up-smash or Crescent Kick him. Section I: Miscellaneous Stuff about Captain Falcon [MisX] Here, you shall miscellaneous game information about Falcon that doesn't belong anywhere else. To unlock Captain Falcon as a playable character, you must do one of three things: - Play 70 Brawls - Beat Classic Brawl Mode on the Normal difficulty setting or greater in less than 12 minutes - Get Captain Falcon to join your party in The Subspace Emissary. Except for the Subspace Emissary method, you'll have to face Captain Falcon in a duel to actually unlock him. Falcon's costumes are as follows: Costume 1: Captain Falcon's traditional look: blue uniform, red helmet, yellow gloves, boots, and scarf. Grey shoulderpad. Falcon is big on primary colors, as you can see. Costume 2: Gray uniform, red helmet, tan gloves and boots, and an orange scarf. White shoulderpad. Costume 3: The uniform of Blood Falcon, Captain Falcon's evil clone. Red uniform, purple helmet, gloves, and boots, orange scarf, and the Falcon insignia on his helmet is gray instead of gold. Gray shoulderpad. Additionally, the Captain Falcon logo on his back is replaced by a Blood Hawk logo (Blood Falcon's F-Zero machine is named "Blood Hawk"). If you're playing in a Team Battle, this is Falcon's Red Team costume. Costume 4: Green uniform, orange helmet yellow and white gloves and boots, pinkish scarf. The Falcon insignia on his helmet is gray. If you're playing in a Team Battle, this is Falcon's Green Team costume. Costume 5: Commonly called the "America Falcon". Blue uniform, red helmet, yellow gloves and boots, and white scarf. Yellow shoulderpad. If you're playing in a Team Battle, this is Falcon's Blue Team costume. Costume 6: White uniform, pink helmet, gloves, and boots, and yellow scarf. White shoulderpad. The Falcon insignia on his helmet is purple. Falcon's symbol, and the symbol for the F-Zero franchise as a whole (the Falcon, you can see it behind Falcon's head and damage percent while brawling), is the Falcon insignia on Captain Falcon's helmet without the detailing. Raptor Boost, Falcon's B-side move, was named "Falcon Knuckle" in the Japanese version to mesh with his other special moves' names. It makes you wonder why Nintendo changed it (other than "Falcon Knuckle" sounding kind of lame, but they could've made it "Falcon Uppercut" and still be cool). Section J: Legal Stuff ---- [LegX] This section is about boring legal stuff. Layman's Version: Thou shalt not steal this FAQ. If you want to use this FAQ on your site, you need to ask permission by e-mailing me at Burpcycle@yahoo.com. If you do, and I agree, do not edit the FAQ in any way, and give me credit. Lawyer's Version: Copyright 2008 Adam Sokol This FAQ is for personal use only, do not sell, distrubite, or do anything else with the FAQ. Section K: Thank Yous ---- [ThaX] - www.smashboards.com - The tips they had were excellent. - The SSBB message board on GameFAQs: again, very useful. - n2Deepeth on GameFAQs SSBB message board: second Wake-up Kick info, Uppercut info, and Dash Grab technique info. - BlackIce27 on GameFAQs SSBB message board: information on Blood Falcon's F-Zero machine. - email@example.com for informing that while Captain Falcon can dash grab, he cannot dash garb. - firstname.lastname@example.org for the Reverse Reverse Falcon Punch.