Matchup Summary (Win Condition and Game Plan)
Captain Falcon vs Joker gets dangerous when Falcon keeps dashing straight in, because Falcon’s long dash and fast-fall body let Joker’s low-profile dash, Nair, Bair, down throw, and Gun turn a single miss into whiff punishes and landing traps even before Arsene comes out.
Joker can already chip with aerials and Eiha before pushing Falcon offstage, and Arsene turns the same exchanges into real kill pressure through Bair, Up Smash, and Down B.
Still, the table shows Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, all smash attacks, and Side B (1) are all heavily punishable by OOS Grab (10f), Nair (10f), Uair (10f), Bair (13f), or Up B (14f), so every grounded check Falcon blocks should become damage or ledge carry.
The win condition is not to swing back instantly at Nair, Bair, or Neutral B, but to make them miss first with dash stops, shield, and retreating jumps, then build damage and ledge pressure during Joker’s base form. During Arsene, Falcon should avoid forcing hard reads, let the timer shrink through movement and trades, and keep the focus on ledge control against tether recovery or Wings of Rebellion.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Captain Falcon OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -16 |
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| Jab 2 | 3 | -17 |
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| Jab 3 | 3 | -26 |
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| Forward Tilt | 8/13 | /-15(/-11) |
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| Up Tilt | 8/11/14/17/20 | -27 |
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| Down Tilt | 8 | -22(-19) |
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| Dash Attack | 6/15 | **/-23 |
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| Forward Smash | 16 | -21 |
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| Up Smash | 10 | -32(-30) |
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| Down Smash | 12/16 | -24/-20(—/-18) |
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| Neutral Air | 12 | -5 |
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| Forward Air | 7/12 | -10/-9 |
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| Back Air | 7 | -5 |
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| Up Air | 5… | -12 |
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| Down Air | 13 | -7 |
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| Neutral B (1) | 12/37/65 | ** | ||
| Neutral B (2) | 12/18/24 | ** | ||
| Side B (1) | 16 | -27 |
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| Side B (2) | 16 (1/6/11/16) | ** | ||
| Up B (1) | 20 | ** | ||
| Up B (2) | ** | — | ||
| Down B (1) | 3 (Start of Block) | — | ||
| Down B (2) | 4 (Start of Counter) | — | ||
| Grab | 6 | — | ||
| Dash Grab | 8 | — | ||
| Pivot Grab | 9 | — |
Win Condition Checklist
- Do not keep running straight at Joker. Use dash stops, shield, and retreating jumps to make Nair, Bair, Gun, and Eiha appear first.
- After blocking Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, or Side B (1), answer with OOS Grab (10f), Nair (10f), Uair (10f), Bair (13f), or Up B (14f), and prioritize ledge carry even from center stage.
- After blocking Nair, Bair, or Neutral B, do not mash immediately. Cover the landing or drift route with Uair, Bair, or Dash Attack and take the second touch.
- Build damage and ledge pressure while Joker is in base form, and during Arsene do not overcommit to single hard reads like Knee or Side B. Spend time with shield and movement until the kill pressure thins out.
- Offstage, cover the low tether route with Bair or Dair against base Joker, but against Arsene Up B do not chase too deep and keep the advantage on ledge control and repeated two-way guesses.
Actions to Avoid
- Repeating straight run-ins and Nair approaches from midrange until Joker’s low-profile dash, Bair, and down throw starters begin the game first.
- Swinging after every blocked Nair, Bair, or Neutral B and getting whiff punished into another landing trap.
- Forcing all-in reads the moment Arsene appears and letting Down B or Bair flip the stock race immediately.
- Chasing tether recovery and Wings of Rebellion the same way and giving up winning ledge pressure to a return hitbox or position reversal.