Any stage I post in this thread is legal. http://www.smashboards.com/showthread.php?p=5097738#post5097738
There's no denying that the stage you play on has a determinate effect on game play, and with a character who ranks as low as Falcon, knowing what you're doing on a particular stage can mean the difference between winning and losing. Such an important factor deserves to be discussed in detail.
It is for this reason I have made this thread. Here we can discuss individual strategies for Falcon on the week's stage of interest. After the stage in question has been up for a week, I'll post a summary of the discussion in this first post and set the stage (pun intended) for the next week. With that said, we'll start out simple.
Week 1- Final Destination
General Description: Flat. Not much else aside from stage lips.
When Playing Here: This stage is certainly not one of Falcon's best. Projectiles are easily spammed on this stage, as are chaingrabs. As if Falcon didn't have enough problems with these characters...
That doesn't mean it's all bad, though. With Falcon's speed, the length of the stage shouldn't be that big of a deal. The air is wide open, so jumping over projectiles should be no problem. To go with that, Falcon's recovery isn't gimped as badly by the lips as it is with others. Even with these small advantages, the disadvantages out weigh them by far. Considering how common this stage is, this is something Falcon's going to have to get around.
Day 2- Battlefield
General Description: A small stage consisting of one main platform and three smaller ones above arranged in a triangle. Has stage lips to a degree.
When Playing Here: This is arguably one of Falcon's best stages, if not the best. Camping and chaingrabbing are much harder here because of the platforms, so this advantage should be used as much as possible. Falcon can also attack amply from underneath with SH'd aerials and even some ground attacks thanks to his long legs. Falcon's arsenal is at full potential here. In summation, here's a quote from BananaTrooper.
General Description: A relatively docile stage featuring one main platform and another, smaller platform moving back and forth above.
When Playing Here: This is also one of Falcon's better stages. The lips on it are slight, but enough to make stage spiking a useful tactic when edgeguarding, which is key to Falcon's game. Its small size also keeps the enemy in close quarters, where Falcon's at his best. It's the perfect stage - except for chaingrabs and projectile spam. The platform helps with this, but since it moves in and out so much, it's not as helpful as it could be. All things considered, This is still a great stage for Falcon, and one we should be seeing a lot of.
Day 4- Lylat Cruise
General Description: A mostly flat stage with slight curves on either end. Above this bottom platform sit 3 relatively parallel platforms. From time to time, the whole stage will tilt slightly left to right, making for an interesting stage.
When Playing Here: The opinions on this stage are rather mixed. Some say it's good thanks to the tilting disrupting projectiles and recoveries of enemies, and platforms just generally helping Falcon. Others say it's bad because the tilting gimps Falcon's recoveries as well as his opponent's, making it hard to reach the ledge or that the tilt can let short characters escape his jab and tilts. It's obvious we've got a double-edged sword in our hands. We must use it to the best of our ability while not letting the other guy do the same .
Day 5- Yoshi's Island (Brawl)
General Description: Another flat stage featuring one platform about 2/3 the stage length in the middle. Along with that, platforms rise up on either side beneath ghosts, but they don't last long.
When Playing Here: Yoshi's Island offers Falcon some great benefits.. One nice thing is not being able to get stuck beneath the stage. The small overall size can lead to quick KOs, which is always a good thing. The platform is a little on the high side, so tilts can't reach it, and the tilting can make it harder to place hits, but a platform's a platform. The opinion on this stage is generally positive thanks to being so straightforward. It would be wise to frequent this stage.
Day 6- Halberd
General Description: This is where the stages get a little more complex. The stage starts in a hangar (hereto referred to as Phase 1). In this phase, there is a lone platform above and a flat surface with walk-off ledges. After a few seconds, the stage takes off and Phase 1 ends while Phase 2 begins. Phase 2 consists of the platform above with a larger platform beneath. This lower platform curves upwards at the edges. After about a minute and a half, Phase 3 begins. This take place on the actual Halberd with the single platform and a flat surface below. In the background, the "Combo Cannon" launches a flurry of obstacles including a laser, a bomb, and a claw. After Phase 3, Phases 2 and 3 alternate until the end of the match.
When Playing Here: Phase 2 is well oriented for Falcon's style. Simple, small, a platform... it's perfect. One interesting thing to not is that one can pass through the lower platform with an Upb. Use this to your advantage and don't let your opponent do the same. Phase 3, being wider than Phase 2, makes the platform less useful and promotes camping, something to watch out for. The obstacles really aren't much to worry about, as they're all predictable and give fair warning as to when they arrive. Just avoid them. Or better yet, hit your opponent into them. Overall, this stage is in Falcon's favor, for what that's worth. As always, though, it's an uphill battle.
Day 7- Delfino Plaza
General Description: http://youtube.com/watch?v=lp1w_8OIusM <---Most of the stage, if not all.
When Playing Here: Similar to Halberd, this stage flies around all over Delfino Plaza. These segments of flight function in the same manner as Halberd, and as such should be treated the same way. Falcon's best option here is to water spike. A lot. If don't do this, you're passing up an easy kill that could, in the end, cost you the game. That's about it for this stage. Overall, it's pretty good.
Day 8- Castle Siege
General Description: The first part (Phase I) takes place on a tower atop a castle. there are 2 platforms and a sloped surface in this phase. After about 30 sec., the Transition Phase leads into Phase 2, the interior of the castle. Here there are 2 breakable statues holding platforms and above those are flags. This segment has walk-off edges, so be careful. After another transition, the 3rd Phase appears, consisting of a single tilting platform above a lake of fire. The ground is somewhat rocky and uneven. The 3 Phases repeat in this manner until the match ends.
When Playing Here: Umm... Don't get hit?
Day 9- Brinstar
General Description: One main platform with a rocky surface, two platforms on the side, and one platform above. Near the center of the main platform, there is a spot with destructible ground that, if destroyed, will separate the left and right halves of the stage. The side platforms also have destroyable pillars beneath them, and when these are gone, the platforms become angled. Both of these regenerate after awhile. Below, the lava level rises and falls, at times engulfing the stage and causing damage to the combatants.
When Playing Here: Stages with lava are always a little risky. The lava can help, but it can also hinder. Knowing when the lava levels will rise and fall is key to winning on this stage. That said, this stage can be a camping deterrent thanks to the lava. Use the lava to your advantage and you'll be just fine.
Day 10- Distant Planet
General Description: This stage has one main platform with three platforms above. These platforms sink with the weight of opponents. On the right of this, there will sometimes be a Bulborb. This creature can be used as a platform. Occasionally, it open its mouth, and will eat you if you're close enough. On the left, there is a slope leading to a walk-off. It will rain sometimes, and you will just slide down the slope. Pellet Posies grow on most parts of the stage and can be thrown at opponents.
When Playing Here: Watch out for the Bulborb. It can unexpectedly kill you easily if you're not prepared. You can hang from its lower lip, though(?), so this is a useful tactic for surprise attacks form below. Try to hit your enemies into its mouth for easy KOs. The slope is nice because you can force attacks on your foe when they don't have a choice or force an approach.
Day 11- Frigate Orpheon
When Playing Here: The right side of Phase 1 cannot be ledgegrabbed. This can be bad, but you can abuse this against people with tethers/bad recoveries. The flipping of the stage can be problematic, but if you now the stage well or get airborne, you can deal with this easily. This segment is also good for gimping.
Day 12- Luigi's Mansion
When Playing Here: The house is your best friend. Don't hurt it and don't let others hurt it, and you will be rewarded with defense from projectiles. Going up from the lower level can be a pain, so stay up top as much as possible. Play it like FD if the house gets destroyed. Be careful off the stage: the ledges can be hard to see.
Day 13- Pictochat
To be added.
Day 14- Rainbow Cruise
To be added
Day 15- Onett
When Playing Here: There really isn't a lot to say about Onett. Just avoid the cars (try to walltech) and Wall Infinites (Don't get grabbed).
Day 16- Green Greens
I think this really sums it all up:
Beware the lips. The start is pretty neutral and can be good for Falcon. Same with Grass. Ground and fire have walls, so don't get grabbed. You can use the walls to wall kick for a surprise attack. The windmill sucks.
Day 18- Hanenbow
This stage kills Falcon's ability to actually do anything. The leaves move when you hit them, so be aware. However, due to how the water functions, it can help against people with vertical recoveries. Also, remember this essential tip:
Conveyer belts are annoying. Ice is slippery. Aerial Falcon Kick can get you grounded on the wind phase. Don't get grabbed on the ground phase.
Stage 22- Corneria
Avoid the bottom right. Actually, avoid Corneria.
Stage 23- Pirate Ship
Water spike is nice. Get them under the ship when it flies into the air. You can wall infinite when the ship gets wrecked.
Talk away!
EDIT: Now down to 1 day for discussion.
EDIT2: I've decided to be more realistic and just call it "Stage" instead of day.
There's no denying that the stage you play on has a determinate effect on game play, and with a character who ranks as low as Falcon, knowing what you're doing on a particular stage can mean the difference between winning and losing. Such an important factor deserves to be discussed in detail.
It is for this reason I have made this thread. Here we can discuss individual strategies for Falcon on the week's stage of interest. After the stage in question has been up for a week, I'll post a summary of the discussion in this first post and set the stage (pun intended) for the next week. With that said, we'll start out simple.
Week 1- Final Destination
General Description: Flat. Not much else aside from stage lips.
When Playing Here: This stage is certainly not one of Falcon's best. Projectiles are easily spammed on this stage, as are chaingrabs. As if Falcon didn't have enough problems with these characters...
That doesn't mean it's all bad, though. With Falcon's speed, the length of the stage shouldn't be that big of a deal. The air is wide open, so jumping over projectiles should be no problem. To go with that, Falcon's recovery isn't gimped as badly by the lips as it is with others. Even with these small advantages, the disadvantages out weigh them by far. Considering how common this stage is, this is something Falcon's going to have to get around.
Day 2- Battlefield
General Description: A small stage consisting of one main platform and three smaller ones above arranged in a triangle. Has stage lips to a degree.
When Playing Here: This is arguably one of Falcon's best stages, if not the best. Camping and chaingrabbing are much harder here because of the platforms, so this advantage should be used as much as possible. Falcon can also attack amply from underneath with SH'd aerials and even some ground attacks thanks to his long legs. Falcon's arsenal is at full potential here. In summation, here's a quote from BananaTrooper.
Day 3- SmashvilleBattlefield is the single greatest stage ever made.
General Description: A relatively docile stage featuring one main platform and another, smaller platform moving back and forth above.
When Playing Here: This is also one of Falcon's better stages. The lips on it are slight, but enough to make stage spiking a useful tactic when edgeguarding, which is key to Falcon's game. Its small size also keeps the enemy in close quarters, where Falcon's at his best. It's the perfect stage - except for chaingrabs and projectile spam. The platform helps with this, but since it moves in and out so much, it's not as helpful as it could be. All things considered, This is still a great stage for Falcon, and one we should be seeing a lot of.
Day 4- Lylat Cruise
General Description: A mostly flat stage with slight curves on either end. Above this bottom platform sit 3 relatively parallel platforms. From time to time, the whole stage will tilt slightly left to right, making for an interesting stage.
When Playing Here: The opinions on this stage are rather mixed. Some say it's good thanks to the tilting disrupting projectiles and recoveries of enemies, and platforms just generally helping Falcon. Others say it's bad because the tilting gimps Falcon's recoveries as well as his opponent's, making it hard to reach the ledge or that the tilt can let short characters escape his jab and tilts. It's obvious we've got a double-edged sword in our hands. We must use it to the best of our ability while not letting the other guy do the same .
Day 5- Yoshi's Island (Brawl)
General Description: Another flat stage featuring one platform about 2/3 the stage length in the middle. Along with that, platforms rise up on either side beneath ghosts, but they don't last long.
When Playing Here: Yoshi's Island offers Falcon some great benefits.. One nice thing is not being able to get stuck beneath the stage. The small overall size can lead to quick KOs, which is always a good thing. The platform is a little on the high side, so tilts can't reach it, and the tilting can make it harder to place hits, but a platform's a platform. The opinion on this stage is generally positive thanks to being so straightforward. It would be wise to frequent this stage.
Day 6- Halberd
General Description: This is where the stages get a little more complex. The stage starts in a hangar (hereto referred to as Phase 1). In this phase, there is a lone platform above and a flat surface with walk-off ledges. After a few seconds, the stage takes off and Phase 1 ends while Phase 2 begins. Phase 2 consists of the platform above with a larger platform beneath. This lower platform curves upwards at the edges. After about a minute and a half, Phase 3 begins. This take place on the actual Halberd with the single platform and a flat surface below. In the background, the "Combo Cannon" launches a flurry of obstacles including a laser, a bomb, and a claw. After Phase 3, Phases 2 and 3 alternate until the end of the match.
When Playing Here: Phase 2 is well oriented for Falcon's style. Simple, small, a platform... it's perfect. One interesting thing to not is that one can pass through the lower platform with an Upb. Use this to your advantage and don't let your opponent do the same. Phase 3, being wider than Phase 2, makes the platform less useful and promotes camping, something to watch out for. The obstacles really aren't much to worry about, as they're all predictable and give fair warning as to when they arrive. Just avoid them. Or better yet, hit your opponent into them. Overall, this stage is in Falcon's favor, for what that's worth. As always, though, it's an uphill battle.
Day 7- Delfino Plaza
General Description: http://youtube.com/watch?v=lp1w_8OIusM <---Most of the stage, if not all.
When Playing Here: Similar to Halberd, this stage flies around all over Delfino Plaza. These segments of flight function in the same manner as Halberd, and as such should be treated the same way. Falcon's best option here is to water spike. A lot. If don't do this, you're passing up an easy kill that could, in the end, cost you the game. That's about it for this stage. Overall, it's pretty good.
Day 8- Castle Siege
General Description: The first part (Phase I) takes place on a tower atop a castle. there are 2 platforms and a sloped surface in this phase. After about 30 sec., the Transition Phase leads into Phase 2, the interior of the castle. Here there are 2 breakable statues holding platforms and above those are flags. This segment has walk-off edges, so be careful. After another transition, the 3rd Phase appears, consisting of a single tilting platform above a lake of fire. The ground is somewhat rocky and uneven. The 3 Phases repeat in this manner until the match ends.
When Playing Here: Umm... Don't get hit?
Day 9- Brinstar
General Description: One main platform with a rocky surface, two platforms on the side, and one platform above. Near the center of the main platform, there is a spot with destructible ground that, if destroyed, will separate the left and right halves of the stage. The side platforms also have destroyable pillars beneath them, and when these are gone, the platforms become angled. Both of these regenerate after awhile. Below, the lava level rises and falls, at times engulfing the stage and causing damage to the combatants.
When Playing Here: Stages with lava are always a little risky. The lava can help, but it can also hinder. Knowing when the lava levels will rise and fall is key to winning on this stage. That said, this stage can be a camping deterrent thanks to the lava. Use the lava to your advantage and you'll be just fine.
Day 10- Distant Planet
General Description: This stage has one main platform with three platforms above. These platforms sink with the weight of opponents. On the right of this, there will sometimes be a Bulborb. This creature can be used as a platform. Occasionally, it open its mouth, and will eat you if you're close enough. On the left, there is a slope leading to a walk-off. It will rain sometimes, and you will just slide down the slope. Pellet Posies grow on most parts of the stage and can be thrown at opponents.
When Playing Here: Watch out for the Bulborb. It can unexpectedly kill you easily if you're not prepared. You can hang from its lower lip, though(?), so this is a useful tactic for surprise attacks form below. Try to hit your enemies into its mouth for easy KOs. The slope is nice because you can force attacks on your foe when they don't have a choice or force an approach.
Day 11- Frigate Orpheon
When Playing Here: The right side of Phase 1 cannot be ledgegrabbed. This can be bad, but you can abuse this against people with tethers/bad recoveries. The flipping of the stage can be problematic, but if you now the stage well or get airborne, you can deal with this easily. This segment is also good for gimping.
Day 12- Luigi's Mansion
When Playing Here: The house is your best friend. Don't hurt it and don't let others hurt it, and you will be rewarded with defense from projectiles. Going up from the lower level can be a pain, so stay up top as much as possible. Play it like FD if the house gets destroyed. Be careful off the stage: the ledges can be hard to see.
Day 13- Pictochat
To be added.
Day 14- Rainbow Cruise
To be added
Day 15- Onett
When Playing Here: There really isn't a lot to say about Onett. Just avoid the cars (try to walltech) and Wall Infinites (Don't get grabbed).
Day 16- Green Greens
I think this really sums it all up:
Day 17- Pokemon Stadium (Melee)Avoid the bombs. Duh. I hate this stage and wouldn't recommend ever playing on it.
Beware the lips. The start is pretty neutral and can be good for Falcon. Same with Grass. Ground and fire have walls, so don't get grabbed. You can use the walls to wall kick for a surprise attack. The windmill sucks.
Day 18- Hanenbow
This stage kills Falcon's ability to actually do anything. The leaves move when you hit them, so be aware. However, due to how the water functions, it can help against people with vertical recoveries. Also, remember this essential tip:
Stage 19- Jungle Japesif all the leaves turn red a flower grows on top of the tree.
Stage 20- Pokemon Stadium (Brawl)jungles japes suck!
Conveyer belts are annoying. Ice is slippery. Aerial Falcon Kick can get you grounded on the wind phase. Don't get grabbed on the ground phase.
Stage 22- Corneria
Avoid the bottom right. Actually, avoid Corneria.
Stage 23- Pirate Ship
Water spike is nice. Get them under the ship when it flies into the air. You can wall infinite when the ship gets wrecked.
Talk away!
EDIT: Now down to 1 day for discussion.
EDIT2: I've decided to be more realistic and just call it "Stage" instead of day.