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Ground approach game[/size](on the ground less than a full horizontal IAP away up to next to the opponent):
Before we can decide to know what to use, we have to think about the opponents options.
1. Shield and wait for an option.
2. Shield and Attack as soon as they think they can.
3. Approach with an attack
4. Running Grab/ Shield Grab
Next are our available options for approach(first few moves, everything after is too much of a variable) as well as the number next to it of the opponent's option to which it works against.This is all assuming both characters are approaching from close to or on the ground. Punishing landings is a different aspect with different options.
Jab to Grab: 1 & 4
Jab to Ftilt: 1, 2, & 4 (1 and 4 because it spaces unless you're in their face. In that case only 2)
Jab to Dtilt(faster than Ftilt and has possibility to shield poke and sets up combos) Numbers: Same as Jab Ftilt
Jab to another Jab to above move: See above, It's just another mind game to let the opponent know that they're in a bad position because they keep getting hit, even if it's just a jab. Makes opponents more prone to shielding and rolling.
Ftilt spacing: 1 and 4 (Approaching with attacks screws up{3} the spacing and some characters can hit you with an instant dash attack out of shield{2})
Triple Jab: 2(shield will go down) 3, fast enough to catch attacks unless they ping, 4 fast enough for them to not grab
Running Shield (Wait for attack or their shield) and grab 1 and If you don't get grabbed first then 2 and 4 too
Spaced Grab(includes pivot slide grab because it's the same effect)(Spin sliding, no matter how stupid it may look, actually pressures opponents into shields and gives you a good grab opportunity)1 & 4
Instant Dash Attack(so good for punishing laggy moves) into end of move up tilt or instant up smash. Maybe 3. It should only be used to punish laggy moves.
Sliding Up Smash Don't use it. It will be shielded and you will get punished for it
Reflector: 3 (Only use it if you see they're getting aggressive)
IAP: Good a lot of things like spacing and getting away from bad positions; however doesn't have too many uses in this specific situation.
Since so many people wanted to add in lasers, here's a laser section.
Short hop silent laser into dash attack canceled up smash is a weird combo because even though it spaces pretty well, it doesn't work a good percentage of the time against the 4 main opponent's options. 2 and 3 but it can work on 1 and 4.
Short hop silent laser to sliding up smash: Don't use it. It will get shielded and you will be punished for it.
Short hop silent laser to any one of the above non laser moves adds the same effect as 2 jabs before an attack instead of one. Pressures the opponent into thinking they're in a really bad position and forces them to shield, side step, or roll away
The best effect for a laser to have would probably have to be a short hop double silent laser to any above non laser move.(First laser isn't silent) because it makes the opponent not able to jump and the silent laser pressures. Overall helps Falco control the situation more.
Full jumping aerials can be done out of shield as well as after combos. Consider it like the lasers(where you can just throw it in) except for at the end of the attack.
I did not consider opponent's side stepping into this logic because side stepping, if it works, means you're getting predictable. If you sidestep a lot, drop that habit. It'll really hurt you later on. If the opponent rolls, Falco's moves listed above don't have enough lag for anyone to punish them.
For short hopped aerials and short hop air dodge mind games, I find the best answer is to shield it and either grab them if they don't space the attack or punish them if they do with an instant dash attack right when they get out of your range if they did space it. For short hop air dodges, if your shield is up, which is should already be, you can grab them before they grab you. When your shield diminishes, roll away and let it regenerate.
Seeing that a lot of those moves cover 2 or 3 of 4 situations that's 50-75%. If you have an average of 62.5% success rate in your moves, you will win that match. This isn't including the random variables that happen in fighting games, but then again you can't predict those kinds of things. Random goods cancel with random bads as long as you don't put yourself in bad situations.
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[size=+1]Part 2: Low aerial game[/size](Credit to Blad01 for the main set up of this discussion part, it looked nice so I used it
1st Option : Opponent on the floor(Most likely heavier characters that don't want to jump) While on the floor there are about 5 options they have to use.
2nd option: Opponent short hops with you
My first reaction : Fu**, i'm screwed.
Well :
3rd option: Opponent is falling from above and just went into the low aerial game area(Lower than falco's full hop and above the ground.)
That depends on the opponent and his character...
Overall, just like the first topic, lasers are good. Use them to pull your opponent down to force them to deal with your ground speed. With this topic, IAP deserves notable mention, especially if you learn to cancel it. IAP cancelling has a lot of potential. So all Falco players should learn the timings for the cancel at all cancel points. Reflector is good for spacing, but is very punishable. Use it but use it only sparingly. From my experiences, this is Falco's worst approach option but because of Melee, Falcos everywhere want to approach like this. It's why we get ***** by GaW. Falco should just use his options on the floor. Remember though, even if it's a horrible approach, everything can work in a game at least once if done at the right time.
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Next discussion point is low aerial off stage game. This includes ledge play. It ranges below the point in between his Short hop and full hop from the ground floor(ignore platforms when measuring) and to barely off the edge to side or bottom blast zones.
Ground approach game[/size](on the ground less than a full horizontal IAP away up to next to the opponent):
Before we can decide to know what to use, we have to think about the opponents options.
1. Shield and wait for an option.
2. Shield and Attack as soon as they think they can.
3. Approach with an attack
4. Running Grab/ Shield Grab
Next are our available options for approach(first few moves, everything after is too much of a variable) as well as the number next to it of the opponent's option to which it works against.This is all assuming both characters are approaching from close to or on the ground. Punishing landings is a different aspect with different options.
Jab to Grab: 1 & 4
Jab to Ftilt: 1, 2, & 4 (1 and 4 because it spaces unless you're in their face. In that case only 2)
Jab to Dtilt(faster than Ftilt and has possibility to shield poke and sets up combos) Numbers: Same as Jab Ftilt
Jab to another Jab to above move: See above, It's just another mind game to let the opponent know that they're in a bad position because they keep getting hit, even if it's just a jab. Makes opponents more prone to shielding and rolling.
Ftilt spacing: 1 and 4 (Approaching with attacks screws up{3} the spacing and some characters can hit you with an instant dash attack out of shield{2})
Triple Jab: 2(shield will go down) 3, fast enough to catch attacks unless they ping, 4 fast enough for them to not grab
Running Shield (Wait for attack or their shield) and grab 1 and If you don't get grabbed first then 2 and 4 too
Spaced Grab(includes pivot slide grab because it's the same effect)(Spin sliding, no matter how stupid it may look, actually pressures opponents into shields and gives you a good grab opportunity)1 & 4
Instant Dash Attack(so good for punishing laggy moves) into end of move up tilt or instant up smash. Maybe 3. It should only be used to punish laggy moves.
Sliding Up Smash Don't use it. It will be shielded and you will get punished for it
Reflector: 3 (Only use it if you see they're getting aggressive)
IAP: Good a lot of things like spacing and getting away from bad positions; however doesn't have too many uses in this specific situation.
Since so many people wanted to add in lasers, here's a laser section.
Short hop silent laser into dash attack canceled up smash is a weird combo because even though it spaces pretty well, it doesn't work a good percentage of the time against the 4 main opponent's options. 2 and 3 but it can work on 1 and 4.
Short hop silent laser to sliding up smash: Don't use it. It will get shielded and you will be punished for it.
Short hop silent laser to any one of the above non laser moves adds the same effect as 2 jabs before an attack instead of one. Pressures the opponent into thinking they're in a really bad position and forces them to shield, side step, or roll away
The best effect for a laser to have would probably have to be a short hop double silent laser to any above non laser move.(First laser isn't silent) because it makes the opponent not able to jump and the silent laser pressures. Overall helps Falco control the situation more.
Full jumping aerials can be done out of shield as well as after combos. Consider it like the lasers(where you can just throw it in) except for at the end of the attack.
I did not consider opponent's side stepping into this logic because side stepping, if it works, means you're getting predictable. If you sidestep a lot, drop that habit. It'll really hurt you later on. If the opponent rolls, Falco's moves listed above don't have enough lag for anyone to punish them.
For short hopped aerials and short hop air dodge mind games, I find the best answer is to shield it and either grab them if they don't space the attack or punish them if they do with an instant dash attack right when they get out of your range if they did space it. For short hop air dodges, if your shield is up, which is should already be, you can grab them before they grab you. When your shield diminishes, roll away and let it regenerate.
Seeing that a lot of those moves cover 2 or 3 of 4 situations that's 50-75%. If you have an average of 62.5% success rate in your moves, you will win that match. This isn't including the random variables that happen in fighting games, but then again you can't predict those kinds of things. Random goods cancel with random bads as long as you don't put yourself in bad situations.
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[size=+1]Part 2: Low aerial game[/size](Credit to Blad01 for the main set up of this discussion part, it looked nice so I used it
1st Option : Opponent on the floor(Most likely heavier characters that don't want to jump) While on the floor there are about 5 options they have to use.
- Sidestep
- Shield grab
- Attack
- Roll away
- Roll into you(or where you were coming from)
- SH Dair : A strong approach, but very punishable. If it is shielded you can DI and Fastfall backwards, or behind the opponent's shield.
[highlight]Don't jump into people using this move if you're not planning to DI away or at least use it after the fast fall to make it harder to shield grab. It's very punishable like Blad01 said. Don't use this often.[/highlight]
*If you DI backwards : A lot of characters can still grab you (long grab range), run and grab, dash attack, etc...
[highlight]This is all part of the mind game. If you do that, it'll condition them to drop their shield sooner and allow you to hit them with a delayed aerial. Make this option a mind game and not part of your main strat. As for numbers, you're safe from everything, but there are no advantageous positions for either character, except maybe instant dash attack or rolling into you and attacking.[/highlight]
*If you DI and fastfall behind a shield : It's much harder for the opponent to punish you, and even harder if you DI, Fastfall, and Jab. But it's also hard to space...
[highlight]This is the best option for Falco's SH Dair. Fast fall always before you use it. Be careful, if it becomes predictable, they'll hit you out of the air before it comes out. Numbers are only considered when using the Dair at the end of the Sh: 1, 2 is 50/50, *3, 4 and 5 set both characters back to neutral fighting position(No advantages).[/highlight] - SH Nair : Good for shield pressure. You can Nair to Jab, it will work most of the time against a shieldgrab reaction.
[highlight] Unless they have a good reaction speed, it won't be punished. Still don't use it too often. It doesn't have much priority. Numbers: 1, 2 is 65/35 in Falcos favor, 3 is 50/50(whoever gets the attack out first wins) 4 and 5= neutral positions.[/highlight] - RAR Bair : Well, i never use that... I find it too punishable.
[highlight] Spaced backwards back airs are good wallers(makes it difficult to get through) but its not something you want to be approaching with. It could shield poke their head if they sit in their shield all day. Numbers: 2 only if they sit in their shield waiting for the grab[/highlight] - SH Bair (behind opponent) : This is a pretty good approach. The opponent can drop his shield, and if he doesn't, it's much harder for him to punish you. But if he attacks you while you're shing... you're screwed :/
[highlight]Numbers: 2 and 5(sex kick hits them at the end of the roll), 1 and 4 are back to neutral positions and *3. [/highlight]
- SH Airdodge, DI backwards : Well, sk92 uses that with a FSmash. It works if the opponent drops his shield... A reaction that he will very likely have, because he wants to punish the airdodge.
[highlight] Good as a mind game, but not good as an always approach. Numbers: 1, 3(unless they instant dash attack out of shield), 5. 2 (if they sit in their shield) and 4 set back to neutral positions.[/highlight] - SH Airdodge / SH FF behind opponent : I never used that, but it could be a mind game to try.
[highlight]Falco has many options here. SH-AD to grab, to jab combo, to up tilt, to roll away. 1, (2, 3=unless they wait and punish you when you hit the ground, but because of Falco's speed, it'll be very hard for them to) 4 and 5 =neutral positions.[/highlight]
2nd option: Opponent short hops with you
My first reaction : Fu**, i'm screwed.
Well :
- If you didn't RAR... You're in a bad position. Fair, Nair, and Dair don't have very good range... (I mean they can't rival Marth's Fair) You can use the reflector, the laser, or simply airdodge.
- If you did RAR, use Bair Or Airdodge if the opponent has more range.
3rd option: Opponent is falling from above and just went into the low aerial game area(Lower than falco's full hop and above the ground.)
That depends on the opponent and his character...
- Wait for the airdodge : You can SHFF to grab an Airdodging opponent, charge a smash, sh and dj Bair...
- The opponent's attacking : Nair, Bair, or punish lag.
Overall, just like the first topic, lasers are good. Use them to pull your opponent down to force them to deal with your ground speed. With this topic, IAP deserves notable mention, especially if you learn to cancel it. IAP cancelling has a lot of potential. So all Falco players should learn the timings for the cancel at all cancel points. Reflector is good for spacing, but is very punishable. Use it but use it only sparingly. From my experiences, this is Falco's worst approach option but because of Melee, Falcos everywhere want to approach like this. It's why we get ***** by GaW. Falco should just use his options on the floor. Remember though, even if it's a horrible approach, everything can work in a game at least once if done at the right time.
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Next discussion point is low aerial off stage game. This includes ledge play. It ranges below the point in between his Short hop and full hop from the ground floor(ignore platforms when measuring) and to barely off the edge to side or bottom blast zones.