Crouchwalk is overrated.
You'll never be able to Forward or Up Smash a Phantasm on reaction. You'd have to predict it. When Falco is recovering, it's definitely possible, but when he's creating pressure with lasers, good luck even being able to react quickly enough to bair a Phantasm you don't see coming.
As long as Falco can hit with lasers occasionally, he will keep his moves fresh enough to kill you around 100-120%.
You should play Kismet before you pass judgment on this matchup.
It is indeed overrated... except in this matchup. Don't get me wrong, it won't help in any combat function or anything. It's sole usage is to close the gap without taking damage.
I know. I was just listing the things I KNOW can beat it. That being said, Bairing a phantasm on reaction is not that hard, and if the Falco is being predictable and doing just lasers to run away and phantasm lasers some more, which you guys seem to imply is unpunishable, a Usmash is actually not that hard to hit with (especially since it's hitbox stays out a while, so if you do it early, you can both end up just trading hits (he gets the weak part, so he doesn't go very far), which allows you to start racking up damage.
Ummm... it takes 9 moves to refresh something completely. Most I've ever gotten hit with lasers in a row was 3 in this matchup.
Sure thing. I'm sure the entire Kirby board will have no problem traveling to wherever you are and fighting the one Falco you've played, considering there are no other good Falcos anywhere else to base this matchup on.
Now, TG:
I decided to jump in here, and your post was the biggest and best constructed. Sorry if I am misunderstanding you, fromundaman.
How exactly does he camp Kirby?
Lasers. Lots of them. No seriously though. Falco doesn't have to keep a consistent barrage coming at you ready for you to powershield. He also doesn't have to use SHL or SHDL to shoot them. I noticed kewkky say earlier that you can take to the air to avoid. No, you can't. If the Falco is a good shot at all, he can hit you as long as there isn't a wall between you. And look at that! You now have to approach because you are now down in percentage. I noticed what you said later in your post, fromundaman, so I'll address it later.
You know he fires slower when he does them on the ground, meaning that while there's more of them at 'Kirby height', they're easier to PS and crouchwalking still works.
Yeah, Gonzo combo is overrated. Every character can DI out of it. That being said, if that's all you see that Kirby has over Falco, you're not playing very good Kirbies.
Yup. Still, when Kirby has to approach the entire time, its not as if Falco has to care. If you are both at 0%, Falco doesn't have to approach because he can pressure Kirby, not the other way around. Kirby HAS to have the percentage lead for it to matter.
Stereotypically speaking, Falcos seem to approach for the grab. That being said, you are completely right. They don't need to approach and a smart Falco shouldn't be approaching you at that time.
BTW, we can DI towards you and Uair you of your AAA jab. Single jab cancel to grab, however, is harder to punish.
That is why not to do the jab combo. Single jab comes out on frame 2, though. It beats Kirby's shield. On a side note, most of Falco's ground moves are on par with Kirbys frame wise, so Kirby needs to space properly for most of them to be any use. That said, we are back to laser problems.
Very true.
You do realize you can shield from a duck? Not to mention there are a number of ways to punish phantasm. If all you're doing is laser/phantasm, not only is Kirby's % probably not increasing at all, but we can also punish you for it with some of our stronger moves (like Bair and Fsmash. Depending on the spacing, inhale too, but there's no reason to try to get you with that since it usually won't work.)
OK, here we go. For any of those moves to work in punishing the phantasm, you need to hit Falco's hurt-box. This is the kicker. It doesn't exist except in three places during the entire phantasm (IF it is a full phantasm), and only for 1 frame each when they do appear. This puts a heavy burden on Kirby if the Falco player is aware of where those hurt-boxes are. It means s/he can work around it by varying when s/he would normally phantasm, AKA mix it up and keep the hurt-boxes away from Kirby's reach. I don't know how fast the ground and air versions of phantasms are frame wise, but they are a pain to deal with on reaction, and reacting is basically what Kirby has to do for it to work. If the Falco is following a distinct followable pattern, they are doing it wrong and don't know the MU.
Right, but you know, we can learn where those hurtboxes are too (and they're not that hard to learn), so we too can space ourselves o that if they SH to phantasm, we can punish it. On top of that, if ew aren't in range of a hurtbox, we can always shield and reset the position. That being said, you are usually within Bair range of one of the hurtboxes.
Meh, the Falco I was playing would SH laser if I was trying to space Bair or aircamp near the ground (since our bad aerial mobility forces us to either get hit, attempt to jump over it (which can be impossible if the Falco is close enough), or airdodge. If Falco is close enough, all of these are punishable, and if we get hit with the laser, you can jab cancel to grab out of it. Out of that, depending on DI, you can get a Dair and out of that possibly a DACUS if we don't tech it the right way.
Stuff like that does allow you to rack up damage, though it is much easier for Kirby to do so in general.
All of this is correct. But keep in mind that Kirby has to have the percentage lead for anything that he does to be nearly as effective as it can be.
I'm not entirely sure what you mean here. I was talking about combos/strings Falco can do to us.
You can do a lot more than 20% if you do it right. In fact, if you follow DI correctly and (I don't know how else to describe this) Utilt walk (Which is essentially buffering a small step in one direction followed by a Utilt. You can do this with crouch too, allowing us to approach and duck lasers), you can get pretty close to 40% or more from that alone. Now add in the Fthrow combos, which I know you can escape out of, and Dthrow combos/follow-ups, some of which you can escape out of, and you shouldn't be starting the stock at low percent. Then we have a bunch of other damage racking strings, all of which work better against you since you're heavy.
DI doesn't need to be predictable, and Falco shouldn't be in the position for it to happen. I think this is as good as any place to mention this. Falcos lasers limit Kirby to predictable patterns (again, this is only if Falco is tied/has the lead). Kirby can power-shield and approach all he wants, but his approach is 1 dimensional and predictable. Falco can get away if he is paying attention. Phantasm is used most often near the ground due to it's ability to "combo" (I haven't checked if its a true combo or not) from SHSL, but can still be used from other altitudes with similar results, especially if it is canceled for a long phantasm. Positions reset, and we are back to square one. This is less effective on stages without a decent sized central platform, though, and I'll get into stage stuff a bit later in this post.
Not only do I not agree with your statement, but it doesn't really address what I was talking about, but it also implies that we will never get within attack range of Falco.
DI DOES matter in that scenario, because at that percent they can't jump out after our utilt, and their only options are up and away, or up and towards (well, those are the two that minimize the damage they can take), and if we follow whichever way they are DIing, you do a ****ton of damage.
Also, the options you mention will only consistently work if both players fall into consistently predictable patterns. There are other ways to approach, or baiting approaches, but the powershielding and crouchwalking tend to be the best two, just like Falco's laser to SH phantasm is one of his best counters to these approaches. That being said, if he does it more than once or twice in a row, he will get wrecked. It works the same way for both sides, and indeed for most any character. Get predictable and you get wrecked.
Dsmash, Usmash, and hammer (well, stone as well, but good luck hitting that against Falco.) are all good killers as well. When it comes to kill moves, we have quite a few. If they don't outright kill, we have our gimping game, which is really good.
Falco's recovery is not nearly as good as say Fox's (in reference to the spacies, not to the rest of the cast), but it can still be good if the Falco player is aware of the aforementioned hurt-boxes in their phantasm. Varry the hight, distance, etc, and take into account that the opponent can get spiked out of it, and you have at least an average recovery considering the other weaknesses of it. Whats more is that it is slightly more resistant to Kirby's style of offstage gimping.
As to the types of kill moves that fromundaman has made mention of, its all correct. I just don't see how the gimp game is nearly as effective.
Falco has only 2 recovery options, and one is so gimpable that they will never use it unless they have to (which we can force them to do in some situations), which gives them a predictable recovery. It is good at going through many of our gimping options, but it is not ungimpable by any means. Bair, inhale and Fsmash will pretty consistently beat it since they almost always end up hitting one of the hurtboxes thanks to the space their hitboxes take up, not to mention the fact that guessing where they'll land isn't too hard in most cases, and with proper spacing you can Dair where they are vulnerable, though Falco shouldn't get caught up by that too much.
Now if you're beating their recovery close to the ground with Fsmash and SH Bair, that forces them to either grab the ledge with it, which can lead to easy edgehog deaths if your close to the ledge, or forces them to use it up higher, causing them to go in freefall unless there's a platform there, which gets them punished and resets the scenario.
Also, Pummel breaks and Ftilt put them in a bad position and often forces them to recover with UpB, which is so gimpable it's not even funny.
Granted, our gimping game isn't as effective as on some characters, but it still works quite well, and it's definitely better than what Falco can do to us (though that spike can be nasty if we're not careful.).
For aircamping, it kind of depends on the stage. Sadly, our aerial mobility keeps us from being as effective of air campers as Wario or Puff, though we're not bad at it either.
I'll make my mention of stages here. The bear with this MU is the fact that Falco can camp on all of the neutral stages (save for in regions that allow places like PS1 and Castle Siege as neutrals). This limits the stages that Kirby has the clear advantage on to CPs, which can in turn be limited even more by stage bans. On the stages that allow Kirby to approach in general due to Falco's camping game being limited (such as Brinstar) however, Kirby has the clear advantage due to being able to out-space and damage rack, much like my fellow Kirby's have been stating.
Some of those stages allow us to play gay and air camp when in the lead, but yeah, you're pretty much right.
Speaking of stages though, we are also good on pretty much every stage, including JJ, which is where Falco is supposed to thrive and screw everyone else over, whereas Falco has bad stages/stages where we are vastly better than him (Rainbow Cruise, brinstar, PTAD when legal, FO, etc.).
Not that it matters much, but are you sure Falco's Bair is faster? In any case, it and Dair are Falco's only 2 really useful aerials in thismatchup, though Nair CAN be decent in some situations.
Were exactly IS the Falco frame data? I didn't find it using the forum search feature (I'm not the best at using it, though XD), though I have been able to find bits and pieces of it here and there.
No idea, but for that matter, where's our frame data? Do we even have anything to compare theirs to?
One big problem Falco has in this matchup though IMO, other than the reduced effectiveness of his lasers, is his lacking of killpower, especially since Usmash and Bair are rarely ever fresh in this matchup (not that they're the best kill moves, but they are the most likely to hit.), which can lead to us living to some pretty ridiculous percents, whereas our puffball is stacked with kill moves and gimping options.
A patient Falco is a golden Falco in this MU. The lack of killing power won't matter as long as Falco is avoiding taking damage. I still disagree with the idea that Kirby has gimping options in this MU if the Falco has proper DI.
Yeah, but that's just a "Don't get hit/grabbed" thing. Falco will get hit, and most of our hits will lead to combos. He will take damage, and getting the killing blow isn't much harder than against any other campy character.
All in all, I personally think we have the advantage, though it's nowhere near as big as what people once thought.
I respectfully disagree. In the grand scheme of a match, its even.
And so, we shall disagree I guess. In the end, I don't really care too much for the number, but the matchup definitely doesn't feel even. I mean, it's definitely winnable for Falco, no doubt there, but we still have some advantages on him IMO. If I really had to put a number on it, it'd be 60-40, MAYBE 55-45.