Captain Falcon (USBIV)

Captain Falcon is a playable veteran from his F-Zero series and makes his fifth return to Ultra Smash Bros. IV. He's already been confirmed before their E3-demo with the Original 8, including Luigi, Ness and Jigglypuff. Generally in his universe, Captain Falcon is a fast racer pilot in his own racing game.
The voiceclips have been reused from Brawl and SSB4 by Ryō Horikawa.
Captain Falcon ranked in the 2nd place (S) of the 103th in the tier list, behind Lucas and after Luigi for his excellent improved heavy combo's and footstool stricks and easy pivot grabs. As ending, Falcon goes for a successful down-air spike, his famous Knee of Justice, or with a little experience, his powerful Falcon Punch for his end. This is as significant rise for Falcon being at the bottom of the high tier placement in Smash 4 now considering him as an excellent top tier now. It's also the first time that Captain Falcon is at the second place once in the Smash Bros. history.
His only weakness is his disjointed back-air that was nerfed in Smash 4, his dash attack has a smaller hitbox than in his previous games, and also his Falcon Dive doesn't recover him so high as much. But in his matchups, Captain Falcon resists better against other characters above him which it makes a big improvement since SSB 64 (A), Melee (B) and Smash 4 (B). Captain Falcon takes the biggest reputation to be the most used character in the tournaments and online matches (only counted for game mode For Glory).
==Moveset==
===Ground Moves===
*Jab: Does a two punches and a knee kick, then performs a multi-jab and punches the opponent away with his final jab. The third knee kick gives at others high knockback at high percents.
*F-tilt: Kicks swinging with his foot forward spinning at the same time.
*Up-tilt: Performing a axe kick. The upper frame of his foot does a meteor smash when sweetspoted.
*Down-tilt: Does a foot kick swinging to right and spins at the same time.
===​Aerial Moves===
*N-air: Does a duo-kick switching his two legs. The first kick doesn't do much knockback and the second does.
*F-air: Performs a knee kick forward. Does a shocking effect and gives amount of damage and knockback when sweetspoted. When sourspoted, does kick the opponents away with less knockback.
*Up-air: Performs a backwards summersault kicking with his foot upwards.
*B-air: Gives a backwards punch. Has a sweetspot. 
*D-air: Stomps with his both foot down. Has a sweetspot.
===Grabs and throws===
*Pummel: Kicks the opponents with his knee.
*F-throw: Punches the opponent sending it forward.
*Up-throw: Punches the opponent sending it upwards.
*D-throw: Throws the opponents down brutally to the ground.
*B-throw: Throws the opponent backwards and gives a footkick as a finisher.
===Special Moves===
Name 	Special Moves 	Percentage 	Description
Neutral Special 	Neutral Special	Neutral Special 	Neutral Special
Falcon Punch 	Default 	25% (ground), 28% (reverse ground), 22% (air), 25% (reverse air) 	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.
Falcon Dash Punch 	Custom 1 	20%/16%/13%/11% (ground), 22%/18%/15%/13% (ground reverse), 17%/15%/13%/11% (air), 20%/18%/16%/14% (air reverse) 	Captain Falcon dashes forward a fair distance forward before unleashing his Falcon Punch. Weaker than normal, especially in the later stages.
Mighty Falcon Punch 	Custom 2 	22%/18%/9%/6% (ground), 25%/18%/6% (ground reverse), 19%/18%/6% (air), 22%/18%/6% (air reverse) 	Has a very large hitbox, but has less power and longer startup lag.
Charging Falcon Punch	Custom 3 	15% (first charge ground), 13% (first charge air), 20% (second charge ground), 18% (second charge air), 25% (third charge ground), 23% (third charge air), 30% (final charge ground), 28% (final charge air); 2% (first charge self-damage), 5% (second charge self-damage), 8% (third charge self-damage), 10% (last charge self-damage)	Allows to charge the Falcon Punch up to fourth time. The last charge moment is powerful and rewarding. This custom move also damages the player self. How higher the charge, how critical it is. All the reverse punches has the same damage.
Side Special 	Side Special 	Side Special 	Side Special
Raptor Boost 	Default 	9% (ground), 8% (air) 	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.
Heavy Raptor Boost 	C1 	12% (ground), 12% (air) 	More starting lag and has less range, but has more power and super armor.
Wind-up Raptor Boost 	C2 	9% (ground), 8% (air) 	Moves backwards a bit before dashing forward, giving the move slightly slower start-up lag, but the charge is faster. Can be used for mindgames.
Burning Raptor Boost 	C3 	2% (each touch), 5% (final touch) 	While performing this move, Captain Falcon goes forward and goes further than his normal Raptor Boost. Unlike the other three, this move burns opponents if they touch him. Good for recovery.
Down Special 	Down Special 	Down Special 	Down Special
Falcon Kick 	Default 	13%/11%/7% (ground), 15%/13%/11% (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.
Falcon Kick Fury 	C1 	1% (ground loop hits), 7% (ground last hit), 2% (air loop hits), 5% (air last hit), 5% (landing) 	Hits multiple times, with the last hit launching the opponent. The last hit has less knockback, however.
Lightning Falcon Kick	C2 	12%/10%/6% (ground), 14%/12%/10% (air), 4% (landing) 	A fast kick that doesn't have as much power and takes slightly longer to charge, but goes right through opponents. The landing hit paralyzes opponents.
Ascending Falcon Kick	C3 	1% (upper kick/startup), 10% (kick), 5% (landing) 	Falcon goes upwards, instead of the horizontal way, kicking the opponent and sending it upwards up and goes down with his normal Falcon Kick. It has less power but it's a good tool for a recovery option.
Up Special 	Up Special 	Up Special 	Up Special
Falcon Dive 	Default 	5% (hit 1), 12% (throw) 	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.
Falcon Strike 	C1 	8% 	Jumps up and punches in the sky, damaging opponents above him. Goes higher than Falcon Dive and has more, but doesn't grab opponents.
Explosive Falcon Dive	C2 	10% (hit 1), 15% (throw) 	Charges longer and doesn't go as high as Falcon Dive, but has more launching power.
Falcon Jump Punch 	C3 	10%/5% (hit) , 3% (late) 	Jumps up and punches in the sky, damaging opponents. Goes horizontally further than Falcon Dive but doesn't grab opponents. Unlike Falcon Strike, it burns opponents. This move goes less higher than Falcon Strike.
Final Smash 	Final Smash 	Final Smash 	Final Smash
Blue Falcon 	Blue Falcon 	10% (hit 1), 20% (hit 2), 10% (throw) 	Captain Falcon calls in the Blue Falcon, which crashes through the stage in front of Captain Falcon. Whoever it hits when it first appears will be hit by the rest of the move. Characters who are not hit will stay in place until the end of the smash. A short cutscene appears, and the opponents are run over and sent flying. Like certain other Final Smashes, if no one is hit when the Blue Falcon appears, then the attack fails.
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