![]() ![]() Opt for NAir to stuff out attacks and for a horizontal hitbox.Ĭaptain Falcon's approach at short hop height can still pressure effectively with landing NAir/BAir, both of which are safe on shield and clank with projectiles.Ĭaptain Falcon thrives off of speed for panic/anticipation purposes. Of these, UAir and FAir are the most reliable for their disjoint, as NAir/BAir can lose to Ca ptain Falcon’s NAir. His attributes allow him to jump over Boomerang, which has a limited angle upwards.īoomerang can go higher with jumps, but a key point in this MU ’s neutral is mixing between Boomer ang covering at a lower angle, or opting for NAir/FAir/BAir/UAir to cover the higher diagonal angles. He’ll often have to jump back, which limits his ground game.Ĭaptain Falcon approaches in the air through diagonal angles. This means he won’t dash dance/dash back like most characters. The reason that Captain Falcon’s turnaround is bad is because it extends his hurtbox more than any other character in the game. At burst range, he mainly uses his burst options, jump, A erials, and G rab. Captain Falcon wants to maximize his speed to play to his gameplan of inciting anticipation and guessing. Young Link generally has the edge vs bait and punish characters (Sheik, Greninja, Inkling) in neutral in that Young Link doesn’t have to close the distance and can play farther away with projectiles at all % situations.Ĭompared to Captain Falcon’s r un, his d ash isn’t used as much. Using his speed, he uses implied threats and intimidation to force options/commitments, in which he punishes with his combo game. Kill Confirms: DAir > FAir, UAir/NAir1 > FAir, NAir1 > DAir/FAir.Ĭaptain Falcon plays a bait and punish style of gameplay. Kill Moves: FAir, BAir, UAir, Tilts, Smash Attacks, Specials. Neutral Moves: Aerials, Tilts, Jab, Grab, Falcon Dive, Raptor Boost, Falcon Kick, USmash.Ĭombo Starters: N A ir, Grab, UAir, D A ir, B A ir, Raptor Boost.
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