Game Series: Pokemon
A Combo: Punches twice then knees the opponent, which is followed by a series of punches. The first two punches and the kick do 4% and 5% respectively, and the punches at the end do 1% each. A good jab-canceling move, the first hits can lead into a grab. Extremely fast, this is Blaziken's fastest attack, start-up lag wise (3 frames), though it deals poor shieldstun.
F Tilt: Roundhouse kick. Mediocre range. This can be angled up or down. At higher damage percentages, near the ledge, it can lead into Aerial Ace, The Knee, or a down aerial. Best used as a quick punisher, though fairly awkward in general. Can KO when angled up at very high damage percentages, though overwise fairly weak. Does 7-10% damage. Hits on frame 9-11.
U Tilt: An Axe kick with good horizontal knockback. This move's hitbox stretches from above him, giving it some anti-air properties, to dropping in front of him. Above average KO power with good range, with a disjoint slightly extending the range, though somewhat slow (hitbox out on frame 17 and it ends on frame 22). It also moves Blaziken forward a little. When used near the ledge, it can lead into a down or forward aerial. Inflicts 10-13% damage.
D Tilt: Does a sweep kick with vertical knockback. This move has lost practically the combo ability it had in Melee, the only real combo being at moderate-high damages, where it can lead into an aerial. The starting lag is predictable, and ending lag prevents any quick follow up, usually giving the foe enough time to escape at lower percentages. It has decent horizontal reach. Does 10%. Hits on frame 11-15
Dash Attack: Rams a shoulder into the opponent. Quick (hits on frame 7-16), but few reliable follow-ups, extreme unsafety on shields due lack of shieldstun and high ending lag means it's still an unsafe approach move. When the hit is successfully landed, it can lead into his neutral aerial, running up smash, or some other aerial combo. Does 9-12% damage. The attack, though short in duration, is at its strongest when it first comes out.
U Smash: Kicks into the air twice. Good knockback for a up smash, especially for a multi-hit up smash. This is one of Falcon's best moves due to the good vertical range, power, damage output, its usefulness as a running up smash (due to Captain Falcon's very fast dash speed), and juggling ability. It has very poor horizontal reach, which can make it difficult to land on grounded opponents, but the horizontal disjoint makes the range better than it looks and using it during a dash can help with this problem. First kick does 8-11%, second hit does 13-18%. Total, 21-29% damage. This move can be followed by Falcon's up special or simply his up aerial. Start-up of 22 frames.
D Smash: A kick forward, then backward. Very high horizontal knockback with great reach and little vertical knockback as well, though rather easy to DI at mid to high damage percentages. If the move connects when the foe's hurtbox is overlapping Falcon's in a certain way, the first hit has a small trapping hitbox below him so the foe gets hit into the second kick, though this is quite rare. Unlike most of his moves, it's safe on shields and has a quick charge release, making it one of his better moves. However, it is one of the slower down smashes in the game. Does 16% behind, 18% in front uncharged. 23% behind, 25% in front fully charged. Surprisingly, this is Captain Falcon's strongest and most reliable smash attack, KO percentage wise. First kick on frame 19-21, second kick hits on frame 29-31
Neutral Special: Fire Punch
Side Special: Sky Uppercut
Up Special: Aerial Ace
Down Special: Blaze Kick
Pummel: Knees the enemy's midsection. A fast pummel. Does 2% damage.
U Throw: Holds the enemy up and punches them upward with his left hand. Mainly upwards knockback, though it appears to be slightly angled. Can combine with other attacks well, such as his up special and up aerial. Does 3% then 4%. This is one of his more powerful throws in terms of knockback.
D Throw: Flips opponent and throws them on the ground. Can combine with other attacks well, however this is heavily depending on the foe's DI reaction, weight, and damage. Can be followed by a slide smash, a running short hop up aerial, or mindgames into another attack or down throw. In some cases at higher damages (usually around 130%), the foe is launched within range of an aerial. Does 7% damage.
F Throw: Punches the enemy and sends them forward. Can be followed by a dashing up smash for a KO, and the throw itself has some KO power when the opponent's damage percentage is high. Can also be followed with his dash attack, or even a Blaxe Kick at medium damage percentages. Can be used to pseudo-chain throw the opponent at very low damage due to Blazijen's dashing speed. Leads into aerial follow ups near the ledge. Does 4% then 5% damage.
B Throw: Puts the enemy behind him and kicks. First 4% then 5%. Looks identical to his back. Usually only used to get the opponent offstage for a up aerial setup, but can lead into a backwards-running up smash.
Ledge Attack:Picks himself up and kicks. 10% damage.
100% Ledge Attack: Somewhat slowly gets up and punches in front of him. 8% damage.
Final Smash: Inferno
Up Taunt: Breakdances
Down Taunt: Jumps back, extends his hand out, and waves it.
Side Taunt: Clenches his fists while surrounded by a fiery aura.
Victory Pose 1: Angrily, he punches a few times, and then turns his back on the screen facing right.
Victory Pose 2: He break-dances and then does a pose with his fist.
Victory Pose 3: Two kicks, then a crane stance.