PartyHatPikaChu
Smash Apprentice
- Joined
- Jan 18, 2009
- Messages
- 165
Falcon sucks in brawl. He does. Bottom of bottom, for a reason.
He's not underrated. at all. But if you insist on playing him,
Here's how to get the best out of him:
jab.
Jab is lord, ruler of all, center of falcons metage.
If you dont know how to jab, you dont know how to falcon. its that simple.
Jab is fast and combo's into grab, wich can get you into an advantegous position against alot of characters.
Use it.
Its reach isnt optimal, and when spaced perfectly, cannot combo into a grab.
You''ll have to be close. Wich you will be.
falcons jab game is essential. Learn to jab cancel, crouch cancel, punish DI, and follow up effectively. Its that easy.
This move = falcons close combat.
Ftilt.
Space with this. Or use it as a gtfo move.
It has quite some reach, so can be used for spacing very nicely.
Quite fast, so, use it.
Dtilt.
Space with this, too. Or to get the opponent into the air at higher percentages.
Use this to punish upward(+away) DI from the opponent when you jab them.
This move can also psuedo lock some (fastfalling) characters.
One of the faster moves. use it.
Utilt.
Utilt = hot.
Utilt can be used to shut down approaches, and the first hitbox = great for punishing aerial approches and opponents on a platform above you.
good for edgeguarding.
USE IT.
This move is very versatile, and it does has some lag, but for falcons game, its fast, especially for the killing power it possesses.
Keep it fresh for killing, or use it to rack up damage.
Either way. Use it.
Fsmash.
Slow.
But good for punishing (aerial) approaches. A KO move with good reach when stutterstepped/used in the form of a salmon smash.
Its nice, does nice damage and can ko and can punish DI.
But all uses cannot be relied on.
So use it, but with caution.
you will get punished for it if you just ditch one out.
Space perfectly, or use this only for punishing.
Dsmash.
Can punish rolls. yes it can.
It can also KO. yes it can.
But when you miss the first kick, you are screwed. Yes you are.
So use for punishing (rolls).
or turnaround+Dsmash/charge a Dsmash to punish spotdodges when you predict one.
Unreliable, use with caution.
Usmash.
Falcons hyphen smash is like this board. it goes too far.
Seriously, you'll find yourself sliding across the stage like john travolta on saturday night fever.
So use this in your advantage to punish from afar.
or dash dance before you execute it to shorten the distance. yessir.
This smash does good damage, so use this to rack up damage. A star KO is rare anyway.
But if you insist on keeping it fresh for KOing, you can.
Either way, use with caution. You'll be punished when you don't.
Falcon punch.
lol.
Not worht the risk most of the time.
yes, sometimes it works. in friendlies. nah, but this move is very risky, and that *gasp* the chance exists your opponent WONT fall for your mindgamed 180/360/540/no twist falcon punch, its just too risky as this move is so easily punished its not even funny.
But on the other hand, when it hits its tha epiczorz and can net you a early KO.
But it wont.
If you insist on using it, use it to punish jiggly's rest. Its guaranteed.
Or mix it into your game with mindgames that can mindgame our holy lord.
Use it with ALOT of caution. Or just dont use it.
Falcon kick.
Dont ever use it at lower percents. Its a free aerial for your opponent when it hits, and free attack when it misses = bad.
If you use it, use it at higher percents so it either KO the opponent (very high percent) or get them airborn (more logical use than the first use mentioned).
It can punish from afar, so can be used to do so, but its very risky.
Use with caution, or refrain from using.
Better options are often present.
Raptor boost.
Very punishable when it misses, but you wont, as you should use it to punish. Or when you predict rolls. (wich is unreliable though, but it does work.).
So use to punish (rolls).
It gets the opponent airbourne wich is nice.
Use with caution. Or dont use.
Falcon dive.
Can be mixed into your jab game for surprise attacks, but still unreliable.
It can be used for punishing and intercepting certain aerials due to its 'teleporting' effect.
It does very good damage, so use it to rack up damage.
Use it for punishing. It does very good damage.
Throws.
Dthrow/Uthrow at lower percents for possible follow ups by getting the opponent airbourne. (punish airdodges)
Bthrow at higher percents to get the opponent offstage.
Fthrow at lower percents for follow ups/psuedo changrabs, and at higher percents to get the opponent offstage.
Abuse grabreleases on characters it has use on (grab release CG on squirtle, grab release **** on wario (when you get a hold of him) etc.
Dash attack.
Easily shieldgrabbed, but still versatile.
Great for getting the opponent airbourne, but it is still a awful move.
It is easily punished, but can punish very well itself too, due to its versatility and quickness.
Use it for punishing.
Nair.
First hit Nair combo's into jabs. yay.
First hit Nair has more situational combo's but we cant really rely on those. shame.
SH FF FHN (First Hit Nair - yes I just made that up) can be used to punish approaches or as an approach itself. though a risky approach, but falcon doesnt have a non-risky approach. Ah well.
It has quite some reach so good for spacing.
The Second hit of the Nair has decent knockback. So the can be used as a gtfo move/approach/send the opponent flying for possible follow ups.
Use it.
Fair.
This aint melee.
Flubbed fair can combo into jabs. even when the opponent doesnt trip. yay approach potential.
Sweet Fair can KO nicely but is hard to land.
Use this as your number one punish move. when there are enough frames to punish (you'll know) SH (FF) sweet knee BAM. damage+knockback. yay.
but seriously, this aint melee.
The landing lag is very punishable.
Use it to punish airdodges.
One can SH/Full hop to lure out reactions to punish with this, but it aint reliable. Just putting it out there.
Use this for punishing when sweetspotted, and as a mixup in your approach game when flubbed.
either way. use with caution.
Uair.
Uair = hot.
Use it to punish airdodges.
use it to poke opponents on platforms. It autocancels. yay.
Uair can be used as an approach. One can also reverse it to turn it into a decent approach (not a nessiscity).
Uair is a quite quick move, with decent damage and knockback. One of falcons best moves.
Use it.
Dair.
Dair can be used for punishing nicely.
Nice damage, and it can even combo. Though unreliable.
SH Dair can be used as an approach, not even the move itself, but SH Dair>jab punish the opponent.
Risky yes. effective, surprisingly, yes.
Risky, use with caution. But use it.
Bair
Autocancels. YESZ!.
It can KO, and is quite a fast move. and, again, it auto cancels.
It does quite good damage when sweetspotted, and it can be used as an approach.
Good for punishing, too.
Either keep it fresh for KOing, or use this move to rack up damage.
Either way, use it. Its one of falcons better moves.
Jumping backwards.
Standard mindgame.
Can net you a Bair.
Again, standard mindgame.
Use it.
Falcon = bait+punish.
Mindgame+punish.
Patience.
That is brawl falcon.
Brawl falcon is waiting for an opponening, and attacking when the time is right (while dodging projectiles, if any).
Brawl falcon is the worst playable character in brawl.
If you want to place in high level tournies, you'll need the higher/top tier characters with a better move set.
Its that simple.
But if you still insist on playing falcon, I only salute you, and welcome you, and show my respect.
This quide is here to help.
And I know, I to, am playing the worst character in this game. But I accepted it.
Something you have to do to, before you can be a good falcon.
Know your strenghts AND your weaknesses.
And you'll be studying your weaknesses far longer than your strenghts as a falcon main. So, welcome to the club.
He's not underrated. at all. But if you insist on playing him,
Here's how to get the best out of him:
jab.
Jab is lord, ruler of all, center of falcons metage.
If you dont know how to jab, you dont know how to falcon. its that simple.
Jab is fast and combo's into grab, wich can get you into an advantegous position against alot of characters.
Use it.
Its reach isnt optimal, and when spaced perfectly, cannot combo into a grab.
You''ll have to be close. Wich you will be.
falcons jab game is essential. Learn to jab cancel, crouch cancel, punish DI, and follow up effectively. Its that easy.
This move = falcons close combat.
Ftilt.
Space with this. Or use it as a gtfo move.
It has quite some reach, so can be used for spacing very nicely.
Quite fast, so, use it.
Dtilt.
Space with this, too. Or to get the opponent into the air at higher percentages.
Use this to punish upward(+away) DI from the opponent when you jab them.
This move can also psuedo lock some (fastfalling) characters.
One of the faster moves. use it.
Utilt.
Utilt = hot.
Utilt can be used to shut down approaches, and the first hitbox = great for punishing aerial approches and opponents on a platform above you.
good for edgeguarding.
USE IT.
This move is very versatile, and it does has some lag, but for falcons game, its fast, especially for the killing power it possesses.
Keep it fresh for killing, or use it to rack up damage.
Either way. Use it.
Fsmash.
Slow.
But good for punishing (aerial) approaches. A KO move with good reach when stutterstepped/used in the form of a salmon smash.
Its nice, does nice damage and can ko and can punish DI.
But all uses cannot be relied on.
So use it, but with caution.
you will get punished for it if you just ditch one out.
Space perfectly, or use this only for punishing.
Dsmash.
Can punish rolls. yes it can.
It can also KO. yes it can.
But when you miss the first kick, you are screwed. Yes you are.
So use for punishing (rolls).
or turnaround+Dsmash/charge a Dsmash to punish spotdodges when you predict one.
Unreliable, use with caution.
Usmash.
Falcons hyphen smash is like this board. it goes too far.
Seriously, you'll find yourself sliding across the stage like john travolta on saturday night fever.
So use this in your advantage to punish from afar.
or dash dance before you execute it to shorten the distance. yessir.
This smash does good damage, so use this to rack up damage. A star KO is rare anyway.
But if you insist on keeping it fresh for KOing, you can.
Either way, use with caution. You'll be punished when you don't.
Falcon punch.
lol.
Not worht the risk most of the time.
yes, sometimes it works. in friendlies. nah, but this move is very risky, and that *gasp* the chance exists your opponent WONT fall for your mindgamed 180/360/540/no twist falcon punch, its just too risky as this move is so easily punished its not even funny.
But on the other hand, when it hits its tha epiczorz and can net you a early KO.
But it wont.
If you insist on using it, use it to punish jiggly's rest. Its guaranteed.
Or mix it into your game with mindgames that can mindgame our holy lord.
Use it with ALOT of caution. Or just dont use it.
Falcon kick.
Dont ever use it at lower percents. Its a free aerial for your opponent when it hits, and free attack when it misses = bad.
If you use it, use it at higher percents so it either KO the opponent (very high percent) or get them airborn (more logical use than the first use mentioned).
It can punish from afar, so can be used to do so, but its very risky.
Use with caution, or refrain from using.
Better options are often present.
Raptor boost.
Very punishable when it misses, but you wont, as you should use it to punish. Or when you predict rolls. (wich is unreliable though, but it does work.).
So use to punish (rolls).
It gets the opponent airbourne wich is nice.
Use with caution. Or dont use.
Falcon dive.
Can be mixed into your jab game for surprise attacks, but still unreliable.
It can be used for punishing and intercepting certain aerials due to its 'teleporting' effect.
It does very good damage, so use it to rack up damage.
Use it for punishing. It does very good damage.
Throws.
Dthrow/Uthrow at lower percents for possible follow ups by getting the opponent airbourne. (punish airdodges)
Bthrow at higher percents to get the opponent offstage.
Fthrow at lower percents for follow ups/psuedo changrabs, and at higher percents to get the opponent offstage.
Abuse grabreleases on characters it has use on (grab release CG on squirtle, grab release **** on wario (when you get a hold of him) etc.
Dash attack.
Easily shieldgrabbed, but still versatile.
Great for getting the opponent airbourne, but it is still a awful move.
It is easily punished, but can punish very well itself too, due to its versatility and quickness.
Use it for punishing.
Nair.
First hit Nair combo's into jabs. yay.
First hit Nair has more situational combo's but we cant really rely on those. shame.
SH FF FHN (First Hit Nair - yes I just made that up) can be used to punish approaches or as an approach itself. though a risky approach, but falcon doesnt have a non-risky approach. Ah well.
It has quite some reach so good for spacing.
The Second hit of the Nair has decent knockback. So the can be used as a gtfo move/approach/send the opponent flying for possible follow ups.
Use it.
Fair.
This aint melee.
Flubbed fair can combo into jabs. even when the opponent doesnt trip. yay approach potential.
Sweet Fair can KO nicely but is hard to land.
Use this as your number one punish move. when there are enough frames to punish (you'll know) SH (FF) sweet knee BAM. damage+knockback. yay.
but seriously, this aint melee.
The landing lag is very punishable.
Use it to punish airdodges.
One can SH/Full hop to lure out reactions to punish with this, but it aint reliable. Just putting it out there.
Use this for punishing when sweetspotted, and as a mixup in your approach game when flubbed.
either way. use with caution.
Uair.
Uair = hot.
Use it to punish airdodges.
use it to poke opponents on platforms. It autocancels. yay.
Uair can be used as an approach. One can also reverse it to turn it into a decent approach (not a nessiscity).
Uair is a quite quick move, with decent damage and knockback. One of falcons best moves.
Use it.
Dair.
Dair can be used for punishing nicely.
Nice damage, and it can even combo. Though unreliable.
SH Dair can be used as an approach, not even the move itself, but SH Dair>jab punish the opponent.
Risky yes. effective, surprisingly, yes.
Risky, use with caution. But use it.
Bair
Autocancels. YESZ!.
It can KO, and is quite a fast move. and, again, it auto cancels.
It does quite good damage when sweetspotted, and it can be used as an approach.
Good for punishing, too.
Either keep it fresh for KOing, or use this move to rack up damage.
Either way, use it. Its one of falcons better moves.
Jumping backwards.
Standard mindgame.
Can net you a Bair.
Again, standard mindgame.
Use it.
Falcon = bait+punish.
Mindgame+punish.
Patience.
That is brawl falcon.
Brawl falcon is waiting for an opponening, and attacking when the time is right (while dodging projectiles, if any).
Brawl falcon is the worst playable character in brawl.
If you want to place in high level tournies, you'll need the higher/top tier characters with a better move set.
Its that simple.
But if you still insist on playing falcon, I only salute you, and welcome you, and show my respect.
This quide is here to help.
And I know, I to, am playing the worst character in this game. But I accepted it.
Something you have to do to, before you can be a good falcon.
Know your strenghts AND your weaknesses.
And you'll be studying your weaknesses far longer than your strenghts as a falcon main. So, welcome to the club.