nyuuzyou/wikis huggingface dataset:
Captain Falcon (SSB)/Down special

==Overview==
Captain Falcon does a sliding kick forward a considerable distance, with his foot surrounded by flames; known as the Falcon Kick. If used on a platform and the move's duration still hasn't ended after Falcon goes off the edge, he will continue to move straight forward. If the move is started in midair, Falcon will rush downward at a diagonal angle. The move does 15% damage and pretty decent horizontal knockback. It's not a reliable KO move, though it can edgeguard opponents, and there are a few ways to combo into it, such as with a . He moves a considerable distance down when using it in midair, though, so it can only really be used reliably on opponents recovering high. This means it can be used to counter juggling, however, from characters such as . Due to the move sending Falcon a good horizontal distance when used while grounded, it can easily be used to traverse aerial platforms on stages such as and Hyrule Castle.
==Hitboxes==
|}
==Timing==
Hitboxes 	12-31
Animation length (aerial) 	49
Animation length (off ledge)	61
Animation length (ground) 	84
|Ground 
|-
|Off ledge 
|-
|Aerial 
===Wall bound===
Animation length	60
===Landing lag===
Hitboxes 	1
Animation length	45
==Trivia==
*This move can be used to perform a glitch, which will cause it to "bounce" when used close to any edge while facing the opposite direction of it. The only way to achieve this position is by rolling towards a solid platform's edge, which appears to register a character as both on and (exceptionally slightly) off of said platform. This explains why the wall collision animation plays instead of normal aerial or grounded travel, as well as why certain other attacks ('s , for instance) push the user off the ledge after jumping (with no horizontal controller input) from that spot.
Category:Captain Falcon (SSB)
Category:Down special moves (SSB)
Category:Flame attacks (SSB)
Captain Falcon (SSB)/Down tilt

==Overview==
Does a quick kick while crouching. Slightly disjointed hitbox but has a high amount of ending lag. This attack sends the opponent at a low trajectory, and can be used against opponents hanging on the edge or to gimp opponents recovering from below such as , , or . Not fully recommended for this purpose against people who are able to SDI into the edge. Has generally little combo ability. The move deals 11% when connected.
==Hitboxes==
|}
==Timing==
Hitboxes 	8-15
Animation length	30
Category:Captain Falcon (SSB)
Category:Down tilts (SSB)
Captain Falcon (SSB)/Floor getups (back)

==Overview==
==Timing==
===Neutral tech===
Intangible 	1-24
Animation length	30
===Forward getup roll===
Intangible 	1-19
Animation length	35
===Back getup roll===
Intangible 	1-19
Animation length	35
Category:Captain Falcon (SSB)
Category:Getups (SSB)
Captain Falcon (SSB)/Floor getups (front)

==Overview==
==Timing==
===Neutral tech===
Intangible 	1-24
Animation length	30
===Forward getup roll===
Intangible 	1-19
Animation length	35
===Back getup roll===
Intangible 	1-19
Animation length	35
Category:Captain Falcon (SSB)
Category:Getups (SSB)
Captain Falcon (SSB)/Forward aerial

==Overview==
Captain Falcon does two kicks in the direction he's facing, dealing 10% damage on the first kick and 12% damage on the second kick, for a total of 22% damage if they both connect. This move would become Captain Falcon's neutral aerial in later games. This move is very useful for spacing, and in matchups such as the Captain Falcon ditto, it is one of the primary moves that can easily lead into a grab, which leads into KO combos from almost any percentage. The shield stun of the move also allows it to setup grabs even if the opponents shields against it. This move is a particularly useful option in combos. On fastfallers, the move is usable after a at low percentages, and it can setup moves such as a regrab, an , or if the opponent lands on a soft platform, a forward aerial used after dropping through the platform. On floatier characters, the move can also chain into itself, which can end with a . The move is one of Captain Falcon's weakest in terms of knockback, giving it many situational uses in combos even at high percentages.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-6
Hit 1 	7-12
Hit 2 	21-28
Ending autocancel 	29-
Animation length 	44
|-
===Landing lag===
Animation length 	30
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Captain Falcon (SSB)
Category:Forward aerials (SSB)
Category:Normal attacks (SSB)
Category:Aerial attacks (SSB)
Captain Falcon (SSB)/Forward smash

==Overview==
C. Falcon's F-smash hitboxes.	C. Falcon's F-smash hitboxes.	C. Falcon's F-smash hitboxes.	C. Falcon's F-smash hitboxes.	C. Falcon's F-smash hitboxes.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
Captain Falcon does a flaming kick forward. It has high KO power and great range, and not much lag. However, it can't be considered a fast KO move. This move is one of Captain Falcon's best options on the ground, and it can be somewhat used for spacing due to its huge reach (which makes it arguably Captain Falcon's best KO move that can be used from a considerable distance). It slightly resembles the Falcon Kick, his , in that it is a kick attack with a flame effect, but the two moves are still very different. Overall, the move shouldn't be used too much (if it is, it can be predictable and punishable), and it lacks combo ability, but its range and power make it a good option for Captain Falcon on the ground at KO percentages, and it is also a decent way to punish when available, being able to cover many defensive options and mistakes made during combos. Lastly, when angled down it is a popular way to gimp low-recovering opponents.
==Hitboxes==
|}
==Timing==
Hitboxes 	16-23
Animation length	61
Category:Captain Falcon (SSB)
Category:Forward smashes (SSB)
Category:Flame attacks (SSB)
Captain Falcon (SSB)/Forward throw

==Overview==
Captain Falcon slams the opponent to the ground in front of himself, dealing 12% damage and knocking them up and forward slightly. This throw would later become his down throw in later entries. It is Captain Falcon's main combo starter, along with his and aerials - for a throw, it has very low knockback, allowing it to lead into an or a either to rack up damage or start a combo. The most notable combo started with this throw is forward throw→a string of up aerials→. It can additionally lead into an against more floaty characters, which can get them offstage quickly. Overall, an excellent move that is used commonly in high level Captain Falcon play.
As one of the few team wobbles possible in Smash 64, two Captain Falcons can regrab repeatedly by constantly using forward throws - one uses the forward throw, then the other can grab the opponent just before they take the knockback. This is extremely situational, doubles-exclusive, and requires good timing, though it can rack up huge damage. Additionally, a jab (first three hits) can be used on the opponent while they're grabbed to rack up further damage. Also, the forward throw can combo into a from the other Falcon and then a regrab.
==Throw Data==
|}
==Timing==
Invincibility 	4-19
Throw Release 	20
Animation length	43
|-
==Gallery==
File:SSB64 Falcon Punch Combo.gif|A combo demonstrating the throw's ability to start combos, showing f-throw→fair→uair→uair→Falcon Punch.
File:SSB64 Falcon F-throw Team Wobble.gif|Two Falcons performing a team wobble by repeatedly using forward throw followed with a grab.
Category:Captain Falcon (SSB)
Category:Forward throws (SSB)
Captain Falcon (SSB)/Forward tilt

==Overview==
C. Falcon's F-tilt hitboxes.	C. Falcon's F-tilt hitboxes.	C. Falcon's F-tilt hitboxes.	C. Falcon's F-tilt hitboxes.	C. Falcon's F-tilt hitboxes.
↗ 	 	 	 	
↗→ 	 	 	 	
→ 	 	 	 	
→↘ 	 	 	 	
↘ 	 	 	 	
Kicks to his side. It can be angled in five directions, with its damage changing depending on which angled variant is used. A half-decent spacing move, but rarely used in combos. The damage ranges from 11% to 15% depending on the angle.
==Hitboxes==
|}
==Timing==
Hitboxes 	9-15
Animation length	29
Category:Captain Falcon (SSB)
Category:Forward tilts (SSB)
Captain Falcon (SSB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Straight 	
Neutral attack 3 	Gentleman 	
Neutral attack rapid jab 	Mach Punch 	
Forward tilt 	Arrow Shot 	
Forward tilt mid up 	Arrow Shot 	
Forward tilt up 	Arrow Shot 	
Forward tilt mid down 	Arrow Shot 	
Forward tilt down 	Arrow Shot 	
Up tilt 	Wheel Kick 	
Down tilt 	Crouching Kick 	
Dash attack 	Turbo Shoulder 	
Forward smash 	Fire Kick 	
Forward smash (angled up) 	Fire Kick 	
Forward smash (angled down)	Fire Kick 	
Up smash 	Rising Elbow 	
Down smash 	Accelerator Turn Kick	
Neutral aerial 	Falcon Air Kick 	
Forward aerial 	Rotary Kick 	
Back aerial 	Back Knuckle 	
Up aerial 	Overhead Kick 	
Down aerial 	Stampede Bomb 	
Neutral special 	Falcon Punch 	
Up special (ground) 	Falcon Dive 	
Up special (aerial) 	Falcon Dive 	
Down special (ground) 	Falcon Kick 	
Down special (aerial) 	Falcon Kick 	
Grab 	 	
Forward throw 	Shoulder Throw 	
Back throw 	Striking Throw 	
Forward roll 	 	
Back roll 	 	
Forward tech roll 	 	
Back tech roll 	 	
Neutral tech 	 	
Forward getup roll front 	 	
Back getup roll front 	 	
Neutral getup front 	 	
Forward getup roll back 	 	
Back getup roll back 	 	
Neutral getup back 	 	
Getup attack front 	 	
Getup attack back 	 	
Ledge stand (fast) 	 	
Ledge roll (fast) 	 	
Ledge stand (slow) 	 	
Ledge roll (slow) 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Captain Falcon (SSB)
Category:Hitboxes (SSB)
Captain Falcon (SSB)/Neutral aerial

==Overview==
Captain Falcon does a standard sex kick. It deals 16% damage if hit clean, but only 13% if hit late. It is rather powerful when it first comes out, and is a decent KO move, particularly on floaty characters. It is also a decent defensive option due to being able to cover options from the opponent in many situations, and being able to setup other moves such as a grab or an if Falcon lands during the move. The move is mostly used as a combo finisher, particularly against floaty characters after a chain of s.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	4-7
Late hit 	8-27
Ending autocancel 	28-
Animation length 	49
|-
===Landing lag===
Animation length 	22
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Captain Falcon (SSB)
Category:Neutral aerials (SSB)
Category:Normal attacks (SSB)
Category:Sex kicks (SSB)
Category:Aerial attacks (SSB)
Captain Falcon (SSB)/Neutral attack

==Overview==
Captain Falcon's neutral attack consists of 2 jabs, followed by a knee strike and then a flurry of punches. 
For the technical data of each individual hit, see:
*Captain Falcon (SSB)/Neutral attack/Hit 1
*Captain Falcon (SSB)/Neutral attack/Hit 2
*Captain Falcon (SSB)/Neutral attack/Hit 3
*Captain Falcon (SSB)/Neutral attack/Infinite
Category:Captain Falcon (SSB)
Category:Neutral attacks (SSB)
Captain Falcon (SSB)/Neutral attack/Infinite

:For an overview of the overall natural combo, see here.
==Overview==
Performs a series of rapid jabs. Each hit deals 1% when connected. This move is not likely to be used for combos.
==Hitboxes==
|}
==Timing==
Hitboxes 	10-11, 18-19, 26-27, 34-35, 42-43...
Animation length (ending)	9
Category:Captain Falcon (SSB)
Category:Neutral attacks (SSB)
Captain Falcon (SSB)/Neutral special

==Overview==
Captain Falcon's neutral special in Smash 64 is Falcon Punch. Captain Falcon charges up with his fist and throws a powerful punch, with his fists engulfed in a flaming falcon shape, doing 24%-26% damage and advances slightly forward. It is one of the strongest moves in the game. In addition, the move is faster than it is in later Smash games, making the Smash 64 Falcon Punch deadly. It is often used as a combo finisher - the most notable way to combo into it is using an ; unlike most of the useful followups to up aerial however, this one is usually performed using a Z-cancelled up aerial during a landing (possible after a move such as a ), then a full hop Falcon Punch. Other combos into the move include a on fastfallers or heavyweights at around the 50-70% range, and a on a grounded opponent at around 110-120%. Falcon can also use a Falcon Punch to gain him a little horizontal distance when recovering, and a little vertical distance as well if the move is angled up. In addition to this, Falcon Punch is stronger in the air and has larger hitboxes than the grounded version.
==Hitboxes==
|}
==Timing==
Hitboxes 	42-46
Animation length	89
Category:Captain Falcon (SSB)
Category:Neutral special moves (SSB)
Captain Falcon (SSB)/Techs

==Overview==
==Timing==
===Neutral tech===
Intangible 	1-24
Animation length	26
===Forward tech roll===
Intangible 	1-20
Animation length	40
===Back tech roll===
Intangible 	1-20
Animation length	40
Category:Captain Falcon (SSB)
Category:Techs (SSB)
Captain Falcon (SSB)/Up aerial

==Overview==
Captain Falcon does a flip kick in the air. A very versatile attack, being very useful for combos, and on par with for being the best aerial attack in the game. Depending on what part of the hitbox hits, it can send the opponent at different angles:
*During its first few frames, the heel launches upwards which can be chained into itself multiple times to rack up damage, with multiple combo finisher options available. The most common are (which can easily KO offstage due to sending opponents a difficult-to-DI diagonal upward trajectory, and can also Star KO near the upper blast line at any part of the stage) and (which is an effective edgeguarding option, and could be considered a Ken Combo variation). Other combo finishers available are the in certain situations, and the up aerial with the semi-spike portion of the hitbox landed (back of his foot/the heel).
*The mid-section of the leg launches forwards, with two medium-sized hitboxes. This part of the hitbox while Falcon is moving back hits the opponent backwards at the Sakurai angle, having equal KO power to Captain Falcon's . The mid hit is not very easy to land, and is not seen too much in competitive play.
*The back of his foot/the heel launches at a 20 degree angle backwards, with semi-spike properties, meaning that it is rather useful and effective for edgeguarding. Not too difficult to land, can intercept certain recoveries such as 's Quick Attack and 's Fire Fox.
==Hitboxes==
|}
==Timing==
===Attack===
Clean hit 	5-7
Mid hit 	8-9
Late hit 	10-13
Ending autocancel	19-
Animation length 	33
|-
===Landing lag===
Animation length 	22
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Gallery==
File:Falcon SSB 270 degree u-air Hurtbox.jpg|The location of the shoulder hitbox, and the direction it hits.
File:SSB64 Falcon Combo.gif| () performing the Stairway to Heaven on ().
File:SSB64 Falcon Ken Combo.gif|Another up aerial combo, ending with a down aerial.
Category:Captain Falcon (SSB)
Category:Aerial attacks (SSB)
Category:Up aerials (SSB)
Category:Normal attacks (SSB)
Category:Semi-spikes (SSB)
Captain Falcon (SSB)/Up smash

==Overview==
Captain Falcon does an elbow thrust upwards, dealing 17% damage. Despite having low knockback (being the weakest up smash in Smash 64, with high base knockback but extremely low knockback scaling; unable to KO until around 195%), it is one of Captain Falcon's best moves, being his primary combo starter outside of his and aerials, and one of his best options on the ground. It comes out on frame 4; making it the fastest up smash not only in the game but also the entire series. This subsequently makes it an excellent out of shield option. It knocks the opponent slightly towards Captain Falcon, and has rather high hitstun, increasing its combo ability. The move can chain into itself up to three times (depending on the falling speed of the opponent), and can lead into a grab, (either to hit the opponent up for a combo, or the semi-spike when near the edge at moderate percentages), or another aerial (though outside of up aerial, a is the most useful for numerous reasons). 
==Hitboxes==
|}
==Timing==
Hitbox 	4-11
Animation length	45
==Gallery==
File:SSB64 Falcon Combo.gif|Two up smashes leading into a uair combo, ending with a .
Category:Captain Falcon (SSB)
Category:Up smashes (SSB)
Category:Normal attacks (SSB)
Captain Falcon (SSB)/Up special

==Overview==
Known as Falcon Dive, Captain Falcon leaps up in the air. If he comes into contact with any opponent, he grabs them, and launches them on a diagonal upward trajectory, doing 20% damage and some decent knockback accompanied by an explosion and the "YES!" SFX. Normally, the move makes Captain Falcon helpless, but if he grabs an opponent, he will be able to use it again. This move is Captain Falcon's primary recovery move, but it travels a rather short distance, is predictable, and cannot grab edgehoggers. When combined with Captain Falcon's rather large size, it makes him easy to edgeguard. However, the move is notable for being a combo finisher to a string of s launching the opponent upward. This combo is seen commonly in competitive play due to being easy to perform yet very effective.
However, if Falcon misses with the move, whether used in a combo or not, he will be left highly vulnerable until he lands; therefore opponents can easily punish him. This can happen during up aerial combos if the last up aerial is misplaced, or the percentage is high enough so that the Falcon Dive just misses the opponent. If whiffed in general, the move is easily punishable, though Falcon's very high falling speed can help this problem slightly. Furthermore, the Falcon Dive can be used to tech-chase opponents as the initial frames allow Falcon to change directions before "diving". This is particularly useful on , as Falcon can land on the high middle platform if he misses the opponent, resulting in much less significant punishing.
Captain Falcon can cancel his midair jump while recovering by using Falcon Dive into an edge sweet spot, allowing him to quickly execute any edge option immediately after, referred to as a Falcon Dive cancel. To do it Falcon must use his second jump, then use this move at the exact frame for Falcon to cancel his dive into grabbing the edge. Too far away, or too close, and this would not be realizable. If a player can perform it consistenly, it is quite useful against characters who can edgeguard well, such as and , as it allows Falcon to reach the edge quickly, to potentially set up ledge play with moves such as up aerial, , and so on, which is especially helpful against quick recoveries (Pikachu and Mario/ to some extent).
==Grabboxes and throw==
===Early Grabboxes===
|}
===Late Grabbox===
|}
===Throw===
|}
==Timing==
===Rising===
Early grabboxes 	13
Late grabbox 	14-44
Animation length	64
===Throw===
Throw release 	16
Animation length	74
===Landing lag===
Animation length	17
==Gallery==
File:SSB64 Falcon Combo.gif|A string of up aerials followed by a Falcon Dive.
File:Falcon Dive Cancel.gif|Falcon Dive Cancel.
Category:Captain Falcon (SSB)
Category:Up special moves (SSB)
Category:Flame attacks (SSB)
Captain Falcon (SSB)/Up tilt

==Overview==
Captain Falcon raises his leg high and drops it like an axe, with the attack consisting of two hits; the first deals 9%, and the second deals 14%. This means it can deal a maximum of 23% damage, giving it the highest damage output of any tilt attack in the game. This attack is unique because it can hit opponents behind, and at the start of the move, above Falcon. It also has large range both above and in front of Falcon, outranging his and respectively. The move in general is somewhat slow, however, with average to above average startup and ending lag. Its startup is usually too much to allow the move to be used in most combos at lower percentages. The move is often used in the "tent" portion of Hyrule Castle to aid Falcon's wall chaingrabs, as a or can lead straight into an up tilt and then a regrab. It has some situational use in normal combos, and is particularly useful against large characters, since the hits can connect easily on them to rack up high damage. It can additionally hit and edgeguard characters hanging on the edge, due to its hitbox extending below the platform; its decent horizontal knockback makes it a viable way to gimp opponents.
==Hitboxes==
|}
==Timing==
Hit 1 	8-17
Hit 2 	18-23
Animation length	39
==Similar moves==
*
Category:Captain Falcon (SSB)
Category:Up tilts (SSB)
Category:Normal attacks (SSB)
Captain Falcon (SSB4)/Back aerial

==Overview==
A quick backhanded strike. Has low landing lag with decent range, and autocancels in a SHFF, so it is one of Captain Falcon's best approach options. It can also combo into a or on landing at low percents, and has respectable power, KOing middleweights at around 135% from center stage when clean.
==Update History==
 1.1.0
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	10-11
Late hit 	12-15
Ending autocancel 	19-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Animation length	12
Category:Captain Falcon (SSB4)
Category:Back aerials (SSB4)
Captain Falcon (SSB4)/Back throw

==Overview==
Captain Falcon puts the opponent behind him, then kicks them away. His strongest kill throw, being able to kill middleweights at around 130% at the ledge with rage. It is also tied with forward throw as his most damaging throw, dealing 9%. Other than simply being used to get opponents offstage, it doesn't serve much purpose at lower percentages, especially seeing as down throw has much more combo potential at such percent ranges.
==Throw and Hitbox Data==
===Hitboxes===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	12-13
Throw Release 	14
Interruptible 	46
Animation length	55
|-
Category:Captain Falcon (SSB4)
Category:Back throws (SSB4)
Captain Falcon (SSB4)/Dash attack

==Overview==
A shoulder tackle. Useful for punishing landings due to its distance covered, and can be used to set up an aerial attack. Does 10% when connected and 6% if used late.
==Hitboxes==
|}
==Timing==
Clean hit 	7-9
Late hit 	10-16
Interruptible 	38
Animation length	39
Category:Captain Falcon (SSB4)
Category:Dash attacks (SSB4)
Captain Falcon (SSB4)/Down aerial

==Overview==
Captain Falcon performs a downward stomp with both feet. If sweetspotted, it is a strong meteor smash. It otherwise sends opponents diagonally with even higher knockback. Aside from duration, its timing bears a striking resemblance to Falco's. This move is an excellent high-risk, high-reward option when edgeguarding, as it can KO characters offstage at low percent thanks to its high knockback and meteor smash angle. This especially powerful against characters with poor vertical recoveries, such as Donkey Kong. It also allows Falcon to perform powerful footstool combos by following up a footstool with a fastfall down aerial - this can lock the opponent, or bounce them up into the air for additional follow-ups (including another footstool). Examples of footstool combos can be seen here.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	16-18
Ending autocancel 	39
Interruptible 	45
Animation length 	54
|-
===Landing lag===
Animation length	21
Category:Captain Falcon (SSB4)
Category:Down aerials (SSB4)
Captain Falcon (SSB4)/Down smash

==Overview==
Kicks forwards and then backwards. The back kick is more powerful, dealing 18% when connected, KOing middleweights under 110% from center stage.
==Hitboxes==
|}
==Timing==
Charges between 	11-12
Hit 1 	19-20
Hit 2 	29-30
Interruptible 	49
Animation length	59
Category:Captain Falcon (SSB4)
Category:Down smashes (SSB4)