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Don't cry, Kung Fu Man
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- Falcon Overdrive animation needs to be ripped
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One whole decade later, Kamekaze returns to everyone's favorite F-Zero pilot turned Smash Bros. character to give him an upgrade. While it may not look much has changed from first glance, you'll find that Captain Bison 2.0 comes with new moves to make him closer to his Smash Bros. appearance, much smoother animations than before, and an overall polish work to make him not nearly as soul-crushingly powerful as he once was - though he may have gone a bit overboard on the A.I. with that last part.
Gameplay[]
Cpt. Falcon is a four-button character that's very unlike most others of the same archetype. He uses for his weak, medium, and strong normals, and Ⓐ is reserved for his drive - a control scheme reminiscient of BlazBlue. He also has some Guilty Gear (Roman Cancels, air combos, an insta kill) and Super Smash Bros. (overall moveset) elements thrown into the mix. He can throw his oppoennt by pressing Ⓑ and Ⓒ with either or ; said throw causes a soft wall bounce and can be used as a combo starter. It's also usable in the air, where it will send the opponent to the ground and act as a hrad knockdown. His aforementioned Roman Cancel is for canceling any and all recovery frames a move has upon contact, allowing for extensive combos, though at the cost of 500 power.
Cpt. Falcon has gone through several changes, but not too many to the point where he feels like a completely different character. As stated before, he has much more detailed animations; Falcon Punch, for example, has a completely new animation that's much more in line with its Smash Bros. appearance. He also gains the ability to perform Raptor Boost in the air, where its properties change. It acts solely as a combo-ending soft knockdown move, the opposite of his combo-starting ground version. Aside from this, he gains several new moves as well in the normals and specials department. All forms of his Ⓩ - standing, crouching, aerial - are completely different from what they once were, and have all been changed into moves taken from his Smash Bros. appearance; more specifically, his forward tilt, third hit of his gentleman jab, and up aerial, respectively. Two of his other Smash Bros. moves - his up tilt and down aerial - are also added to his moveset in the form of command normals. Axe Kick is performed by pressing Ⓩ, and acts as an OTG move that can further extend combos. Eject Stomp is an air only move that's performed by pressing Ⓩ. It doesn't do anything to grounded opponents, but for aerial opponents, it acts as a soft knockdown move that sends them straight down. It can also be charged with [ Ⓩ ]; while it still acts as a soft knockdown move, it also now has hard ground bounce properties, which can then be followed up by a special move. Alongside this, he gains two new special moves in the form of some of his original smash attacks. Falcon Double Kick - originally his up smash - is performed by pressing Ⓐ, and acts as a launcher. Falcon Elbow Thrust - originally his forward smash - is performed by pressing Ⓐ, and is a move that knocks down the opponent. Both of these moves can be charged slightly via [ Ⓐ ], which slightly changes their properties.
Cpt. Falcon's playstyle is much the same; just like before, he focuses on rushing in on the opponents and delivering lots of damage with his extensive combos. He can chain his normals together for a basic three-hit combo, and cancel them into his special moves. Aside from running, his Raptor Boost and Falcon Kick are great moves for closing the distance between him and his opponent, with Falcon Kick doubling as a launcher. While Raptor Boost only becomes a launcher with the EX version, it can also be jump cancelled much more quickly, allowing for easier air combos. Alongside all this, his Roman Cancel is a very useful tool, as his combos become even more fierce with it. As stated before, all recovery frames from a move are completely nullified with this technique, allowing for longer combos and more damage.
Cpt. Falcon does come with some weaknesses though; Roman Cancel uses half of his power bar, meaning its uses are quite limited, and almost entirely situational. Whiffing his command normals and specials is highly risky, as they have a lot of startup and recovery. Raptor Boost is particularly guilty of this, especially when blocked - what with how little blockstun it causes - so it's recommended that this move only be used in the middle of a combo. Falcon Punch doesn't have any blocking-related problems since it's completely unblockable, but its startup window is even longer and doesn't have anywhere near the same amount of range, so its uses are very limited. His running speed is, ironically, on the slower side, with many other characters outclassing him. Finally, he doesn't deal much damage with any of his attacks, even his supers (except Falcon Overdrive for obvious reasons). Even with the most lengthy, complex, and intricate combos out there, he'll still need a lot to take down his competition.
Cpt. Falcon once again uses a custom-built A.I., though notably, while taking it down is still no walk in the park, his A.I. is nowhere near as aggressive - or smart - as it once was. It keeps some of its old habits, such as using a throw when close to the opponent, or approaching them with either Raptor Boost or Falcon Kick, but aside from that, it has some rather odd behavior; for example, he'll attack the opponent with either Falcon Kick or Falcon Double Kick - two launchers that leave the opponent wide open - and then follow it up with nothing. He also rarely ever actually blocks moves, a farcry from the blocking prowess he once possessed, and falls for charge moves far more often. His A.I. scales with the built-in difficulty settings for M.U.G.E.N, but even at Hard 8, he's still fairly easy to take down, with the difficulty only getting increased by a little. Overall, Cpt. Falcon's A.I. has been nerfed dramatically, a shell of what it once was. It's nowhere near the dominating, game-controlling powerhouse that it used to be.
Stats[]
Movelist[]
Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.
Icons encased in square brackets [ ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.
Specials[]
Falcon Punch
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Command Input
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Properties
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Ⓐ
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* Ground version: , * Aerial version:
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Ground
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Aerial
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Falcon Kick
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Command Input
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Properties
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Ⓐ
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Ground version: , , Aerial version: *, *, *
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Ground
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Aerial
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Falcon Double Kick
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Command Input
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Properties
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Ⓐ
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[ Ⓐ ] to charge [ Ⓐ ] version:
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Falcon Elbow Thrust
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Command Input
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Properties
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Ⓐ
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[ Ⓐ ] to charge Ⓐ version: [ Ⓐ ] version:
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Raptor Boost
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Command Input
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Properties
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Ⓨ / Ⓩ / Ⓐ
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Horizontal distance varies with button pressed Ground Ⓨ version: Ground Ⓩ version: , , *, * Ground Ⓐ version: , , , , uses 250 power Aerial Ⓨ and Ⓩ versions: , * Aerial Ⓐ version: , , *, uses 250 power
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Hypers[]
Raptor Acceleration
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Command Input
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Properties
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Ⓩ
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Uses 500 Power
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Falcon Dive
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Command Input
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Properties
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Ⓨ
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* Uses 500 Power
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Ground
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Aerial
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Falcon Overdrive
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Command Input
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Properties
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Ⓐ
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Can only be used starting from the second round Opponent's life must be lower than or equal to 250 Uses 1000 Power
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Others[]
Roman Cancel
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Command Input
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Properties
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or Ⓒ when attack makes contact
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Cancels remainder of attack animation into idle stance Uses 500 Power
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Ground
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Aerial
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Palette Gallery[]
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1,1
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1,2
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1,3
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1,4
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1,5 (Jody Summer's colors)
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1,6
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1,7 (Phoenix's (F-Zero) colors)
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1,8 (Blood Falcon's colors)
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1,9 (Magneto's colors)
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1,10
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1,11
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1,12
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Victory quotes[]
General[]
“
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This game's winner is, Captain Falcon!”
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Videos[]
MUGEN- Captain Falcon (Me) Vs Boxxob
MUGEN- Captain Falcon (Me) Vs Vega-M. Bison (KOF '98 Style)
MUGEN- Captain Falcon (Me) Vs DudeReal EX
Edits[]
- This character has not been edited.