wowoduend
Smash Journeyman
Well he does have ADHD, so it's nothing special lolADHD is stupid. lol he was born like that, it's okay.
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Well he does have ADHD, so it's nothing special lolADHD is stupid. lol he was born like that, it's okay.
Lucas / NessThere are 0 characters in the game Falco is forced to approach.
I think the second hardest MU for Marth is either DK or ROB, right now leaning toward ROB. Both MUs I would prefer more experience in, so I'm not going to go too much in depth. Snake is also a very good contender.
Falco's kill set-ups are amazing. At high percents, auto-canceled laser leads into grab and then 3+ pummels into a throw off stage for lasers and edgeguard. If you miss the Bair (which will kill), you can set up camping again. The grab is free because at 180ish, MK dies to dash attack and must shield, and he dies to Usmash at like 120ish. Falco's ftilt is also safe on block, and he can punish so many things with a boost Usmash which has amazing range. Utilt can also punish some mistakes and K.O., and Uair-> Bair air traps are deadly. If you opponent goes in front of you, then Uair-> Nair traps can lead into a comboed Utilt if there's a platform.
And at any given moment a good fsmash mindgame just killed you at 100%
There are 0 characters in the game Falco is forced to approach. As long as you decide when you want to kill your opponent, instead of letting the percent dictate for you, you should be good. As for safe kill moves? LOL. Who has that? MK's Fsmash is safe. So is Lucario's. That about ends the list, LOLOLOLOL. Oh, Marth has Nair. Alright, well, Falco's spaced Bair, or airborne aerials are pretty safe.
I mean, last time I checked, we got kills in this game by baiting and punishing, not hitting people's shields wrecklessly. Although at 180 I do like to gatling combo into people's shield a lot. Can't be shieldgrabbed, and both the DA and the Usmash will K.O. if you don't block both. Most people try to grab the DA on reaction to it hitting shield. Point blank DA is safe due to cross up.
Sounds like sheik.... kinda.Falco's kill set-ups are amazing. At high percents, auto-canceled laser leads into grab and then 3+ pummels into a throw off stage for lasers and edgeguard. If you miss the Bair (which will kill), you can set up camping again. The grab is free because at 180ish, MK dies to dash attack and must shield, and he dies to Usmash at like 120ish. Falco's ftilt is also safe on block, and he can punish so many things with a boost Usmash which has amazing range. Utilt can also punish some mistakes and K.O., and Uair-> Bair air traps are deadly. If you opponent goes in front of you, then Uair-> Nair traps can lead into a comboed Utilt if there's a platform.
That is very true but I'm still convinced these mind games should be happening frequently in the match against players experinced with the falco match up. Most of these mind games are very typical and easy to avoid.And at any given moment a good fsmash mindgame just killed you at 100%
thats not true... anyone who can duck under lazers or reflect them are pretty good at forcing an approach from falco.There are 0 characters in the game Falco is forced to approach.
And there are tons of characters with safe kill moves.As long as you decide when you want to kill your opponent, instead of letting the percent dictate for you, you should be good. As for safe kill moves? LOL. Who has that? MK's Fsmash is safe. So is Lucario's. That about ends the list, LOLOLOLOL. Oh, Marth has Nair. Alright, well, Falco's spaced Bair, or airborne aerials are pretty safe.
I don't think point blank dash attack is completely safe. but you are right falco's do get their kills, but when we are comparing to the rest of the cast killing is still one of his larger issues and when trying to get kills or worse, needing too, can cost you a lot of damage I don't see how falco is considered so high.I mean, last time I checked, we got kills in this game by baiting and punishing, not hitting people's shields wrecklessly. Although at 180 I do like to gatling combo into people's shield a lot. Can't be shieldgrabbed, and both the DA and the Usmash will K.O. if you don't block both. Most people try to grab the DA on reaction to it hitting shield. Point blank DA is safe due to cross up.
No. Marth vs ROB is pretty even-ish.I think the second hardest MU for Marth is either DK or ROB, right now leaning toward ROB. Both MUs I would prefer more experience in, so I'm not going to go too much in depth. Snake is also a very good contender.
Mr. Game & Watch: Bucket and crouch.There are 0 characters in the game Falco is forced to approach.
GaW can't make Falco approach so his point still stands.Mr. Game & Watch: Bucket and crouch.
G&W can make Falco approach. When he(G&W) is on advantage, Falco needs to approach. When he's on disadvantage, G&W'll approach, but considering that this MU is one of the most difficult for Falco according to his Boards, G&W tends to be on advantage in most of the time.GaW can't make Falco approach so his point still stands.
ROB has a guaranteed edgeguard with bair if Marth is above 50% and recovering from below the stage. Just his away from the ledge, bair, regrab. If you grab at teh right time, then bair right after, Marth's best scenario is hitting you against the stage and going straight out horizontallly.... and ROB just regrabs the edge. It's pretty lame for Marth. If he doesn't have his second jump, it is auto-death.No. Marth vs ROB is pretty even-ish.
ROB is big, Marth's aerials(and the Side B) are huge problems for him, especially when Marth juggles. ROB can easily be juggled and Marth is a juggling machine. What balances this MU is ROB's camping game + his options to avoid opponent's approach, like Ftilt(when angled up, outrages Marth's Fair) + ROB's off stage options. It's not that hard for Marth IMO.
Mr. Game & Watch: Bucket and crouch.
SH Nair/Bair OoS should punish that, depending on the character. I agree with everything else you said.Point blank DA is safe due to cross up.
Oh. If Marth players know that they can be edgeguarded, they'll try not to use their second jump. And that's exactly what I said, "...+ ROB's off stage options...".ROB has a guaranteed edgeguard with bair if Marth is above 50% and recovering from below the stage. Just his away from the ledge, bair, regrab. If you grab at teh right time, then bair right after, Marth's best scenario is hitting you against the stage and going straight out horizontallly.... and ROB just regrabs the edge. It's pretty lame for Marth. If he doesn't have his second jump, it is auto-death.
Hmm, IMO G&W has the advantage. 55-45I agree with you that it's difficult to approach, but G&W does a good job in close range(Bair, Nair, Grabs...). Also, Falco can have a hard time killing G&W due to Bucket Brake(even using Usmash, the Bucket Brake helps a little).G&W Falco is 50:50. G&W has trouble approaching Falco. If G&W is allowed to plank non stop, he can win with the lead, making it around 6:4.
It can be 55-45 for ROB(although I think it can be 52-48 tending to 50-50), but 60-40 is too much.40:60 vs ROB
Wow dude, genius.Hey guys don't tell anybody... but I think MK is better than MK. 100% serious.
When half of your moves can kill at 110% gimping really isn't necessary.Kills earlier in terms of kill move vs kill move percentage yeah, but Snake gimps no one except like the bottom tier lol. MK can gimp just about anyone.
YES! Ban snake! I have thought this forever ago.Hey guys don't tell anybody... but I think Snake is better than MK. 100% serious.