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How To Show Your Moves (Moves and Matchups Guide)

Wogrim

Smash Lord
Joined
Jun 14, 2008
Messages
1,338
Location
near San Jose, California
1 {Introduction}

For starters, go here to submit information, but please put any non-submissions here to keep the guide bumped so more people notice it and contribute info.

The purpose of this guide is two-fold; first, to provide helpful information as to generally when to use and not use each of Falcon's moves, and second, to provide information on how to fight Falcon's enemies based on the experiences of skilled players versus skilled opponents. If this is not the guide you are looking for, the old Falcon guide can be found here, and the old matchups thread can be found here. Both are good resources, but I feel they are a bit incomplete. Hence, this guide. I know this guide isn't in great shape right now (I just made it), but in a week or so it should be a great resource based on the input of the Falcon community.



Table Of Contents

1 {Introduction}
2 {General Move Usage}
2.1 Specials
2.2 Tilts
2.3 Smashes
2.4 Aerials
2.5 Throws
2.6 Other
3 {Nightmare Matchups}
3.1 Meta Knight
3.2 Olimar
3.3 Pikachu
3.4 Marth
3.5 Mr Game and Watch
3.6 Toon Link
3.7 Wario
4 {Painful Matchups}
4.1 Ice Climbers
4.2 Falco
4.3 Zero Suit Samus
4.4 Ivysaur
4.5 Kirby
4.6 Zelda
4.7 Snake
4.8 ROB
4.9 King DeDeDe
5 {Difficult Matchups}
5.1 Pit
5.2 Wolf
5.3 Fox
5.4 Diddy
5.5 Sheik
5.6 Lucas
5.7 Ness
5.8 Sonic
5.9 Lucario
6 {Not-So-Bad Matchups}
6.1 Bowser
6.2 Donkey Kong
6.3 Charizard
6.4 Luigi
6.5 Ike
6.6 Mario
6.7 Peach
7 {Even Matchups}
7.1 Ganon
7.2 Link
7.3 Samus
7.4 Jigglypuff
7.5 Captain Falcon
7.6 Yoshi
7.7 Squirtle
8 {Easy Matchups}
9 {Very Easy Matchups}
10 {Good Links}
11 {Contributors}
 

Wogrim

Smash Lord
Joined
Jun 14, 2008
Messages
1,338
Location
near San Jose, California
2 {General Move Usage}

Here are recommendations for general situations in which to use and not use Falcon's moves. For move stats, see this guide. Also, check this thread out for detailed information about killing percents. AKP = Average Kill Percent based on that thread.

2.1 Specials

> Falcon Punch -- AKP(close): 42.7, AKP(far): 57.8, AKP(reverse close): 39.6, AKP(reverse far): 53.5
++ SH away from an approaching opponent, and throw a punch at the spot you were standing (when they are approaching) [00]
++ Reverse Falcon Punch is great for mindgames (360 Punch!) [07]
++ This miniguide lists a lot of moves against which a Punch works well
++ If you manage to break your opponent's shield, keep in mind that a close-ranged reverse Falcon Punch is your most powerful kill move (followed by a close-ranged normal Falcon Punch)
++ When an opponent is trying to juggle you up high, a DI'd reverse Punch can sometimes catch your opponent off-gaurd [00]
- Don't throw random Punches; against a skilled player, at best they will shield and at worst they will get behind you and kill you. [00]
- Bad startup and ending lag; most of the time this move will not work [07]

> Falcon Kick -- AKP(first hitbox): 159.4, AKP(aerial first hitbox): 135.7
++ Works well against anyone running towards you (they can't cancel a dash into a move that will beat Kick fast enough) within 3/4 Kick range (if far enough away they can jump it and hit you with an aerial) [00]
++ Aerial version works well if it doesn't make you hit the ground and your opponent has a bad u-air [00]
++ Works well against someone rolling away from you [00]
++ Fairly fast starting time an surprise opponents [07]
++ Aerial and Ground versions can be high-percent kill moves with their first hitbox [07] [00]
++ Aerial version usually more reliable than DAir against aerial attackers beneath you [07]
- Don't use against an opponent standing at least half the Kick distance away; they can easily roll backwards and you'll stop right in front of them [00]
- Never space this in such a way that you will stop right behind them; you will either hit them with the low-knockback hitbox and then get hit with an aerial or they will shield and then destroy you [07] [00]
- Never use this for recovery; you will usually end up killing yourself [07]
- Spamming gets predictable very fast [07]

> Raptor Boost (side-b)
++ Aerial version works well when used against a grounded opponent who has just shot a projectile where you are about to land (Boost above the projectile) [00]
++ Aerial version also works well if someone is charging a smash at the location you are about to land on (won't work on certain fsmashes) [00]
++ Knocks people into the air; follow with UAir or Falcon Dive, or punish an airdodge (with a Knee or Nipple Spike) [07] [00]
++ When used in the air very close to the ground, you hit them and land on the ground immediately, lowering lag [07]
++ You can edgehog with this (also a great spike if you can land it) [07]
- Very predictable and bad priority; don't spam it; shield-grabbable [07]
- Hitting a grounded opponent with the aerial version bounces them with you, allowing them to FAir you in the face, since it causes you to bounce and be helpless untill you hit the ground [07]
- Don't use against an opponent dashing towards you; dash attacks will beat it [00]
- Easily edgegaurded and not very good range; should rarely be used as a recovery [00] [07]
- Ground version will not only not stop at the edge, but will also make you unable to grab the edge when falling past it; never use the ground version near the edge towards the edge [07]

> Falcon Dive (up-b) -- AKP: 150.2
++ High priority beats tons of aerials; can often be a better choice than u-air [00]
++ Can be used on the ground for good defense (use out of shield) [00] [07]
++ Much better range than grab, and better damage than any other throw [07] [00]
++ Good for keeping an enemy offstage (if he can get back onstage without using a recovery move) [00]
++ Grabs opponents hanging on the edge if they are out of invincibility frames (often stage spikes) [01]
++ Can be used for very sexy stage spikes [01]
++ Edgegaurders usually stay back for fear of this move; also can be used as an edgegaurd (usually above the stage so that you can DI back to the edge if you miss) [07] [00]
- Move's horizontal movement is mostly based on your momentum when you start the move [07]
- Don't chase offstage with this; if you miss you will most likely die, despite it being a respectable kill move [00] [07]
- Not very hard to edgegaurd if you are knocked far off the stage [07]
- If you use this as a throw, you will get punished badly if you miss (don't spam) [07]

2.2 Tilts

> UTilt -- AKP: 122.7
++ More useful than u-smash against opponents on a platform above you [00] [07]
++ Also very good against anyone who tries to SH a short-ranged aerial [00]
++ Fairly good knockback at any percent can help you get opponents off the edge, can kill at 140+% [07]
++ Deceptive range, seems to have the best knockback at the end of the attack? [07]
- Slow start and easily punishable like the other tilts [07]
- Not spammable; ending lag means you need to hit with it [01]

> FTilt
++ Good for poking (it has good range) [07]
++ Faster startup than DTilt [00]
- Fairly laggy ending; don't use it if you aren't spaced properly [07] [00]

> DTilt
++ Pops opponents up: follow with an aerial [01]
++ Okay speed, but good range; useful in some of the same situations as FTilt [07] [00]
++ Works well to duck certain aerials and punish them [00]
++ Shield-pokes if you've worn down your opponent's shield a little bit [00]
++ Opponents who try to attack you immediately after this can usually be punished with FSmash since it leans you back [00]
- A bit laggy, and opponents can easily jump over it [07]
- Although it can be used for an edgegaurd, use utilt instead (it's better) [01]

2.3 Smashes

> FSmash -- AKP(uncharged): 101.4
++ If you anticipate a roll or a spot-dodge, FSmash works well (DSmash generally better if in range) [00]
++ Stutter-step for increased range, kills at around 120+%[07]
++ Falcon leans back a bit at the start of the move (and while charging it) [07]
- Ending lag is significant; miss = punish [01] [07]

> DSmash -- AKP(uncharged front kick): 93.6, AKP(uncharged back kick): 108.9
++ Destroys people who like to roll behind you a lot (including ledge rollers) [00] [07]
++ Can often hit people who roll towards you trying to dodge an expected Falcon Kick [00]
++ Highest knockback of Falcon's smashes and better range than normal FSmash; kills at around 100+% [07]
++ Captain Falcon lifts his leg, causing certain moves that would have hit his foot to miss? [07]
++ Good shield pushback [07]
- Ending lag is significant; don't miss (especially someone in front, because they will hit you during the back-kick part of the move) [01] [07] [00]

> USmash -- AKP(uncharged): 104.2
++ Sliding version works great against people who are about to have landing lag (or have used their up-b) [00]
++ Use the sliding version to avoid having the startup lag in their face; does around 20 percent damage [07]
- Don't use against someone on a platform above you; most of the time the first hit will knock them a little up and out of the second hit, which is the killer one (use UTilt, DAir(nipple) or Knee instead) [00]
- It's hard to kill someone off the top; don't expect to [07]

2.4 Aerials

> The Knee (FAir) -- AKP: 72.9
++ Can work wonders on an opponent on a platform above you (autocancelled version works with low platforms) [00]
++ If used offstage, most safely used if done right after your second jump [00]
++ Can surprise ledgehopping opponents for a 80+% kill move [07]
++ Autocancelled version can sweetspot taller opponents [07]
++ Ledgehopping this to hit people next to the ledge sweetspots easily (but beware of shieldgrab) [07]
++ Good shield pushback, but you're usually moving forward so you get punished anyways [07]
++ The fastfalled version will save you precious time for punishing moves [00]
++ Great punishment of airdodges meant to avoid UAir [00]
- Should not be used against grounded opponents unless you know you will hit them (bad landing lag) [00]
- Easily predictable, easy to shieldgrab, hard to hit agains short/moving opponents; don't spam it, because it has awful landing lag [07]

> DAir -- AKP(vertical KO): 167.2, AKP(nipple hitbox): 93.5
++ Can be done laglessly on a SH (do this when you have an opponent who likes to dash attack you) [00]
++ Combos into Uair or Jabs at low percents [07]
++ If used offstage, most safely used if done right after your second jump [00]
++ Feet spike nicely, but nipple spike is surprisingly good; very close to the same knockback as an uncharged dsmash [07] [00]
++ Combos into knee at certain percents (needs testing) [01] [07]
- Bad windup; opponents can simply hit you [07]
- Bad lag if you hit the ground [07]
- Can be easily shield-grabbed [01] [07]
- Generally best to just try to get back to ground [07]

> BAir -- AKP: 110.9
++ Great knockback (when sweetspotted) and stays out long like a sex kick; more reliable of a KO move than the knee (not as strong of course) [01] [07]
- Hard to hit grounded opponents with it (especially short ones) [01]

> NAir -- AKP(second hit only): 152.4
++ Useful in most aerial combat where the opponent is in front of you [00]
++ Combos into jab when first hit is fastfalled [07]
++ When you recover, use this move when landing back onto the stage even if it won't hit your opponent, as it will get rid of the landing lag you'd have if you just landed on your feet [00]
++ NAirs can be strung together on characters with slow aerials (weak WOP) [16] [00]
- Not very good priority; usage depends mostly on your opponent's fair in air vs air scenarios[00]
- Poor priority; bad choice for an aerial assault against a wary opponent [07]

> UAir -- AKP(far hitbox): 140.6, AKP(close hitbox): 129.4
++ Pretty much useful whenever your opponent is in front or above you in the air [00]
++ Use this as your main damage/retaliation air move; it is fast starting and ending, and has a good arc of attack [07]
++ Short-Hop Fast-Falls as a surprisingly quick attack, combos to grab at low percents [07]
++ Use offstage for gimp kills; face backwards and try to hit them with the very end of the move for best knockback angle [07] [00]
++ Good ledgehop choice because of good range and little lag [07]
- Comes out fast but can't be spammed as fast as you'd expect; must be timed properly [00]

2.5 Throws

> FThrow
++ A very short chaingrab at very low percents (usually 2 or 3 from 0%) [07]
++ Best knockback of Falcon's throws; gets opponents off the edge [07]
++ Jab-Jab-Grab lets you pretend this is where all the knockback from the Gentleman combo went [07]
- More knockback makes it harder to follow than DThrow [07]

> DThrow
++ Can generally chase this with a nair or a uair; if opponent airdodges, you can do a jab combo, and sometimes a Falcon Kick will also work [07]
- You can't always successfully chase (some characters will beat you with aerials) [07]

> BThrow
++ Use mostly just if it will get your opponent off the stage [00]
- Laggier than FThrow [07]

> UThrow
++ Can be safe if there is a platform above you, and can sometimes trick opponents into DI'ing the wrong way (expecting DThrow) [07]
- Laggy; hard to follow-up [07]

2.6 Other

> Jabs
++ Use against spot-dodgers [00] [07]
++ Use to set up a grab (jab grab or jab jab grab) [00] [07]
++ Infinite jab destroys certain projectiles [07]
++ The initial jab has ridiculous priority, and will clank against a lot of moves [00]
++ Many opponents will hold shield when you start jabbing, allowing you to follow with grab, Dive, or a shield-poking DTilt [00]
++ Rolls away from infinite jabs can be easily chased with Falcon Kick [00]
- Don't use the infinite jabs unless they are too far away for a jab-jab-grab [00]
- Infinite jabs leaves you open and can't be stopped too fast; end it before your opponent falls out of it [07]

> Grab
++ Generally best used after one or two jabs (jabs don't have so much lag, which makes a big difference if they miss) [00]
++ Dashing shield grab can be a decent approach (unblockable and comes out fast) [07]
++ Remember to hit them a couple times at higher percents [07]
- Beware of short grab range [00]

> Footstool
+ Use offstage if dair/knee could cause a suicide [00]
- Doesn't really set you up for anything and Falcon's dair and knee have bad landing lag, so usually puts you in a bad position when used onstage because it boosts you too high to combo [00]

 

Wogrim

Smash Lord
Joined
Jun 14, 2008
Messages
1,338
Location
near San Jose, California
3 {Nightmare Matchups}

If Captain Falcon could have nightmares about matchups, these would be the characters. Pretty much all of their moves beat almost all of your moves; to beat them you need mind games, skill, and a godly Falcon.


3.1 Meta Knight


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Hard to approach him (small and a sword = ugh)
+ Let him approach you (their options aren't very good either), counter with Raptor Boost? [02]

-- High priority, multihit moves (rapid A, side B, neutral B)
+ Falcon Kick beats all of them [01]
+ Falcon Kick does not work on the tornado after MK has been mashing B (it raises priority). Run away to an edge, because MK goes into freefall after a tornado [01]
+ MK is vulnerable after a tornado; follow with UAirs if he lands on a platform or running USmash or some other strong ground move if he lands on the ground [01]
+ This Thread will help you learn more about the tornado [01]

-- Ridiculous horizontal recovery (multiple jumps, glide, and can use any B move to recover)
+ Kill him off the top with an USmash [01]
+ You can use Falcon's offstage game but beware of MK's mobility and up-B [01]

-- Glide attack has high priority
+ Shield and space [02]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Some stuff on countering MK's approaches
Testament27 said:
u have to wait for him to approach, dont go in swinging like a bat out of hell, wait for him to make a mistake then pursue.

mk players are very aggressive, but they are also VERY PREDICTABLE Take advantage of this by using good dodges, powershields and rolls, and punishing their poor approaches. most mks approach with the fairs or the shuttle loop or the tornado, and raptor boost works pretty well against them. dont try to beat a mks glide-air, you will fail. instead, shield and space yourself. this has to be a hit and run matchup. shuttle loops are spammed pretty often and they are powerful, put if you stay on the move and retain your patience and spacing, then there is nothing they can really do.

use mindgames as well
Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


3.2 Olimar


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Really good grab
+ Aside from the purple pikmin, which have really short grab range, Pikmin have the great range of a tether grab without the ending lag of Link's/Samus's/ZSS's [00]
+ Olimar can grab you straight out of a Falcon Kick without even shielding; don't use it [00]
+ Olimar has the following low-percents combo/chain that you should try to avoid: Grab, FThrow, FSmash, Dashing Grab, DThrow, FAir/Dashing Usmash. If he has a purple Pikmin for the second grab it will come up short, and I've also avoided that second grab by jumping away (it may not be a certain escape though) [00]

-- General Pikmin stuff
+ Pikmin sitting on the ground after being thrown will slow you down when you hit them with Falcon Kick and will take the hit of Raptor Boost; avoid using them [00]
+ Red Pikmin will go right through Falcon Kick; seriously don't use it [00]
+ Olimar players pretty much like to spam Pikmin Throw, FSmash, and grab while you're approaching; here's the difference, which will help you know how to approach: Pikmin Throw has the best range, and the Pikmin make a weird sound when they throw, and they also don't do knockback except the purple ones, meaning you should approach him; FSmash makes the Pikmin land sideways; grab has the Pikmin run towards you on foot and is the shortest-ranged move, but is not bad and has a longer-duration grab hitbox than most grabs, as well as not needing the Pikmin to run back to him [00]

-- USmash and UAir
+ USmash will cause a lot of frustration in trying to get off of platforms. For Battlefield, I recommend going up to the middle platform, which will make him have to jump to hit you (usually with UAir); at this point fall through the platform and airdodge the UAir back to the stage [00]
+ USmash for some reason seems to have a wider hitbox at Olimar's position at the start of the move; it is usually best to avoid it instead of DI'ing around the Pikmin and trying to punish it, as the next USmash may hit you with said hitbox [00]
+ UAir will seriously hurt your shield if he 'sweetspots' it on you; it's better to roll out of the way of it [00]
+ UAir and USmash can be punished with aerial Falcon Kick if he doesn't manage to get directly under you [00]

-- Ledge Gaurding
+ Olimar's spaced FSmash will murder any means of trying to get up from the ledge; bait him before trying to get up [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+ Attached Pikmin (especially the white one)
+ Grab -> FThrow -> FSmash -> Grab -> DThrow -> FAir or Dashing USmash​
Kill Moves:
+ BThrow
+ UThrow
+ FSmash
+ USmash
+ DSmash​
Gimping Moves
+​
Quotes

Bad Stages

> Battlefield
-- Usmash will make it really hard to get off platforms [00]
+ When you're on a platform, go to the higher platform to make him jump to catch you, which will make it easier to get back down to the main part of the stage [00]

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


3.3 Pikachu


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Down-B Kills
+ Since this move is a bit laggy, you can sometimes Raptor Boost or Falcon Dive to the side to get out of the way in a hurry, and your landing lag will be gone before he can get to you (depends how high you are) [00]
+ If you are high enough to not hit the ground, Aerial Falcon Kick will put you into safety [00]
+ If your opponent is using this with you on the ground, punish it just before the top end of the lightning bolt passes into him (you can even dash-grab him) [00]
+ If you shield this move it seems to give you a little extra time to punish it [00]

-- Projectile Spam
+ If he sees you on the ground when he's spamming these, he knows you are going to shield so he can charge in if you are fairly close; jump them when you get near him [00]
+ Since these are very slow, don't be in any rush to approach, and try to get the powershield timing down [00]

-- DThrow Chaingrab
+ Do not approach with any laggy moves if you are below 50% [00]

-- DSmash
+ This has high priority and is painful; do not get in a dodge war with him (roll away or shield) [05] [00]
+ Never roll behind him, as this move comes out almost instantly [00]
+ This attack seems to beat any aerial approach except Aerial Falcon Kick sometimes gets through; do not come at Pikachu from above [00]
+ Punish this move in the ending lag with Falcon Kick or with FSmash [00]

-- FSmash
+ Keep your approaches fresh; this has a ton of priority [05]
+ If you bait one of these with a jumped approach, the safest way to punish it is with an Aerial Falcon Kick [00]

-- DAir
+ Dash attack to UAir works well at low percents, but once he can pull out his DAir, don't follow dash attacks with UAir because his DAir has a ton of priority. Instead, get out of the way of his DAir and punish its landing lag [00]

-- Extra Recovery (side-B)
+ This move is asking for punishment; if he does it towards the stage edge you can DSmash it or UTilt it, and if he tries to do it onto the stage pull out the Falcon Punch [00]
+ If he uses below the stage, try to punish it with a DAir or UAir [00]
+ You can try to Falcon Punch this head-on, but Pikachu can see it coming and charge it a little more, then hit you; try to time it so that he passes right under you with the end of the move, so that you fall behind him and hit him with a reverse Punch. If you are on the stage and he passes right over your head, a Punch in the back will get him [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+ DSmash to down-B
+ chaingrab​
Kill Moves:
+ down-B
+ FSmash​
Gimping Moves
+ neutral-B​
Quotes

A quick overview of the matchup
KeyKid19 said:
Personally I think that Falcon vs. Pikachu deserves a big X (if you're Falcon) or a big check (if you're Pika). Pika has everything Falcon hates. Pika is small, has better reach, has a projectile, is hard to edgeguard (which is where Falcon really needs to excel to win matches), has spammable moves that can't reliably be punished or broken, has quick moves, and has good priority. In my opinion, Pikachu rivals Olimar for Falcon's second worst matchup behind Metaknight. Also one thing I almost forgot is that Pika's Dair outprioritizes Falcon's Uair a lot and is quick enough to break "combos", and without Uair Falcon is really nothing as a character.
Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Battlefield
++ Platforms stop his up-B and help you avoid neutral-B [17]

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


3.4 Marth


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Outranges Falcon
+ Be defensive, fight with long range moves? (tilts and uair) [03]
+ Be defensive but in close, fight with jabs, grabs? (his jabs and grabs aren't good) [05]

-- Easily counters Falcon Punches, Knees, and Nairs
+ Learn proper timing and be unpredictable (try to bait a counter) [06]
+ Be defensive [06]

-- Fast and powerful recovery that can stage spike you
+ If he up-b's onto the stage, he has enough lag for a Falcon Punch [05]
+ His recovery is limited in the angle at which it will get him to the edge; falling knee [05]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+ Weak FAir > side-B x4
+ UAir > USmash
+ FThrow > FSmash​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Some solid info on countering Marth's approaches (here referred to as Martha lol)
Ayaz18 said:
Strategies: well the above info I don't think is very helpful but I face Martha on a daily basis, she likes to approach differently so I'll go through the phases of attack

1 (Fair) she see's Falcon and imediatly starts up the Fair's (usually two auto cancelled)the thing is that it has lag time to it now so when her first Fair comes out use overB Raptor boost, then jump up for a quick Uair. *note after a couple of these she may want to Dair you to counter, so stay alert, and try to mix up your double jump timings*. After she'll only do one Fair at a lower height to avoid being raptor countered, at this point shield grabbing comes into play. The last tactic for the Fair approaches is a backward momentum Fair, she's run toward you do a Fair but DI backwards, to avoid being shield grabbed. this is really tough to deal with, but it is counter-able remember she needs enough time to DI backwards to you should in that case do a spot-dodge then Falcon kick , as soon as it hits run and wait. If edge-guarding with Fair there isn't much you can do, if above the stages closest ground point, airdodge no questions, o.k? just do it, if below the stage you can't AD because you won't be able to recover, at the point space (in air) a Nair that should stage spike her, yes it is possible.

2 (Nair) ****it I hate this move it totally cripples all of Falcon's air game so staying on ground is a wise choice, this move is strong has range and ridiculous speed, however it's own speed is it's own enemy, it comes out so fast it's spotdodge-able, but you have to totally predict it so it may not be the safest route, however Dtilt will hit because when crouching Nair won't hit, and at the end of it's animation you can hit the attack button to do a Dtilt. When the enemy is edge guarding with Nair, FF and counter with Falcon dive.

3 (Bair) this is like a last resort move for Martha's aerial approach they will SH bide their time until your shield drops then use Bair, only way around this is to roll away, not much you can do, but when she tries it again an Usmash is the ticket to victory as it comes out fast.

4 (dancing blades) well the idiot who made dancing blades faster must have been the one to make Snakes Utilt and Ftilt, because it's cheap as hell. Martha likes to use this move a lot especially in the direction down because the last one is an excellent shield breaker, however there's a devestating Flaw to this move, it can't be stoppoed quickly and moves forward, so you wanna know how to stop this move? it's as easy as anticipating the first slash rolling backwards and Falcon Punching. It may seem that it won't work but it really does, I hit it all the time on Martha, try it yourself get a buddy to do Dancing blades roll the way she's swinging the blade then Falcon Punch
Bad Stages

> Stage 1 Name-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


3.5 Mr. Game and Watch


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- He comes out of his DAir quickly
+ Be careful about trying to punish this move, because it is not a laggy move like Link's DAir [00]
+ Often, G&W will throw a DSmash out right after if he sees you approaching, because it comes out very fast and has good range; try to bait this and then punish it [00]

-- BAir has a huge, long lasting hitbox, and shield pokes very well
+ Foxtrot away then move in [11]

-- FSmash
+ This move is spot-dodgable, but the duration is long enough that it is fairly difficult to do so (it may be impossible if charged). I recommend shielding it [00]

-- Sausage spam
+ Falcon Kick when there's a break in the sausage (but he's still spamming them) [00]

-- USmash
+ This move does not have much range, but it is G&W's strongest kill move; hit him in the ending lag, and don't approach from the air [00]
+ He has super armor frames during this move, so avoid him if he's charging it (usually when you're hanging on the ledge with him in range of ledge attack) [00]

-- DSmash
+ Probably G&W's best move; this will knock you at a nastily low angle off the sides, or, if sweetspotted, will KO you off the top. It also has a ton of range and comes out pretty fast. Luckily, G&W likes to spam this move, and if you are just out of range he will often throw out another in hopes that you will try to punish the first. Punish with Falcon Kick [00]

-- Up-B
+ This move is top-tier. Some G&W's will use this onstage to not waste their second jump and so they can use DAir a lot. It also has this nasty problem of the swaying back and forth, so it's hard to hit him when he's in the parachute, it gives him good DI, and if you miss he can punish easily. Don't try to hit him while he's in it, as with the swaying and DI you can't tell where he's going to go [00]
+ As a side note, this move makes a wierd gust of wind near the area he uses it from [00]

-- UAir
+ Just be patient in getting back to the ground and don't aerial Kick out of annoyance [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+ DThrow > DSmash (rollable)​
Kill Moves:
+ FSmash
+ DSmash
+ USmash
+ FAir
+ Side-B (random hammer)​
Gimping Moves
+ Sausages​
Quotes

2 Different G&W Styles, and comments on his up-B
Wogrim said:
I've faced two different G&W players, and they both have different styles: one pokes with SH'd aerials alot (SH forward with aerial, pull away at height of SH), and the other basically dives in with aerials (doesn't pull away). I've found that the best ways to fight them are different.

Poker: The one that poked his aerials was really easy: FSmash leanback avoids the aerial and has the range to punish it as well

Diver: The one that doesn't pull back can't be fought the same way, as the aerials will hit you in your front foot, since only your upper body leans back. With BAir you want to avoid it, as it pokes shields way too easily. FAir, on the other hand, can be shielded very safely, as long as you know the G&W is facing you (so he won't pull a BAir). Both of these might be better punished by avoiding them though, as they do have noticable landing lag

up-B: G&W's up-B is ridiculously good, as noted above. The one weakness I've found in it is that since it allows G&W players to attack out of it and their aerials are pretty laggy, you may sometimes be able to get them to use an aerial when you try to prevent them from getting back to the ledge, which could cause them to miss the ledge since they can't grab the ledge while attacking. G&W players also use up-B onstage so they can use their DAir a lot, which has way too low landing lag and has a decent bit of DI on it. DAir can be punished from the side with UAir pretty easily, and if they have to DI to hit you, a simple jump can cause it to miss, which may even allow Knee punishment (Vertical Punch works)
Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Wogrim (Falcon) vs onski? (G&W) 1
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)

> Wogrim (Falcon) vs onski? (G&W) 2
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)

> Wogrim (Falcon) vs onski? (G&W) 3
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


3.6 Toon Link


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Arrow spam makes it hard to approach
+ Shield his arrows and slowly approach [00]
+ When you get close approach with NAirs because although they have bad priority, his sword is short and the landing lag is negligible [00]

-- Toon Link's DAir spikes very well
+ Make sure you don't get grabbed near the edge; he will throw you offstage and quickly spike you [00]
+ Try to make your recoveries somewhat unpredictable; surprise him with an early Falcon Dive onto the stage instead of to the ledge (if he chases you offstage) [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


3.7 Wario


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- FSmash
+ Grab/Falcon Dive... his FSmash outprioritizes almost all your stuff, and the super armor frames make it worth his while even when it won't. Long range moves won't solve the problem since you get outprioritized, which pretty much just increases his range; don't bother with FTilt/DTilt [00]

-- Aerials
+ Wario has pretty good DI, which makes his SH approaches fast and hard to punish. The best way to punish may be Falcon Dive, as most of your other options are too slow or won't have the priority to beat him [00]

-- Bike
+ Be careful if he picks up his bike, as a thrown bike bouncing on your head will hurt a bunch and lead to nastier stuff [00]
+ Since his up-B is pretty weak, he will use his bike for almost every recovery; anticipate and Falcon Punch, or footstool since he has to jump off his bike [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Lylat Cruise
-- Platforms protect him from infinites [17]
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)
 

Wogrim

Smash Lord
Joined
Jun 14, 2008
Messages
1,338
Location
near San Jose, California
4 {Painful Matchups}

These matchups are nothing to laugh at. Although they have some strong moves that can wreck you, Falcon's speed and a knowledge of their weaknesses will help you avoid a swift beating.


4.1 Ice Climbers


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- The mother of all chaingrabs
+ Kill the second IC; when you have them separated, go for Nana while trying to avoid Popo's attacks. Knees, Falcon Punches, and Smashes work really well because she just tries to run back to Popo. [00]

-- Ice cube spam
+ Jump over it, but unless your opponent is ********, this is what they want you to do, since they can beat your aerial approaches with FSmash or other shield-chaingrab. Instead of attacking right away, land outside their range and react to however they were going to stop your aerial approach. [00]

-- Frost breath
+ ? (At least it doesn't do much damage)

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+ chaingrab​
Kill Moves:
+ FSmash
+ USmash
+ Grab -> charged smash​
Gimping Moves
+ Ice Blocks​
Quotes

Bad Stages

> Final Destination
-- Long chaingrabs and jab locks [17]
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


4.2 Falco


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Chaingrab
+ Don't get grabbed (lol) [05] [08]
+ DI away if they do grab you [12]

-- Strong Smashes
+ Do your best to avoid them: FSmash hits on both sides (dodge & punish), he can slide USmash a long ways, and DSmash still hits pretty hard [08]

-- Laser Spam
+ Jump them as best you can [08]
+ Try to stay close enough that it is unsafe for him to use lasers [00]
+ Spot dodge, roll past, and powershield them [12]
+ If they are good at short hop double lasers try to approach from the air (if you come from the ground you will likely be grabbed) [12]

-- Multiple Recoveries (up-B and side-B)
+ Falcon Punch if he is going to use side-B; if he doesn't sweetspot it you'll hit him [12]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+ Chaingrab
+ Nair to neutral A​
Kill Moves:
+ DAir spike
+ FSmash
+ DSmash
+ USmash
+ UAir​
Gimping Moves
+ BAir​
Quotes

Bad Stages

> Final Destination
-- Easy for him to laser spam and chaingrab long distances [08]
+ Try to get him below the stage and edgegaurd (his recovery is pretty poor) [08]

> Yoshi's Island (Brawl)
-- Platform tilts so it isn't very useful [08]
+ Tips for fighting here

> Jungle Japes
-- Side-B sweetspots from anywhere, he has a fairly good spike, and lasers are the perfect height for this stage [12]
+ Tips for fighting here

Good Stages

> Battlefield
++ Too short for a good chaingrab [08]
++ Platforms help avoid lasers [08]

> Luigi's Mansion
++ Pillars suck up laser fire [08]
++ Play like Final Destination if the house is destroyed [08]

> Delfino Plaza
++ When the platform is floating, his side-b goes through the platform if not sweet-spotted, so edgegaurding him even when not invulnerable will kill him [12]

> Halberd
++ When the platform is floating, his side-b goes through the platform if not sweet-spotted, so edgegaurding him even when not invulnerable will kill him [12]

Videos

> Dobee (Falcon) vs Slash (Falco) 1
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)

> Dobee (Falcon) vs Slash (Falco) 2
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)

> Dobee (Falcon) vs Slash (Falco) 3
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)

> Dobee (Falcon) vs Slash (Falco) 4
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


4.3 Zero Suit Samus


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Her Side-B
+ This has pretty mean range for a kill move. However, ZSS will space for this move so it is pretty obvious to see coming [00]
+ Since ZSS knows that if you are above her you are trying to get away from her USmash and Up-B, she will sometimes wait for you to go to the side and fall through the platform and then use this on you; when you fall through platforms make sure you are out of this move's range [00]

-- Her USmash and Up-B
+ These moves will eat you if you are straight above her; if she throws you up jump out of the way as quickly as possible [00]
+ Avoid stages with platforms [00]

-- Her DSmash
+ Try to avoid this (don't make your approaches predictable); she can cast 2 of these really quick and follow with an FSmash or grab to UThrow to (at low percentages) USmash (ouch!) [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


4.4 Ivysaur


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Can stop any approach with his B-moves
+ Mindgame your approaches [09]

-- Powerful and ranged ground game
+ Knock him into the air; Falcon's beats his air game easily [09]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Final Destination
-- Much harder to utilize Falcon's air game [00]
+ Try to edgegaurd as much as possible [00]

> "Grounded" Stages
-- They eliminate Ivysaur's biggest weakness: recovery [09]
+ Tips for fighting here

Good Stages

> Battlefield
++ Ivysaur can't maneuver with the platforms nearly as well as Falcon [00]
++ Helps our air game [00]

> Lylat Cruise
++ Tilt can really hurt Ivysaur's already weak recovery [09] [00]

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


4.5 Kirby


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- BAir pokes
+ Spacing and UTilt [14]

-- FSmash
+ DAirs counter this well, unless they are at low enough percents to hit you right away [14]

-- Down-B Edgegaurding
+ Falcon Dive early [14]

-- High Priority Up-B spam (Falcon Kick doesn't beat this one)
+ Jump it and use NAir or land and jab combo [00]

-- Inhale beats any ground approach (including Falcon Kick, Raptor Boost, and Dash Attack)
+ Approach from the air [09]
+ Inhale is Punchable (if you start at about the same time; it stops quickly) [00]
+ If he is standing innocently at the edge of the stage, expect an inhale [00]

-- Kirbycides
+ Don't chase him below stage level [09]

-- Very hard to KO with the Knee
+ Use other KO moves; DSmash, USmash; Falcon Dive and UAir when offstage [09] [00]

-- DAir Gimps
+ Try to avoid recovering from below [01]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Battlefield
-- Kirby abuses platforms better than you [09]
+ Tips for fighting here

> Norfair
-- More platform abuse [09]
+ Tips for fighting here

Good Stages

> Yoshi's Island
++ Kirby can't do the Inhale, jump offstage, spit you under the stage and edgegaurd kill [09]

> Smashville
++ Small enough to keep the pressure on him [09]

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


4.6 Zelda


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Din's Fire
+ You can sometimes do the Aerial Falcon Kick to get past one of these [00]
+ Approach with SH'd Aerial Dodges [05]
+ Zeldas generally time Din's Fire to explode a little bit in front of you; learn where they like to put it and then dodge it [00]
+ Zelda will sometimes use Din's Fire while you are recovering from below stage, hoping you will Dive or airdodge to try to avoid it and die; let it hit you instead, and sometimes it will even save you from a point where you couldn't have recovered otherwise [00]

-- Her USmash
+ Don't go in for a grab, jabs, or dash-attack; this will hit you from the sides [05] [00]
+ Do not ever come at Zelda from the top unless she is trying to curve Din's Fires up at you; when you get close, DI to a side and Falcon Punch if she throws an USmash (otherwise use NAir or land without attacking) [00]

-- Her FSmash
+ Her FSmash is pretty much as crazy as the USmash: long and painful; once you get past the Din's Fires, don't go charging in too fast or she will hit you with this [00]
+ If you can bait an FSmash you can jump over her and BAir her; her FSmash doesn't last as long if it isn't hitting anything [00]

-- Hard to chase her when she is above you, despite her bad DAir, because she just teleports back down to the ground at a random angle
+ Stay under her but on the ground; attack when she is within full hop distance (at which point you can probably hit her before she teleports). If she teleports early, she is probably going for a platform or else she will have free fall and bad landing lag. (Guess where she is going?) [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+ FSmash
+ USmash
+ DSmash
+ FAir
+ BAir
+ UAir
+ Din's Fire​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


4.7 Snake


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Strong tilts make him virtually unapproachable
+ Shield Grab? [01]
+ Bait and Punish [01]

-- Long distance dash attack with strong usmash
+ Shield Grab? [01]
+ Spot dodge to raptor boost? [00]

-- Powerful aerials that outrange Falcon's
+ Falcon dive when below? [00]
+ Aerial falcon kick to the side when above? (get back to ground) [00]
+ Falcon's uair outranges Snake's dair? [01]

-- Grenades make it hard to move
+ Throw them back [01]
+ Always be aware of them. You may have to restrict your mobility a bit, but it's worth not taking 20% out of nowhere [01]
+ Get in Snake's face (this could be dangerous due to those nasty tilts) [01]
+ Run past them. You're the second fastest character in the game! [01]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+ FAir Spike
+ UTilt
+ USmash
+ FSmash
+ Nair
+ FTilt
+ Remote Mine​
Gimping Moves
+ Cardboard box​
Quotes

A few random tips (mostly on grenades)
Doggalina said:
On grenades:
I just fought a Snake who loved his grenades and all his tricks. Well, my strategy was simple: Run, dash attack to pick them up, then either throw them at him or in the air. However, he did do his fancy "I am the One" Grenade Strip a few times, but it worked. I kept in his face (although out of tilt range) and played smart. I tried to fake him out, grab him, do some damage, retreat, repeat. I didn't win (it was my 4th time ever against a Snake), but I got him to 1 stock, 165% and 1 stock, ~35%.

Oh, and jab-jab-grab worked...WELL.

And I'm going to look into a surprise Falcon Dive while he's in his helicopter. This Snake tended to airdodge my approaches when he was recovery (and above), so I'm going to try some up B.
Some stuff on the matchup in general
KeyKid19 said:
I don't think that Snake is a terrible Falcon matchup. He's definitely not good, but I don't think he's quite worthy of the big X. Snake is REALLY easy to edgeguard with Falcon which is a big plus for Falcon in such matchups. Snake has good reach and good priority vs. Falcon, but Snake's projectiles are not that hard to evade with Falcon and as long as you don't walk over a mine, you're pretty safe when you're properly spaced. Falcon's approach with Falcon Kick is quicker than Snake's approaches, and it also does a nice chunk of damage. Snake's running A is good but Falcon's is only slightly worse. Plus Falcon has the speed to run away from Snake's running A spam, which is not the case in almost every other character. In the end, I would say that Snake is about as bad of a matchup for Falcon as R.O.B. is, and honestly taking into account the entire spectrum of Falcon's matchups in Brawl, that's not that bad. Falcon is at a disadvantage, but it's a much more manageable disadvantage than against his really bad matchups.
A bit more stuff from KeyKid19 on the difficulty of the matchup
KeyKid19 said:
Dash -> Usmash Cancel/Whatever technique really doesn't accomplish much for Snake in my opinion. I've yet to see it really do anything significant for Snake's game. Personally I like it when Snake players use it because it is so predictable and dodgeable (even punishable at times!). I'll take my chances against it instead of Snake's AAA combo and Tilts any day. Tilts are good as you say but that's nothing to base a 5/Big X on you know? Besides, Falcon's Tilts are definitely competitive with Snake's, so even though Snake's tilts are good, so are Falcon's so there's no real advantage one way or the other. Snake is also quite possibly the easiest character to edgeguard in the game for Falcon, which is huge. Maybe not the easiest but close to it definitely. Falcon has good weight and can survive Snake's attacks pretty well. The same can be said regarding Snake surviving Falcon's attacks. However, Snake's edgeguarding game fails in comparison to Falcon's (in a head to head matchup). Dair alone is enough for Falcon to ruin any Snake player's recovery game. If Falcon gets Snake off the edge, it should result in a kill more often than not.

Snake is also tall and laggy at times, both of which play into Falcon's hand well. Those two things alone make him less than a 5 rating right off the bat in my book. Falcon Kick ends all Dash Cancelled Usmash foolishness or whatever it's called, and can be relied upon in almost every other situation as well. Snake's aerials are not very good against Falcon, because Falcon's Uair pretty much demolishes everything he has. All of this combined with the edgeguardability and decent at best projectiles (Side B can be a good edgeguarder, don't get me wrong, but the otherwise it and the grenades don't do much imo) make Snake a high 3 in my book but I can see if people still think he's a 4. I at least know I have a good shot at winning against Snake, which I can't say about multiple other characters. Against Falcon, Metaknight is leagues of nightmares beyond the best Snake player in my opinion. So yeah, High 3/Low 4 in my book.
Bad Stages

> Battlefield
-- Platforms help defend him from your aerials while he USmashes [00]
-- Platforms help him hit you with his big UTilt [01]
+ Tips for fighting here

> Lylat Cruise
-- Snake's mines blend in with the platforms [13]
-- Snake's UTilt will pwn you on the platforms [13]
+ Tilting hurts his grenade game [13]

Good Stages

> Final Destination
++ Lack of platforms saves you from UTilts and lets you be more mobile
++ The ledge gimps his recovery more easily than it gimps yours.

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


4.8 ROB


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Laser shoots very fast
+ Try to stay fairly close to him so that he is afraid to use it [00]
+ Usually ROBs are fairly obvious when they are going to use it, and campy ROBs shoot it as often as they can; if you learn the cooldown, you should be able to avoid most of them [00]

-- Has a wicked DSmash
+ Don't try to roll through him [00]

-- Offstage FAirs
+ Use UAirs while recovering? [00]
+ Don't DI into them, and if you don't expect him to airdodge a reversed Dive will kill him at decent percents [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


4.9 King DeDeDe


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- FSmash
+ If he's holding an FSmash do not approach him from the front or top until after he has swung: it will destroy any approach and if you try to approach with an airdodge he will learn and hold it a little longer in the future [00]

-- Chaingrab
+ Not much to do about this except either jab or jump out of the way as quickly as you can [00]

-- Shield-Grabbing
+ Stay very well spaced, and bait a lot to keep his shield too low that he can't use it all the time [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+ UTilt
+ DTilt
+ BAir
+ FAir
+ DSmash
+ USmash
+ FSmash​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)
 

Wogrim

Smash Lord
Joined
Jun 14, 2008
Messages
1,338
Location
near San Jose, California
5 {Difficult Matchups}

Although you still have a disadvantage in these matchups, they are still very winnable. These matches are usually won based on who is more successful at landing a kill move; Falcon's speed helps you out here, so use it to avoid theirs and you will survive to higher percents than them.


5.1 Pit


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Arrow camping
+ These come fast and their paths get bent to hit you; when approaching, try to roll past one, then shield/dodge the next one, until you get close enough that he either stops or you can hop his arrow without him being able to bend it to hit you [00]

-- Crazy Recovery (gliding, up-B)
+ If you get him below the stage level, remember that his up-B does no damage so he usually won't go for the edge unless he can do it with his normal jumps. Instead, Pit will usually use his up-B far away from the stage to get back above it (so he can glide back in), and that is his weak point (similar to how Snakes usually recover) [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


5.2 Wolf


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- FSmash
+ Provides Wolf with mobility like Kirby's FSmash, which essentially gives him good range and can allow him to escape if you try to punish him when he's charging it; make your approaches very defensive [00]
+ Don't try to approach with range, as he has you beat [00]

-- Laser
+ Although quite slow, if you get hit by it at low-medium range he will follow with FSmash, since the lag finishes before your hitstun does; be very careful about avoiding it [00]

-- DSmash
+ Since it puts him low, Wolf's DSmash will often duck and punish your aerial approaches; try to bait him or use aerial Falcon Kick if he plays his defense with moves instead of blocks/dodges [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


5.3 Fox


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Laser
+ Fox doesn't use his laser as much as Falco because it has no hitstun; if you find him using it when close punish him hard (ignore the laser and use a kill move) [00]

-- DAir
+ This might be Fox's best move, since it has really low lag, allowing him to combo it to his fast DSmash or USmash in a hurry; be careful on your approaches, and avoid letting him approach you [00]

-- Shine
+ Since he can stall his fall with shine, don't bother trying to edgegaurd if his side-B will make it to the stage [00]
+ Although it is a good gimping tool, Falcon Dive makes it hard for him to gimp your recovery unless you use your second jump to fall right into it; watch him when you recover to try to see if he will go for a shine [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


5.4 Diddy Kong


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Bananas
+ Dash Attack and pressing A when standing near them grabs them; throw them back at Diddy as much as possible [00]
+ If there is a banana handy, use it to mess up Diddy's up-B recovery [17]

-- Diddy hump
+ Diddy uses this like a footstool; beware of it when either of you are recovering [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


5.5 Sheik


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Up-B
+ If you commit to any approach that Sheik sees coming, she can up-B to teleport away and make you take some damage. It will also kill you if you are high percents, so you need to make your approaches very unpredictable [00]
+ Whenever she jumps offstage when you're recovering, expect this, since it will hit you if you are moving to the spot she was just at [00]

-- Fast Aerial Movement
+ Shiek moves fast in the air, and for this reason may jump any time you approach, especially to intercept your aerial approaches with her FAir. Avoid coming at her in the air [00]
+ Try not to fight Shiek in the air, as she likes to go for UAir and FAir kills [00]
+ Avoid her as much as possible as you fall, because she might try to bait an airdodge and punish it because she can move so well[00]
+ Keep moving and fastfall a lot, as Sheik's speed and your movement combined make it hard for her to sweetspot her aerials, allowing you to live to high percents [00]
+ If Sheik throws you upwards, jump when you can because she will often try to follow with UAir [00]

-- Needles
+ Sheik doesn't like to use needles much unless she has a full set, so try to predict when her best times to use them are and avoid them [00]
+ Sheik will sometimes use Needles to gimp your second jump when you are trying to recover, so avoid using it if it if you are near stage level [00]

-- FTilts
+ If she catches you with these and you are near the ground, hold shield and roll away right after one hits your shield [00]
+ If you are at an angle above her, spam the jump button to get out of them as quickly as possible [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+ FTilts​
Kill Moves:
+ FAir
+ UAir
+ Up-B
+ FSmash
+ USmash​
Gimping Moves
+ Needles​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


5.6 Lucas


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- PK Thunder
+ Falcon Kick under it if you can [00]

-- PK Fire
+ If you can anticipate it, hop it for a Falcon Punch (it really works, but don't try it too much because Lucas will start SH'ing his PK Fires if he sees you hopping them) [00]

-- DSmash and USmash
+ Since DSmash sits out in front of him, you'll have to keep approaches unpredictable [00]
+ If you bait an USmash, be aware that it will hit you if you try to run in for a grab or dash attack [00]

-- PK Thunder and PK Freeze are good edgegaurds
+ Don't worry too much about trying to avoid these, because airdodging or DI to try to avoid them will kill you more often than they will [00]
+ Since PK Thunder will stop the arc of your jump, try not to waste your second jump running into it [00]

-- The end of his BAir is a meteor smash
+ Most Lucas players won't go below stage to try to hit you with it because of their up-B fears of suicide, and will try to edgegaurd you with PK Thunder or Freeze instead [00]
+ You can see this coming (reverse aerial approach), so you can usually just DI around it [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Final Destination
-- Just bad against anyone with a projectile [09]
+ Tips for fighting here

> Smashville
-- Very flat, and Lucas can use the platform easily [09]
+ Tips for fighting here

Good Stages

> Lylat Cruise
++ PK Fire spam gets messed up from the tilt [09]
++ Tilt also makes it harder for him to recover when he has to PK Thunder [09]

> Yoshi's Island
++ Uneven ground messes him up [09]

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


5.7 Ness


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- PK Thunder better than it used to be
+ When used with you onstage, try to juke it and run in for a Knee or Falcon Punch if possible; don't try to dodge it because the tail will hit you [00]
+ If used when you are high in the air, Falcon Kick if it will get you past it, or else fastfall-airdodge when it is about to get you [00]
+ This is a very good gimping tool now, as it will waste your second jump if you use it right before hitting this; if you get hit with this, just spam Falcon Dive if you are close enough to reach the ledge, and if you don't make it and DI back to it, it could save you [00]

-- PK Fire
+ It holds you in place; ew. If he hits you with this when he is close, he will smash you, and if you are far he will usually dash attack or grab you; avoid this as best you can. Luckily it doesn't go horizontal in air like Lucas's. [00]
+ Since this is pretty laggy, most Ness's won't use it unless they feel sure they will hit you with it; keep your approaches unpredictable and don't dash straight at them (SH just out of range and Falcon Punch if you're feeling lucky) [00]

-- FAir
+ Against SH'd FAirs, full hop above him for a DAir or over him and BAir, or hop backwards a bit and Falcon Punch; it has high priority so don't mess with it [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


5.8 Sonic


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Homing Attack
+ This move seems to like to come from the top; just time a UTilt (or Falcon Punch?) [00]
+ Dodging makes it lose its target, which makes Sonic go lower if he tries to use it for recovery [13]
+ Shield to UAir counters it [13]

-- Spindashes link into true combos/juggles
+ Jab spam stops spindashes, dash attack, and basically every fast approach he has [13]
+ They are usually used for punishment/chasing [13]

-- Sonic tech-chases very well
+ ?

-- Spring used with DAirs for spacing and movement
+ These can get predictable, and you can shieldgrab or try to attack him as he lands [13]

-- He's faster than you
+ Kill him to regain your honor! [05]
+ Keep the pressure up; his moves are slow and his jab is a lot slower than Falcon's [05] [00]
+ If you get him in the air, he will be much slower [13]

-- DSmash
+ Jab [13]

-- High Recovery
+ If he goes for a spindash recovery that won't make it to the stage, he has to jump to get out of it, which sets you up for a footstool [00]
+ Sonic's homing attack as a recovery will actually hurt him if you dodge, which makes it lose his target [13]
+ Sonic's horizontal recovery is very poor once he's used his second jump [13]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+ Spindash > Jump > UAir
+ Spindash > Jump > NAir > Homing Attack​
Kill Moves:
+ FAir
+ BAir
+ UAir (Spring > UAir)
+ FSmash
+ DSmash
+ USmash​
Gimping Moves
+ Spring​
Quotes

Bad Stages

> Final Destination
-- Sonic can use his air game well and gimp fairly easily [13]
+ Tips for fighting here

> Halberd
-- Low ceiling and Sonic can go under/through the platform in the air [13]
+ Tips for fighting here

> Smashville
-- Sonic can use his air game and gimping well [13]
+ Tips for fighting here

Good Stages

> Battlefield
++ Platforms mess with his aerial game [13]

> Lylat Cruise
++ Platforms mess with his aerial game [13]

> Yoshi's Island
++ Platforms mess with his aerial game, you can't go under the stage, and you can be saved from gimp kills by the platforms [13]

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


5.9 Lucario


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Gets stronger as he takes more damage
+ Kill him at as low of a percent as possible; edge-gaurd him because his up-B sucks, and when he up-B's onto the stage hop the Knee [00]

-- High-priority, rangy moves
+ Although Lucario has some strong moves with good range, they are very slow, and when avoided can be punished harshly, unless he is spaced far away, so try to stay close. [00]

-- Offstage FAirs
+ Although it is against your instinct, you need to DI away from these, and do not use your second jump until he breaks off. If he comes out far enough that he uses his second jump, you know he has to up-B to get back on the stage. Follow his DI back towards the the stage, but fastfall so you are a bit below him, and Falcon Dive him when he is in range of his up-B. If you don't think you're going to make it, don't do the fastfall part, but DI back with him until he is almost ready to up-B, and Raptor Boost him for a suicide kill? (this section is theory and needs testing/confirmation) [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)
 

Wogrim

Smash Lord
Joined
Jun 14, 2008
Messages
1,338
Location
near San Jose, California
6 {Not-So-Bad Matchups}

These are definately not terrible matchups. You can still get owned if you don't know how to fight these characters, but, all things considered, these matchups are not so bad.


6.1 Bowser


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Fire Breath
+ Don't use any obvious ground approaches unless you want a pwning [00]
+ If you want to approach, use a SH and use an aerial if he uses this [00]
+ Bowser likes to SH this because it leaves him less vulnerable, so fake some of your approaches and make some of them full hops [15] [00]
+ If he approaches with this, you will take a lot of damage unless you jump before it gets to you; do so and punish because of its lag [15]
+ If he SH-retreats with Fire Breath, just wait it out since it has to recharge [15]

-- Strong Vertical KOs: USmash, UTilt, UAir
+ Don't approach from above him if he can use any of these [00]
+ If you bait USmash, keep in mind there is a hitbox when he lands back on the ground [00]
+ Don't ever land on a platform above him [00]
+ Watch out for the low kill percents on the UAir and the quickness of UTilt [15]

-- Side-B
+ Looks a lot like FAir; don't shield his aerial approaches too much [15]
+ Generally DI towards the center of the stage, as he can suicide kill you with this move. If he is up a stock, expect him to attempt this, although your DI will be more of a factor if you are at a lower percent [15]

-- DSmash
+ Due to his size combined with this move, you shouldn't try to roll behind him [15]

-- Up-B out of shield
+ Space well and bait this [15]

-- Strong FTilt
+ Don't try to beat it; you will lose [15]
+ Don't approach from the ground except to punish a laggy move [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+ Fire Breath​
Kill Moves:
+ Pretty much everything​
Gimping Moves
+​
Quotes

Bad Stages

> Norfair
-- Platforms help him UTilt/USmash you [15]
+ Tips for fighting here

> Battlefield
-- Platforms help him UTilt/USmash you [15]
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


6.2 Donkey Kong


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- DSmash
+ Pretty big range on this, which makes it hard to punish; use a quick approach or come from the air right after he swings his fists down [00]
+ I'm pretty sure you can also hit him in the hands after they hit the ground (I've DSmashed it) [00]

-- Side-B
+ DK loves to follow this with a nasty FSmash or Donkey Punch; expect him to use this as a defensive option, so don't roll behind him too much, since you don't want him predicting it [00]

-- Donkey Punch
+ Try to bait these so that he doesn't have one charged when he needs it [00]

-- FThrow Stagespike
+ If DK is sitting at the edge of the stage, chances are he is planning one of these [00]
+ Bait a move and punish, so that he isn't able to throw you [00]
+ Keep yourself spaced out of grab range if nothing else works [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


6.3 Charizard


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Flamethrower destroys ground approaches
+ Approach from the air [09]
+ Falcon Kick is fast enough that he can't stop it with Flamethrower without anticipating it (it has notable startup lag) [09] [00]

-- Most of his moves can KO you
+ Play defensively, as his attacks are laggy [09]

-- Fast and rangy shield grab
+ Space yourself well [09]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Battlefield
++ Too slow to make much use of the platforms [00]

> Lylat Cruise
++ The tilt hurts him [09]

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


6.4 Luigi


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- High Recovery
+ Whoever decided to let Luigi and Picachu use up-B after charging a side-B is nuts; Luigi can get back on the stage from almost anywhere, and his down-B can be used as recovery too. However, his side-B is fairly predictable, as he will use it almost every time to not worry about you edge-gaurding his up-B; time a Falcon Punch [00]
+ Don't try to Falcon Punch the side-b too much, as he can just hold it a little longer and hit you with it [08]
+ His tornado has a laggy ending and can be spiked with proper timing [08]

-- Fireball spam
+ Since these are really slow, Luigi knows you can jump them easily, so these are often SH'd to prevent an aerial approach. However, since they are so slow and easily avoided, all you need to do is take your time with your approaches [00]

-- USmash
+ This move is a problem because he leans his head back and swings it forward so that it hits in front of him, which means it will destroy your aerial approaches (including NAir). You should therefore approach on the ground, and roll past a fireball and jab combo him if he still uses fireballs at such a range. [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


6.5 Ike


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- FSmash
+ Don't recover except from below the stage, as this move overreaches the ledge easily [00]
+ Know your tilt range, because if you miss you can eat one of these [00]

-- USmash
+ This move has a ridiculous arc of attack. However, if you use your third jump to avoid one of these he will have a hard time catching up to you afterwards because of its ending lag [00]

-- FAir
+ Don't approach from the air, as a retreating one of these hurts bad [00]

-- UAir
+ Not only does Ike's UAir beat Falcon Kick, but it lasts long enough that you can't airdodge it if he times/spaces it so that he falls with you as he does it; Raptor Boost or Falcon Dive out of the way since the duration on the move will make it hard to punish you in time [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


6.6 Mario


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Fireballs
+ Mario's Fireballs are a lot like Pikachu's projectile; you can easily jump them to approach [00]

-- FLUDD
+ Recover from below the stage [00]

-- Cape
+ The cape is not a very powerful move, but it will gimp your recovery pretty badly; try to DI around Mario when recovering (if possible) [00]
+ Never recover with Raptor Boost [01]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+ Fireballs
+ Cape​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


6.7 Peach


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- FAir
+ A kill move with a tall hitbox, combined with floating this might be Peach's best move; expect her to use it in any air battle with you in front of her, or when she approaches while floating [00]

-- DSmash
+ This move has really low knockback, but it will still do decent damage and has the habit of ducking some of Falcon's moves; try not to roll behind her too much [00]
+ If you are spaced right, you can punish this well with UTilt [00]

-- Floating
+ Floating makes Peach near-impossible to edgegaurd. However, she can only float for a few seconds before she has to touch back down; avoid her attacks until she decides to land, then get her [00]
+ When Peach tries to approach you in a float, she will often try to bait you and then come back with an FAir. To counter this, avoid any moves she tries to make until her float duration is almost up, at which point start an FSmash or Falcon Punch, since if they've decided they will approach they will usually go for an FAir before they land [00]
+ Floating allows peach to edgegaurd pretty easily with DAir, so if you expect to die try throwing a Raptor Boost to try to suicide kill her or Falcon Dive early (this is assuming she is floating at/below the ledge)[00]

-- FTilt
+ This move has surprising range and is a vertical KO move, as are many of Peach's ground moves; DI downwards and airdodge and you will survive past 150% from most of Peach's moves [00]
+ NAir doesn't seem to come out fast enough to hit her before she can throw out a second one of these; if she hits you with one at low percents, jump as soon as possible [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+ Turnips
+ DAir​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)
 

Wogrim

Smash Lord
Joined
Jun 14, 2008
Messages
1,338
Location
near San Jose, California
7 {Fair Matchups}

These matchups are about as even as Falcon's get. Although they do have some advantages against us, they also have some major weaknesses that we can exploit, whether it be their lack of speed, their size, or something else.


7.1 Ganon


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Ganoncide
+ You can sometimes bait a Ganoncide attempt, which works especially well if he's not in range to make it to the stage [00]

-- Air game is yours but stronger
+ Don't try to beat him in the air unless you are below him and can Falcon Dive or UAir before his slow DAir [00]
+ If you are equal height in the air, he will try to stay spaced for an FAir or NAir; try to stay away from him [00]

-- Any move can kill you
+ Your speed is your only real advantage in this fight (use quick moves). However, if you space yourself at poking range or let him approach you, you cut down severely on his options [00]
+ Try to let him approach you, as his approaches are all the same as yours but slower; roll backwards to avoid and punish dash attack, side-B, and down-B [00]
+ Although shielding can work very well for keeping you alive, be careful because his side-B with mindgames can kill you via DTilt or DAir pretty well [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


7.2 Link


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- FSmash
+ This move is a pain because Link can use it defensively for the first hit, and if you jumped to use an aerial, he can use the second swing to get himself away from your move. [00]

-- Up-B
+ Link will often use this instead of DSmash, since it hits both sides at the same time. Don't roll behind him too often, as this move will reach you [00]
+ If you roll away during a dodge war, you might escape this and be able to punish it with a swift Knee [00]

-- DAir
+ Insane priority will destroy you, but this move is still the king of landing lag; when you get him in the air, jump up towards him to try and bait either this or an airdodge, and then punish [00]

-- USmash
+ Very punishable as far as duration, but the range makes it hard to punish in practice; try to get to know the range of it, since you can't run in and do any old move [00]

-- Range
+ Link's range can be annoying sometimes (particularly the boomerang), but his aerials do not have good range; when he's recovering from an upper corner, he can't do much except a down-angled boomerang or an airdodge; punish as best you can (Falcon Punch beats everything else) [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Final Destination
-- This is Link's best stage for camping [17]
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


7.3 Samus


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Strong Fire Moves (USmash, FAir, DTilt)
+ All of them are pretty punishable; baiting them will give you good opportunity to punish [00]

-- Difficulty 2
+ How to solve it

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


7.4 Jigglypuff


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Difficulty 1
+ How to solve it

-- Difficulty 2
+ How to solve it

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


7.5 Captain Falcon


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Difficulty 1
+ How to solve it

-- Difficulty 2
+ How to solve it

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


7.6 Yoshi


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Difficulty 1
+ How to solve it

-- Difficulty 2
+ How to solve it

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)


7.7 Squirtle


Summary

-- I'll write this; please do not submit a summary

Difficulties

-- Water Gun Gimp
+ Always recover from below the stage, unless you want to get gimped [09]

-- Moves very quickly
+ Try to play somewhat offensively, so that you can space yourself out of range of most of his moves [00]

Combos, Kill Moves, and Gimp Moves

Damage/Combos:
+​
Kill Moves:
+​
Gimping Moves
+​
Quotes

Bad Stages

> Stage 1 Name
-- Why not to fight here
+ Tips for fighting here

> Stage 2 Name
-- Why not to fight here
+ Tips for fighting here

Good Stages

> Stage A Name
++ Why to choose this stage

> Stage B Name
++ Why to choose this stage

Videos

> Video 1 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particularly difficulties and how to solve them)

> Video 2 (link to a good fight between Falcon and this character)
++ Moments to focus on/examples of points made in the guide (particulalry difficulties and how to solve them)
 

Wogrim

Smash Lord
Joined
Jun 14, 2008
Messages
1,338
Location
near San Jose, California
8 {Easy Matchups}

Falcon does actually have an advantage in these matchups. Due to Falcon's poor approach game and priority, you won't win these with your eyes closed, but if you use your brain these matchups can definately be called easy.
 

Wogrim

Smash Lord
Joined
Jun 14, 2008
Messages
1,338
Location
near San Jose, California
11 {Contributors}

[00] Wogrim
[01] Doggalina
[02] Testament27
[03] talkingbeatles
[04] IcantWin
[05] chaindude
[06] Ayaz18
[07] Radiation
[08] Red Alloy
[09] Blackbelt
[10] KeyKid19
[11] burntsocks
[12] dobee
[13] Tenki
[14] Hero Falcon
[15] Nitros14
[16] SmashBrother2008
[17] Noodlehead


 

Wogrim

Smash Lord
Joined
Jun 14, 2008
Messages
1,338
Location
near San Jose, California
I'm trying to have it color coded so if you're scrolling down the page you know what section you're in based on the color of the text. What colors do you think I should replace them with with (and is it both greens or just the darker one?)?
 

Kino

Smash Cadet
Joined
Aug 28, 2006
Messages
63
What a great guide, please take as much of the info from my guide as you want, its better to have one monster of a guide than tons of guides with the same stuff. you know?
 

Wogrim

Smash Lord
Joined
Jun 14, 2008
Messages
1,338
Location
near San Jose, California
Wow... I can't imagine how much time and effort you put into this, just for us. I sincerely thank you.
It's a community-based thread, so feel free to submit info I'm missing here.

It's kinda old, I guess I'll rename the sticky to something that will attract more attention since apparently people havn't noticed it.
 

Ayaz18

Smash Champion
Joined
May 8, 2008
Messages
2,052
Location
Canada, ON, St. catharines
o.k Wogrim im going to attempt the Meta Knight match up guide, in this post im going to edit everything I know to take out MK's that underestimate Falcon over the next while. I have beaten spamming MK's and some skilled ones, however some of them now know how to defeat me, but im going to make this the MK *** whopping guide 1.0 regardless, then build on this base later.

Recognize ~ im sure we all know Falcon's glaring flaws against MK, he's fast, has priority, long range (sword), can rack damage up ridiculously fast, and is freggin small. However to beat MK we must recognize his very little flaws, which makes sense because if you see no flaws in your opponent he/she therfore must be the perfect player/character, we must see that MK is top tier, but not perfect. He is the most broken character of any smash game BUT he isn't perfect, with these words let's analyze the character MK, and recognize his faults. Meta Knight is a VERY light character, a good Dsmash/Fsmash could EASILY kill this character at very low %'s. Meta Knight is also very weak and has a kind of hard time K.Oing his opponents when using his attacks independently (A.K.A spamming moves and not using strings) these are the only two faults that set Meta Knight back. Thus we must capitalize on them, Falcon is a character who specializes in gimping recoveries but that won't work on MK so you have to disband your gimping style to play Meta Knight. MK is a very fast character and very agressive character, he can send out any attack and have an almost sure chance that it will be a success, also MK's are agressive because they have next to no landing lag to all aerials making it able for them to basically SFFL regardless of no L-cancel. So how does one play an agressive MK? seeing what he lacks, you see because no matter how good the MK is they have a certain style of play, some like to spamm the tornado and Shuttle loop over and over then Dsmash you to death, and some link to use Fair's, Dtilts, Dair's, and Uairs so they can keep their prime moves fresh, but the most deadly are the ones who actually have skill, those who can reverse shuttle loop you with ease and totally read your attacks. however all these play styles have at least one flaw, your job while in the match is to recognize it, expose it, and take advantage of it. For example spamming MK's with tornado's get out prioritized by Fsmash, charge this baby up when they try to rack up some easy damage, then release at the opportune moment to punish and hopefully kill. For the more relaxed MK who like to keep their moves nice and fresh you must realize that at around 100% they are going to totally switch styles so the way to beat these MK's is to kill them very quickly with smashes. Also when im saying use smashes you are all probably thinking that this guy's a scrub, i don't use no C-stick think again bud, about 70% of your moves are going to be out-prioritized so you must think that "well i may as well get a Fsmash to hit rather than a Dtilt or knee". To continue the skilled MK's are very tough because they know how to change their play style very easily and quickly, making it seem that they have no certain weakness. For these players theres nothing I can say but, you have be faster and smarter than your opponent.

Confrontation ~ If anyone has heard one of Gimpyfish's rants on how to have a mental mindset, you'll be recognize what im saying when I say that the match is 90% mental. Before the match starts, and you find out your playing a Meta knight knowing that your Falcon, your most likely to lose all confidence and accept your defeat before it begins. I know about the odds stacked against you, but if you don't think your going to win you may as well put down the controller and give up because im 99% sure your going to lose. Anyways excuse that little intro it has to be said, there are two ways I find successful to defeating MK, one is risky but more effective and the other is a bit more stable but doesn't have (in my experience) as high as a success rate. One thing to keep in mind is that you have to be a "skilled" player to win, by skilled I mean that you have to be able to adapt to situations quicker than your opponent. So the more stable method follows something like this for a spamming non-skilled MK, when the match starts expect a tornado, or a bunch of shuttle loops, all you have to be is calm in the beginning (this standing is the first step in all the guides I put out because it's necessary to analyze your opponent). If he gets the on the start of a tornado just wait and Falcon kick, MK is going to approach argressively so ALWAYS counter with the kick when he does the tornado for the first hit and a good 14%. If the MK start's up at the beginning with a series of shuttle loops then your in trouble.........or so you think, you see the main problem I had with a shuttle loop spam is that it always seemed so fast and covered such a large area. You have to realize that it's not that fast on a horizontal perspective, seriously if its spammed it goes slower than bowser walking, what you want to do is not stand still thinking of what to do or cowering in fear at the ledge. What you want to do is one of two things, 1. get into MK's glide cancel range and act helpless (or stand doesn't matter) then on the glide cancel shield grab MK, get at least one punch in then Dthrow (because it's a better setup than Fthrow) after which Uair, Usmash, ect. then run. Method 2 is a little trickier depending how calm you are, in a nutshell you Dair MK while he's moving upwards in his shuttle loop, usually I do this by using both my jumps but to do this correctly you have to practice it over and over and over. The beginning of the match deserves it's own section because once MK hit's you he doesn't stop until the player screws up, anyways from a spammer here's what to expect when you can see these signs (FD is the neutral stage). When MK is about one fox trot away expect a tornado, they like to build up damage then when you become farther away they lead in with a quick tornado. Anyplace further than the tornado a usual spam will start with shuttle loop, counter as previously stated. Then after picking at MK's damage this is when you become agressive (around 80-90%), now it's the time to start mashing on your C-stick for the quickest smash you can do (I perfer Dsmash). If they start the tornado you can out-prioritize it with a Fsmash, so just charge it until he comes near you then send him back to hell, a good thing to keep in mind is to foxtrot when MK is at high damage because you can cancel it into a Fsmash which can catch a lot of people off guard. If you follow this method you have a o.k shot at beating a MK that loves to spam, in fact they may try to stop the spam to throw you off guard but take it lightly, spammers can only spam, they don't know anything else. The second, more effective yet riskier method starts off like the first method to counter the beginning spam, so refer to it (im not going to write it out again). When the match is underway you want to be SEMI-agressive, if you have a lot of Falcon experience under your belt I suggest you use this method, because it requires you in the match to have good prediction, of attacks, spot dodges, and spam. Good moves that can be used aggressively are sliding jabs, grabs, Falcon kick (this should almost be spammed), Uair, and Utilt (learn spacing with this move, it outranges MK's sword!!!11!). An approach is something that Falcon can't do but Falcon kick just eats a lot of MK's moves, so in this match-up use falcon kick if your doing nothing, if your hit in the air use air use it to prevent his follow-ups. Strings are important in this match, because you can easily kill MK in 30 seconds if you get a string to hit, most people when in air will air doge a little too late when facing Falcon because they don't know about how fast it comes out. After growing acustomed to the Uair they'll AD at the right times, so if it misses Uair again, the second one is 99% sure to hit because of the Speed of Uair. Recovery is quite easy for Falcon when facing MK IF!!!!! they don't edgegaurd (most MK's are new joiners to smash and don't know much past the B button).........................

that's it for now im going to finish maybe tomorrow the rest of this (expected to be) huge section, im not even close to the end of confrontation, plus theres extra's left which involves stage picks and such
 

Wogrim

Smash Lord
Joined
Jun 14, 2008
Messages
1,338
Location
near San Jose, California
o.k Wogrim im going to attempt the Meta Knight match up guide, in this post im going to edit everything I know to take out MK's that underestimate Falcon over the next while. I have beaten spamming MK's and some skilled ones, however some of them now know how to defeat me, but im going to make this the MK *** whopping guide 1.0 regardless, then build on this base later.

Recognize ~ im sure we all know Falcon's glaring flaws against MK, he's fast, has priority, long range (sword), can rack damage up ridiculously fast, and is freggin small. However to beat MK we must recognize his very little flaws, which makes sense because if you see no flaws in your opponent he/she therfore must be the perfect player/character, we must see that MK is top tier, but not perfect. He is the most broken character of any smash game BUT he isn't perfect, with these words let's analyze the character MK, and recognize his faults. Meta Knight is a VERY light character, a good Dsmash/Fsmash could EASILY kill this character at very low %'s. Meta Knight is also very weak and has a kind of hard time K.Oing his opponents when using his attacks independently (A.K.A spamming moves and not using strings) these are the only two faults that set Meta Knight back. Thus we must capitalize on them, Falcon is a character who specializes in gimping recoveries but that won't work on MK so you have to disband your gimping style to play Meta Knight. MK is a very fast character and very agressive character, he can send out any attack and have an almost sure chance that it will be a success, also MK's are agressive because they have next to no landing lag to all aerials making it able for them to basically SFFL regardless of no L-cancel. So how does one play an agressive MK? seeing what he lacks, you see because no matter how good the MK is they have a certain style of play, some like to spamm the tornado and Shuttle loop over and over then Dsmash you to death, and some link to use Fair's, Dtilts, Dair's, and Uairs so they can keep their prime moves fresh, but the most deadly are the ones who actually have skill, those who can reverse shuttle loop you with ease and totally read your attacks. however all these play styles have at least one flaw, your job while in the match is to recognize it, expose it, and take advantage of it. For example spamming MK's with tornado's get out prioritized by Fsmash, charge this baby up when they try to rack up some easy damage, then release at the opportune moment to punish and hopefully kill. For the more relaxed MK who like to keep their moves nice and fresh you must realize that at around 100% they are going to totally switch styles so the way to beat these MK's is to kill them very quickly with smashes. Also when im saying use smashes you are all probably thinking that this guy's a scrub, i don't use no C-stick think again bud, about 70% of your moves are going to be out-prioritized so you must think that "well i may as well get a Fsmash to hit rather than a Dtilt or knee". To continue the skilled MK's are very tough because they know how to change their play style very easily and quickly, making it seem that they have no certain weakness. For these players theres nothing I can say but, you have be faster and smarter than your opponent.

that's it for now im going to start maybe tomorrow about how to practically confront MK's, also don't be a nit-picker about spelling and what not i'll clear up everything later
It seems like this should have its own thread or be in the submission thread.... If you make your own thread for it I'll put a link to it at the start of the MK matchup section, or if you put it in the submission thread I'll just quote the whole thing once you think it's done.

Are you saying scrubs use the C-stick or they don't use the C-stick?
 

Noodlehead

Smash Lord
Joined
May 11, 2008
Messages
1,090
Location
Houston,TX
Peach
Difficulties
--Chaingrab
+This move easily builds up damage,so you should try to play safe when under 30%

Bad Stages

> Battlefield
-- Peach can easily juggle you in the air,and it gets hard to get back down with the platforms in the way
+ Try not to jump when your on the platforms

Mario
FLUDD
+Keep in mind that mario can angle his flood up,down,or neutral

Ike
exta info
If he uses his side-b recovery than try to force him to use it on you,it would be an easy kill.
 

Wogrim

Smash Lord
Joined
Jun 14, 2008
Messages
1,338
Location
near San Jose, California
Peach
Difficulties
--Chaingrab
+This move easily builds up damage,so you should try to play safe when under 30%

Bad Stages

> Battlefield
-- Peach can easily juggle you in the air,and it gets hard to get back down with the platforms in the way
+ Try not to jump when your on the platforms

Mario
FLUDD
+Keep in mind that mario can angle his flood up,down,or neutral

Ike
exta info
If he uses his side-b recovery than try to force him to use it on you,it would be an easy kill.
Wrong thread :urg:
 

TKD

Smash Lord
Joined
Jul 25, 2007
Messages
1,587
Location
Tijuana, México
Amazing thread, I'm impressed more than anything else by the title! Awesome editing. Makes me wanna play Falcon

Falcon used to be threatening and dangerous in the previous Smash games. Now he's just cool.
 

Ayaz18

Smash Champion
Joined
May 8, 2008
Messages
2,052
Location
Canada, ON, St. catharines
It seems like this should have its own thread or be in the submission thread.... If you make your own thread for it I'll put a link to it at the start of the MK matchup section, or if you put it in the submission thread I'll just quote the whole thing once you think it's done.

Are you saying scrubs use the C-stick or they don't use the C-stick?
yeah I was debating last night if i wanted to make this it's own thread or not, so iunno i guess i'll copy and past it after version 1.0 is done, also people thought (im not sure if they still think) that the c-stick was for nubs in melee, i have no idea if their position has changed or not.

btw to noodle, peach isn't deadly because her chaingrab....... look at Nikok's stuff man, he can zero to death people (real situational) but for sure zero to 50 you no problem cause she has insane combo's, plus she has Fair as a finisher.
 

matthewmilad

Smash Journeyman
Joined
Jan 3, 2006
Messages
212
I don't know why Falcon is being given the shaft as worst character in game. Jigglypuff is clearly worse, and I'm sure you can argue that other dudes like Link or even Ganondorf are worse as well.
At any rate, none of the bad characters are nearly as bad as the bad characters in Melee. I still think everyone is usable to some extent. And free knees on Wario off of jump break grabs... why is it nightmare matchup?
 

Face124

Smash Ace
Joined
Jun 1, 2008
Messages
966
Location
Edinburgh. Pm for a Brawl and I'll get back to you
I don't know why Falcon is being given the shaft as worst character in game. Jigglypuff is clearly worse, and I'm sure you can argue that other dudes like Link or even Ganondorf are worse as well.
At any rate, none of the bad characters are nearly as bad as the bad characters in Melee. I still think everyone is usable to some extent. And free knees on Wario off of jump break grabs... why is it nightmare matchup?
Falcon is one of the worst characters in the game. I'm quite sure that Jigglypuff is better, unfortunately, but Link defeniately is. I think that He is slightly better than ganon or on par with him, but apparently the mass of the community disagree with me.

When are you going to grab? A good Wario will know of all his grab release **** and will space himself correctly so as not to get grabbed. I agree, it is no nightmare matchup, but still, Wario's favour.

Alos, this thread was almost 4 months old. You should not have posted this here. You should have posted this in the Q&A thread. Your not allowed to bump threads over 1 month old.
 

TheFast

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I really think you should reconsider the Yoshi match-up. You cant stop a good Yoshis eggs with you moves because they can aim them so the explosion will hit you. So Yoshi can camp if they are good enough with eggs. His down-b from the ground kills at 120%. While I admit Falcons Raptor Boost makes him harder to gimp Falcon than other characters. His Pivot grabs even beat Falcon kick when timed right and out range almost every move. He sexy kick when used right drastically reduces the chance of getting a knee not to mention Yoshi's already quick aerial speed. Hi Bair can outrange almost all of Falcons aerials. With the exception of his Nair which Yoshi can punish at low damages with a Nair or downsmash if the nair leads into the ground. Nair is a would be pretty effective for most the game if Yoshi didnt have eggs. All that he can do against against a good Yoshi's aerials is Up-Tilt and a flutter kick can break through that and give you 30%. I dont see how this is a relativly easy match-up for Captain Falcon if I am missing something about this matchup please let me know.
 
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