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Grizzlpaw
Grizzlpaw
Tbh I feel like you're definately on the right track with your Falco, you aren't making any glaring mistakes, and you generally stick to smart options.
Grizzlpaw
Grizzlpaw
What gets you more often than not is that you occasionally opt for sub-optimal choices, and give up opportunties to pressure your opponents when the damage should be free.

It might not sound big, but opting for an uptilt instead of a jab, for example, might open up an opportunity for you to juggle your opponent, which is much more optimal than a jab combo.

Just something for ya to think about~<3
Grizzlpaw
Grizzlpaw
Ooh, and don't jump so much!

That got me too when i first started playing. The Smash 4 meta is a lot different than brawl. You want to stick to the ground as much as possible unless your character is an air fighter (jigglypuff), or you have a good reason to be up there (evading attacks perhaps).

The meta of Sm4sh basically boils down to

"How long can i keep this guy in the air without letting him land"
Grizzlpaw
Grizzlpaw
Of course, there's more to it than that, but as a general rule of thumb, If one character is on the ground, and the other character is in the air. The character on the ground has the advantage.

This rule generally doesn't extend to shorthops, since shorthops are an extension of the ground game.
Richard 89
Richard 89
Thanks, with falco I try to think quick but powerful enough knockback attacks, so that's when I usually try to do B-air+ Right side A/Left side once I land on the ground. Some of the time it fails, that's when I just do Side A either left or right wherever my opponent is, if it works and knocks my opponent off his feet,
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