nyuuzyou/wikis huggingface dataset:
Captain Falcon (SSBM)/Neutral attack/Hit 1

:For an overview of the overall natural combo, see here.
==Overview==
Jab 1, otherwise known as "jab," is a fast and weak grounded move. It is the fastest of all of Captain Falcon's moves, coming out on frame 3. The hitbox duration is short, lasting for 3 frames, and the entire move lasts for a third of a second but can be cancelled on frame 9 into jab 2.
It is negative on hit, especially if the opponent crouch cancels or ASDI-downs the hit, but it has many uses. The move's primary strength, aside from being able to a jab reset a knocked down opponent, lies in its speed. The move can be used upon performing tech-in-place or roll to punish opponents who are attempting to tech-chase, in a method not too dissimilar from Fox and Falco's wake up shine. It can also be used to save Captain Falcon from a shielding opponent attempting to counterattack if he performs an unsafe aerial on shield. However, the move's primary purpose is to be chained into his jab 3, nicknamed "The Gentleman". Unlike jab 1 and 2, The Gentleman's knockback is not set, so at mid-percents it can cause the opponent to tumble, making him plus on hit. If he chooses not to chain his jab into jab 2 then 3, the opponent will not have enough time to react to the lack of a jab 2 hit box, which means an opponent attempting to punish a jab 1 must guess if he will not chain into jab 2. This enables him to play a mixup between single jabbing or chaining into the Gentleman.
==Hitboxes==
|}
==Timing==
Continuation window 	1-24
Hitbox 	3-5
Earliest continuable frame	9
Animation length 	21
|-
Category:Captain Falcon (SSBM)
Category:Neutral attacks (SSBM)
Captain Falcon (SSBM)/Neutral attack/Hit 2

:For an overview of the overall natural combo, see here.
==Overview==
==Hitboxes==
|}
==Timing==
Continuation window 	1-24
Hitbox 	4-6
Earliest continuable frame	8
Animation length 	19
|-
Category:Captain Falcon (SSBM)
Category:Neutral attacks (SSBM)
Captain Falcon (SSBM)/Neutral attack/Hit 3

:For an overview of the overall natural combo, see here.
==Hitboxes==
|}
==Timing==
Continuation window 	1-30
Clean hit 	5-8
Late hit 	9-11
Earliest continuable frame	12
Animation length 	31
|-
Category:Captain Falcon (SSBM)
Category:Neutral attacks (SSBM)
Captain Falcon (SSBM)/Neutral attack/Infinite

:For an overview of the overall natural combo, see here.
==Overview==
==Hitboxes==
|}
==Timing==
The move ends when there is no attack button press between two breakpoints. As a result, to continue the move, the button must be pressed at least once per punch. The move always completes the loop once before attempting to end (inputs here do not continue the move beyond the minimum), so there is a minimum of six punches - five for the first time through the loop, and one more to allow the move to be continued.
Loops between 	6-45
Hitboxes 	10-11, 18-19, 26-27, 34-35, 41-42
Breakpoints 	11, 19, 27, 35, 42
Animation length	54
Category:Captain Falcon (SSBM)
Category:Neutral attacks (SSBM)
Captain Falcon (SSBM)/Neutral special

==Overview==
Captain Falcon's neutral special in Melee is Falcon Punch. After about a second (52 frames) of charging the move up, Captain Falcon unleashes a powerful, flaming punch in the shape of a falcon. The attack sends enemies flying upon contact, but leaves Captain Falcon vulnerable to certain attacks.
This attack is very rarely used in competitive situations. Due to the high starting and end lag, it is very predictable and easily punished by experienced players. However, it is an integral part to the Sacred Combo, and is sometimes used in "hard read" situations.
Slower than in the last game, Falcon Punch has three different hitboxes, dependent on distance. When it is used in the air, all hitboxes deal slightly higher knockback and the sweetspots are larger.
==Hitboxes==
|}
==Timing==
Hitbox 	52-56
Animation length	99
Category:Captain Falcon (SSBM)
Category:Neutral special moves (SSBM)
Captain Falcon (SSBM)/Side special

==Overview==
Captain Falcon's side special move is officially known as Raptor Boost; he dashes forward and, if he comes into contact with an opponent, releases a fiery uppercut that launches the opponent upward, making it a great combo starter. However, if the move does not hit an opponent, Captain Falcon will fall over and leave himself highly vulnerable to punishes, thanks to the move's insanely high ¾ of a second of end lag. Additionally, if he dashes over an edge, he will become helpless until he lands.
The aerial version of the move meteor smashes opponents it hits, but this is extremely weak and impractical, since Captain Falcon cannot grab the ledge whilst using this move and becomes helpless whether or not it hits. This version of the move is almost never seen, and considered inferior to the grounded version, although it's occasionally used as an option to perform a sacrificial KO, when the opponent is very far off-stage. Aside from that, it does see niche use as a recovery tool, allowing Falcon to get back onto the stage or a platform since it gives him more horizontal distance than his ; this is incredibly risky, though, as the opponent can easily intercept it with an attack, or even allow themselves to intentionally be hit, thus shortening the distance Falcon travels and letting him fall to his death.
==Hitboxes==
===Grounded===
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===Aerial===
|}
==Timing==
Grounded search
Search box 	15-79 (hits end at 33)
Animation length	79
Grounded hit
Hitbox 	3-7
Animation length	24
Aerial search
Search box 	18-79 (hits end at 33)
Animation length	79
Aerial hit
Hitbox 	3-7
Hitlag 	5 frames
Animation length	44
==Similar moves==
*Gerudo Dragon
Category:Captain Falcon (SSBM)
Category:Side special moves (SSBM)
Captain Falcon (SSBM)/Up aerial

==Overview==
Captain Falcon does a bicycle kick in the air. This move's knockback is decent, with the main part of the attack sending opponents on a semi-reliable angle for edgeguarding, and the hitbox near his feet while traveling back being able to semi-spike, albeit with much less knockback and hitstun than in Smash 64 (even considering the reduced hitstun in Melee). The move can be used for juggling to some extent, though not very reliable. The semi-spike portion of the move is generally used to gimp characters with poor recoveries. The move does have some combo ability, being able to lead into , , and mostly, as well as in some situations. The move is commonly used right after a wall jump on stages such as Yoshi's Story. Due to the semi-lingering hitbox on Captain Falcon's leg during this attack, it is also commonly used as an approach option, in order to "scoop" the opponent upwards. Combined with the overall low landing lag on this attack, it becomes a very useful tool for mix-ups, combos, and approaches.
==Hitboxes==
|}
==Timing==
===Attack===
Clean hit 	6-10
Mid hit 	11-13
Late hit* 	
Ending autocancel	22-
Interruptible 	30
Animation length 	33
* Due to what is presumably a programming error, the "delete all hitboxes" command runs on the same frame the late hit begins, and so the late hit never occurs. This error is not shared by Ganondorf's version of the move; as all other frame data is the same between the two moves, one can assume the intent was for the late hit to connect on frames 14-16, which is further evidenced by Male Wire Frame's up air also having an extra 3 active frames. Even stranger, the same error exists for the move in Brawl, suggesting the code was copied and the error was never caught.
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Captain Falcon (SSBM)
Category:Up aerials (SSBM)
Captain Falcon (SSBM)/Up smash

==Overview==
Performs a spinning double kick. A fast and powerful move, though is short ranged. The second hit sometimes has difficulty connecting, as with 's. This is Captain Falcon's most powerful move damage-wise (when fully charged), as the second hit is usually the finisher. Can be used as a very committal anti-air, and has high combo potential against many characters, often leading into Knee or up-air. The first hit can always be ASDI'd downward to avoid being combo'd into the second hit, but due to this move's reasonably quick startup, it is unlikely that an opponent would react to it in neutral.
==Hitboxes==
|}
==Timing==
Charges between 	8-9
Hit 1 	21-22
Hit 2 	27-28
Interruptible 	40
Animation length	54
Category:Captain Falcon (SSBM)
Category:Up smashes (SSBM)
Captain Falcon (SSBM)/Up special

==Overview==
Captain Falcon's Falcon Dive is his up special in Melee. This move allows Captain Falcon to ascend and, upon contact with an enemy, grab onto them and make them explode. Unlike most other up specials, the trajectory of Falcon Dive is greatly influenced by the direction held on the control stick, but the initial trajectory of the move will always be diagonally up giving it fewer options than some other up specials from other characters (such as Pikachu, Fox, and Falco). It is also relatively easy to reverse, requiring input in the opposite direction on the control stick by a late frame 13. However, due to its slow and predictable trajectory, lack of disjointed hitboxes (with the exception of the grab box on frame 13), and considerably long lag it is not regarded as a great recovery move in competitive despite having decent recovery range. Regardless, Falcon Dive can still be used effectively to recover in many situations. 
Falcon Dive has some unique properties that make it significantly different from other characters' up specials. First of all, the move produces no hitboxes, but rather a grab in front of him. When it connects, Falcon will latch on to the opponent initially, and then explode the opponent for considerable damage. Falcon Dive allows Falcon to grab the ledge when facing the opposite direction much easier than other characters, improving his recovery over other characters in certain situations, such as recovery from underneath Battlefield. Like most other up specials, it is rarely used in competitive for anything other than a recovery option, although it can be a viable out-of-shield option because it is just as fast as some of his other out-of-shield options. However, when used on an opponent at lower percents, the ending lag from the move may exceed the knockback and hitstun of the opponent, making it very easily punishable and therefore rarely more viable than other attacks. Lastly, Falcon Dive has a peculiarly large grab on frame 13, the initial frame the move is active. Having huge range on this particular frame is partially why the move is any bit viable out-of-shield, as this grab exceeds the range of many of his other moves horizontally. This incredibly disjointed grab can lead to some unexpected interactions, especially when used against opposing attacks that may extend a character's hurtbox, such as Marth's extended arm during his forward smash. If the move connects on this frame, it can appear that Falcon teleports to the character he grabs from an abnormally large distance. 
==Hitboxes, Grabboxes and throw==
===Early Grabboxes===
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===Late Grabbox===
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===Latch===
|}
===Throw===
|}
==Timing==
===Rising===
Early grabboxes 	13
Late grabbox 	14-33
Animation length	64
===Throw===
Hitbox 	2-3
Throw release 	17
Animation length	76
===Landing lag===
Animation length	30
==Similar moves==
*Dark Dive
Category:Captain Falcon (SSBM)
Category:Up special moves (SSBM)
Captain Falcon (SSBM)/Up tilt

==Overview==
Brings his leg up and brings it down in an axe-like fashion. It has incredible range, able to out range many of 's tilts. This move has good horizontal knockback and like his f-tilt, is difficult to combo from. Due to its low trajectory, one can often follow off the edge of a platform or stage with a falling n-air or non-sweetspotted fair edgeguard, but this is not a true combo. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance. Most players use this move as an edgeguard technique since the heel can extend below the platform. Deals 13% when connected.
==Hitboxes==
|}
==Timing==
Hitboxes 	17-21
Interruptible 	38
Animation length	39
Category:Captain Falcon (SSBM)
Category:Up tilts (SSBM)
Captain Falcon (SSBU)/Back aerial

==Overview==
A backhanded punch. Low landing lag, making it one of Captain Falcon's best approach options. The move deals high knockback as well when hit clean, and it can combo into a or on landing at low percents. Due to Falcon's high air speed, it can even perform a wall of pain at low-mid percents offstage. Deals 13% when cleaned and 8% if late.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	10-11
Late hit 	12-15
Ending autocancel 	19-
Interruptible 	36
Animation length 	44
|-
===Landing lag===
Interruptible 	11
Animation length	16
Category:Captain Falcon (SSBU)
Category:Back aerials (SSBU)
Captain Falcon (SSBU)/Back throw

Captain Falcon back throw hurtbox and hitbox visualization	Captain Falcon back throw hurtbox and hitbox visualization	Captain Falcon back throw hurtbox and hitbox visualization	Captain Falcon back throw hurtbox and hitbox visualization	Captain Falcon back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
Lightly tosses the opponent behind himself and then kicks them backwards, knocking them back diagonally. His best kill throw horizontally and one of the more powerful of its type, KOing middleweights at around 147% at the edge of with DI.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-13
Hitbox 	12
Turnaround 	13
Throw release 	13
Interruptible 	46
Animation length	78
|-
Category:Captain Falcon (SSBU)
Category:Back throws (SSBU)
Captain Falcon (SSBU)/Dash attack

==Overview==
A shoulder tackle that grants a lot of forward distance. Useful for punishing landings and can occasionally start combos due to its diagonal trajectory and speed, but it is punishable on shield like most dash attacks. It has increased knockback compared to the previous installment, making it a decent kill move.
==Update History==
 
*
==Hitboxes==
! Shieldstun
|1.5x
|1.5x
|}
==Timing==
Clean hit 	7-9
Late hit 	10-16
Interruptible 	35
Animation length	39
Category:Captain Falcon (SSBU)
Category:Dash attacks (SSBU)
Captain Falcon (SSBU)/Down aerial

==Overview==
Captain Falcon stomps below him. The sweetspot is a powerful meteor smash. It serves well as an edgeguarding tool, and it can start combos on grounded opponents at mid-percents.
==Hitboxes==
|}
==Timing==
The move disables jostling during frames 4-18.
===Attack===
Initial autocancel	1-3
Hitboxes 	16-18
Ending autocancel 	39-
Interruptible 	45
Animation length 	54
|-
===Landing lag===
Interruptible 	13
Animation length	19
Category:Captain Falcon (SSBU)
Category:Down aerials (SSBU)
Captain Falcon (SSBU)/Down smash

==Overview==
Kicks forward and then backward. The back kick is more powerful than the front kick and makes the move useful for roll reads. Unlike most down smashes, it cannot hit ledge hangs, although it compensates by having decent horizontal range and somewhat low ending lag. The first kick deals 14% while the second kick deals 18%.
==Hitboxes==
|}
==Timing==
Charges between 	11-12
Hit 1 	19-20
Hit 2 	29-30
Interruptible 	49
Animation length	67
Category:Captain Falcon (SSBU)
Category:Down smashes (SSBU)
Captain Falcon (SSBU)/Down special

==Overview==
Captain Falcon performs a fiery kick that launches him a considerable distance. The move works as a way for Captain Falcon to get in on the opponent or a situational KO option. The kick is much more powerful at the start of the attack. The grounded version also works as a read tool on rolls and the aerial version can get him out of juggling situations. However, both versions have fairly high ending lag and the aerial version in particular is very laggy when it hits the ground.
==Update History==
 
*
 
*
*
==Hitboxes==
===Grounded===
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===Aerial===
|}
==Timing==
===Grounded===
The move disables jostling during frames 13-33, and can crash into walls during frames 14-36.
Clean hit 	13-16
Mid hit 	17-23
Late hit 	24-33
Interruptible (ground) 	69
Animation length (ground) 	83
Interruptible (off ledge) 	66
Animation length (off ledge)	66
!Ground 
|-
!Off ledge 
===Aerial===
Clean hit 	14-18
Mid hit 	19-24
Late hit 	25-27
Interruptible 	57
Animation length	57
===Landing===
Hitboxes 	1-2
Interruptible 	36
Animation length	36
===Wall crash===
Animation length	53
==Parameters==
This only applies to the grounded version.
Speed multiplier on hit 	0.8
Maximum speed decreases on hit	4
Friction on ending 	0.12
Category:Captain Falcon (SSBU)
Category:Down special moves (SSBU)
Category:Special moves (SSBU)
Captain Falcon (SSBU)/Down throw

Captain Falcon down throw hurtbox visualization	Captain Falcon down throw hurtbox visualization	Captain Falcon down throw hurtbox visualization	Captain Falcon down throw hurtbox visualization	Captain Falcon down throw hurtbox visualization
 	 	 	 	
==Overview==
Swings the opponent overhead and then slams them on the ground with his grabbing arm. Alongside Raptor Boost and the first hit of , this is one of Captain Falcon's main combo starters, being capable of starting combos into neutral aerial and at low percents, at a wide range of percents, and even at specific percentages as a KO setup. The move deals 6%.
==Throw Data==
|}
==Timing==
Invincibility 	1-21
Throw Release 	21
Interruptible 	40
Animation length	65
|-
Category:Captain Falcon (SSBU)
Category:Down throws (SSBU)
Captain Falcon (SSBU)/Down tilt

==Overview==
A sweep kick that with above average startup and endlag but keeps Captain Falcon low to the ground. Because of the angle it sends at, down tilt sets up for potent edgegaurding, especially against characters with poor recoveries. The high knockback, when combined with the low angle, make this move a solid KO option starting above 100%. Its startup of 11 and knockback gives down tilt the role of a pseudo-smash attack when the slow startup of Captain Falcon's actual smash attacks would otherwise not suffice. The aforementioned low animation also gives this move solid potential for punishing high-hitting grounded moves and aerials. The last big application of this moves comes as a 2-frame/ledgetrap option, with down tilt hitting all character's ledge hang, and ledge grab, animations, though some may be low enough that only the middle hitbox will connect.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitboxes 	11-12
Interruptible 	35
Animation length	49
==Trivia==
*The move has a 50% trip chance that can only happen on slants due to the launch angle.
Category:Captain Falcon (SSBU)
Category:Down tilts (SSBU)
Captain Falcon (SSBU)/Edge attack

==Overview==
Pulls himself up from the ledge and kicks with his right leg. Useful when using against opponents near the ledge. The move deals 10% when connected.
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-24
Intangibility (2nd grab)	1-19
Intangibility (3rd grab)	1-12
Hitbox 	22-24
Interruptible 	56
Animation length 	57
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Captain Falcon (SSBU)
Category:Edge attacks (SSBU)
Captain Falcon (SSBU)/Final Smash

==Overview==
Calls in the Blue Falcon, which flies through the stage in front of him. If the Blue Falcon hits any opponents, a short cutscene plays where Captain Falcon is seen piloting the Blue Falcon, and he then runs over the caught opponents and sends them flying. Characters who are not hit during a successful attempt will stay in place (as they cannot be visible at this time) until the end of the move. Like certain other Final Smashes, if no one is hit when the Blue Falcon appears, the attack fails. Deals 40% if all hits connect.
Compared to most Final Smashes, the Blue Falcon requires significantly more precision, as its small hitbox and tight timing can lead to Falcon accomplishing nothing should he miss the hit. Although it still possesses strong knockback, its more linear trajectory can offset foes who are at mid to low percents, causing them to DI and survive, which requires Falcon to rack up more damage beforehand to secure more reliable KOs or to perform it towards the blast zones.
==Hitboxes==
|}
|}
==Timing==
Hitboxes 	28-30
Animation length	97
Category:Captain Falcon (SSBU)
Category:Final Smashes (SSBU)
Captain Falcon (SSBU)/Floor attack (back)

==Overview==
Performs a headspin, a breakdancing move, kicking out with both legs to hit both sides of himself before standing up. The move deals 6% on both sides.
==Hitboxes==
|}
==Timing==
Intangibility 	1-21
Hit 1 	14-15
Hit 2 	20-21
Interruptible 	46
Animation length	49
|-
Category:Captain Falcon (SSBU)
Category:Floor attacks (SSBU)
Captain Falcon (SSBU)/Floor attack (front)

==Overview==
Kicks behind himself with one leg, then performs a flip to kick in front of himself with the same leg before standing up. Deals 7% on both sides.
==Hitboxes==
|}
==Timing==
Intangibility 	1-25
Hit 1 	14-15
Hit 2 	24-25
Interruptible 	46
Animation length	49
|-
Category:Captain Falcon (SSBU)
Category:Floor attacks (SSBU)
Captain Falcon (SSBU)/Floor attack (trip)

==Overview==
Punches both sides of himself while getting up. There is less intangibility than the other floor attacks. Deals 5% on both sides.
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	18-19
Hit 2 	23-24
Interruptible 	50
Animation length	49
|-
Category:Captain Falcon (SSBU)
Category:Floor attacks (SSBU)
Captain Falcon (SSBU)/Forward aerial

==Overview==
Captain Falcon performs the infamous Knee Smash; while the sweetspot only lasts one frame, it's immensely powerful when it hits. Because of its sheer power and deadly semi-spike angle, it deals high shield damage, makes a great edgeguarding tool and combo finisher, and punishes airdodges if the player reads it correctly or whiffed aerial moves. The move can be comboed into from the first hit of his neutral aerial, his up aerial, and down aerial. The sourspot also has a purpose in edgeguards because of its sex kick properties, and can be used to start tech chases. Outside of its one frame sweetspot, the move is not without its drawbacks. The move has high endlag; however, this is remedied by the moves high shield stun. Similar to Captain Falcon's other moves, it has a rather small hitbox without any meaningful disjoint.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	14
Late hit 	15-30
Ending autocancel 	42-
Interruptible 	46
Animation length 	59
|-
===Landing lag===
Interruptible 	19
Animation length	29
==Trivia==
The move has Special Zoom parameters defined for a sweetspotted hit, in a similar vein to Falcon Punch. However, the Special Zoom is never applied in-game, so the data goes unused. The parameters correspond to the following:
Parameter 	Forward aerial	Falcon Punch
Duration 	50 frames 	40 frames
Slowdown magnitude 	3 	2
Zoom rate 	3.5 	4.5
Time before zoom 	3 frames 	3 frames
Camera offsets 	[8, -1.5] 	[0, 0]
Background duration (non-1v1)	30 frames 	30 frames
Category:Captain Falcon (SSBU)
Category:Forward aerials (SSBU)
Captain Falcon (SSBU)/Forward smash

Captain Falcon forward smash hitbox visualizations	Captain Falcon forward smash hitbox visualizations	Captain Falcon forward smash hitbox visualizations	Captain Falcon forward smash hitbox visualizations	Captain Falcon forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Rears back and performs a lunging backhanded punch while posing, which has a flame effect. It has high starting and ending lag, but the move has high range since Captain Falcon rears back, which can cause other moves to completely whiff. It boasts excellent kill power and can also can be angled, increasing its damage slightly. Deals 19% at no angle and 20% when angled.
==Hitboxes==
|}
==Timing==
Charges between 	11-12
Hitboxes 	19-22
Interruptible 	60
Animation length	83
Category:Captain Falcon (SSBU)
Category:Forward smashes (SSBU)