• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Falcons current metagame - in detail

Zeallyx

Fox mains get all the girlz
Joined
Jul 13, 2008
Messages
5,575
Location
Europe
Many posters here are misinformed, and do not know how falcon is/should be played.
This thread will explain, in depth, how falcon is currently played, how his moves are used currently etc.


Introduction​
Falcon is the worst character in this game. Not one of the worst, he is dead last. You all must realise this before you can understand how to improve, and play falcon effectively.


True combo's​
Falcon has quite some true combo's, but not all of them are useful in a real/tournament match. Combo's like first hit Nair>up b, and jab>jab>grab are useful in a real match, and for that reason should be used.
Other combo's like BairUair lock forced standup>falcon punch, are very unlikely to happen, so are not a part of falcons meta game. What if you try to Bair/Uair lock, and think you force a standup but hit the opponent just after their bounce>falcon punch? You will get punished badly.


Psuedo combo's
Psuedo combo's (combos that are not 100% inescapable) are a big part of falcons metagame, as brawls engine makes real combo's quite rare.
Examples of psuedo combo's are:
Dash attack>Utilt, jab(>jab)>up b, and Bair dash grab (at middle-high percents).


Movestrings​
Movestrings are used by everyone. Move strings can consist of true combo's, psuedo combos and simply moves made possible by reading the opponent and predicting/punishing his actions.
Movestrings are, as for almost every other character, a big part of falcons metagame.


Falcons metagame in a nutshell​
Falcons metagame is based off of beeing as safe as possible with falcons moveset, as falcon has quite some slow and punishable moves, falcons meta game revolves around combo's, psuedo combo's, movestrings, his faster/less punishable moves and mindgames.


FALCONS CURRENT METAGAME - IN DETAIL​

Moveset analysis:​

Jab:
Recommended usage: Often
Uses:
- As the jab is fast, it can be used instead of a spotdodge to safely intercept opponents attacks so they dont come out.
- As it combo's into (another jab>)a grab, it can help you setup for falcons air game, wich includes KOing moves (Uair/Fair for example), and can set up for movestrings.
Frame data:
Combo's including jabs:
- jab>jab>grab (recommended to use in your game)
- Flubbed Fair>jab (recommended to use in your approach game)
Other info: The jab is one of the falcons more diverse moves, wich makes the jab a big part of falcons metagame and a must use for falcons.


Ftilt:
Recommended usage: Limited/Mixed into ones jab game
Uses:
- spacing.
As Ftilt has quite some reach, and comes out quite fast (compared to falcons other moves) it is a good move to use when further away from your opponent.
- Punishing opponents who DI out of jabs.
- To rack up damage and keep your killing moves fresh.
Frame data:
Combo's including Ftilt:
- Ftilt lock (very situational, keep in the back of your head, but dont rely on it)
- Fist hit Nair>Ftilt (better options are present, recommended not to use)
- Flubbed Fair>opponent trips>Ftilt (better options are present, recommended not to use)
Other info: Ftilt is a good move to hit enemys further away, and to keep your Utilt (and other kill moves.) fresh. And unstale them, if needed, too.

Dtilt:
Recommended usage: Limited/Mixed into ones jab game
Uses:
- spacing
As Dtilt has quite some reach, and comes out quite fast (compared to falcons other moves) it is a good move to use when further away from your opponent.
- Punishing opponents who DI out of jabs.
- To rack up damage and keep your killing moves fresh.
- to set up for falcons airgame.
Frame data:
Combo's including Dtilt:
Flubbed knee>opponent trips>Dtilt (better options are present, recommended not to use)
Flubbed Fair>opponent trips>Dtilt
Other info: Dtilt is a good addition to ones jab game, as when the opponent DI's away or up during the jab, one can easily get one, two or even three Dtilts in.

Utilt:
Recommended usage: Middle/Often
Uses:
- As Utilt has quite a larga hitbox (infront and, at the start of the move, above falcon) this move can be used to shut down approaches.
- It can be used to edgeguard. But keep the auto sweetspotting ledge in mind, so you dont get ledgehopped aerial'd trying to edgeguard the opponent with this.
- This move is great to use on opponents above you and/or on platforms
Frame data:
Combo's including Utilt:
- Flubbed knee>opponent trips>Utilt (Quite a good combo. May the opponent trip from your flubbed knee, this combo does nice damage.)
Other info: Utilt is a great move, with good killing power. It does nice damage and is underrated by alot of players.
Utilt is one of falcons better moves.


Usmash:
Recommended usage: Middle-High/for punishing
Uses:
- punishing
As falcons hyphen smash does good damage, one can punish from a distance with this, making this a good addition to your punishing game.
Frame data:
Combo's including Usmash:
- -
Other info: Usmash does very good damage if both hits connect. But as its hitbox is quite small, and falcon slides pretty far during his hyphen smash, it is ofthen best to Dash dance>hyphen smash, to shorten its distance and make it easier to hit with.
This move is great for punishing from a distance.

Fsmash
Recommended usage: Middle/For punishing - Low/Mixed into jab game
Uses:
- As falcons stutterstep Fsmash has quite some reach, this move is great for punishing.
But opponents can also easily punish this move.
- This move can be used to punish opponents who DI out of your jabs. But this is very risky, hence the low recommended usage.
- A dashdanced Fsmash (as in, moving slightly back before executing the Fsmash) works wonders to punish approaches or lure out reactions+punishing them, but these are risky, too.
Frame data:
Combo's including Fsmash:
Flubbed knee>opponent trips>Fsmash (does nice damage, so is a good option.)
Other info:
Fsmash does good damage, and can KO nicely. But it can be punished easily, so use only/almost only to punish with.

Dsmash
Recommended usage: Middle/punishing rolls or for punishing in general - Low/Mixed into ones jab game
Uses:
- This move is great for punishing rolls, and punishing in general.
- This move can KO nicely, but is easily punished by opponents.
- Can punish opponents who DI out of your jabs, but this is very risky.
Frame data:
Combo's including Dsmash:
Flub knee>opponent trips>Dsmash (does good damage, so is a good option).
Other info: Great for racking up damage through punishing (rolls), but an easily punished move itself, too.


Fair
Recommended usage: Middle/as an approach - High/Punishing
Uses:
- This move (sweetspotted) is one of falcons best moves to punish with. As it does good damage and knockback.
- flubbed this move (when executed so one does not endure landing lag) this move is a decent approach as it combo's into jabs.
- ledgehopped it can be used to punish edgeguarders edgeguarding, but as one endures the landing lag of falcons fair this way, it should really only be used for punishing.
- Use this move (aslo) to diminish knockback when beeing send flying horizontally.
Frame data:
Combo's including Fair:
Dair>sweet Fair (is a good kill combo, so recommended when you get the chance.)
flubbed knee>jab (decent approach, good to mix into ones game.)
Other info:
Falcons Fair is different than his fair in melee, one cannot spam it, as one will get punished hard for that. In brawl falcons Fair requires practice to sweetspot and punish correctly with.
It is a great punishing mve and a decent approach when flubbed. (or sweetspotted on taler/jumping characters,).

Dair
Recommended usage: Middle/approach - High/Punishing
Uses:
- Sets up for (kill) combo's
- great punishing move as it does good damage
- execute in the way so one does not endure landing lag to minimize chance on beeing punished yourself
- Can spike opponents, making it a viable move to use offstage/for gimping.
- use this move (also) to dimish knockback when beeing send flying upwards.
Frame data:
Combo's including Dair:
Dair>sweet Fair (kill combo, recommended)
Dair>Uair (when opponent is out of reach for a sweet Fair after the Dair, this combo is recommended.)
Other info:
The Dair is great for punishing as it does good damage, and is the first hit for some kill combo's.This move is also great to use as a fake out, to get jabs in, or a (jab>jab>)grab.

Nair
Recommended usage: Middle/approach - Middle/punishing
Uses:
- As this move autocancels, being punished for this move is minimized when SH'd.
- the first hit of the Nair sets up for some (kill) combo's. And as the first hit Nair has set knockback, these combos work at all percents, making it quite usable as a punish move (to start said combo's).
- Nair is a decent approach as it combos into jabs.
- ledgehopped it can be used to punish edgeguarders edgeguarding, and as this move autocancels, it is safer to use when ledgehopped than falcons Fair.
Frame data:
Combo's including Nair:
First hit Nair>up b (does good damage, recommended).
First hit Nair>sweet fair (only works on floaties, recommended when you get the chance)
First hit Nair>dair (only works on floaties, recommended when you get the chance)
First hit Nair>jabs (recommended along with first hit Nair>up b.)
Other info:
Nair is a decent approach, and a good punishing move due to the combo's it sets up for.

Uair
Recommended usage: Often/punishing -Middle-High/approaching
Uses:
- As this move autocancels, being punished for this move is minimized when SH'd.
- This move combos into jabs when making use of its first hitbox. (using a falling uair).
- This move is great in the air as it comes out quite fast/can punish airdodges.
- This move is great to use on opponents above you and/or on platforms
- Can be reversed for use of other parts of tis hitbox. (Said hitbox makes combos possible until higher percents than the first hitbox and makes hitting opponents offstage easier due to beeing a larger hitbox.)
- Use this move to dimish knockback when beeing send fying.
- Good move to use offstage/for gimping.
- Can KO.
Frame data:
Combo's including Uair:
Uair>grab (Its better to go for the Uair>jabs)
Uair>jabs (recommended when getting the chance.)
Other info: This is an overall great move, and one of falcons better moves.

Bair
Recommended usage: Often/punishing - Middle- high/approaching
Uses:
- Can KO when sweetspotted
- As this move autocancels, being punished for this move is minimized when SH'd.
- Can combo into jabs at lower percents.
- Good for punishing
Frame data:
Combo's including Bair:
- Bair>jabs at lower percents (works wonders at lower percents.)
Other info: Bair is a good KO move when sweetspotted, and a decent approach, too


Falcon punch (neutral b)
- there are always better options, this move is too risky to use in a real match, no matter how effective it is when it hits. (It most likely wont hit in a real/tourny match).

up b
Recommended usage: Limited/punishing
Uses:
- Does good damage, but can be punished when missed.
- Works wonders as after a ledge jump.
- Works wonders after a FF first hit nair. (as a true combo).
- recovering
Frame data:
Combo's including up b:
Flubbed knee>opponent trips>up b (does good damage, recommended when one gets the chance.)
First hit Nair>up b (does good damage, recommended when one gets the chance.)
Other info: Up b Does good damage, but can be punished when missed, making its use limited.

Falcon kick (Down b)
Recommended usage: Low/overall - too punishable
Uses:
- punsihing from a distance, although punishible even when you hit with it at low percents. (making this move only viable for use when the opponent is at a higher percentage, and even then better options are present almost always.)
- Has more priority than raptor boost.
Frame data:
Combo's including FK:
FK>LC>Uair immediatly (too situational, will most likely not happen, dont count on it.)
Other info:
Falcon kick is a horrid move, both as an approach and as a punish move.

Raptor boost (side b)
Recommended usage: Low-middle/approach-punish
Uses:
- Can set up for falcons airgame
- very punishable when you miss.
- has some shield push back, so you could be able to pull this off without getting punished if the opponent shields this (prolly not, though).
- The step back falcon does at the start of the move can avoid an attack+punish.
- The distance falcon travels can be extended by flicking the control stick in the opposite direction you're facing>in the direction you are facing+b.
- Can punish opponents from a distance.
Frame data:
Combo's including RB:
- -
Other info:
This move is slightly better than FK, as it sets up for falcons aerial game better, and is less easily punished when connected with, although still easily punished).


SHAD (Short Hop Air Dodge) - middle-high/approach


Dthrow
Recommended usage: Middle-high
uses:
- sets up for falcons airgame
- great to start/use in movestrings
- Arguably falcons best throw
- Good to mix in your game to mess with the opponents DI and/or reactions on your throws.
frame data:
combo's including Dthrow:
jab(>jab)>grab>Dthrow
flubbed knee(>jab>jab)>grab>Dthrow
Other info:
Dthrow sets up for falcons airgame very nicely, arguably falcons best throw due to how it sets up for falcons airgame nicely, even at higher percents.
It is best to mix in all throws into your game for maximizing your chance of pulling of succesfull movestrings. (excluding Bthrow, wich should only be used to get the opponent offstage at higher percents.)

Fthrow
Recommended usage: Middle-High/when the opponent has a low damage percentage - Middle/When the opponent has a middle/High damage percentage.
uses:
- good to set up movestrings
- can (psuedo) chaingrab (fast falling) opponents at lower percents.
- Good to mix in your game to mess with the opponents DI and/or reactions on your throws.
frame data:
combo's including Fthrow:
jab(>jab)>grab>Fthrow
flubbed knee(>jab>jab)>grab>Fthrow
Other info:
As this throw can (psuedo) chaingrab at lower percents, it is best to use this throw near the start of the match, and when the opponent has more damage, switch to Uthrow and Dthrow.

Bthrow
Recommended usage: Low/to get opponents offstage when they have around 100% damage
Uses:
- Good to get the opponent offstage when they are at a higher damage percent, to set up for falcons offstage/gimping game.
Frame data:
Combo's including Bthrow:
jab(>jab)>grab>Bthrow
flubbed knee(>jab>jab)>grab>Bthrow
Other info:
Arguably falcons worst throw, as it has the least uses. And falcon himself endures quite some lag after this throw, making following up after this throw harder, making this throw only good to get the opponent offstage when they have a higher damage percentage.

Uthrow
recommended usage: Middle-High/when the opponent has a low damage percentage - Middle/When the opponent has a middle/High damage percentage.
Uses:
- Sets up for movestrings very nicely at lower percents.
- Good to mix in your game to mess with the opponents DI and/or reactions on your throws.
Frame data:
Combo's including Uthrow:
jab(>jab)>grab>Uthrow
flubbed knee(>jab>jab)>grab>Uthrow
Other info:
Sets up for movestrings nicely when the opponent has a lower damage percentage, and is a good throw to mix into your game to avoid beeing predictable (with your throws, and your follow ups after said throws.)


Dash attack
Recommended usage: Low/approaching - Low/Punishing
Uses:
- Can get the opponent airbourne quite quick (meaning they have less/little time to react, but still, it is easy to avoid follow ups.)
Frame data:
Combo's including Dash attack:
Other info:
This attack is very easily shieldgrabbed, but it is a quite quick attack, meaning there are opportunity's when this move can be used effectively (punishing little frames of startup ending/lag when out of reach for jabs.) but this attack is very easily punished, so one should be very careful using it. (Better punishing options are often present, too).

Falcons metagame - spacing and mindgames​

Spacing is essential when using falcon, and mindgames are too. As it is hard to explain mindgames on paper, it is best to develop your own, but here are some examples:

Mindgame examples

- SH Dair (lagless landing) fakout>jabs/RB
- RB>wait>airdodge punish
- jab> DI punish
- multi hit jab (falcons fourth jab) DI punish
- Run towards opponent>jump (back)>punish reaction
- jab>jump back>punish reaction
(will update with more, soon).


vs projectiles​

falcon has a hard time dealing with campers, as brawls engine rewards camping, and falcon lacks a projectile.

ways to deal with projectiles:

- jab the projectiles to stop them>move in
- SHAD through the projectiles while moving in (only works on cetain projectiles)
- Full hop>FF>second jump dodge projectles while moving towards the opponent
- Rolling (though easily punished when dealing with fast projectiles).
(will update with more, soon.)


VS CHARACTER SPECIFIC TIPS​


VS :mario2:

- Never use raptor boost to recover
- Smash DI out of Utilt lock to avoid (more) tilts, and aerial follow ups (if any).
- Refer to the 'vs projectiles' section to find tips how to get through marios projectile.
- Utilize jabs.
- Utilize Utilt.

VS :dk2:

- DK's tilts/smashes outrange you. Be prepared to work around this. as in:
- Jump>lure out reaction - standard mindgame>punish
- fakeout>lure out reaction>punish
- Dropdown Dair DK's Dtilts
- Dropdown Dair DK's Fsmash
- Dropdown Dair DK's down b
- Nair DK's jabs
- Beware of DK's OoS game.
- Beware of the sakurai combo. (side b>neutral b (kill) combo).
- Utilize jabs
- Utilize Utilt.
- Make sure to hold up or down on the control stick when DK carries you on his back to break free asap at lower percents easily. This can be used to avoid stagespikes, for example. (I read this on the DK board just now, lol, too good.)

VS :link2: (lol SSB64)
anywho:
- Refer to the 'vs projectiles' section to find tips how to get through links projectiles.
- Beware of Zair
- Keep the psuedo Fthrow CG in mind at lower percents.
- Utilize the fact links up b isnt the best in the game.
- Beware of projectile mindgame ****.
- Utilize jabs
-Utilize Utilt.
- Punish his missed grabs as efficient as possible (when possible).

VS :samus2:

- Refer to the 'vs projectiles' section to find tips how to get through samus' projectiles.
- Beware of Zair
- Make sure to punish Missed grab attemps (if any) with sweet knee's or Smashes
- Beware of samus' OoS game
- Utilize jabs
-Utilize Utilt.

VS :zerosuitsamus:

- Refer to the 'vs projectiles' section to find tips how to get through ZSS' projectile.
- Beware of Dsmash (combo's.)
-Utilize Utilt.

VS :kirby2:

- Beware of kirby's copy ability. Kirbys variation of the falcon punch makes kirby's recovery even better (horizontally).
- Always (S)DI away when beeing Dthrown at lower percents.
- Beware of kirby's Fsmash.
- Utilize jabs
- Utilize Utilt.

VS :fox:

- Work on punishing illusions.
- Keep the psuedo Fthrow CG in mind at lower percents.
- Beware of fox's (Dair>)Dsmash/Fsmash
- Keep fox's boosted hight due to his Fair in mind when he recovers.
- Refer to the 'vs projectiles' section to find tips how to get through Fox's projectile.
- Wok on punishing his. up b (try to utilize the pause before he launches himself.).
- Utilize Utilt.

VS :pikachu2:

- dont get grabbed (lol), but seriously, space.
- Keep QAC in mind.
- Always punsih thunders (when you get the chance).
- Refer to the 'vs projectiles' section for tips about how to get past pikachu's projectile.
- Work on punishing skull bashes.
- Utilize jabs.

VS :marth:

- Dont get grabbed at around 0% (marth has a guaranteed throw>tipper Fsmash on falcon when falcon has around 0% damage), so space when at said damage percentage.
- Space in general, as marths sword still has quite some reach.
- (S)DI DB's.
- Do not use jab as often on marth, due to his up b OoS ****.
- Beware of his counter.

VS :gaw:

- Utilt his jab(s)
- space for your stocks.
- beware of GaW's Uair mindgames/delays.
- Beware of GaW's (almost unpunishable) up b recovery.

VS :luigi2:

- (S)DI jabs to avoid sweet spot up b.
- (S)DI aerials to avoid other aerials/sweetspot up b
- utilize jabs.
- work on punishing green missles.
- Refer to the 'vs projectiles' section to find tips how to get through luigi's projectile.

VS :diddy:

- CP stages with platforms to avoid beeing completely nanner *****..
- Try to avoid beeing completely nanner ***** in general, by:
- spacing
- utilizing jabs
- Try to get diddy airbourne as mutch/often as possible.
- Try to get a hold of a nanner/nanners yourself. (highly unlikely.)
- Beware of diddy's ledgestall up b spike.
- Work on punishing diddy's up b.
- SDI out of the first hit of diddy's Fsmash.

VS :zelda:

- Refer to the 'vs projectiles' section to find tips how to get through Zelda's projectiles.
- Beware of naryu's love. (this move is ****..ugh).
- utilize jabs.
- Try to get zelda airbourne as much/often as possible.
- Beware of Dtilt ****.
- Utilize Utilt
- Work on punishing her up b

VS :shiek:

- Beware of needles
- Work on punishing her up b
- Utilize Utilt
- Always try to (S)DI out of her tilt lock>Usmash ;_;
- Keep the psuedo Fthrow CG in mind at lower percents.

VS :pit:

- Refer to the 'vs projectiles' section to find tips how to get through Pits projectile.
- Always gimp pits up b when you get the chance.
- Beware of pits down b (when RBing or FKing).
- Watch out for arrows from the skym too. (looped arrows).
- Utilize jabs.
- Utilize Utilt

VS :metaknight:

- counterpick with mk (kidding..or am I)
- Utilize grab release>hyphen smash/CG.)
- space for your stocks.
- ..
- ....
- Utilt through MK's jab(s).
- FK through MK's tornado (When possible.).
- Watch out for his Dsmash ****.

VS :falco:

- Dont get grabbed (lol), but seriously, space.
- Make sure to second jump>up b after a CG>Dair, to maximize your chance of survival/victory.
- Refer to the 'vs projectiles' section to find tips how to get through Falco's projectile.
- Dont use jab as often as usual, due to falco's jab game beating falcons.
- Work on punishing his. up b (try to utilize the pause before he launches himself.).
- Work on punishing illusions.

VS :squirtle2:

- Try to utilize falcons CG on spuirtle using grab releases. And always try to end said CG with a dash attack or, preferably, an drop offstage uair.
- space
- Beware of hydroplanning/hydropump mindgames.
- Beware of squirtles beast airgame.
- Utilize jabs
- Utilize Utilt

VS :ivysaur:

- Refer to the 'vs projectiles' section to find tips how to get through Ivy's projectiles.
- Always (S)DI out of bullet seed asap.
- Utilize Edgehog when possible. (as ivy relies on a tether recovery).
- Utilize jabs
- Utilize Utilt
- Watch out for his (sweet spotted) up b. (So beware when above him).

VS :charizard:

- Beware of Rocksmash
- Punish smashes with sweet Fair's/smashes when possible.
- Beware of Charizards up b as an attack (OoS), and keep in mind charizard is hard to gimp when he uses his up b as a recovery.
- Utilize Utilt
- (S)DI towards charizard>up b him when you are beeing fire breathed near the edge of the stage.
- Always (S)DI away from charizard when you are beeing fire breathed (when not near the edge of the stage.).

VS :ike:

- Try not to fall for mindgames wich let you eat a Fsmash..Seriously.
- (S)DI ike's jabs
- Punish all you can punish (Ike, too, has quite some punishable moves.)
- Beware of ike's up b's spiking ability when trying to gimp ike
- Utilize jabs
- Utilize Utilt
- Beware of his counter.

VS :snake:

- Refer to the 'vs projectiles' section to find tips how to get through snake's projectiles.
- Beware of his beast tilts
- Utilize jabs
- Make sure to always punish snakes up when he uses it to recover.
- Utilize Utilt

VS :peach:

- Beware of her **** combo's.
- Beware of turnips.
- Utilize jabs.
- Beware of her ACing aerials
- Beware of her ability to float>aerial(s).
- space for your stocks.
- Utilize Utilt

VS :yoshi2:

- Dont get grabbed (lol), but seriously, space.
- Beware of Dair
- Utilize jabs
- Work on Shield grabbing yoshi's side b.
- Utilize Utilt
- Try to utilize the fact yoshi's up b is not the best in the game.

VS :ganondorf:

- Jab is faster than ganons entire moveset. Utilize this.
- Beware of choke hold chaining. Try not to roll/standup predictatably.
- Beware of thunderstorming.
- Beware of Dairs hitbox in general (during thunderstorms, and when he goes for spiking you.).
- Beware of ganon super jump mindgames.
- Utilize Utilt.
- Try to get ganon airbourne as much/often as possible.
- Punish when possible. (As Ganon has quite some punishable moves, too.)
- Keep the psuedo Fthrow CG in mind at lower percents.

VS :popo:

- Dont get grabbed (lol), seriously, space.
- seriously, space..
- space
- Utilize jabs.
- Try to get the IC's airbourne as much/often as possible.

VS :dedede:

- Dont get grabbed (lol), seriously, space.
- Utilize Utilt.
- Utilize jabs.
- Wok on punishing DDD's up b 9when possible.).
- Beware of waddle dee/doo's, even when they are on the field. (they can attack you >.<).

VS :wolf:

- refer to the 'vs projectiles' section, for tips about how to get around wolf's projectile.
- Beware of the amazing reach of his Fsmash.
- Beware of his reflector.
- Beware of ledge'hopped' side b's.
- Work on punishing illusions.
- Wok on punishing his. up b (try to utilize the pause before he launches himself.).
- Utilize jabs
- Utilize Utilt
- Watch out for his Dsmash ****.

VS :lucario:

- Make sure to always nullify the lag bug after you up onto the ledge and jump from the ledge as lucario can easily punish said lag.
- refer to the 'vs projectiles' section, for tips about how to get around lucario's projectiles.
- Beware of his counter.
- Utilize jabs
- Utilize Utilt
- Beware of the area under lucario when he is airbourne (due to his Dair.).

VS :ness2:

- Always (S)DI out of pk fire when possible, to avoid punishment.
- Beware of PK1>PK2 mindgames.
- Use your own hurtbox to sabotage his recovery by letting yourself get hit by his PK1 when possible.
- Work on punishing the pause before he launches himself when he uses his up b to recover.
- Beware of his strong Dair spike.

VS :sonic:

- Use jabs to stop most of his approaches. (Beware of spinshot>cherryflip (jk)>mindgamed Bairs though <_<).
- When you grab sonic after his up b near the ledge, simple grab release him for him to lose a stock.
- utilize jabs.
- Utilize Utilt.
- Be very aware of sonics mindgames/mindgame potential.

VS :bowser2:

- Beware of grab release **** from bowser
- Beware of his OoS game.
- Punish when possible. (As bowser has quite some punishable moves, too.)
- (S)DI towards bowser>up b him when you are beeing fire breathed near the edge of the stage.
- Always (S)DI away from bowser when you are beeing fire breathed (when not near the edge of the stage.).

VS :wario:

- Utilize grab releases. (Free Fairs etc.)
- space (>grab when possible) for your stocks.
- Be very aware of his bite.
- Be very aware of his (retreating) aerials.

VS :toonlink:

- Refer to the 'vs projectiles' section to find tips how to get through Tinks projectiles.
- Beware of Zair
- Beware of projectile mindgame ****.
- Utilize jabs
-Utilize Utilt.
- Punish his missed grabs as efficient as possible (when possible).

VS :rob:

- Refer to the 'vs projectiles' section for tips about how to get around ROB's projectiles.
- Utilize jabs.

VS :olimar:

- Beware of the **** combos olimar has on falcon at lower percents.
- Refer to the 'vs projectiles' section to find tips how to get through Olimars projectiles.
- Utilize jabs
- Utilize Utilt
- Edgehog olimar (efficiently, watch out for pikmins who are thrown) when possible (as he relies on a tether recovery.).
- space

VS :jigglypuff:

- Always punish missed rests with a falcon punch.
- space
- Beware of her WoP/aerials.

VS :lucas:

- Keep in mind that his PK fire beats all your approaches..
- Beware of PK1>PK2 mindgames.
- Keep all his recovery options in mind.
- Keep in mind he can gimp you using his PK thunder (so, get to the ledge asap when beeing send flying when you see him unleashing a PK thunder.).
- Beware of his fast Fsmash.
- Beware of his Usmash' quite large hitbox (and the duration of said hitbox, too.).
- Punish his missed grabs as efficient as possible (when possible).


(I will update individual characters with more tips when I think of more tips, soon.).

FALCON'S SENSIBLE MOVESTRINGS

For this section, I am going to try a different format. This will show all the sensible follow ups after each moves that sets you up for following up with another move. Keep in mind, these are not real combo's, thus escapable. These are all about prediction and experience

the notation is like this:

set up move - possible follow up move(s) (wich are seperated by a slash, so the slash means 'or')

then each of the follow up moves are individually listed under eachother.

then:

follow up move - follow up move(s) of the follow up move (again, seperated by a slash)

etc.


This first part will cover the follow ups falcon's Dash attack sets you up for. These move strings are meant to get your opponent offstage. Falcon's gimping game will be covered in another move string section.

Dash attack - Dash attack >Uair/Fair/Nair/Hyphen smash > Uair/Fair/Nair
\
Uair > Uair/Nair/Bair/Fair
\
Nair > Uair/Nair/Bair/Fair
\
Fair > Uair/Nair/Bair/Fair
\
Utilt > Dash attack - Uair/Fair
/ \ / \
Ftilt > Dash attack - Uair/Nair/Fair

Utilt > grab > see the Dthrow/Fthrow/Uthrow or back throw section.

Dsmash - Dash attack > Uair/Nair/Fair
\
Hyphen smash >Uair/Nair/Fair/up b

Forward smash - Dash attack - Uair/Nair/Fair

Forward smash > Hyphen smash - Uair/Nair/Fair

Raptor boost > Uair/Nair/Fair

up b

Detailed follow up explaination/reasoning:
when you:

The next section will cover the sensible follow ups after a raptor boost:

Raptor boost > Uair/Nair/Fair
\
Uair > uair/Nair/Fair

Uair > Uair - Fair

Nair > Uair/Nair/Fair

Fair >Uair/Nair/Fair

up b

raptor boost > see top of the raptor boost section

Detailed follow up explaination/reasoning:
when you:

Next, I will list the sensible follow ups after a Dthrow:

Dthrow > uair/Nair/Fair/ Utilt/raptor boost/falcon kick

Uair > Uair/Nair/Fair/up b

Nair > Uair/Nair/Fair

Fair >Uair/Nair/Fair

Utilt >grab - see Dthrow/Uthrow/Bthrow or Uthrow section.

raptor boost > see raptor boost section.

falcon kick - after lag ends string

falcon kick - LC - (SJ -) Uair/nair/Fair/up b

Detailed follow up explaination/reasoning:
when you:

The next section will cover the sensible follow ups after a Fthrow:

Fthrow > grab/Dash attack/Hyphen smash/raptor boost/falcon kick

grab > see the Fthrow/Dthrow/Uthrow/Bthrow section.

Dash attack > see the Dash attack section

Hyphen smash > Uair/Nair/Fair/up b

raptor boost > see the raptor boost section.

falcon kick - after lag ends string

falcon kick > LC > (SJ >) Uair/nair/Fair/up b

Detailed follow up explaination/reasoning:
when you:

The next section will cover falcon's Bthrow. Falcon's Bthrows best/only use, is to get opponents offstage at high(er) percents when you grab the opponent near the ledge, but you are facing away from the ledge. So, The Bthrow is a setup for falcon's gimp game, wich will be covered in the offstage section.

Bthrow > see falcon's offstage section.

The next section is going to cover the sensible follow ups after falcon's Uthrow.

Uthrow > up b/Uair/Nair/Fair/Bair

up b

Uair > Uair/Nair/Fair

Nair > Uair/Nair/Fair

Fair > Uair/Nair/Fair

Bair > Bair

Bair > land (to turn around) - Uair/Nair/Fair

Detailed follow up explaination/reasoning:
when you:

The following section, will show what sensible follow ups after falcon's hyphen smash are.

Hyphen smash > Uair/Nair/Fair/up b

Uair>Uair/Nair/Fair

Uair>uair>SJ>Fair

Nair>Uair/Nair/Fair

Fair>Uair/Nair/Fair

up b

The next section shows the sensible follow ups after you Nair a (grounded) opponent

Nair>Uair/Nair/Fair/up b

Uair>Uair/Nair/Fair

Nair>Uair/Nair/Fair

Fair>Uair/Nair/Fair

up b

The next section shows the sensible follow ups after you use a (falling) Uair on a (grounded) opponent

Uair >Uair/Nair/Fair/up b

Uair>Uair/Nair/Fair

Nair>Uair/Nair/Fair

Fair>Uair/Nair/Fair

up b

Uair on grounded opponent only follow ups:

(falling) Uair>Dash attack/Hyphen smash/raptor boost/falcon kick/ jab /grab

Dash attack>see Dash attack section.

raptor boost>see raptor boost section.

falcon kick>after lag ends move string
falcon kick > LC > (SJ >) Uair/nair/Fair/up b

Hyphen smash>see hyphen smash section.

The next section covers the sensible follow ups after you Fair a (grounded) opponent

Fair>Uair/Nair/Fair/up b

Uair>Uair/Nair/Fair

Nair>Uair/Nair/Fair

Fair>Uair/Nair/Fair

up b

jab> (jab>)grab

grab>see the Bthrow/Fthrow/Uthrow/Dthrow section.

Fair on grounded opponent only follow ups:

Fair>Dash attack/Hyphen smash/raptor boost/falcon kick/ jab /grab

Dash attack>see Dash attack section.

raptor boost>see raptor boost section.

falcon kick>after lag ends move string
falcon kick > LC > (SJ >) Uair/nair/Fair/up b

Hyphen smash>see hyphen smash section.

jab> (jab>)grab

grab>see the Bthrow/Fthrow/Uthrow/Dthrow section.

The next section will cover the sensible follow ups after a Dsmash

Dsmash>Dash attack/Hyphen smash/raptor boost/falcon kick/dash grab/Uair/Nair/Fair

Dash attack>see Dash attack section.

raptor boost>see raptor boost section.

falcon kick>after lag ends move string
falcon kick > LC > (SJ >) Uair/nair/Fair/up b

Hyphen smash>see hyphen smash section.

dash grab>see the Bthrow/Fthrow/Uthrow/Dthrow section.

Uair>Uair/Nair/Fair

Nair>Uair/Nair/Fair

Fair>Uair/Nair/Fair

The following section will cover the sensible follow ups after a Fsmash

Fsmash>Dash attack/Hyphen smash/raptor boost/falcon kick/dash grab/Uair/Nair/Fair

Dash attack>see Dash attack section.

raptor boost>see raptor boost section.

falcon kick>after lag ends move string
falcon kick > LC > (SJ >) Uair/nair/Fair/up b

Hyphen smash>see hyphen smash section.

dash grab>see the Bthrow/Fthrow/Uthrow/Dthrow section.

The next section will cover falcon's sensible follow ups after an Utilt

Utilt>Uair/Nair/Fair

Uair>Uair/Nair/Fair

Nair>Uair/Nair/Fair

Fair>Uair/Nair/Fair

The following section will cover the sensible follow ups after falcon's Dtilt

Dtilt>Dtilt/Uair/Nair/Fair

Dtilt>see top of the Dtilt section.

Uair>Uair/Nair/Fair

Nair>Uair/Nair/Fair

Fair>Uair/Nair/Fair

Falcon's sensible offstage follow ups: This section focusses on what sensible follow ups falcon has after falcon gets his opponents offstage.

offstage strings starting with an Uair

Uair>Uair/Nair/Fair
Uair>SJ>Dair(spike) /Dair(launch)
Uair>Uair>SJ>Fair

Offstage strings starting with a Fair

sweet Fair>Uair/Nair/Fair
sweet Fair>Dair(spike) /Dair(launch)
flubbed Fair>SJ>Uair

Offstage (strings starting with a) Dair

Dair(launch) >Uair/Nair/Fair
Dair(spike)

Offstage strings starting with a Nair

Nair>Uair/Nair/Fair

Offstage strings starting with a Bair

Bair>SJ>Bair
Bair>Bair>SJ>Bair
Bair>Dair(spike)

Remember that these strings are based off of that you yourself are able to make it back to the stage.


I will update this thread with more sections and (Noodles) frame data, soon.
I hope this helps, as I hate to see the board of the character I main die.
 

UzakiuzuG

Smash Journeyman
Joined
Jul 26, 2008
Messages
477
Location
Louisville,Ky
[ Other info:
This move is slightly better than FK, as it sets up for falcons aerial game better, and is less easily punished when connected with 9although still easily punished).

SHAD (Short Hop Air Dodge) - middle-high/approach

Falcons metagame - spacing and mindgames​

Spacing is essential when using falcon, and mindgames are too. As it is hard to explain mindgames on paper, it is best to develop your own, but here are some examples:

Mindgame examples

- SH Dair (lagless landing) fakout>jabs/RB
- RB>wait>airdodge punish
- jab> DI punish
- multi hit jab (falcons fourth jab) DI punish
- Run towards opponent>jump (back)>punish reaction
- jab>jump back>punish reaction
(will update with more, soon).

vs projectiles​

falcon has a hard time dealing with campers, as brawls engine rewards camping, and falcon lacks a projectile.

ways to deal with projectiles:

- jab the projectiles to stop them>move in
- SHAD through the projectiles while moving in (only works on cetain projectiles)
- Full hop>FF>second jump dodge projectles while moving towards the opponent
(will update with more, soon.)

I will update this thread with more sections and (Noodles) frame data, soon.
I hope this helps, as I hate to see the board of the character I main die.
[/COLOR]

This is great all the spacing and approaching, glade we are finally working our back to how it was in December and January finding some good useful stuff. Thanks for the tips. Are you goint to add too it? You taught me something I didn't know the airdodge was used as an approach. Well didn't know the use was so High.
 

Zeallyx

Fox mains get all the girlz
Joined
Jul 13, 2008
Messages
5,575
Location
Europe
[/COLOR]

This is great all the spacing and approaching, glade we are finally working our back to how it was in December and January finding some good useful stuff. Thanks for the tips. Are you goint to add too it? You taught me something I didn't know the airdodge was used as an approach. Well didn't know the use was so High.
Yes, I will regularly update this thread till there is nothing left to add to the OP.
And glad it helped, as that is what it is made for.
 

Zeallyx

Fox mains get all the girlz
Joined
Jul 13, 2008
Messages
5,575
Location
Europe
Update:
Added falcons throws to the moveset analysis.
I will update the OP with (Noodles) frame data, and add some new sections (like character specific techniques/strategies etc.) later today. (And with that, I mean tonight.).
 

Ville

Smash Apprentice
Joined
Aug 14, 2008
Messages
191
Location
Germany
Finally something really useful (don't take this as an offense again).

Also I think mindgames can be explained pretty easily. It's just thinking one step further than your opponent, for example doing Dthrow, but instead of doing a direct followup just wait them to airdodge/jump/attack/etc. and punish.
 

Henryu

Smash Rookie
Joined
Feb 9, 2009
Messages
1
Location
New York
Excellent post. I've been lurking here for sometime and this is great. Keep at it! I'll try to post more as well.
 

Zeallyx

Fox mains get all the girlz
Joined
Jul 13, 2008
Messages
5,575
Location
Europe
Update2:

I added a 'character specific tips' section.
Also I updated some of the moves in the moves analasys with more uses.
Check it out.:)
 

UzakiuzuG

Smash Journeyman
Joined
Jul 26, 2008
Messages
477
Location
Louisville,Ky
So what do we have to start all over? We should be done with match ups and in the update section for them. (This sentence is all together, might sound a tad bit confusing if you don't read it right lol{)
 

Darxmarth23

Smash Champion
Joined
Jul 6, 2008
Messages
2,976
Location
Dead. *****es.
Sorry ive been gone. My computer crashed.

Anyways, I would say safer approaches than best approaches(in terms of damage).

Running shield > grab. Or you could just walk slowly and wait for your opponents. Walking enables smashes and tilts.
 

eRonin

Smash Journeyman
Joined
Oct 19, 2008
Messages
372
Location
Australia
NNID
eRonin
3DS FC
3969-5180-1975
falcon kick
I always wait for the other person to approach, then dash attack, ftilit, or jab jab grab based on what they do.

Falcon's best approach has to be bair or dash attack though.
I think dash attack is poor. I would know, because I used to use it a lot. There's not nearly enough range or speed in it, and unlike other dash attacks, it can't slip through a shield, meaning 100% guaranteed shield grab.
Even as a punisher, you've got better options like a dash grab or hyphen smash...
 

Zeallyx

Fox mains get all the girlz
Joined
Jul 13, 2008
Messages
5,575
Location
Europe
Update3:

I added a 'sensible movestring section', listing all falcons sensible movestrings.
(Keep in mind movestrings are not real combo's, and are all about prediction and experience.).

The sensible movestrings where taken out of one of my earlier threads. (The thread was/is titled: Tying knots.).
 

Zeallyx

Fox mains get all the girlz
Joined
Jul 13, 2008
Messages
5,575
Location
Europe
you can do an instant dash attack from a standstill

you cannot buffer a dash attack from a standstill

/ida discussion
IIRC he was talking about using said 'ida' after another action.
So, he was talking about a buffered dash attack.

I said nothing about standstill or not standstill.
 

Player-3

Smash Hero
Joined
Nov 11, 2008
Messages
8,994
Location
Georgia
IIRC he was talking about using said 'ida' after another action.
So, he was talking about a buffered dash attack.

I said nothing about standstill or not standstill.
Does it really even matter...
its still a iDA since an iDA is using a dash attack without dashing first

Stop arguing semantics..
 

Zeallyx

Fox mains get all the girlz
Joined
Jul 13, 2008
Messages
5,575
Location
Europe
Does it really even matter...
its still a iDA since an iDA is using a dash attack without dashing first

Stop arguing semantics..
Yes it does matter. One can also buffer a dash attack, resulting in the same action as an 'ida'.
 

Zeallyx

Fox mains get all the girlz
Joined
Jul 13, 2008
Messages
5,575
Location
Europe
Wait, so you're admitting there's a iDA and a buffered dash?
No. I am telling them the term ida is moot, unless talking about a dash attack after a standstill. And when will that come up..ever..

and P-3. gtfout of my thread. I dont have to explain anything to you.
Take your moot slang elsewhere.


and lol@'your' board..
so far from the truth..it hurts.:(
 
Top Bottom