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Falco Board's Guide to Using Falco (WIP) *We Need to Start on Gameplay*

SHDL

Smash Rookie
Joined
Jun 22, 2009
Messages
19
Remember to keep rough draft discussion in this thread. Thank you.


The Falco Boards will create a guide on how to use Falco. The people that were selected to moderate, change and update this guide will be making the corrections here, in the OP, for the final result. Everyone please contribute to making this guide the best we can make it.

*The name of this thread is temporary until we decide what name we should use for the guide.

*Orange colored text can be text that was edited into the orignal writing.

(Insert Title; pending decision)


Table of Contents:

--A. Summary
--B. Pros & Cons

--A. Attacks
--B. Tilts
--C. Smashes
--D. Aerials
--E. Specials
--F. Throws

--A. Advanced Techniques
--B. Smash Terms

--A. Overview
--B. Camping
--C. Approaching
--D. Close Quarters
--E. Edgeguarding
--F. Juggling
--G. Recovering
--H. Killing



I. Intro

A. Summary

Update: 9/11/09 - ??? by watertails
-Redoing, recording, and uploading vidjos.

-Who says we just ask Massiveguns if we can use his videos for Din Peregrine?
Updates: 6/28/09 by Hawks Go CAW!
-Edited the aerial descriptions and some of the AT's. I changed the section from "Smash Terminology" to "Advanced Techniques" since that's what it was. I also removed the "Falco Specific" label since a majority of them weren't Falco specific. I added the RJCUS and the Flamedash.
Updates: 6/27/09 by Hawks Go CAW!
-I just reworded a few stuff in the Pros and Cons so that it'd be more descriptive. I changed some of the move descriptions a bit. Maybe I'll update the rest later. Originals are savvveeeddd.
Updates: 6/27/09 by KuroZero
-Added separate posts as links in 'Table of Contents'; Clickable/Easy to navigate
-Updated Falco Specific [III. Terms]
-Added sections to OP/others posts. [I. A; II. B; etc]
Update: 6/25/09 by Zamz
-Changed a few minor things in the introduction.
-Changed the title of the next section from "Why should you use Falco" to: "Why Use Falco?".
-I rewrote "Why Use Falco?" using the original as a foundation. I have the original saved, if you dislike the change. Let me know.
Update: 6/24/09 by Hawks Go CAW!
The intro kind of read like a 5th grade term paper to me >_> . I just added like two sentences and rearranged it so that it made more sense.
Update: 6/29/09 by Denzi
-Added star ratings to all Smashes, Aerials, and Throws.
-Corrected grammatical mistakes in Smashes, Aerials, and Throws sections.
-Made gameplay updates to Smashes, Aerials, and Throws sections(Bthrow does not suck!).

Update 6/30/09 by Denzi
-Added special moves (Section E) and moved Throws to section F.
-Gave star ratings to specials.
-Gave description for Firebird.

Update 7/01/09 by Denzi
-Filled in Lasers (Section E)
-Added "Related Techniques" to Specials (Section E)
-Wrote move descriptions for moves that didn't have them.
-Re-organized AT section.
-Added Phantasm Cancelling to AT section.

Update 07/08/09 by Vlade
-Wrote bulk of Gameplay section, more could be added and it could also look nicer
Update 11/30/09 by HawksGoCAW
-Added Close Quarters section
-Added to Recovering
-Reformatted Game Play section so that sub-sections were uniform
Update 7/21/10 by Denzi
-Added BDACUS to AT section.

Introduction said:
Welcome to the Falco Board's official guide to using Falco. Whether you are looking for the basics, want to improve your game, or need to impress your friends, you will find it here. In this guide, you will learn Falco's various advanced techniques ranging from DACUS, SHDL, BPG to even craqwalking your chaingrabs. So, grab your bread, hoard your pizza cake, and start reading (it's a long one)!
Why Use Falco? said:
Falco stands as one of the best characters in Brawl. He is currently ranked 4th in the Official SBR-B Tier List, under Meta Knight, Snake and Wario. His laser projectile—combined with a solid bair and spike—creates a well-rounded character. His side-B lets him travel quickly across the stage, and acts as his best recovery move. Falco also has a decent chaingrab that builds into many attacks, including a spike. Throw in a laserlock, and Falco's options seem endless.
watertails edit: I combined all of the pros and cons into one bigger list. Should we include Eno's approach as a pro (What all does Falco have as an approach aside from phantasming and, possibly, lasering)? Is there anything else that we're missing?

B. Pros & Cons

Pros and Cons said:
+ Very effective camping game with Lasers, Phantasms, and Shine.
+ Versatile Lasers, which are amazing both on offense and defense
+ Good priority
+ Chaingrab on half on the cast, and on Top Tier characters.
+ Good horizontal recovery.
+ One of the best characters for mindgames, being able to punish mistakes pretty well (F-Smash, Grab, D-air, B-air)
+ Reflector
+ Useful aerials
+ A long glide toss (Seven better averages in the cast)
+ Highest initial jump in the game
+ Quick, high priority jab
+ Good vertical aerial movement
+ Walljump




- Light weight (bottom third of the cast), which leads to early deaths
- His set of smashes / killing moves are average, but not amazing, which gives him some trouble killing
- Slow running speed.
- Crappy vertical recovery.
- His Phantasm (side-b) is easily predicted and overprioritized.
- One the characters who needs mindgames the most to be good at being aggressive.
- Gets combo'D farily easily
- Poor horizontal aerial movement
- Laggy F-air
- One of the fastest fallers in Brawl, which doesn't help his vertical recovery
 

SHDL

Smash Rookie
Joined
Jun 22, 2009
Messages
19
II. Moveset + Frame Data

A. Attacks

The Basics !



Jab - Spinning Wings

-Damage: 4% - 2% - 1%, 1%
-Speed: Awesome, 2 frames for the first hit.
-Range: Good
-Lag: Little, 14 frames for the first hit (without any cancel)
-Techs Related: Jab Cancel​

Falco slashes once with one hand, again with another while taking a step forward, and then spins, hitting the opponent with each hand each revolution.​

Falco's Jab is one of the best in SSBB ! It's quick (2 frames), has good range, and offers a lot of possibilities.
You can mix it up as well, such as going for the full jab (A, A, A), which works suprisingly well, and your opponent has no choice but to DI away from you and can also lead into others moves (Shine, regrab, Dash Attack) if you predict his DI / reaction.
First Jab alone is also very good, and can easily lead into a grab. You have to learn the timing well though, because if you don't, the opponent will have a window of movement. Crouch Cancel or Shield Cancel don't really work, but must find the perfect timing. The crouch "cancel" (pressing down on the control stick while you press A) actually helps a bit to get this timing.
You can also do the first two jabs, and grab. The timing is a little harder, and if you don't get
it, you will end up doing a simple A, A, A combo.​

[Picture Pending]​

Dash Attack - Flying Kick

-Damage: 9% (strong), 6% (end of the attack)
-Speed: Great, 4 frames
-Range: Good.
-Lag: 31 frames on hit from the start of the hitbox.
Techs Related : Gatling Combo, Boost Smash, Boost Pivot Grab​

Falco jumps a bit off the ground and does a forward kick, knocking the opponent into the air.​

A situational move. It can be punished very easily with a shield grab if it's not spaced properly, so do not spam it. However, it does have very good speed and reach, so it can be used as a quick follow up, though often time there are better options. Its low knockback can lead at low percents into another Dash Attack, or a reverse grab on heavies.​

Better options to use with Dash Attack are DACUS [Dash Attack Cancelled Up Smash], which is known at the Gatling/DLX Combo, or Boost Smashing.​

____________________________________​

B. Tilts

The Tilts !



Forward Tilt - Frontside/Roundhouse Kick

-Damage: 9%
-Speed: Good, 6 frames
-Range: Decent / Good
-Lag: 20 frames
-Techs Related: None​

Falco kicks in front of him, simple as that. It can be angled forwards, upwards or downwards.​

The range of the move is decent. What counts most of all is its high priority.
The Ftilt is one of Falco's few midranged attacks and is an effective spacing tool: When the opponent is getting closer than you want, a well spaced Ftilt can push him back quickly, and can even out-prioritize his approach.
It's also very good to punish rolls, along with Bair.​

When angled downwards, The attack used as an 'edgeguard' move, against an opponent holding the ledge without any invincibility frames left. F-Smash can be used for the same purpose, but F-tilt is faster.​



Down Tilt - Tail Whip

-Damage: 12% (close), 9% (tip of the tail)
-Speed: Decent, 7 frames
-Range: Decent
-Lag: 20 frames
-Techs Related: None​

Falco takes his tail and sweeps it across the ground in front of him, knocking the opponent up.​

Another situational move. Aside from kills at above 150%, there's not much use for the Dtilt. However, it does poke through shields and comes out quickly. When not used often, the opponent probably won't expect it.​

The range on the Dtilt is deceiving. It extends a bit further than you would think. The knockback and damage is greater when performed closer to the opponent.​


Up Tilt -Double Swings

-Damage: 4%, 5%
-Speed: Great/decent, 4 frames for the first hit, 12 for the second
-Range: Horizontally very poor, good vertically for the second hit.
-Lag: 24 frames
-Techs Related: None​

Up tilt can be used to set-up an aerial chase with N-air to B-air, but it can be difficult to land at times. Some situations to use it in are: When your opponent is to close or when you are under him (Under a platform). The Utilt can also be used after a Dair on a grounded opponent during mid percentages. This is also a very good move to use against characters with slow down aerials because there it limits their options and resets the situation by knocking them back into the air. At low percentages, Utilt can lead into itself. The Utilt kills at about 175%​

____________________________________​

C. Smashes

The Smashes !

Forward Smash

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: Stutter Step​

Falco lifts his arms behind him and then brings them down in a fierce chop, sending enemies diagonally up and forward.​

Forward Smash is Falco's strongest smash killing at ~115%, but the long start up makes it easy to see coming and difficult to land with. It has excellent range that also reaches behind Falco's head. It has good knockback when sweet spotted, but when it's not, it will hit with little knockback (sourspot is towards the very tip of the attack).​

The Fsmash is usually unsafe when shielded since it's pushback on shield isn't great. There are a few situations where the forwards smash can be effectively applied: charging it while the person is on the ledge, in a tech chase, or after an attack that would throw your opponent off such as a SH Dair that hits or AAA combo. It's a good idea to hold back on using this move until you begin to notice patterns in your opponents gameplay, when it will be much more effective.​

Up Smash

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: Boost Smashing, Gatling Combo, Jump Canceled UpSmash, and Reverse Jump Cancelled UpSmash.

Falco does a back flip while kicking, hitting enemies with his feet as they arc upwards. The direction they are sent depends on when during the move they're hit.​

USmash is by far Falco's best killing move as it hits on frame 8 and can be set-up with using lasers, but is not as powerful as the Fsmash. It has a direction of knockback that is relative to where in the USmash the person is hit. In the beginning frames it will shoot the person vertically. After that it arcs over Falco. Hitting with that section of the USmash will send the person horizontal. Once it reaches behind Falco its knockback is reduced and the person will be hit horizontally as well. There are a variety of methods to attempt to land Falco's USmash. By using the Boost Smash, you can close distances for a surprise hit. When closer up, you can perform the Gatling combo, which can throw off anyone that tries to powershield. Other set-ups are Jab or jab x2 into UpSmash or simply punish someones lag. All methods can be lead into with lasers making it easier, but it is still difficult to hit with UpSmash. One should avoid spamming it as that will only make you more predictable and less likely for it to be fresh when you need to get the kill.​


Down Smash

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: None​

Falco does the splits, kicking out with both feet on both sides, sending opponents in a horizontal direction.​

Falco's Dsmash is a really situational move more than anything. The times you use this are when you are typically right on in front of/behind your opponent. It comes out quickly and hits on both sides simultaneously, which can make it a great move to punish rolls or as a follow up attack from another move such as Dair that spikes. It is also a good move to use out of a spotdodge, especially against opponents with slower attacks. The shield pushback on this move is also fairly decent, which means you're usually safe from being shieldgrabbed, and other close range moves won't hit you either.​


____________________________________​

D. Aerials

The Aerials !



Neutral Aerial

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: None​

Falco performs multiple midair slashes with his arms, finishing off with a final slash that knocks opponents away.​

Nair is a useful move. It has multi-hit properties that are hard to DI out of, meaning it can last in the air for a while and still give knockback compared to some single hit moves that have to be timed correctly in order to hit at all. Decent for punishing airdodges as well as hitting through platforms to pressure shields or dodges. This move can also be started mid SH and fast fallen to eliminate the final hit which allows you to lead into other attacks when you touch the ground, such as a jab, grab, or other attacks.​



Forward Aerial

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: None​

Falco goes horizontal and then spins, dragging opponents down before the final hit knocks them away.​

The forward aerial is Falco’s most situational and worst aerial, as well as being his worst move altogether. It has terrible ending lag, especially if you land before the move is complete, meaning it cannot really lead into anything. Never use this out of a short hop or anywhere close to the ground. The knockback on the final hit is decent and the move tends to drag opponents downwards if they are airborne as well. These two qualities make it a decent edge guarding tool, but it is outclassed by the backwards aerial.​



Up Aerial

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: None​


Falco does a front flip and kicks out during the animation, hitting with his feet(sweetspot) or his tail (sourspot). This move knocks opponents straight up.​

The Uair can be used for baiting an airdodge out of a falling or recovering opponent. If that happens you can follow the opponent’s descent and hit them with another aerial in the dodges cool down. Uair can also be used to follow up a Dair on a grounded opponent at mid-high percentages. Another use is hitting through platforms. Be warned that this move has sweetspot and sourspot, but the sourspot is difficult to ever hit with. If you hit with the sourspot the person will take little knockback and could react in time to hit you with and aerial, but often times it is so rare to hit with the sourspot that people are surprised and don't react, and you can hit with another aerial.​



Back Aerial

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: None​

Falco kicks one foot out behind him, holds it there for a bit, and then retracts his leg, sending opponents diagonally up and back.​

Bair is one of Falco's best aerials. It's a good tool to edgeguard with, finish up attack chains, KO and hit OoS, as well as having some other uses. It acts like a sex kick in that it's strongest when it first comes out compared to the end of the attack, but it still gives good knockback even when it's not at it's strongest. The hitbox is strongest behind Falco, if you hit with it in front of Falco that will give less knockback than the front. That can lead into others attacks at low to mid percents. This move acts as a great followup to an IAP, and is also a great move to stage spike with.​



Down Aerial

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: None​

Falco spins into a downwards kick, knocking opponents down(when hitting with the sweetspot) or upward (sourspot).​

Falco's Dair is a great move because of the Spike. it's one of the easier spikes to land as it starts up very quickly. Apart from the Chaingrab -> SH Dair which spikes, you can do a 2nd Jump while doing this move to have better success at hitting with the spike. That makes it useful for edge guarding against predictable recoveries. Aside for spiking it is useful while Falco is in the air or on the ground. When Falco is in the air the hitbox can typically hit others before their aerials hit you. When on the ground it's a good tool for setting up a tech chase if you manage to land the spike from a SH. SH Dair is also useful for spacing as it can be used and then you are able to land behind your opponent, making it difficult for them to punish on the block.​

____________________________________​

E. Special Moves

The Specials!



Neutral Special: Lasers

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: Laserlock, Platform Laserlock, B-Reversal, Wavebounce​

Falco pulls out his gun and fires off a quick laser burst. He can fire a single shot as well as multiple shots in quick succession. The lasers themselves travel onward for an unknown period of time, and stun opponents on contact.​

Lasers are without a doubt one of, if not the best, tool Falco has for taking down opponents. They don't exactly deal much damage, but every little hit brings you that much closer to a KO. They don't have much hitstun either, but that's one of the best things about them. By keeping the opponent in one place, lasers do a fantastic job of comboing into other attacks, especially when combined with their other trait.​

When lasers are fired at the right distance from the ground, Falco is able to hit the ground with no lag whatsoever, allowing him to immediately perform any action upon landing. Because of this, lasers should be fired from the air in almost every circumstance. The two most common methods of doing this are the SHL (Short Hopped Laser) and the SHDL (Short Hopped Double Laser). Both of these, when performed correctly, are great ways to implement the lasers and make getting to you a tough job for your opponent.​

Lasers, when combined with the Phantasm, can turn Falco into a living nightmare for many characters, especially those without reflectors/absorbers. By utilizing both those tactics properly, Falco is able to fire lasers at the opponent until they get close, Phantasm away to create more distance, and then continue lasering. This can be done as a general strategy when you don't know the character matchup particularly well, as a method of stock preservation at higher percents, or as a way to scout out your opponent and learn their patterns.​

Lasering from the ground should only be done in one situation, and that's Laserlocking. You can laserlock an opponent whenever they miss their opportunity to tech a fall. To perform the LLock, hit your opponent when they miss their tech and then keep firing grounded lasers until the stage comes to an end. If you're playing on a walled stage, you can laserlock the opponent against the wall for an infinite amount of time. This is a devestating technique, and is a great way to net free damage on your opponent. However, it can only be done on a flat stage, and its use is limited by the skill of your opponent. Also note: You cannot laserlock when your opponent trips.​

Lasers. Use them.​

Side Special: Phantasm

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: IAP, Phantasm Phakeout, Phantasm Cancelling, Reverse Edge Phantasm, B-reversal, Wavebounce​

Phantasm works by teleporting Falco horizontally from the place it was started to a location roughly 1/2 FD distance away in a matter of 3-4 frames. During the time that Falco moves, phantasm will leave a hitbox behind him hitting anyone that gets hit by it for 6% of damage and minor knockback.​

Phantasm is a move that is extremely useful to Falco allowing him 3 basic functions with it: Damage, Recovery and escape. Since the move has excellent horizontal movement that makes it key to Falco's recovery. The move will leave Falco in helpless state when used in the air at the end of the move. This means you will have to aim the phantasm to land on the stage or directly for the ledge. Since using Falco's FireBird is risky as it's range is limited and start-up lag very long, you'll likely be wanting to use phantasm at any chance over firebird. This makes predictable for your opponent as they can try to punish ending lag of the attack, hit you out of it, or edgehog you attempt for the ledge. To be less predictable, try to mix things up with a second jump, phantasm to the top of a platform, or Phantasm Cancelling (more in the AT section).​

This move will equally be useful to Falco on the ground as when it's used unexpectedly is nearly impossible to punish. This makes it useful to grab some quick damage on the opponent and reset your spacing if your opponent corners you against a ledge or other scenario. When using the phantasm for anything apart from recovery always apply the IAP technique (more in the AT section).​

There are a few tricks that Phantasm can also be used for. For example, Phantasm Canceling in combination with IAP can allow quick mobility across the stage and allow you to close the gap on people. This will grant you the ability to get closer to people faster and allow follow up attacks on a person's knockback. Another use is to simply phantasm in front of them as a surprise, this makes a decent match opener move as you can appear in front of them leading directly into an attack by surprise. Other tricks Falco can use Phantasm for are a few techs such as Phantasm Ledge Canceling, Phantasm Phakeout, and Reverse Edge Phantasm.​

Phantasm Mechanics
Phantasm is a unique move that few people know the mechanics of apart from the basics. This bit will explain a bit more how phantasm works down to frames, hitbox and hurtbox levels. It's not mandatory to know how this works, but it can help with decision making.

0----------1----------2

Use the image above as a model for the phantasm.

At point 0, Falco is in the start-up lag of the attack. Once the start-up lag is finished Falco will appear for a single frame at point 1. On the exact frame Falco appears at point 1, a hit box appears behind Falco, but Falco himself at point 1 is nothing more than a hurtbox. That means that any hitbox that appears at this point will hit Falco out of the phantasm. On the very next frame Falco from which Falco appeared at point 1, he will appear at point 2. Another hitbox appears in that length between point 1 and point 2 on the frame falco arrives at point 2. After that frame, the hitboxes disappear and Falco is in the ending lag of the attack.

This information my seems pointless, but is in fact very useful. It tells us that phantasm can be unpunishable when spaced correctly. If someone is charging a move to hit Falco out of the phantasm you can adujst your postition slightly to place the hitbox of said attack between the points where Falco cannot be hit (which is between points 0 & 1 and points 1 & 2).​



Up Special: Firebird

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: B-Reversal, Wavebounce, Firebird Curving, FLAMEDASH​

Falco bursts into flames and after a moment of charging in place, he will launch himself in the direction that you are holding, hitting multiple times with the final hit knocking the opponent away. There are 16 different possible angles to Firebird.​

Overall, the Firebird is a rather poor special. There is a long start up time and the hit box doesn't come out as early as you think it would. The attack also covers minimal distance. It should hardly ever be used to try to hit your opponent. Not even as a mixup, bait, or a mindgame. It can be predicted very easily; it is even easier to punish; it does not deal enough damage or knock back to warrant taking the risk of attacking with it; it does not KO, and it's priority is extremely poor. There are very few things that you should "never" do, and this is one of them.​

The Firebird is also Falco's secondary option of vertical recovery, his first option being his second jump. Up B should really only be used as a recovery when it is absolutely necessary, though the very rare mixup from phantasm is okay. Because of it's long start up time and short distance, it is easy to for opponents to edge hog when using the Firebird to recover from below.​

When finished in the air, the Firebird will lead into free fall that can be DI'd very slightly forwards and slightly more backwards. Because of the greater amount of backwards DI, it is suggested that when recovering from below, you input the Firebird Up and away from the stage and then Firebird vertically so you have a greater chance of landing on the stage if the opponent edge hogs.
When finished parallel to the floor, Falco will land and you can act after a small amount of cool down. When "crashed" into the ground, Falco will bounce off and then land, increasing the amount of lag.​

Down Special: Reflector

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: B-Reversal, Wavebounce​

[DESCRIPTION]

____________________________________​

F. Throws

The Throws !

Down Throw

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: Chaingrab​

Falco throws the opponent into the ground, jumps above them, and bombards them with lasers. The opponent is then sent out in front of Falco.​

Dthrow is without question Falco's best throw and you should be using it a lot. With it you can chaingrab most of the cast at low percents. Plus, the final Dthrow of the chaingrab leads into a guaranteed SH Dair that spikes that the correct percent, from which leads into a techchase. Once past the initial CG percents on a character Dthrow is still useful even in mid percents as it sets up for more attacks. Jab, Aerials, Dashing UpSmash, Gatling Combo and Boost Smash are all example of what can be lead into from a Dthrow at mid percents. At higher percents it loses it's shine as far as follow ups are concerned, but is still a very good throw to use.​

Up Throw

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: None​

Falco throws the oponent upward and then follows up with two upwards laser shots, which may miss at higher percents.​

Uthrow is one of those moves that can be useful, but is outclassed by other options. It works by sending the opponent straight up and at an arc. This places the opponent in a place that is typically untouchable by Falco to follow up with anything decent. At lower percents it's more useful as it places the opponent closer to you, but it's outclassed by the utility of Dthrow. If you use this throw it'll typically be in the situation where there is something that the trajectory of the throw will send someone into a stage hazard such as the piranha plant or spikes on Pictochat. It's a good idea to hold off on this throw unless the character has poor downward options. If that is the case, this throw does a good job of setting up juggles and kills.​

Forward Throw

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: None​

Falco simply throws the opponent forward.​

Fthrow is another move that is outclassed by Dthrow. It doesn't lead into in any guaranteed or many practical set-ups like what Dthrow can, and it has almost the same trajectory. that means that this move will likely be used when you want to hit someone off stage at a low angle to make it easier to edgeguard them. Other than those few situations, stick with Dthrow.​

Back Throw

-Damage:
-Speed:
-Range:
-Lag:
-Tech Related: None​

Falco Throws the opponent behind him and fires off two quick laser shots towards the opponent, Like Uthrow, these shots may miss at higher percents.​

Bthrow is a good throw to use once the CG is no longer a viable option. It always sends the opponent a fair distance away, eliminating any hopes they have of counterattacking. It's trajectory is diagonally up and behind Falco, and the lasers Falco fires can alter the trajectory slightly (especially at high percents), making it a tough move for your opponent to DI properly. It's a great move for getting your opponent offstage, and shouldn't really be used unless you're throwing your opponent toward the edge. A good method of putting yourself in this situation is to use the Boost Pivot Grab to quickly get behind your opponent.​

____________________________________​


III. Advanced Techniques


Advanced Techniques


-Name: Laser Lock [LL]
-Description: When an opponent prat falls he or she cannot do anything. Repeatedly shooting lasers at the enemy causes them to bounce infinitely as long as there is a ground. (Infinite on a wall)
-How it's performed: Shoot lasers at a opponent when he or she prat falls.
-Application: Builds damage, though it is difficult to land this.
-Video:
-Thread:​

-Name: Platform Laser Lock
-Description: Same as above, with the exception that it is done on 1 platform for a true infinite that is inescapable. It ends when the player misses a laser or waits for the pratfall wake up. [This is a 0-death when it is chained into a up smash]. The platform laser lock is even more difficult to land than a regular laser lock.
-How it's performed: Short Hop Double Laser at head level when a opponent pratfalls onto a platform. You shoot twice on the right then twice on the left to keep them from falling off the platform.
-Application: Build damage.
-Video:
-Thread:​

-Name: Immediate Aerial Phantasm (IAP)
-Description: Performing the phantasm at the lowest point possible in the air, cutting ending lag. Start-up lag is increased minimally though. Overall it is better than a normal grounded phantasm.
-How it's performed: Short Hop > Phantasm [Side + Special]
-Application: Controls space and can build damage. It can be used as an approach or as an escape. This can also be canceled like the normal phantasm for mind games and such.
-Video: http://www.youtube.com/watch?v=RhRkq-Ht5Rk
-Thread:​

-Name: Phantasm Phakeout
-Description: Phantasming on the edge of the stage might produce a "glitch" where Falco appears above the ledge he phantasmed into.
-How it's performed: Phantasm at the edge of the stage. Falco's gun holder should be level/parallel with the edge of the stage.
-Application: Mind games. Flashy.
-Video: http://www.youtube.com/watch?v=JJ-byHKq1TI
-Thread:​

-Name: Reverse Edge Phantasm [REP]
-Description: A variation of the phantasm done along the edge. [Can be done toward the direction of a moving platform. If it is moving towards the left, then dash right phantasm left.]
-How it's performed: Stand about less than a dash away from a non moving edge then dash and phantasm opposite of the direction you dashed in.
-Application: Mind-games amazing, edge hog tool, and this is a underused phantasm tactic.
-Video:
-Thread:​

-Name:Phantasm Canceling
-Description: The Phantasm is canceled at one of three possible times, the earliest covering the least distance and the greatest covering the most.
-How it's performed: After starting a Phantasm, press the Special button again at the right time.
-Application: It can be used to change the distance you coover to throw your opponent off, mix up your recovery, and live longer (the longest cancel carries you farther than a regular Phantasm).
-Video
-Thread:​

-Name: FLAMEDASH
-Description: A firebird into a slope that results in a “crash” landing. The ending lag will be canceled by the slope and the forward momentum will result in a wavedash like slide.
-How it's performed: Firebird into the bottom of a slope or small elevated area.
-Application: Like a Melee wavedash, any action can be performed during the sliding animation. It can be used to bait opponents or “mindgaming.” However, because it needs to be performed out of a Firebird, it can be seen from a mile away.
-Video: http://www.youtube.com/watch?v=C9Sugs765Uk
-Thread:Is this the original thread?

-Name: B-Reversal
-Description: Performing an aerial special attack in the opposite direction of where you were facing.
-How it's performed: In the air press the other direction then input the special.
-Application: Turn around in the air. Do a special in the opposite direction.
-Video:
-Thread:​

-Name: Wavebounce
-Description: Gain a short burst of momentum when performing a special attack in the air. For Falco, this is generally used for his lasers.
-How it's performed: When in the air, perform a special attack and immediately hit the opposite direction.
-Application: Laser spacing. Retrating lasers. Mindgames.
-Video:
-Thread:​

-Name: Dash Attack Cancel Up-Smash (DACUS) [Also known as Gatling Combo]
-Description: A dash attack that is canceled into a Up-Smash, on contact.
-How it's performed: Initiate a dash attack. When it first connects input a Up-smash. (Doesn't matter how it is done, C-stick or Up+A). The dash attack must connect with the very first few frames of the hitbox, otherwise it will not cancel.
-Application: Can combo into from a Chain Grab at low percents and racks up about 24%
-Video:
-Thread:​

-Name: Boost Smash [Snake Dash]
-Description: With the momentum gained from a canceled Dash Attack, the up smash can slide across the ground at varying distances. The greatest length achieved is about 1/3 of Final Destinations length.
-How it's performed: Dash, C-stick Down, then hit Attack + Up. (No Contact until the Up-smash comes up)
-Application: Sneak in early kills, combo potential at high percents.
-Video:
-Thread:

-Name: Buffered Dash Attack Cancel Up-Smash (BDACUS)
-Description: A dash attack that is canceled into a Up-Smash on the earliest possible moment, moving Falco very far forward very quickly as he up smashes.
-How it's performed (credit to pure_awesome):

Brawl has a 10-frame buffer window and moves at 60 fps. This means you have 1/6th of a second before your animation finishes to input control stick to the side, let it return to neutral, then when it's returned (or while it's returning), C-Stick up twice.

Yes, you have to let the control stick return to neutral before the FIRST C-stick. The idea here is you want to input a dash attack, then an upsmash, during 1/6th of a second. If you hit control stick and c-stick at the same time, the game reads running upsmash. You have to input the first c-stick while the control stick is returning (or has already returned) to a neutral position. The second c-stick inputs the upsmash.

If you're trying to learn BDACUS, I recommend first analyzing the timing for the move you want to BDACUS after. For those of you still learning, I recommend Dthrow.

To start, try buffering a dash attack using these controls with Dthrow. Perform your Dthrow, then, roughly around when Falco shoots his very last laser downwards, input control stick to the side, return to neutral, c-stick up. If you UpSmash, you inputted the Dash too soon, or you didn't allow the control stick to return to neutral. If you sliding UpSmash, you inputted Attack too late. Once you can consistently do an instant Dash Attack out of Dthrow, move on to BDACUS. All you're doing is adding a C-stick up after the first two motions.

While practicing BDACUS, if you...

UpSmash - You are performing the Dash, and probably the first C-stick, too soon or too close together.

Sliding UpSmash, but not very far - You have the motions perfectly, but are not inputting them fast enough.

Dash Attack - You have the motions properly but are not inputting them NEARLY fast enough. Specifically, the second C-Stick is coming out too late to cancel the Dash Attack.

Laser - Something's wrong with you.
-Application: Can Be used as an unexpected kill move out of rolls and getup attacks. It can also be used after a down throw at kill percents, as well as out of a short hopped double laser.
-Video: http://www.youtube.com/watch?v=WcDLKBJyQzk
-Thread: http://www.smashboards.com/showthread.php?t=271238

-Name: Reverse Jump Canceled Upsmash [RJCUS]
-Description: Falco will run and then immediately perform an Usmash in the other direction he was facing. A small amount of momentum is gained.
-How it's performed: Run > Pivot xx Jump xx Usmash
-Application: Mind games. The technique itself is relatively useless since the Boost Smash gains more momentum and is much quicker. However, it can be used to hit an opponent with the tail end of the Usmash for horizontal knockback.
-Video:
-Thread:​

-Name: Boost Grabbing
-Description: Canceling a dash animation with a grab for a little boost.
-How it's performed: Dash Attack [C-stick], then Grab.
-Application: Tiny boost range. It isn't amazing.
-Video:
-Thread:​

-Name: Boost Pivot Grab [Pivot Boost Grab]
-Description: Same as above, with the added exception that you pivot grab. The slide gained when doing a pivot grab is significantly greater than a normal boost grab.
-How it's performed: Dash Attack, Pivot Gab
-Application: Can be used in a chain grab to switch the direction that the chain grab is following. It is very flashy as well.
-Video:
-Thread:​

-Name: Jump Canceled Item Toss
-Description: A 'glide toss' that is initiated with the 'Jump' button. You can still do all the fancy tricks that you could do from Glide tossing
-How it's performed: Direction (Dash), Jump + Direction (Item Toss) Attack button.
-Application: It goes as far as Diddy's glide toss length, and it is easier to do than a normal Glide Toss. It also doesn't send you far.
-Video: http://www.youtube.com/watch?v=cVQf5k4fBck
-Thread:

____________________________________​

Iv. Gameplay

A. Overview

Overview:

Falco has the necessary tools to do just about anything. He can be very defensive through the use of lasers and phantasm, but can also be aggressive when he needs to be thanks to lasers, jabs, tilts and aerials. Falco is also one of the best at racking up damage thanks to his chaingrab, techchase game, jab and lasers. In order to play falco effectively you have to find the right balance of offensive and defensive gameplay to remain unpredictable, apply pressure to your opponent and at the same time help scout your opponent's playstyle to assist in predicting your opponent's next move.

B. Camping

Camping:

This is falco's forte. Maintaining distance with lasers and running away with phantasm to tack on damage. This is what you should be doing for MOST of the match, not all. In fact, it isn't recommend to run away with phantasm all the time because it gets predictable and can quite easily be punished. Camping should be used to analyse how your opponent will approach, refresh moves that have gone stale and of course to FORCE an approach. Falco is arguably the best in the whole cast at this aspect of the game, so use that to your advantage. Force a predictable approach, defend it appropriately and then punish with jabs, grabs (which can lead to a chaingrab :)) short hopped aerials Out of Shield (nair, bair or dair), tilts (utilt and ftilt) or run away with phantasm. Remember to mix it up between using SHDL when your opponent is far away, and use SHL when they are approaching because you have more time to react.

C. Approaching

Approaching:

There are times during the match where it is beneficial to approach your opponent for maximum productivity. Additionally, if you're not in a % lead and the opponent is avoiding your lasers, you are going to HAVE to approach at some point. In order to approach effectively you will need to know falco's best methods of approaching:

Running SHDL (optional) > Retreating Dair
Running SHDL (optional) > FF Dair BEHIND the opponent
Retreating or Crossover Bair
Empty short hop BEHIND the opponent > grab if shielding, or just punish their reaction (This works wonders sometimes, since most opponents will keep up their shield while you empty short hop in fear of an incoming aerial)
SHL > Boost Pivot Grab
SHDL > Ftilt
Anything that won't get you shieldgrabbed :)

As you can see, falco has a myriad of options when it comes to approaching, and these options become even better when complemented with smart laser usage. The important thing when it comes to approaching is to mix it up and keep it unpredictable, because EVERY approach CAN be punished if your opponent sees it coming.


D. Close Quarters Combat

Close Quarters Combat:

Falco excels in close quarters combat (CQC) as much as he does ranged combat for several reasons; he has quick tilts, quick aerials, and the tendency to grab more than the opponent, but most importantly, his jab is phenomenal. The move is very fast (quick start up and little cool down), has decent range, varying durations (it can hit once, twice, or as long as you’re pressing/holding the A button), and high priority. Jabbing is the bread and butter of Falco’s CQC. A couple effective ways of using his jab are:
-Jab once > Grab – This is best used when the opponent shields or gets hit
-Jab x 2 > Crouch Cancel by pressing and releasing down immediately> Grab/follow up – A small variation of the first; slightly more damage and allows for more follow up opportunities, but also allows more chances for your opponent to escape.
-Hold the jab – Used to rack up damage, refresh other moves, and punish spot dodgers
Feel free to jab liberally without having to worry too much about being punished for it, but always keep in mind not to be predictable.

Aside from his jab, Falco’s other close quarters tools are also very handy.
-Utilt is quick and very effective at covering Falco’s head from the opponent; it has the added bonuses of killing at very high percentages and can combo into itself at very low percentages; Utilt should not be used when the opponent is in front of you (except as a follow up) since it has a noticeable cool down and very little range in front of Falco (and a little behind).
-Ftilt is a spacing tool; when you’re just out of the jab’s range, the Ftilt will cover the distance for you and create some space; although you can use it when the opponent is close to space yourself, usually jabbing/grabbing and throwing the opponent will work better; against several different characters, from about 70%-80%, the Ftilt can lead to a laser lock if you connect, start firing immediately, and the opponent does not react quicly enough.

The different aerials are used in various situations. Dair is the most commonly used aerial in CQC and it provides the benefits of shield pressure and knocking the opponent into the air if they are grounded. However, if you don’t move away or behind the opponent while landing, the opponent can easily grab you or perform some quick attack. Use the Dair wisely. Nair is effective against opponents that are often airborne (Wario and Peach for example); if you connect with Nair while the opponent is grounded, you have the opportunity to follow up with a grab, jab, or tilt; occasionally, against certain characters at certain percentages, the final hit of the Nair can lead into a laser lock. Bair (along with Nair) is a good out of shield (OoS) option against aerial opponents; it’s not very effective at CQC against grounded opponents, but it can be used if you jump over and behind the opponent. Uair isn’t used in CQC since it’s difficult to hit grounded opponents with it and has a long start up. Fair isn’t used (ever).

The final, and for many, the most critical part of Falco’s close quarters combat is the fact that he can retreat very quick and easily. Against opponents that are nearing you, a Phantasm can work wonders at creating space. Falco’s highest initial jump is very useful at running away when the opponent is already closer than you’d like him to be.

In summary, fighting in close proximity to the opponent is another of Falco’s strong points and it shouldn’t be neglected. Your jab will be the main tool in such situations, but it can only do so much. Mix in several other attacks as well to keep your opponent guessing. Running away is always an option. And though it wasn’t discussed earlier, remember that defense is equally important (in other words, use your shield/shield grab).

E. Edgeguarding

Edgeguarding:

It is important to capitalise on your opponent's recovery. Falco may not be as good as Metaknight or ROB at off-stage combat but he can still deal decent damage with lasers, bair and ftilt. Falco should NOT be engaging off-stage combat very much, in fact he should NEVER be below the stage since he will be forced to use the slow, horrible firebird which can easily be edgehogged or gimped.

While your opponent is returning to the stage, try to inflict as much damage as possible with lasers while at the same time ruining their double jump(s). If they are high above the ledge, feel free to go for a bair every now and then to send them back out. The opponent will most likely try to sweetspot the ledge because that is usually the safest way of recovering. Fortunately, falco can capitalise pretty well when the opponent is returning from the ledge with lasers for pressure and ftilt or SH aerials to send them off-stage again (depending on what your opponent does).

Here are your opponent's options when they are on the ledge and what Falco should do to punish:

Normal Get up - Ftilt, Smash
Get up Attack - Shield, then Shieldgrab or punish OoS
Jump - Bair, Nair and Dair
Ledgehopped attack - Shield then punish

Of course, there are many ways to punish certain options, but these are just recommendations. You need to remain a good distance from the edge with lasers, and then hoefully send them off-stage again with a well-spaced move like ftilt.

F. Juggling

Juggling:

Falco will have plenty of opportunities to capitalise on an airborne opponent because he has one move that will pop them into the air all the time: Phantasm. Utilt is also great for setting up a juggle.

Falco will not be keeping the opponent in the air for very long (especially since he only has one double jump), but he can still benefit from a hit or two when a character like ROB or Snake is above him. Juggling is a term used for the act of keeping an opponent above you, making it difficult for your opponent to land on the ground. The only options your opponent has when they are above you to return to the ground are:

Double Jump
Attacking on the way down (which can be predicted)
Airdodging (which can also be baited and predicted)
Certain Upbs can help return to the ground (e.g. Zelda)

These are moves you should be using when your opponent is above you:

Uair (Continues the juggle, and can kill surprisingly well)
Bair (Sends them off-stage)
Dair (Sets up Techchase)
Fsmash (Opponent will often airdodge to avoid moevs, you can punish this by charging an fsmash)
Utilt (Send the opponent back up again)
Usmash (Kills, although range is a bit poor to hit a landing opponent)

G. Recovering

Recovering:

Falco's recovery is quite mediocre, so it's extremely important to mix it up and remain unpredictable. Falco's recovery methods are phantasm and the infamous firebird.

When sent flying off-stage, it is important to DI it correctly and cancel your momentum by fastfalling an aerial. If you're sent Vertically, DI to the right or left. If you're sent Horizontally, DI diagonal right/left (depending on which way you were sent flying). Falco's fastest aerial to cancel his momentum is the bair. So straight after you DI'ed the hit, Fastfall a bair and then, if needed, double jump.

For a more clear description on momentum cancelling, watch this video: http://www.youtube.com/watch?v=njcYW0rFmUg

One of the best "techniques" in recovering is to save your double jump. Keep in mind that when you're sent out horizontally and/or downwards, you should use your double jump immediately, but in other cases where you're sent flying up and outwards, and you don't need to double jump immediately to cancel your momentum (i.e. you're not about to die), saving the double jump can possibly mean saving your life. For one, it allows you to change your trajectory instantly so you can avoid edge guarding opponents. Not only that, but there is no landing lag, start up, or cool down to jumping. You can perform aerials after jumping and you don't go into free fall. The demise of many Falco's stem from using the phantasm too soon, too often, and too predictably. Save your double jump!

In the occasion that you've used your double jump early (whether out of necessity or habit or accidentally), ideally you want to get to the edge. Phantasm is the best method for this. However, if you opponent is standing quite close to the edge I wouldn't recommend it because they could easily just edgehog and take off one of your stocks. This is the time to recover straight onto the stage. Using the Phantasm onto a platform is also a viable solution. Just remember to keep it unpredictable (as always) because otherwise you'll be punished quite severely.

Also, LEARN YOUR PHANTASM CANCELS. They can really help with mixing up your recovery because opponents won't be expecting a short cancelled phantasm. The long phantasm increases the horizontal length of the phantasm, and you may have to rely on that if you sent quite far off-stage and cannot get back with an ordinary phantasm.

H. Killing

Killing:

Unfortunately this is one of Falco's worst attributes. He does not have a safe kill move like Snake's utilt or Wario's waft and has to rely on prediction and pressure to safely kill an opponent. Falco's moves used for killing are Fsmash, Usmash and Bair. Dair can also spike an opponent if you can manage to pull one off off-stage. Most of falco's killing options come into play at the 100%-120% range, but of course this can vary greatly depending on stage position and other factors.

Here are some ways to kill an opponent, since Falco struggles:

SHL > Boost Smash (Unfortunately a lot of people expect this nowadays)
SHDL (pinning an airborne opponent) > usmash (this is pretty much guaranteed)
Bthrow (read DI and Airdodge) > Bair
Jump cancelled Usmash OoS
Read Airdodge > Fsmash
Utilt (150%)
Ftilt (200%)

The important thing to note is that you MUSTN'T ever 'fish' for a kill. That will only result in you taking unnecessary damage because you will be repeatedly punished for repeatedly using predictable, laggy attacks. Keep you opponent at bay by pressuring them with lasers, and eventually you will find an opening. Don't be surprised if they live to 160% because that's normal. Just make sure you aren't taking any unnecessary damage and the opportunity for a kill will come naturally.
 

SHDL

Smash Rookie
Joined
Jun 22, 2009
Messages
19
Falco's Thread/Links Compilation



by Ozz.
Come here to watch the best Falco players, or watch to learn.




by Vlade
Need help with learning about Falco's tech-chasing game? Vlade's thread could help you.




by Xonar
Learn all about Falco's chaingrabbing possibilities. Standing, Walking, Running and to what percents.




by Mew2King
Interesting thread on Falco's weight and fall speed.




by 3GOD
Everything about Falco's frames compiled together.




by GenesisJLS
Thread about knockback degeneration & damage.




by Blad01
Little thread on Falco's killing moves [In Terms of Strongness]




by Fluke
Anything you needed to know about Falco's reflector in SSBB.




by Juker
Keep killing yourself with Firebird? Learn about curving his recovery.




by Blad01
Probaly most useful thread in Falco Boards. Looking for anything not in the guide? Use this.




by Agosta44
Useful way for the Phantasm, less lag included.




by Enochuout
Old guide, but very detailed, check if your missing something here.




by Exousia
Visual guide of Falco's lasers.




by Tommy G
Some tips on prediction opponents, not just randomly guesing.
 

SHDL

Smash Rookie
Joined
Jun 22, 2009
Messages
19


Credits

You don't think SHDL was some pro Falco who made this post based on his knowledge did you? Not only was it the members of the Falco Back Room, but also the members of the Falco Boards! Thank you all for helping with the guide, couldn't have done it without you.

Speical Thanks To . . .

SHDL We Falco's Love You So <3

Denzi for sticking with the Falco community no matter what. Thread Starter, Contributor, Enforcer and just one of the greatest members on Smashboards.

Blad01 for putting several hours into the Falco boards, as well as picutres and useful links that were used in the thread.

WaterTails for helping with putting it together and writing/editing.

Hawks go CAW for editing, and helping with the thread, as well as a great Falco board member.

BleachigoZX [TBU]

KuroZero [TBU]

__crystal___ [TBU]

Emperor Time [TBU]

clowsui [TBU]

Jon? [TBU]

Teran17 [TBU]

Tommy_G [TBU]

Vlade [TBU]

Xonar [TBU]

YUNq FR3$H [TBU]

zamz [TBU]

Mini Mic OUR ****ING MODERATOR!


[TBU = To Be Updated; Once guide is complete, or their part is finished, I'll add every so often. Others feel free to edit this! If I missed you, please tell me.
 
Joined
Aug 6, 2008
Messages
19,346
Pretty much that is the case. We have a few people that are already saying they will write some of the stuff. We just dont' have any final results as of yet to work with. So we just wait till the stuff is done, add it to the post, edit and fine tune. Then just keep it updated as new stuff comes along or anyting we see fit to add.
 

WaterTails

Smash Lord
Joined
Dec 2, 2005
Messages
1,363
Location
Minot, ND
ahh, im guessing there needs to be 2 guides. aggressive and responsive(campy)
I don't think that'd be necessarily be the case, because we could just add, like, aggressive and campy uses for the moves that could be used both ways. Plus, I think this is supposed to be, like, the "be all, end all" of Falco guides.
 

Corrupted

Smash Journeyman
Joined
Dec 14, 2008
Messages
446
There should be a whole section on brick walling. Seriously laser, utilt, bair, nair, ftilt, just these moves block out half the cast when used properly.
 

Denzi

Smash Master
Joined
Jul 25, 2008
Messages
3,483
Location
Cleveland, OH
There should be a whole section on brick walling. Seriously laser, utilt, bair, nair, ftilt, just these moves block out half the cast when used properly.
Although I agree with you, please try to keep all suggestions to the guide discussion thread.
 

AvoiD

Smash Lord
Joined
Apr 26, 2008
Messages
1,441
Location
Houston, TX
NNID
AvoiDMe
Edited some of the 2nd and last post. Still needs to be finished, but I'm still working on that.
 

§witch

Smash Lord
Joined
Apr 7, 2008
Messages
1,747
Location
Ontario, Canada
There should not be an aggressive falco guide, because aggressive falco is not how to play falco. By not camping with falco, you take away 3/4 of the reason he's as good as he is.
 

Denzi

Smash Master
Joined
Jul 25, 2008
Messages
3,483
Location
Cleveland, OH
Denzi for sticking with the Falco community no matter what. Thread Starter, Contributor, Enforcer and just one of the greatest members on Smashboards.
I <3 you guys :)

There should not be an aggressive falco guide, because aggressive falco is not how to play falco. By not camping with falco, you take away 3/4 of the reason he's as good as he is.
It'll all be there, don't worry. if you want to contribute, feel free to use the other thread.
 

AvoiD

Smash Lord
Joined
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Messages
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AvoiDMe
Some people really need to get down again.

Anyways, updates.

-Added Bleachigo's terms that he had completed so far.
-Added links to the 'Table of Contents', so yeah; clickable now.
-Added links/useful threads section.
-Re-edited some of the stuff in Falco's Attacks + Frame Data section.
-Added the sections, I. ; II. ; III.

Wow, I'm tired as ****.
 

M@v

Subarashii!
Joined
Oct 13, 2007
Messages
10,678
Location
Pittsburgh, PA
I should probably stop lurking here so much, and start being more active on this board. I'd be willing to help with this guide if I have time, but I'm currently writing a new guide for the fox boards. I can probably do a section of this nevertheless.
 

Blad01

Smash Lord
Joined
Mar 2, 2008
Messages
1,476
Location
Paris, France
Some people really need to get down again.

Anyways, updates.

-Added Bleachigo's terms that he had completed so far.
-Added links to the 'Table of Contents', so yeah; clickable now.
-Added links/useful threads section.
-Re-edited some of the stuff in Falco's Attacks + Frame Data section.
-Added the sections, I. ; II. ; III.

Wow, I'm tired as ****.
So you actually took my "Useful Links" thread and edited it ? I guess Mini Mic should close and unstick my thread then.

Or maybe when the guide will be finished.

(The other pics will be up tomorrow, if everything goes as planned)
 

AvoiD

Smash Lord
Joined
Apr 26, 2008
Messages
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Location
Houston, TX
NNID
AvoiDMe
I just posted the links I thought we needed. If you want to, sure. I could just CP everything in that thread here, and update as time comes if you'd like?
 

Notra

Smash Ace
Joined
Feb 26, 2009
Messages
928
Location
Ann Arbor, Michigan
i think we should have a section to sum up how to fight each character. to help our board be easier to read (as opposed to finding all the match ups). i did one for meta u could post in and i started one on icees but its kinda nvr found a strong solution.

this

Holes in meta play. and falco kill combos
Ones To Know

-Play aggresive w/ lasers grabs and jabs
---> nair, dair and jab r ur best options for grab(jab is best, then nair then dair)

-CG (to ~43) --> to gatling or dair tech chase works well

-REMEMBER jab is faster than anything metas got. if ur playing close dont stay midclose or he can out range u w/ ftilt. If u accidently get out of range (~meta ftilt range) do full aaa jab. (dont try to smash after aaa, a smart meta is rdy for the atk after.)

-and when it comes time to kill LOOK for meta lag. after any smash but dsmash. after nado, under shuttle loop glide, after or during neurtal a, and when getting back on the edge. there are more obviously but u get the point. look for an opening .

- dair( non ff) spaced to upsmash seems to mindgame for the kill. and if DI'd right it wont be grabbed punished.

-also for killing if you grab, a meta jump release can cause a likely upsmash.


and maybe a few video examples for each section
 

Enochuout

Smash Journeyman
Joined
Sep 15, 2005
Messages
281
Location
Sacramento, CA
Stickied for obvious reasons.
Why this is stickied, as opposed to Din Peregrine, is beyond me. Have fun repeating all this work for no reason.

Code:
 -- --   /-|    <---Enoch
-- -    /  |   O  |        __--(VRROOOOOOOOOOM!@!!!!)
 - - --/---|-\||-o|--------\            __--(Ooh, a lucky penny!
-- - |  /--\  \-\_|Je/--\ep|__    ___O    Wait a sec, this is a...)
     --|    |-------|    |-___|  /\ \
        \__/         \__/       /  \ o<-[Canadian penny glued down]
                                  ^--Mini Mic
 

#HBC | ZoZo

Shocodoro Blagshidect
Joined
Jan 12, 2009
Messages
9,800
Location
Land of Nether
I'm wondering if a close up Silent Laser to Upsmash is a guaranteed kill move?
Hitstun would have to be big enough to cover and the landing lag (which is quite low, but it's there, 3 frames I believe) and the startup lag of upsmash (7frames iirc)

I don't think so
 

Yumewomiteru

Smash Master
Joined
May 25, 2009
Messages
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Allston, MA
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yumewomiteru
I'm surprised d-tilt isn't listed as one of falco's kill moves, it kills much earlier than u-tilt or f-tilt. I once had a mach against jigglypuff where all my kills came from a dtilt. Also jab-jab-dtilt works well.
 

AvoiD

Smash Lord
Joined
Apr 26, 2008
Messages
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Location
Houston, TX
NNID
AvoiDMe
Jigglypuff's one of the few who can be killed with D-tilt easily.

Only reason we use it against her. Good stuff naw meen

And I updated a few stuff last night.
 

Teran

Through Fire, Justice is Served
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Yo, what do you guys think of a stage section?
 

AvoiD

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AvoiDMe
Anyone mind getting the frame date and attack percentages? If not, I'll do it when I'm free. Been busy all weekend.
 

Enochuout

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I was hoping I'd see some decent progress here, or at least some intelligent posts about Falco's metagame. I mean, for this to be stickied, when it could just as easily be mentioned in that "Falco's tips, advanced techniques, and others" thread (which, might I add, isn't even properly labeled as a Falco boards forum index), it must have some greater value.... right?

lol, have you even read this thing, or reviewed their progress Mini Mic? What's your job again?
 

Mini Mic

Taller than Mic_128
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This is a community page, a number of people know the password for the SHDL account and are free to add when they see fit.

Honestly Eno, I have to wonder whether you carry on like this in real life. Obviously you have an issue with me so either take it up in forum disputes or with me by PM instead of making the occasional snide remark like the immature prick you are. A thread of yours got unstickied months ago. Get over it.
 
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