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Don't cry, Kung Fu Man
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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.

Cpt. Falcon (Ultimate Captain Falcon)
UFalcon
Character portrait

Creator

Kamekaze

Download

Kamekaze's Creation World

Localcoord

320x240

Gameplay[]

UFalconIdle

Cpt. Falcon is a four-button character that's very unlike most others of the same archetype. He uses X, Y, or Z for his weak, medium, and strong normals, and A 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 B and C with either Right or Left; 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 Z - 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 Right Z, and acts as an OTG move that can further extend combos. Eject Stomp is an air only move that's performed by pressing Down Z. 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 [ Z ]; 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 Left A, and acts as a launcher. Falcon Elbow Thrust - originally his forward smash - is performed by pressing Right A, and is a move that knocks down the opponent. Both of these moves can be charged slightly via [ A ], 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[]

Life
1000

Power
1000

Attack
100

Defence
100

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 [ Down ] 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
Command Input Properties
A Move can be used while grounded or airborneMove cannot be blockedMove grants full invincibility*
Ground version: Move causes opponent to bounce off the wall, Move causes opponent to bounce off the wall*
Aerial version: Move causes opponent to bounce off the ground
UFalconPunch1 UFalconPunch2
Ground Aerial
Falcon Kick
Command Input Properties
Down A Move can be used while grounded or airborneMove knocks down opponent on hitMove has invincibility on lower body
Ground version: Move must be blocked while crouching, Move must be blocked while in the air, Move launches the opponent upwards to initiate an air combo
Aerial version: Move knocks down opponent on hit*, Move causes opponent to bounce off the ground*, Move can hit opponents that are lying on the ground*
UFalconKick1 UFalconKick2
Ground Aerial
Falcon Double Kick
Command Input Properties
Left A Move knocks down opponent on hit
[ A ] to charge
[ A ] version: Move launches the opponent upwards to initiate an air combo
UFalconDouble1 UFalconDouble2
A [ A ]
Falcon Elbow Thrust
Command Input Properties
Right A [ A ] to charge
A version: Move knocks down opponent on hit
[ A ] version: Move causes opponent to bounce off the wall
UFalconElbow1 UFalconElbow2
A [ A ]
Raptor Boost
Command Input Properties
Left, Down-Left, Down, Down-Right, Right Y / Z / A Move can be used while grounded or airborneMove can be jump cancelled
Horizontal distance varies with button pressed
Ground Y version: Move can stun or make opponent dizzy
Ground Z version: Move can stun or make opponent dizzy, Move has invincibility during startup frames, Move launches the opponent upwards to initiate an air combo*, Move knocks down opponent on hit*
Ground A version: Move has invincibility during startup frames, Move follows the opponent, Move launches the opponent upwards to initiate an air combo, Move knocks down opponent on hit, uses 250 power
Aerial Y and Z versions: Move knocks down opponent on hit, Move causes opponent to bounce off the ground*
Aerial A version: Move follows the opponent, Move knocks down opponent on hit, Move causes opponent to bounce off the ground*, uses 250 power
Y
UFalconRaptor1 UFalconRaptor4
Ground Aerial
Z
UFalconRaptor2 UFalconRaptor5
Ground Aerial
A
UFalconRaptor3 UFalconRaptor6
Ground Aerial

Hypers[]

Raptor Acceleration
Command Input Properties
Down, Down-Right, Right Right, Down-Right, Down, Down-Left, Left Z Move knocks down opponent on hit
Uses 500 Power
UFalconAcceleration
Falcon Dive
Command Input Properties
Down, Down-Right, Right Down, Down-Right, Right Y Move can be used while grounded or airborneMove must be blocked while either standing or crouching*Move knocks down opponent on hit
Uses 500 Power
UFalconDive1 UFalconDive2
Ground Aerial
Falcon Overdrive
Command Input Properties
Left, Down-Left, Down, Down-Right, Right, Up-Right, Up, Up-Left A Move is guaranteed to K.O
Can only be used starting from the second round
Opponent's life must be lower than or equal to 250
Uses 1000 Power

Others[]

Roman Cancel
Command Input Properties
X+Y+Z or C when attack makes contact Move can be used while grounded or airborne
Cancels remainder of attack animation into idle stance
Uses 500 Power
UFalconRoman1 UFalconRoman2
Ground Aerial

Palette Gallery[]

UFalcon1
Button-a
UFalcon2
Button-b
UFalcon3
Button-c
1,1 1,2 1,3
UFalcon4
Button-x
UFalcon5
Button-y
UFalcon6
Button-z
1,4 1,5 (Jody Summer's colors) 1,6
UFalcon7
Button-s+Button-a
UFalcon8
Button-s+Button-b
UFalcon9
Button-s+Button-c
1,7 (Phoenix's (F-Zero) colors) 1,8 (Blood Falcon's colors) 1,9 (Magneto's colors)
UFalcon10
Button-s+Button-x
UFalcon11
Button-s+Button-y
UFalcon12
Button-s+Button-z
1,10 1,11 1,12

Victory quotes[]

General[]

This game's winner is, Captain Falcon!
YES!

Videos[]

Edits[]

This character has not been edited.
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