Super Smash Bros. Obliteration/Captain Falcon

Captain Falcon: (Real Name Douglas Jay Falcon), is the Mascot/Protagonist of the F Zero Franchise, and a Default/Starter Character in Super Smash Bros. Obliteration.  A Mysterious, Futuristic Racer and Bounty Hunter who hails from the Intergalactic Trade Zone known as Port Town, Captain Falcon is widely known as a highly accomplished racer and successful bounty hunter, having won many Grand Prix's in the F Zero Universe and committed acts of heroism including rescuing people from dangerous situations as well as taking down some of the Great King Of Evil Black Shadow's henchmen. With Brains, Brawn, Strength and Agility, Captain Falcon is ready to Falcon Punch his way to the summit of the Smash Tournament, using a move set of Fiery Punches, Kicks, and Jabs, Captain Falcon is ready to show why no fighter should mess with him in a true fight for the ages.  
==Attacks, (Captain Falcon Can Wall Jump).==
Type 	Name	Damage 	Description
Neutral 	 	(2% = punch 1, 2% = punch 2 , 5% = knee 1% = loop, 2% = last, 12% = total).	 Punches twice, then knee strikes the opponent. Alternatively, the first two punches can be followed by a
series of punches, culminating in an underhand punch that has very high base knockback.</span>
Forward Tilt 	 	(↗ = 10% = foot, 9% = leg),
(→ = 9% = foot, 8% = leg),
(↘ = 10% = foot, 9% = leg).	Performs a Roundhouse Kick Forward At An Opponent.
Up Tilt 	 	(12%) 	Does an axe kick with good horizontal knockback. Can be used to continue or start combos at mid percents. It is a powerful meteor smash on aerial opponents if the heel is landed,
Down Tilt 	 	(10%) 	Does a sweep kick with horizontal knockback. Great for edgeguarding due to its trajectory.
Forward Smash	 	(↗ = 20%),
(→ = 19%),
(↘ = 20%). 	Rears back and makes a lunging burning elbow. KOs between 90 - 100% on middleweights. Deceptively
long horizontal range, as he leans forward during the animation.
Up Smash 	 	(11% = hit 1, 13% = hit 2, 24% = total). 	Performs a spinning double hop-kick. A potent move that despite its slow start-up lag, has low ending lag
and deceptive horizontal range. Its slow startup lag can also be used for surprising as well as catching 
opponent out of a spot-dodge.
Down Smash 	 	(14% = hit 1, 18% = hit 2, 32% = total). 	Kicks forwards and then backwards. The back kick is more powerful and can KO at 116%.
==Aerial Attacks==
Type 	Name 	Damage 	Description
Neutral	 	(4% = hit 1, 6% = hit 2, 10% = total). 	Kicks forwards twice. A decent follow-up option after a down throw. Can combo into itself
or into an Up Aerial.
Forward	Knee Smash	(19% = clean sweetspot, 6% = clean sourspot, 3% = late).	Performs a knee strike that deals electric damage. It has very high knockback when sweetspotted,
but is incredibly weak if sourspotted. Reliably KOs below 100% from center stage and even lower 
near the edge. This move has relatively quick start-up, hitting on frame 14, and low ending lag. 
However, it has short reach, along with a very small sweetspot that lasts for only one frame, and 
has very high landing lag. While hard to land, it is a safe option offstage due to its low ending lag.
Back 	 	(16% = clean, 8% = late). 	A quick backhanded strike. Autocancels in a SHFF. KOs at 90% near the edge when clean. Combos into a
Dash Attack or grab at low percents.
Up 	 	(12% = clean, 10% = late) 	Does a flip kick with fast start-up and good all-around range (though not directly below him). Hits on frame 6,
and has decently long duration, low ending lag, minimal landing lag, and auto-cancels in a short-hop, and deals 
very weak base knockback. All these attributes make it an excellent combo move. Depending on percent and positioning,
it combos into itself and any other aerial. At mid- to high-percents, an up aerial on a grounded opponent can combo 
into a down aerial meteor smash, which is deadly at the ledge, or, alternatively, it can lead into a Knee Smash, almost 
guaranteeing a KO. It is also a decent KOing option on its own, KOing below 150% near the upper blast line, and the late 
hit is a weak semi-spike that is effective against opponents with poor horizontal recoveries.
Down 	 	(14%) 	Stomps downward. A strong meteor smash when sweetspotted at his legs, but high horizontal knockback nonetheless if sourspotted.
==Other Attacks==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Punches in Both Forward/Back Directions, While Getting Up.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Ess Power.
Floor Attack (Trip) 	 	(7%) 	Punches in Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(8%) 	Lunges Forrward And Kicks, With His Right Leg While Climbing Up.
Dash Attack 	 	(10% = clean, 8% = late)	Shoulder tackles his opponent. It can set up an Aerial Attack. 
==Grabs/Throws==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent
Pummel 	 	(2%) 	A Knee Strike, A Fairly Fast Pummel.
Forward	 	(5% = hit 1, 5% = throw, 10% = total). 	 Punches the enemy, sending them forward. Can be followed up with a Dash Attack, Due To Captain Falcon's Speed.
Back 	 	(6% = hit 1 = 5% = throw, 11% = total).	 Puts the enemy behind him and kicks them backwards. Can KO at high percentages, starting at 150%.
Up 	 	(4% = hit 1, 3% = throw, 7% = total). 	Holds the enemy up and punches them upward with his left hand. 
Down 	 	4% = hit 1,  2% = throw, 6% = total). 	Swings the foe overhead and then slams them on the ground with a single arm. Can be followed up reliably with neutral air or up air. It is his only throw that consists of a single hit.
==Taunts==
Up = Charges himself up with a fiery aura, similar to when using the Falcon Punch.
Side = Holds out his hand and gestures his opponent to come closer, exclaiming "Come on!".
Down = Faces the camera, salutes and exclaims "Show me your moves!" (The animation is different and faster if he is facing left).
==Special Moves==
Type 	Name 	Damage 	Description
Neutral Special	Falcon Punch	(25% = ground, 28% = ground reverse, 22% = air, 25% = air reverse).	Captain Falcon winds up and releases his iconic fiery punch. Inputting a direction (up or down) when charging Falcon Punch in the air will give a slight boost in that direction, and this also applies for custom variants.
Side Special 	Raptor Boost	(9% = ground, 8% = airborne). 	Captain Falcon dashes forward and follows up with an uppercut. Can meteor smash the opponent if below and used in the air. Grounded version KOs reliably around 110% against middleweights.
Up Special 	Falcon Dive 	(5% = hit 1, 12% = throw, total = 17%). 	Captain Falcon attempts to grab an opponent, finishing with an explosion. If successful, he will cry "YES!!!". Does a harmless flip if the attack fails.
Down Special 	Falcon Kick 	(7%-13% = ground, 11%-15% = air, 9% = landing). 	Captain Falcon bursts forward with a flaming high-speed kick. If used in the air, Captain Falcon will plunge down at a diagonal angle. Grounded version KOs around 120% if opponent is hit at the beginning of the move.
==Final Smash==
Type 	Name 	Damage 	Description
Final Smash	Blue Falcon (KO)	(150% = Total/Automatic KO)	Captain Falcon calls in the Blue Falcon, which crashes through the stage in front of Captain Falcon. The Opponent Directly Near Captain Falcon is then run over and sent flying Instantly KO'ing Them. Like certain other Final Smashes, if no one is near/hit when the Blue Falcon appears, then the attack fails.
Category:Characters
Category:Playable Characters
Category:Males
Category:F-Zero (series)
Category:F-Zero Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters