SlashTalon
Smash Ace
Falco Lombardi
Recently Updated:
-Characters with Larger names
-"Combo's"
-WATCH HOMB2!!!!!
Hands Off My Bread! 2-A SlashTalon Falco Combo Video
How To Protect Your Bread: A Quick Falco Instructional Video
I would like to compile a list of strategies and other things that will help every Falco player against a certain character.
I by no means claim to be a pro Falco, but I do think I have enough experience fighting skilled forms of most characters to be a help to this community. Adding your comments/debating certain strategies is always welcome.
This guide should include basic concepts and advanced techniques and I will post video examples as found.
My Youtube Account (has about 90% of my Vids)
Hands Off My Bread: A SlashTalon Falco Compilation
Hands Off My Bread 2: Trailer
General Tips:
Should be obvious-Lasers can set up many combos as well as defend and Chaingrabing can turn the tide of battle instantly. Mix up frenzy with campy and you should always be in a good position during the fight. Falco has one of THE best tech-chase games in Brawl, so utilize it!
How To Protect Your Bread: A Quick Falco Instructional Video <---Again, here I feature some necessary moves needed to play Falco at higher levels.
"Combo's" (or whatever they can be called in Brawl as most won't work with proper DI)
Chaingrab:
Just kidding, but seriously. Mix it up, throw in some pummeling and a dair>pivotgrab.
Nair to Neutral combo:
Nothing is more infuriating than getting hit by someone flailing their arms and then spinning like a ballerina.
Nair to Uptilt:
The Uptilt is usually not expected do to it's stealthy 2 hits.
Utilt-Upilt-upsmash:
Only at low percentages, but hey it can work.
Neutral combo to Shine or Fsmash:
Depends on spacing.
Dash attack canceled upsmash/DLX/Gattling Combo:
Wonderful ability, you get the DA off to an immediate Upsmash. Dont forget you can charge the upsmash.
SHL/SHDL to ANYTHING:
Great way to open up the opponents defense. I usually use a DAX upsmash.
Reliable Kill moves
Fsmash:
This move is interesting. It has great range, as Falco takes a step forward, and it can hit above and behind him. The sweetspot is right where Falco's palms are. The tip can damage and push characters back but will rarely kill.
Upsmash:
Generally will sweetspot kill from about 110%-160% depending on the size of the character. The sweetspot is directly infront of Falco at the beginning of the kick. The top of this animation will send characters above Falco horizontally away from him. Using the DAX/Gattling at high percents won't usually kill as the upsmash won't hit. Using the Boost smash intead (dash->Down on Cstick->Up+Z) is a great surprise attack.
Dsmash:
Good at sending the opponent horizontal. Use this on characters that have gimpable or bad vertical recoveries such as Link and Bowser. Spotdodge Dsmash is very quick.
Bair:
Awesome attack. Stays out like a Sexkick, and like most does the most damage immediately as it comes out at his back foot. Great for stage spiking.
Dair:
Gently sends them to their doom. A one way ticket to the abyss. Doing a footstool after usually means a definite kill.
Stages
Stages generally always good for Falco:
Smashhville
Final Destination
Battlefeild
Jugle Japes
Stages to Ban as Falco:
Lylat Crusie
Rainbow Cruise
Norfair
Orpheon
Stage Strategies:
Final Destination:
Great Stage to show off your lasers and agility. There are no platforms for anyone to hide, so unless they can reflect or absorb, you should pelt them at all times with your blaster. Unless you haven't played Brawl on this stage you should obviously be aware that the stage is now smaller (due to characters being bigger as well) and the dreaded FD Lip under each edge. This lip will seem to pull you in if you fail to aim your FireBird correctly. You can drop down and wall jump back to the edge off the lip however, so if you are that close to use your second jump by all means go for it. You can also tech effectively off this lip as well if you are able to. Being at about the middle of FD and Phantasm'ing towards the edge can lead to an instant edge hog.
Battlefield:
This stage can be difficult if you are not used to being close to your opponent. Characters with high priority (Peach, Luigi, Snake) can make this stage more difficult. Your Upsmash can hit someone standing on the platforms so use that to your advantage. Your CG gets buffed here as well as the stage edges are closer together, meaning that ending spike can be devastating. You may not be able to tell, but you can actually drop down and walljump in order to do an attack.
Smashville:
A long flat stage with a floating platform that moves side to side. Like FD, perfect for lasers and your camping game. One thing to note is that because this stage is so thin, the edges can actually let characters hitbozes actually pass through the stage. Why is that important? Because you can spike people who try doing moves from under the stage.
Yoshi's Story:
While this is an alright stage, I personally dislike it for Falco. The way the stage slopes allows smaller characters to dodge your lasers easier. The platform at the top slopes from side to side, which at certain angles can block your shots. Because the stage has walls that travel all the way down to the deathzone, at certain angles you can ride it with your Firebird. It is also easy to stage spike certain recoveries like ROB, Ganon, and Fox/Falco. The support Ghost is a good way to go if youre being pressured on stage. Characters like Lucario and Diddy can wall cling to the side of the stage.
Lylat Cruise:
This is a tricky stage, while this stage is good design-wise (not to mention beautiful <3), it can sometimes hinder your laser game due to its tilting and really screw your recovery as well. Your Upsmash actually hits those on the platforms again. The tilting can help and hinder your CG game though depending on the angle
Delfino Plaza:
This stage is tricky as well. So, the main platform can be passed through...this opens alot of problems based on your recovery. Having even one part of Falco touching the stage while Phantasming or FireBirding will result in death. The only good thing this brings is that you can actually spike those coming through the bottom of the stage with hilarious results. You can also freely spike those in the water on this stage as they struggle to stay afloat. As the tour stops at many locations throughout Delfino, there are many different locations to get kills.
Jungle Japes:
Welcome to your home. Just like melee this stage is perfect for your Phantasm and especially an imperfect Laser game (Mashing B as soon as you jump). At low percentages Falco can even survive falling into the water on the left side. Beware playing too close to the water as Klaptraps just love to ruin your life, or anyone's life in general. I recommend camping the center and keeping the opponent to the left side with lasers, as one laser hit+mistake=death on that side. The ceiling here is laughably high, so unless they are really high damage try for a different kill other than Upsmash.
Pokemon Stadium 1:
The ceiling here is deceptively lower than it looks, and the sides seem to have less room than they did in melee. Dont forget you can send your reflector through walls on the Fire and Rock portions. You can wall jump off alot of the scenery, and even the underside of the stage. This stage has a hidden lip which can eat a mistimed Phantasm or misplaced Vertical UpB. Your Lasers are great on the neutral stage and once again your Upsmash hits those on the platforms.
Castle Seige:
This level has three forms, each separated by a completely flat walk-off transition stage. The first stage is on top of a castle wall. The edges have a sharp corner that can eat your recovery if youre not careful. Again your Upsmash can hit those standing above on platforms here, and the incline in the center can help or hinder your lasers. Stage two is a castle courtroom with banners in the top corners, and two mighty-projectile-canceling statues holding platforms on each side of the middle. After some hits the statues will break leaving a completely flat walkoff stage. Walkoffs allow for easy CG kills at low percentages. Stage three is a large FD-like Boulder that ocassionally tilts like Lylat.
Norfair:
This stage isn't as bad as it looks, you just need to be constantly aware of your surroundings. Each platform is small enough to limit your CG, but close enough together where SH lasers and aerials will usually always land. Your Upsmash goes well through each polatform above you. The lava does about 30% and huge knockback every hit. For the segment where the lava wall comes from the backround you don't necesarrily need to go into the capsule, as grabbing one of the many edges or even shielding will keep you safe. If you can knock your opponent into the vertical wall on the left or right side, timing another smash attack can usually lead to an instant KO.
Brinstar:This stage hasn't changed much. You can pass through bottom of the main platform, meaning if you come from underneath and don't make it all the way onto the stage you will fall helplessly to your doom (or get juggled by the acid). There are three destructable parts of the stage: the right and left 'elastic walls' and the offcentered cell-like things. Each of the destructable peices of the stage will extend the duration of certain hitboxes, such as Pika's Dsmash and Zelda's Upsmash. Once the center cells are detroyed the stage will pull apart leaving no edges in the center.
Frigate Orpheon:
Yay another Metroid stage! This one is tricky as well. Teir one of this stage consists of one main platform, a stationary dropthrough platform above that, and a vertical moving platform on the side. Note that when the platform on the right is up the edge is NOT grabable. The moving platform does allow you to pass through the bottom. Randomly an alarm will sound and you are going to want to get into the high center; performing a recovery move the moment of change will usually result in death, as the stage will do a 180* rotation with an unseen platform above the starKO wall. Teir two is much more of a generic battlefeild, only the center concaves inward. I don't feel this is a strong stage for Falco.
Rainbow Cruise:
In case you missed it, this stage scrolls. Aerials and agility will be your greatest strength. Chances are if you came here it was counterpicked by someone with great aerials and most likely multiple jumps (Jiggs, Wario, Luigi, Kirby, ect...) I recommend you play this stage just to get used to the changing of platforms.
Green Greens:
This stage should be banned, but I have seen it legal a a few tourneys. If this or Corneria is legal and youre fighting an Olimar...BAN it. Olimar's pikman seem to just stall on the blocks, untill they are destroyed at which they finally fly through. You can CG people against the wall if their DI is poor. All the boundaries are extremely close.
Characters
Advantage
Disadvantage
Neutral
MetaKnight: 3.5:6.5
Start of his stock:
MK can be chaingrabbed to about 50% and Spiked. MK will most likely survive the spike, which means he can be spiked again, but beware because a well timed Shuttle Loop can stage spike you-making you look rather foolish.
Throughout match:
Best bet is to play Keep away with your Laser game. Your SHL and SHDL must be perfect in order to hit a grounded MK. Both your lasers and your reflector beat the tornado and drill, but other than that just shield and punish. Immediate Airial Phantasms are very good against this short *******. I will stress again: LASERS AND REFLECTOR
Getting the Kill:
The easiest way to gimp MK to to bait him into using the tornado near the edge, laser him (If he is coming towards you mashing B, he will immediately start to Drill rush you), dodge the drill, and edgehog. The chance of you pulling this off is slim, but well worth the results. MK dies easily off the top so look for DLX or Boost smash kills as surprises or Dair to Upair.
Random info:
-What you don't want to do is get combo'd in the air. A well timed Bair or Dair will be your friend if youre getting jugged.
- Be smart when you recover as one wrong move against Meta can equal death. You want to avoid needing to use upB as Meta is quick and annoying enough to punish you mid move.
- Your main goal is to smartly damage Meta, you must be patient and like Marth cannot continually rush him.
Stage info:
I like picking Battlefield and FD against MK. FD helps your keep away game and Battlefield makes the CG spike easier.
I personally would recommend banning Norfair as it is a prime location for Meta to spam his ridiculous up-B, but Yoshi's story can be very hard to fight MK on as well due to the slopped inside helping imperfect SHLs to miss him.
Snake: 5:5
Start of Stock:
Chaingrab-spike-Cypher/snakegrab (If you grab snake and let him brake free instead of throwing he cannont use his cypher again, though this is easier to C4 recover from)=early win.
Throughout match:
Lasers. The moment you let up on lasers is when Snake has time to trap the stage (Nades, Mines, C4) Your SHDL don't have to be prefect against a standing snake, but Snake is able to crawl under perfect SHL and grounded lasers. Be aware of his Dtilt and just punish crawling snakes with an Immediate Phantasm or Dair. Biggest thing that can change the tide of the match is grenades. Hitting snake while he's holding a grenade will always damage you. Try to keep snake in the air, as his air game is no where close to his incredible ground game.
Getting the Kill:
Snake is extremely heavy. Spikes and Horizontal kills are your best bet, AKA Dsmash, Fsmash, and Dair and Bair.
Random info:
- Reflector is you friend again, as it outranges his smash-like tilts. Mortars CAN be reflected.
- Keep your distance and watch your sheild against his tilts.
- Snake can pull out a grenade that ends your chaingrab at about 19%...VIDEOThis damages snake as well, but it throws a kink in the easier part of this match.
- As mentioned earlier beware his tilts as they have incredible power and deceptive range. -Snake's will usually try to recover far and high as to avoid punishment, Bairs are a good defense to a recovering snake, also Upair is surprisingly effective.
Stage Info:
Fighting on FD is pretty even, although Japes is pretty amazing. Just keep an eye out for Snakes traps as the are easily hidden on Japes.
Smashville is an alright location, but the platform is just asking to have C4 placed on it.
Battlefield seems a bit too small for this fight as you don't want to be in Snake's face for too long.
Marth: 5:5 or 6:4
Start of Match: If either you or Marth grab eachother at 0% its pretty much a guaranteed 30+% on both sides. Your CG will work twice from 0% and into an easy DLX, Starting this with a Dtilt works as well. Avoid being on the outside as Marth's Fthrow-Fthrow-Dair is a spike to easy edgehog at 0%. Avoid aerial approaches too much.
Throughout Match:
Camp. Marth out ranges you in every category except arguably your best feature: Lasers. SH Retreating Lasers and Shine work wonders on spacing. Gattling combo (DLX) works very well on Marth, although don't spam the initial dash attack. Immediate aerial Phantasms are great too. All Marth's Kill moves are punishable so block/dodge accordingly and punish. Don't try to CG above about 20% as Marth can Dolphin Slash out with considerable knockback. Mindgaming the marth into using this escape method works wonders however. I will state again just to reinforce: CAMP. Easiest way to pin Marth is a Strong Laser game and being able to maneuver around the fairy better than he cantry and catch you. You have the technology; Use it.
Getting the Kill:
Marth is relatively light so all the normal kill moves will work. Avoid going for spikes below the stage unless you are sure you can get the kill. Marth's UpB is quick enough to stage spike you easily. Upsmash is usually a guaranteed kill at 140% or higher
Random Info:
-You either want to be far away or right next to Marth. Spacing will win this match with ease.
-A big tip I can give is if youre in Melee Marth tipper range-stay grounded.
- SH retreating reflectors are great at helping you space Sailor Mercury too.
- Lasers.
Stage Info:
Flat stages are good. Japes again is pretty good, although his 0-death grab is easier for him here...
Mr. Game&Watch: 3:7
Start of Stock: Lasers/Keep away, however make your lasers smart. Using the imperfect SHDL's (jump and hit B fast) is a good way to try and make G&W use his bucket, therefore opening up an opportunity to attack.
Throughout Match: Try to just avoid him. Hit and run. Knowing how long to shield his moves is an absolute must. BE PATIENT and watch for openings. Imperfect SHDL to Phantasm is a good way to continue keep away.
Getting the Kill: G&W is light. Getting him to or above 140% and then hitting him up is an easy way to kill.
Random Info:
- Pretty much setting the tempo of the fight is what you need to focus on. Letting G&W get the momentum will most likely mean you taking a LOT of damage.
- Avoid laser spam as to not fill the bucket =/
- If you do fill the bucket, watch for it after his down throw or while youre doing something like your neutral combo.
-Always tech his down throw away from him as not teching can lead to getting grabbed again or Dtilt or down smashed. Hitting shield just as the third beep of his throw is an easy way to time it.
-G&W has pseudo-superarmor in his UpB, so watch out if youre being risky going for a spike/stage spike.
-Powersheilding the beginning of a multihit move then escaping gives you a great advantage in being able to attack again
Stage Info: FD is pretty good seeing as you can keep your distance better.
King DeDeDe: 6:4
Start of Match: Chaingrabbing this SOB doesn't even feel dirty. He cannot CG you, though you're going to want to tech his downthrow to avoid his Ftilt.
Throughout Match: Dair/Bair destroys DDD. Just aim to land behind him as to not get grabbed. Most DDD's are used to camping...Out camping him isn't too hard, just avoid the WaddleDees and watch out for the Gordos...SHDL
Getting The Kill: DDD is a heavy *****. Just buid his percent as quick as possible and refresh your kill moves (Bair/Fsmash/Upsmash) with some laser hits.
Random info:
- SHDL own him.
- Beware of his Bair which destroys your recovery.
-Teching the Dthrow away will avoid his Ftilt.
-Be ready to use reflector after SHDL in case he throws a Gordo.
- Be careful edgeguarding because DDD can use the inhale DDDcide.
- His grab range is rediculousso don't hang out around him longer than to give him a few good smacks.
- He has one of, if not THE best, Fsmash in the game, but it has crazy start up lag. Like Ike, don't get hit >_>
Olimar: 5:5
Start of the Match: Chaingrab-spike-edgehog at low is pretty easy to gimp.
Throughout the Match: Using the neutral A+A+A combo after aerials is amazing. Your AAA combo stops everything he can throw at you. Keep your distance and avoid doing the same approach repeatedly. Doing some retreating SHNairs is a good way to set up if youre in mid range.
Random Info:
- Once again the reflector helps a lot, but don't just stand there forever.
- Best advice is to overwhelm the cap'n and do not, I repeat do not focus on Pikmin biting you if olimar is close by.
- Getting distracted by his Insurgents will only lead to punishment.
- Beware of his upsmash, especially on low ceiling levels.
- If you are edgehogging Oli, check to see if he has a Purple fatty lined up. These bad boys will not grab the ledge if you're there; but good god they will own you.
Stage Info:
It may not be great for you, but Rainbow cruise is horrendous for Olimar. I've never been able to take one to Japes, but it seems better for you as always. I would recommend FD due to its high ceiling and lack of platforms.
Kirby: 5:5
Start of Match:
Avoid being grabbed, as it can lead to Kirby's own pseudo-chain grab on you. I've found the best defense to this is to not use a jump and to just mash A trying for a Nair or Neutral combo. The combo usually ends with a Fsmash, Bair, or Hammer so be ready with good DI (up). You can get about 2-3 grabs in on him and finish with a DLX.
Throughout Match:
His Aerials are scary. Good spacing is a must.
Kirbys Fsmash is faster than yours so I recommend using your Upsmash instead as it will clink with it. Using lasers must be properly spaced to avoid getting punished as kirby can duck under even grounded shots. Kirby is light so I recommend doing some small damage ending in a big hit then run away, wait for an opening, rinse repeat. BE SMART.
Getting the Kill:
Your spike will most likely be your best friend against his up B. If you can get used to the pretty simple timing, give kirby a taste of his own medicine with a fence of pain involving Dairs and Bairs. His recovery, if read correctly, is an easy spike.
Random Info:
- SHDL must be perfect.
- ShPhantasms are helpful.
- High DI on Kirby's Fmash is a must
- Avoid needing to use your UpB as his spike is deadly.
Donkey Kong: 8:2
Start of the Match:
Chaingrab>Spike>Footstool=Dead DK. Big guy means big target, you can start with a Nair to grab for the CG in the beginning.
Everything Falco has pretty much eats him alive. His horizontal recovery just begs to be spiked. Be smart about DK's range and power and you should put this match away easily. CG can go to about 50%+ and the spike should finish DK off. His neutral B and UpB have Super armor in the first few frames, so avoid laggy moves upclose. DK has three moves that all spike very well: Side B, Fair, and Dair; not to mention they all out prioritize mistimed Phantasm's and FireBird's. Dk is relatively easy to approach from the air as long as he is doing another move. Avoid aerial approaches to shielding DK's as your just asking to get grabbed. Speaking of grabs at about 100% he can Cargo throw you into the stage for an instant KO. Break out ASAP, or go for the tech, either way reacting in time is key.
DK Video 1
Bowser: 8:2
Big target. Just watch out for his power and play keep away. You are faster, more agile, and have a better projectile. Punish every mistake and watch out for his UpB out of sheild.
Link: 8:2
Chaingrab-spike=sad day for Link. Projectiles can all be reflected, though if spaced properly his bombs will get reflected down instead of back at Link. Beware the auto cancelling of Links aerials, and especially if he short hop dairs to edge guard you. Links Dair can kill at about 90. His grounded UpB only has one hitbox, so if you powershield the first hit you can pretty much be tickled by his sword... He has pretty good range so be careful in missing smashes.
Link Video 1
Toon Link: 5:5
Can break free VERY early from chaingrab. Lasers+Reflector are great. Toon's dair spikes, can hit below platforms, and blows you away if close enough so be ready to dodge/punish. His Dair anf Uair stay active for EVER. Knowing how to safely recover when knocked around will be a big strength in this match-up. Don't edgeplay with Toon link as he has every means to play near the edge safely. Spacing is a big part of this matchup.
Samus: 6:4
Beware of the Zair (whip) and bombs. Bombs do about 10% each with a full explosion, and are timed based now instead of proximity. Samus' aerials have no landing lag at all. If you roll constantly you are going to get punished by her dair. Samus can also chain her aerials into her up B, which usually sends you far enough as to not be able to punish her. Smash DI works wonders on her screw attack. Reflector works on everything BUT bombs and zair, so don't be afraid to use it. Be very wary if you get knocked off, as Samus has an amazing spike, and can 'Spiderball' (a technique that lets Samus drop bombs over the ledge while staying on the stage) also when on the ledge read her carefully, her up tilt is lethal at high percents. At high percentages use smash attacks sparingly as her Fsmash is a quick punisher. Chaingrab is escapable, but I find a Dthrow to Nair to neutral combo pretty effective. When edge guarding Samus on certain stages she can send her dair along the ground with significant range. Her jab combo also clanks with your Fsmash so have fun with that. She is floaty enough to be spiked rather simply. DO NOT shield power missiles, they destroy shields especially if power shielded. Being above her on a platform is asking to be combo'd as well.
Samus video 1
Samus Video 2
Zamus (Zero Suit): 7:3 Beginning of match be ready to reflect the best items in the game: the broken power suit. I have only had a chance to play a few, but just being aware of the massive hit after her down-B, and side B. Being above Zamus in not fun, her Up-B pulls you down, and her Up-air is a combo starter and killer. She does it destroyed by the chaingrab spike. Zamus' approach game is inferior to your defensive game. More to come
ZSS Video 1
Pikachu: 5:5
Annoying rat...anyway, Pika can duck under your lasers and if you have never seen Pika's quick attack cancel you're in for a shock (get it? I'll stop...). Although annoying at first, his Dsmash can be smash DI'd out of to avoid the final hit. you can reflect his electricity even his down-B! Pika has a bit of a chaingrab on you if you fail to react properly. If it is a down throw just DI up and jump away, if it is a side throw (electric back) DI down and spot dodge. Pika can be chaingrabbed to spike. Grabbing and tech chasing Pikas seems to work wonders for me. Against the QAC (quick attack cancel=Up-B into ground for lagless moves) Falco's upsmash Upair and Fsmash seem to own the Pika's I've faced. Your Bair out prioritizes his side B which can lead to easy kills if he's recovering. His Dair get's another hit as it hits the ground.
Ness:
Avoid going into direct aerial combat with this soulless kid. Pk Fire cannot be reflected to hit Ness unless he's a certain distance due to it's low trajectory. CG ***** ness. At high percents AVOID being grabbed at all costs, he by far has THE best backthrow in the game (can kill around 100% with poor DI) Ness can absorb your lasers, so you may want to either avoid using them alot, or use them as a mindgame to get him to use the magnet so you can punish him. Ness' bat can reflect. Stay in middle of the stage. Ness has an incredible spike which even if metorcancelled can kill at extremely low percentages.
Lucas:
Reflect everything. If he goes in the air you should too while retreating a bit. His tilts can kill you easily in the upper 100's. Lucas can also absorb your lasers, however his reflector actually hurts if he stops it at the end...A Lot. His Fsmash is extremely fast compared to Ness. Lucas gains momentum by using his PK fire in the air.
GW Video 1
G&W Video 2
Peach: 6:4
Peach is now a different story from that of melee. No more Dsmash sorrow, but she does still have a very strong farir and the annoying ability to float. All her aerials can be canceled into other moves such as the jab combo and d-tilt. Peach's will usually save their upsmash for the kill, but their fair and fsmash can still get the job done. The chaingrab does not work on a peach that DI's.
Peach video 1
R.O.B.: 5.5:4.5
A good laser game will shut this robot down. Beware of Fairs that can walk you out with poor DI, always DI up. Just hitting his top with your reflector makes it yours, even if it is on the ground. Holding his top in your hand while pelting him with special moves is pretty fun. R.O.B has a vulnerable point directly below him it is very recommended to attack from below and never from above unless your catching his cool down lag of a move. At low %s, his DashA->Utilt->Utilt->Uair Raaaapes. Don't get his by it. DO NOT chase ROB off the edge unless you are sure you can punish him...he has arguably THE best recovery in the game. Like Snake, don't let him trap the battlefield, Be smart with recovering with the Illusion as it can be owned by ROB's Bair and Fair. Try your best to get behind ROB as to not let him push you off. In terms of killing ROB Dair to Upair works well around 100-120% and Upsmashes can kill around 140%. A great combo for you is a retreating SH no lag laser to a dash attack cancelled upsmash, even if ROB shields it he will be pushed too far to punish.
Battlefield is a hard stage to fight ROB, although getting upward KO's is a bit easier. Jungle Japes is a good counterpick, as it promotes laser camping and ROB can't really eascape the water unless he is far right. He is a big Klaptrap target as well.
ROB Video 1
Ike: 7:3
Laser and CG fodder. A forward throw after the CG then jumping over Ike to an Illusion back to the stage can also get the spike if your opponet is DI'ing away from your dair. Watching this man is the key to winning. Nothing is more dignity-crushing than rolling into a charged Fsmash =( Like you, Ike can go into his neutral combo out of his Nair. More to come.
Ike Video 1
Mario:
Avoid direct aerial combat. Watch for cape and FLUDD against your Phantasm. Keep away is very good against Mario. Staying too close for too long will most likely get you punched or kicked. As in Melee watch for Phanstasms that don't sweetspot the edge. Chaingrab works till around 30% in my experience.
Luigi:
Priority monster. Once again aviod direct aerial combat. At high percentages watch for his jab-upB. Tap DI will get you out of his dash attack and Down B. Your Bair adequately punishes his side B, unless its a misfire, however watch for another attack as he is not helpless afterward.
Yoshi:
Havent played one. From what I know: He has super armour during his second jump, he does not have a tether recovery, although he does get a small hop after throwing an egg in midair.
Diddy: 6:4
**** his bananas. Use them against him and keep him pinned with lasers. Diddy has an amazing spike so use your up B carefully. Diddy's real kill move is his down smash. His dashattack has no ending lag, so be ready for multiple hits such as: throw bannana>dashattack/pickupbannana>upsmash>Throw bannana>repeat. Hitting him while he is in UpB will dislodge him from his recovery method, but do some serious damage to you.
Diddy's will most likely counterpick flatstages so they can utelize his mobility and bannanas
Diddy Video 1
Zelda: 4:6
Your Bair cancels out Din's Fire. Just time your approach properly and DI out of Upsmash by smashing up. UN chaingrabable. Watch laser spam as she does have a reflector. She continues to fall at the same speed with her UPB so try to keep her in the air as her aerials are slow and unless sweetspotted don't have much damage/knockback. D-tilt to Nair is very good against Zelda, although her Dmash and Dtily are just as fast.
Port town is a good counterpick as it has no edges and Zelda is pretty light. Same goes again for Japes as she is absolutely screwed if she lands in the water near the left, and you have space to maneuver around her dangerous attacks.
Sheik: 6:4
BEWARE of her Ftilt. Getting caught in an ftilt storm is not fun and will usually end with you being upsmashed. Also watch for needles gimpinig your recovery if youre too far for an upB. Speaking of up B hers is remarkably good, but she is very vulnerable afterwards. Her kill moves would be Upsmash, upB, and a sweetspoted Side or down smash. You can DI out of the way of the second more powerful side smash kick by going up.
Sonic: 7:3
Falco ISN'T too slow...and lasers pretty much stop him. He has low priority and most his combos can be easily DI'd out of. He can Up-B out of your chaingrab pretty early so be aware of that. Your ground game ***** his, although his Dtilt can be annoying.
Wolf: 10:0 with CG and 7:3 without
Chaingrab to around 60% is tough on Wolf, and getting the spike or even part of it + edgehog usually means a low % death. His blaster is annoyingly good at interrupting your side B so watch that if youre trying to recover.
Wolf Video 1
Wario: 6:4
Wario is very good at maneuvering around the stage. Lasers are pretty good, as a perfect SHDL will usually get at least one to get a nice headshot. Predicting his recovery trajectory can get you a hilarious spike off the bike. Staying close to Wario is just asking to be shouldered aka Fsmash. Taking Wario to a flat stage with a high ceiling will help you, as Wario's Upair is very powerful, and he is very good at maneuvering with plat forms.
Wario video 1
Wario Video 2
Pit: 6:4
Chaingrab fodder. Getting him off the stage sets up for the Pit hunting game, his jumps are slow enough to be spiked/hit, and once he uses upB one hit away from the stage=doom. Pit has some good aerial attacks and his only dround kill move is his Fsmash. Watch his mirror, which can reflect your lasers and even your attacks.
Cap'n Falcon: 9:1
CF has absolutely NO priority. Overwhelming him will easily win the match. Dont get Falcon Punched either... His Up air and Bair are suprisingly strong, and of course watch out for jumping into the knee of justice. Falcon's best approach is is laughable Falcon Kick. His side B is a good spike when coming back to the stage so avoid being infront of him not doing anything. Your spike, even the nonsweetspot out prioritizes like every move but his Upair and sweet spot knee.
Ice Climbers: 5:5
Don't get grabbed? Split them and destroy Nana. Switch between SH and full jump Bairs and Dairs. I cant express how important avoiding grabs is in this matchup. If you do get a grab in on them immediately do a Dthrow as the lasers you shoot will usually stun nana/popo. Their upair has very high priority so aerial combat from above is a nono.
Poke Trainer: 7:3
Defeat his pokemon...and hopefully his mom will finally come pick him up =D
PT Video 1
Charizard: 7: 3
CG baby. Not a difficult match unless you get hit alot... Spikes are easy due to his horrible jumps. Just consider his range and play keep away for an easy win. Rocksmash has remarkably long lingering hit boxes, and his UpB gets super armor in the first frames.
Ivysaur: 8:2
CG to edge-shine-edgehog=win. Gimping his recovery is too easy. Avoid his Nair to Bullet seed which will rack up some extreme damage on you early on. His Upsmash is remarkably good, as are his Upai and Dair.
Squirtle: 6:4
Can't CG too well, but he is remarkably light. Bair out prioritizes his up B.
Lucario: 5:5
Start of Match:
Lucario can chain throw Falco from 0-60% at the start of a stock, and Falco's own chain throw doesn't work =( Doing youre own Dthrow-Dair-regrab-Dthrow-Dair/DLX/Boost smash will help get Lucario to over 50%
Throughout Match:
Lasers are good, since at a distance, Lucario can't really do anything about them and it will limit his spacing options severely. Using the reflector against him is a good idea. It's fast, annoying, and has good range to match his attacks. Don't play aggressively against Lucario. Most Lucario players play a defensive game, and Lucario is very well suited for this style of play, since his out of shield game is very good, and his side dodge is as fast as a spot dodge.
Basically, just approach him carefully and take your time. Don't try to run in and punish anything unless you're totally sure that you'll get the hit. Lucario is VERY deceptive in just about everything he does. His moves are stuffed with sneaky frame advantages.
Getting the Kill:
Lucario is pretty light, so Upsmash is still an option. I find Dsmash works well near the edge do to Lucario's gimp-ability. Reflecting his Aura-sphere always does the trick too.
Random Info:
- Lucario really outranges and outprioritises Falco at mid-range and close range combat. His Aura attacks don't look like much, but they have deceptive range and attack duration, every single one of them. Even his AAA combo, which can be jab canceled into a grab and sometimes even a force palm.
- Lucario is also gimpable (simple edgehog), but don't underestimate his recovery as it is very long, can curve, and cling to walls.
- Lucario has real combos. He's one of the few characters in the game who do. Most of Lucario's basic combos will deal at least 19% each time. Some of the more popular ones are shorthopped Fair>Dair or AA>grab/AA>force palm grab.
- Don't underestimate his Fsmash. It looks slow, but it's actually not. The range is huge and the lag time at the end is almost non-existent, making it very hard to punish. When Lucario is at 100% damage himself, he can KO you as early as 80% with this move.
-Lucario's most damaging attacks are his Ftilt, Dair, Fsmash and fully charged Aurasphere. At 70%, all of these moves deal approximately 13% per hit, which is amazing considering how fast and massive they are. At 100% and up, it's 15%. Finally, if Lucario somehow survives up to 160%, these moves will deal a whopping 25% per hit.
Credit for all info goes to NESSBOUNDER. Thanks, bud.
Jigglypuff
Haven't played one
Ganondorf: 9:1
Start of Match:
Very easily Chaingrabbed to around 50% to Spike.
Throughout Match:
If you missed the CG, just camp him with lasers and wait for the opportunity to get moves like phantasm and Ftilts in for added damage.
Ganondorf Video 1
Fox 6:4
Recover smartly to avoid the dreaded shine. Your lasers > his, his upsmash > yours. watch for his dash attack to uptilt and Dair to uptilt uptilt uptilt upsmash. Your spike owns his recovery
Falco:
This fight is pretty lame from 0-50%.
It's you, only hopefully not as good...chaingrab works. just use everything you know about yourself...against yourself...
Credit for all info in this thread goes to everyone who has contributed their advice below =)
Recently Updated:
-Characters with Larger names
-"Combo's"
-WATCH HOMB2!!!!!
Hands Off My Bread! 2-A SlashTalon Falco Combo Video
How To Protect Your Bread: A Quick Falco Instructional Video
I would like to compile a list of strategies and other things that will help every Falco player against a certain character.
I by no means claim to be a pro Falco, but I do think I have enough experience fighting skilled forms of most characters to be a help to this community. Adding your comments/debating certain strategies is always welcome.
This guide should include basic concepts and advanced techniques and I will post video examples as found.
My Youtube Account (has about 90% of my Vids)
Hands Off My Bread: A SlashTalon Falco Compilation
Hands Off My Bread 2: Trailer
General Tips:
Should be obvious-Lasers can set up many combos as well as defend and Chaingrabing can turn the tide of battle instantly. Mix up frenzy with campy and you should always be in a good position during the fight. Falco has one of THE best tech-chase games in Brawl, so utilize it!
How To Protect Your Bread: A Quick Falco Instructional Video <---Again, here I feature some necessary moves needed to play Falco at higher levels.
"Combo's" (or whatever they can be called in Brawl as most won't work with proper DI)
Chaingrab:
Just kidding, but seriously. Mix it up, throw in some pummeling and a dair>pivotgrab.
Nair to Neutral combo:
Nothing is more infuriating than getting hit by someone flailing their arms and then spinning like a ballerina.
Nair to Uptilt:
The Uptilt is usually not expected do to it's stealthy 2 hits.
Utilt-Upilt-upsmash:
Only at low percentages, but hey it can work.
Neutral combo to Shine or Fsmash:
Depends on spacing.
Dash attack canceled upsmash/DLX/Gattling Combo:
Wonderful ability, you get the DA off to an immediate Upsmash. Dont forget you can charge the upsmash.
SHL/SHDL to ANYTHING:
Great way to open up the opponents defense. I usually use a DAX upsmash.
Reliable Kill moves
Fsmash:
This move is interesting. It has great range, as Falco takes a step forward, and it can hit above and behind him. The sweetspot is right where Falco's palms are. The tip can damage and push characters back but will rarely kill.
Upsmash:
Generally will sweetspot kill from about 110%-160% depending on the size of the character. The sweetspot is directly infront of Falco at the beginning of the kick. The top of this animation will send characters above Falco horizontally away from him. Using the DAX/Gattling at high percents won't usually kill as the upsmash won't hit. Using the Boost smash intead (dash->Down on Cstick->Up+Z) is a great surprise attack.
Dsmash:
Good at sending the opponent horizontal. Use this on characters that have gimpable or bad vertical recoveries such as Link and Bowser. Spotdodge Dsmash is very quick.
Bair:
Awesome attack. Stays out like a Sexkick, and like most does the most damage immediately as it comes out at his back foot. Great for stage spiking.
Dair:
Gently sends them to their doom. A one way ticket to the abyss. Doing a footstool after usually means a definite kill.
Stages
Stages generally always good for Falco:
Smashhville
Final Destination
Battlefeild
Jugle Japes
Stages to Ban as Falco:
Lylat Crusie
Rainbow Cruise
Norfair
Orpheon
Stage Strategies:
Final Destination:
Great Stage to show off your lasers and agility. There are no platforms for anyone to hide, so unless they can reflect or absorb, you should pelt them at all times with your blaster. Unless you haven't played Brawl on this stage you should obviously be aware that the stage is now smaller (due to characters being bigger as well) and the dreaded FD Lip under each edge. This lip will seem to pull you in if you fail to aim your FireBird correctly. You can drop down and wall jump back to the edge off the lip however, so if you are that close to use your second jump by all means go for it. You can also tech effectively off this lip as well if you are able to. Being at about the middle of FD and Phantasm'ing towards the edge can lead to an instant edge hog.
Battlefield:
This stage can be difficult if you are not used to being close to your opponent. Characters with high priority (Peach, Luigi, Snake) can make this stage more difficult. Your Upsmash can hit someone standing on the platforms so use that to your advantage. Your CG gets buffed here as well as the stage edges are closer together, meaning that ending spike can be devastating. You may not be able to tell, but you can actually drop down and walljump in order to do an attack.
Smashville:
A long flat stage with a floating platform that moves side to side. Like FD, perfect for lasers and your camping game. One thing to note is that because this stage is so thin, the edges can actually let characters hitbozes actually pass through the stage. Why is that important? Because you can spike people who try doing moves from under the stage.
Yoshi's Story:
While this is an alright stage, I personally dislike it for Falco. The way the stage slopes allows smaller characters to dodge your lasers easier. The platform at the top slopes from side to side, which at certain angles can block your shots. Because the stage has walls that travel all the way down to the deathzone, at certain angles you can ride it with your Firebird. It is also easy to stage spike certain recoveries like ROB, Ganon, and Fox/Falco. The support Ghost is a good way to go if youre being pressured on stage. Characters like Lucario and Diddy can wall cling to the side of the stage.
Lylat Cruise:
This is a tricky stage, while this stage is good design-wise (not to mention beautiful <3), it can sometimes hinder your laser game due to its tilting and really screw your recovery as well. Your Upsmash actually hits those on the platforms again. The tilting can help and hinder your CG game though depending on the angle
Delfino Plaza:
This stage is tricky as well. So, the main platform can be passed through...this opens alot of problems based on your recovery. Having even one part of Falco touching the stage while Phantasming or FireBirding will result in death. The only good thing this brings is that you can actually spike those coming through the bottom of the stage with hilarious results. You can also freely spike those in the water on this stage as they struggle to stay afloat. As the tour stops at many locations throughout Delfino, there are many different locations to get kills.
Jungle Japes:
Welcome to your home. Just like melee this stage is perfect for your Phantasm and especially an imperfect Laser game (Mashing B as soon as you jump). At low percentages Falco can even survive falling into the water on the left side. Beware playing too close to the water as Klaptraps just love to ruin your life, or anyone's life in general. I recommend camping the center and keeping the opponent to the left side with lasers, as one laser hit+mistake=death on that side. The ceiling here is laughably high, so unless they are really high damage try for a different kill other than Upsmash.
Pokemon Stadium 1:
The ceiling here is deceptively lower than it looks, and the sides seem to have less room than they did in melee. Dont forget you can send your reflector through walls on the Fire and Rock portions. You can wall jump off alot of the scenery, and even the underside of the stage. This stage has a hidden lip which can eat a mistimed Phantasm or misplaced Vertical UpB. Your Lasers are great on the neutral stage and once again your Upsmash hits those on the platforms.
Castle Seige:
This level has three forms, each separated by a completely flat walk-off transition stage. The first stage is on top of a castle wall. The edges have a sharp corner that can eat your recovery if youre not careful. Again your Upsmash can hit those standing above on platforms here, and the incline in the center can help or hinder your lasers. Stage two is a castle courtroom with banners in the top corners, and two mighty-projectile-canceling statues holding platforms on each side of the middle. After some hits the statues will break leaving a completely flat walkoff stage. Walkoffs allow for easy CG kills at low percentages. Stage three is a large FD-like Boulder that ocassionally tilts like Lylat.
Norfair:
This stage isn't as bad as it looks, you just need to be constantly aware of your surroundings. Each platform is small enough to limit your CG, but close enough together where SH lasers and aerials will usually always land. Your Upsmash goes well through each polatform above you. The lava does about 30% and huge knockback every hit. For the segment where the lava wall comes from the backround you don't necesarrily need to go into the capsule, as grabbing one of the many edges or even shielding will keep you safe. If you can knock your opponent into the vertical wall on the left or right side, timing another smash attack can usually lead to an instant KO.
Brinstar:This stage hasn't changed much. You can pass through bottom of the main platform, meaning if you come from underneath and don't make it all the way onto the stage you will fall helplessly to your doom (or get juggled by the acid). There are three destructable parts of the stage: the right and left 'elastic walls' and the offcentered cell-like things. Each of the destructable peices of the stage will extend the duration of certain hitboxes, such as Pika's Dsmash and Zelda's Upsmash. Once the center cells are detroyed the stage will pull apart leaving no edges in the center.
Frigate Orpheon:
Yay another Metroid stage! This one is tricky as well. Teir one of this stage consists of one main platform, a stationary dropthrough platform above that, and a vertical moving platform on the side. Note that when the platform on the right is up the edge is NOT grabable. The moving platform does allow you to pass through the bottom. Randomly an alarm will sound and you are going to want to get into the high center; performing a recovery move the moment of change will usually result in death, as the stage will do a 180* rotation with an unseen platform above the starKO wall. Teir two is much more of a generic battlefeild, only the center concaves inward. I don't feel this is a strong stage for Falco.
Rainbow Cruise:
In case you missed it, this stage scrolls. Aerials and agility will be your greatest strength. Chances are if you came here it was counterpicked by someone with great aerials and most likely multiple jumps (Jiggs, Wario, Luigi, Kirby, ect...) I recommend you play this stage just to get used to the changing of platforms.
Green Greens:
This stage should be banned, but I have seen it legal a a few tourneys. If this or Corneria is legal and youre fighting an Olimar...BAN it. Olimar's pikman seem to just stall on the blocks, untill they are destroyed at which they finally fly through. You can CG people against the wall if their DI is poor. All the boundaries are extremely close.
Characters
Advantage
Disadvantage
Neutral
MetaKnight: 3.5:6.5
Start of his stock:
MK can be chaingrabbed to about 50% and Spiked. MK will most likely survive the spike, which means he can be spiked again, but beware because a well timed Shuttle Loop can stage spike you-making you look rather foolish.
Throughout match:
Best bet is to play Keep away with your Laser game. Your SHL and SHDL must be perfect in order to hit a grounded MK. Both your lasers and your reflector beat the tornado and drill, but other than that just shield and punish. Immediate Airial Phantasms are very good against this short *******. I will stress again: LASERS AND REFLECTOR
Getting the Kill:
The easiest way to gimp MK to to bait him into using the tornado near the edge, laser him (If he is coming towards you mashing B, he will immediately start to Drill rush you), dodge the drill, and edgehog. The chance of you pulling this off is slim, but well worth the results. MK dies easily off the top so look for DLX or Boost smash kills as surprises or Dair to Upair.
Random info:
-What you don't want to do is get combo'd in the air. A well timed Bair or Dair will be your friend if youre getting jugged.
- Be smart when you recover as one wrong move against Meta can equal death. You want to avoid needing to use upB as Meta is quick and annoying enough to punish you mid move.
- Your main goal is to smartly damage Meta, you must be patient and like Marth cannot continually rush him.
Stage info:
I like picking Battlefield and FD against MK. FD helps your keep away game and Battlefield makes the CG spike easier.
I personally would recommend banning Norfair as it is a prime location for Meta to spam his ridiculous up-B, but Yoshi's story can be very hard to fight MK on as well due to the slopped inside helping imperfect SHLs to miss him.
Snake: 5:5
Start of Stock:
Chaingrab-spike-Cypher/snakegrab (If you grab snake and let him brake free instead of throwing he cannont use his cypher again, though this is easier to C4 recover from)=early win.
Throughout match:
Lasers. The moment you let up on lasers is when Snake has time to trap the stage (Nades, Mines, C4) Your SHDL don't have to be prefect against a standing snake, but Snake is able to crawl under perfect SHL and grounded lasers. Be aware of his Dtilt and just punish crawling snakes with an Immediate Phantasm or Dair. Biggest thing that can change the tide of the match is grenades. Hitting snake while he's holding a grenade will always damage you. Try to keep snake in the air, as his air game is no where close to his incredible ground game.
Getting the Kill:
Snake is extremely heavy. Spikes and Horizontal kills are your best bet, AKA Dsmash, Fsmash, and Dair and Bair.
Random info:
- Reflector is you friend again, as it outranges his smash-like tilts. Mortars CAN be reflected.
- Keep your distance and watch your sheild against his tilts.
- Snake can pull out a grenade that ends your chaingrab at about 19%...VIDEOThis damages snake as well, but it throws a kink in the easier part of this match.
- As mentioned earlier beware his tilts as they have incredible power and deceptive range. -Snake's will usually try to recover far and high as to avoid punishment, Bairs are a good defense to a recovering snake, also Upair is surprisingly effective.
Stage Info:
Fighting on FD is pretty even, although Japes is pretty amazing. Just keep an eye out for Snakes traps as the are easily hidden on Japes.
Smashville is an alright location, but the platform is just asking to have C4 placed on it.
Battlefield seems a bit too small for this fight as you don't want to be in Snake's face for too long.
Marth: 5:5 or 6:4
Start of Match: If either you or Marth grab eachother at 0% its pretty much a guaranteed 30+% on both sides. Your CG will work twice from 0% and into an easy DLX, Starting this with a Dtilt works as well. Avoid being on the outside as Marth's Fthrow-Fthrow-Dair is a spike to easy edgehog at 0%. Avoid aerial approaches too much.
Throughout Match:
Camp. Marth out ranges you in every category except arguably your best feature: Lasers. SH Retreating Lasers and Shine work wonders on spacing. Gattling combo (DLX) works very well on Marth, although don't spam the initial dash attack. Immediate aerial Phantasms are great too. All Marth's Kill moves are punishable so block/dodge accordingly and punish. Don't try to CG above about 20% as Marth can Dolphin Slash out with considerable knockback. Mindgaming the marth into using this escape method works wonders however. I will state again just to reinforce: CAMP. Easiest way to pin Marth is a Strong Laser game and being able to maneuver around the fairy better than he cantry and catch you. You have the technology; Use it.
Getting the Kill:
Marth is relatively light so all the normal kill moves will work. Avoid going for spikes below the stage unless you are sure you can get the kill. Marth's UpB is quick enough to stage spike you easily. Upsmash is usually a guaranteed kill at 140% or higher
Random Info:
-You either want to be far away or right next to Marth. Spacing will win this match with ease.
-A big tip I can give is if youre in Melee Marth tipper range-stay grounded.
- SH retreating reflectors are great at helping you space Sailor Mercury too.
- Lasers.
Stage Info:
Flat stages are good. Japes again is pretty good, although his 0-death grab is easier for him here...
Mr. Game&Watch: 3:7
Start of Stock: Lasers/Keep away, however make your lasers smart. Using the imperfect SHDL's (jump and hit B fast) is a good way to try and make G&W use his bucket, therefore opening up an opportunity to attack.
Throughout Match: Try to just avoid him. Hit and run. Knowing how long to shield his moves is an absolute must. BE PATIENT and watch for openings. Imperfect SHDL to Phantasm is a good way to continue keep away.
Getting the Kill: G&W is light. Getting him to or above 140% and then hitting him up is an easy way to kill.
Random Info:
- Pretty much setting the tempo of the fight is what you need to focus on. Letting G&W get the momentum will most likely mean you taking a LOT of damage.
- Avoid laser spam as to not fill the bucket =/
- If you do fill the bucket, watch for it after his down throw or while youre doing something like your neutral combo.
-Always tech his down throw away from him as not teching can lead to getting grabbed again or Dtilt or down smashed. Hitting shield just as the third beep of his throw is an easy way to time it.
-G&W has pseudo-superarmor in his UpB, so watch out if youre being risky going for a spike/stage spike.
-Powersheilding the beginning of a multihit move then escaping gives you a great advantage in being able to attack again
Stage Info: FD is pretty good seeing as you can keep your distance better.
King DeDeDe: 6:4
Start of Match: Chaingrabbing this SOB doesn't even feel dirty. He cannot CG you, though you're going to want to tech his downthrow to avoid his Ftilt.
Throughout Match: Dair/Bair destroys DDD. Just aim to land behind him as to not get grabbed. Most DDD's are used to camping...Out camping him isn't too hard, just avoid the WaddleDees and watch out for the Gordos...SHDL
Getting The Kill: DDD is a heavy *****. Just buid his percent as quick as possible and refresh your kill moves (Bair/Fsmash/Upsmash) with some laser hits.
Random info:
- SHDL own him.
- Beware of his Bair which destroys your recovery.
-Teching the Dthrow away will avoid his Ftilt.
-Be ready to use reflector after SHDL in case he throws a Gordo.
- Be careful edgeguarding because DDD can use the inhale DDDcide.
- His grab range is rediculousso don't hang out around him longer than to give him a few good smacks.
- He has one of, if not THE best, Fsmash in the game, but it has crazy start up lag. Like Ike, don't get hit >_>
Olimar: 5:5
Start of the Match: Chaingrab-spike-edgehog at low is pretty easy to gimp.
Throughout the Match: Using the neutral A+A+A combo after aerials is amazing. Your AAA combo stops everything he can throw at you. Keep your distance and avoid doing the same approach repeatedly. Doing some retreating SHNairs is a good way to set up if youre in mid range.
Random Info:
- Once again the reflector helps a lot, but don't just stand there forever.
- Best advice is to overwhelm the cap'n and do not, I repeat do not focus on Pikmin biting you if olimar is close by.
- Getting distracted by his Insurgents will only lead to punishment.
- Beware of his upsmash, especially on low ceiling levels.
- If you are edgehogging Oli, check to see if he has a Purple fatty lined up. These bad boys will not grab the ledge if you're there; but good god they will own you.
Stage Info:
It may not be great for you, but Rainbow cruise is horrendous for Olimar. I've never been able to take one to Japes, but it seems better for you as always. I would recommend FD due to its high ceiling and lack of platforms.
Kirby: 5:5
Start of Match:
Avoid being grabbed, as it can lead to Kirby's own pseudo-chain grab on you. I've found the best defense to this is to not use a jump and to just mash A trying for a Nair or Neutral combo. The combo usually ends with a Fsmash, Bair, or Hammer so be ready with good DI (up). You can get about 2-3 grabs in on him and finish with a DLX.
Throughout Match:
His Aerials are scary. Good spacing is a must.
Kirbys Fsmash is faster than yours so I recommend using your Upsmash instead as it will clink with it. Using lasers must be properly spaced to avoid getting punished as kirby can duck under even grounded shots. Kirby is light so I recommend doing some small damage ending in a big hit then run away, wait for an opening, rinse repeat. BE SMART.
Getting the Kill:
Your spike will most likely be your best friend against his up B. If you can get used to the pretty simple timing, give kirby a taste of his own medicine with a fence of pain involving Dairs and Bairs. His recovery, if read correctly, is an easy spike.
Random Info:
- SHDL must be perfect.
- ShPhantasms are helpful.
- High DI on Kirby's Fmash is a must
- Avoid needing to use your UpB as his spike is deadly.
Donkey Kong: 8:2
Start of the Match:
Chaingrab>Spike>Footstool=Dead DK. Big guy means big target, you can start with a Nair to grab for the CG in the beginning.
Everything Falco has pretty much eats him alive. His horizontal recovery just begs to be spiked. Be smart about DK's range and power and you should put this match away easily. CG can go to about 50%+ and the spike should finish DK off. His neutral B and UpB have Super armor in the first few frames, so avoid laggy moves upclose. DK has three moves that all spike very well: Side B, Fair, and Dair; not to mention they all out prioritize mistimed Phantasm's and FireBird's. Dk is relatively easy to approach from the air as long as he is doing another move. Avoid aerial approaches to shielding DK's as your just asking to get grabbed. Speaking of grabs at about 100% he can Cargo throw you into the stage for an instant KO. Break out ASAP, or go for the tech, either way reacting in time is key.
DK Video 1
Bowser: 8:2
Big target. Just watch out for his power and play keep away. You are faster, more agile, and have a better projectile. Punish every mistake and watch out for his UpB out of sheild.
Link: 8:2
Chaingrab-spike=sad day for Link. Projectiles can all be reflected, though if spaced properly his bombs will get reflected down instead of back at Link. Beware the auto cancelling of Links aerials, and especially if he short hop dairs to edge guard you. Links Dair can kill at about 90. His grounded UpB only has one hitbox, so if you powershield the first hit you can pretty much be tickled by his sword... He has pretty good range so be careful in missing smashes.
Link Video 1
Toon Link: 5:5
Can break free VERY early from chaingrab. Lasers+Reflector are great. Toon's dair spikes, can hit below platforms, and blows you away if close enough so be ready to dodge/punish. His Dair anf Uair stay active for EVER. Knowing how to safely recover when knocked around will be a big strength in this match-up. Don't edgeplay with Toon link as he has every means to play near the edge safely. Spacing is a big part of this matchup.
Samus: 6:4
Beware of the Zair (whip) and bombs. Bombs do about 10% each with a full explosion, and are timed based now instead of proximity. Samus' aerials have no landing lag at all. If you roll constantly you are going to get punished by her dair. Samus can also chain her aerials into her up B, which usually sends you far enough as to not be able to punish her. Smash DI works wonders on her screw attack. Reflector works on everything BUT bombs and zair, so don't be afraid to use it. Be very wary if you get knocked off, as Samus has an amazing spike, and can 'Spiderball' (a technique that lets Samus drop bombs over the ledge while staying on the stage) also when on the ledge read her carefully, her up tilt is lethal at high percents. At high percentages use smash attacks sparingly as her Fsmash is a quick punisher. Chaingrab is escapable, but I find a Dthrow to Nair to neutral combo pretty effective. When edge guarding Samus on certain stages she can send her dair along the ground with significant range. Her jab combo also clanks with your Fsmash so have fun with that. She is floaty enough to be spiked rather simply. DO NOT shield power missiles, they destroy shields especially if power shielded. Being above her on a platform is asking to be combo'd as well.
Samus video 1
Samus Video 2
Zamus (Zero Suit): 7:3 Beginning of match be ready to reflect the best items in the game: the broken power suit. I have only had a chance to play a few, but just being aware of the massive hit after her down-B, and side B. Being above Zamus in not fun, her Up-B pulls you down, and her Up-air is a combo starter and killer. She does it destroyed by the chaingrab spike. Zamus' approach game is inferior to your defensive game. More to come
ZSS Video 1
Pikachu: 5:5
Annoying rat...anyway, Pika can duck under your lasers and if you have never seen Pika's quick attack cancel you're in for a shock (get it? I'll stop...). Although annoying at first, his Dsmash can be smash DI'd out of to avoid the final hit. you can reflect his electricity even his down-B! Pika has a bit of a chaingrab on you if you fail to react properly. If it is a down throw just DI up and jump away, if it is a side throw (electric back) DI down and spot dodge. Pika can be chaingrabbed to spike. Grabbing and tech chasing Pikas seems to work wonders for me. Against the QAC (quick attack cancel=Up-B into ground for lagless moves) Falco's upsmash Upair and Fsmash seem to own the Pika's I've faced. Your Bair out prioritizes his side B which can lead to easy kills if he's recovering. His Dair get's another hit as it hits the ground.
Ness:
Avoid going into direct aerial combat with this soulless kid. Pk Fire cannot be reflected to hit Ness unless he's a certain distance due to it's low trajectory. CG ***** ness. At high percents AVOID being grabbed at all costs, he by far has THE best backthrow in the game (can kill around 100% with poor DI) Ness can absorb your lasers, so you may want to either avoid using them alot, or use them as a mindgame to get him to use the magnet so you can punish him. Ness' bat can reflect. Stay in middle of the stage. Ness has an incredible spike which even if metorcancelled can kill at extremely low percentages.
Lucas:
Reflect everything. If he goes in the air you should too while retreating a bit. His tilts can kill you easily in the upper 100's. Lucas can also absorb your lasers, however his reflector actually hurts if he stops it at the end...A Lot. His Fsmash is extremely fast compared to Ness. Lucas gains momentum by using his PK fire in the air.
GW Video 1
G&W Video 2
Peach: 6:4
Peach is now a different story from that of melee. No more Dsmash sorrow, but she does still have a very strong farir and the annoying ability to float. All her aerials can be canceled into other moves such as the jab combo and d-tilt. Peach's will usually save their upsmash for the kill, but their fair and fsmash can still get the job done. The chaingrab does not work on a peach that DI's.
Peach video 1
R.O.B.: 5.5:4.5
A good laser game will shut this robot down. Beware of Fairs that can walk you out with poor DI, always DI up. Just hitting his top with your reflector makes it yours, even if it is on the ground. Holding his top in your hand while pelting him with special moves is pretty fun. R.O.B has a vulnerable point directly below him it is very recommended to attack from below and never from above unless your catching his cool down lag of a move. At low %s, his DashA->Utilt->Utilt->Uair Raaaapes. Don't get his by it. DO NOT chase ROB off the edge unless you are sure you can punish him...he has arguably THE best recovery in the game. Like Snake, don't let him trap the battlefield, Be smart with recovering with the Illusion as it can be owned by ROB's Bair and Fair. Try your best to get behind ROB as to not let him push you off. In terms of killing ROB Dair to Upair works well around 100-120% and Upsmashes can kill around 140%. A great combo for you is a retreating SH no lag laser to a dash attack cancelled upsmash, even if ROB shields it he will be pushed too far to punish.
Battlefield is a hard stage to fight ROB, although getting upward KO's is a bit easier. Jungle Japes is a good counterpick, as it promotes laser camping and ROB can't really eascape the water unless he is far right. He is a big Klaptrap target as well.
ROB Video 1
Ike: 7:3
Laser and CG fodder. A forward throw after the CG then jumping over Ike to an Illusion back to the stage can also get the spike if your opponet is DI'ing away from your dair. Watching this man is the key to winning. Nothing is more dignity-crushing than rolling into a charged Fsmash =( Like you, Ike can go into his neutral combo out of his Nair. More to come.
Ike Video 1
Mario:
Avoid direct aerial combat. Watch for cape and FLUDD against your Phantasm. Keep away is very good against Mario. Staying too close for too long will most likely get you punched or kicked. As in Melee watch for Phanstasms that don't sweetspot the edge. Chaingrab works till around 30% in my experience.
Luigi:
Priority monster. Once again aviod direct aerial combat. At high percentages watch for his jab-upB. Tap DI will get you out of his dash attack and Down B. Your Bair adequately punishes his side B, unless its a misfire, however watch for another attack as he is not helpless afterward.
Yoshi:
Havent played one. From what I know: He has super armour during his second jump, he does not have a tether recovery, although he does get a small hop after throwing an egg in midair.
Diddy: 6:4
**** his bananas. Use them against him and keep him pinned with lasers. Diddy has an amazing spike so use your up B carefully. Diddy's real kill move is his down smash. His dashattack has no ending lag, so be ready for multiple hits such as: throw bannana>dashattack/pickupbannana>upsmash>Throw bannana>repeat. Hitting him while he is in UpB will dislodge him from his recovery method, but do some serious damage to you.
Diddy's will most likely counterpick flatstages so they can utelize his mobility and bannanas
Diddy Video 1
Zelda: 4:6
Your Bair cancels out Din's Fire. Just time your approach properly and DI out of Upsmash by smashing up. UN chaingrabable. Watch laser spam as she does have a reflector. She continues to fall at the same speed with her UPB so try to keep her in the air as her aerials are slow and unless sweetspotted don't have much damage/knockback. D-tilt to Nair is very good against Zelda, although her Dmash and Dtily are just as fast.
Port town is a good counterpick as it has no edges and Zelda is pretty light. Same goes again for Japes as she is absolutely screwed if she lands in the water near the left, and you have space to maneuver around her dangerous attacks.
Sheik: 6:4
BEWARE of her Ftilt. Getting caught in an ftilt storm is not fun and will usually end with you being upsmashed. Also watch for needles gimpinig your recovery if youre too far for an upB. Speaking of up B hers is remarkably good, but she is very vulnerable afterwards. Her kill moves would be Upsmash, upB, and a sweetspoted Side or down smash. You can DI out of the way of the second more powerful side smash kick by going up.
Sonic: 7:3
Falco ISN'T too slow...and lasers pretty much stop him. He has low priority and most his combos can be easily DI'd out of. He can Up-B out of your chaingrab pretty early so be aware of that. Your ground game ***** his, although his Dtilt can be annoying.
Wolf: 10:0 with CG and 7:3 without
Chaingrab to around 60% is tough on Wolf, and getting the spike or even part of it + edgehog usually means a low % death. His blaster is annoyingly good at interrupting your side B so watch that if youre trying to recover.
Wolf Video 1
Wario: 6:4
Wario is very good at maneuvering around the stage. Lasers are pretty good, as a perfect SHDL will usually get at least one to get a nice headshot. Predicting his recovery trajectory can get you a hilarious spike off the bike. Staying close to Wario is just asking to be shouldered aka Fsmash. Taking Wario to a flat stage with a high ceiling will help you, as Wario's Upair is very powerful, and he is very good at maneuvering with plat forms.
Wario video 1
Wario Video 2
Pit: 6:4
Chaingrab fodder. Getting him off the stage sets up for the Pit hunting game, his jumps are slow enough to be spiked/hit, and once he uses upB one hit away from the stage=doom. Pit has some good aerial attacks and his only dround kill move is his Fsmash. Watch his mirror, which can reflect your lasers and even your attacks.
Cap'n Falcon: 9:1
CF has absolutely NO priority. Overwhelming him will easily win the match. Dont get Falcon Punched either... His Up air and Bair are suprisingly strong, and of course watch out for jumping into the knee of justice. Falcon's best approach is is laughable Falcon Kick. His side B is a good spike when coming back to the stage so avoid being infront of him not doing anything. Your spike, even the nonsweetspot out prioritizes like every move but his Upair and sweet spot knee.
Ice Climbers: 5:5
Don't get grabbed? Split them and destroy Nana. Switch between SH and full jump Bairs and Dairs. I cant express how important avoiding grabs is in this matchup. If you do get a grab in on them immediately do a Dthrow as the lasers you shoot will usually stun nana/popo. Their upair has very high priority so aerial combat from above is a nono.
Poke Trainer: 7:3
Defeat his pokemon...and hopefully his mom will finally come pick him up =D
PT Video 1
Charizard: 7: 3
CG baby. Not a difficult match unless you get hit alot... Spikes are easy due to his horrible jumps. Just consider his range and play keep away for an easy win. Rocksmash has remarkably long lingering hit boxes, and his UpB gets super armor in the first frames.
Ivysaur: 8:2
CG to edge-shine-edgehog=win. Gimping his recovery is too easy. Avoid his Nair to Bullet seed which will rack up some extreme damage on you early on. His Upsmash is remarkably good, as are his Upai and Dair.
Squirtle: 6:4
Can't CG too well, but he is remarkably light. Bair out prioritizes his up B.
Lucario: 5:5
Start of Match:
Lucario can chain throw Falco from 0-60% at the start of a stock, and Falco's own chain throw doesn't work =( Doing youre own Dthrow-Dair-regrab-Dthrow-Dair/DLX/Boost smash will help get Lucario to over 50%
Throughout Match:
Lasers are good, since at a distance, Lucario can't really do anything about them and it will limit his spacing options severely. Using the reflector against him is a good idea. It's fast, annoying, and has good range to match his attacks. Don't play aggressively against Lucario. Most Lucario players play a defensive game, and Lucario is very well suited for this style of play, since his out of shield game is very good, and his side dodge is as fast as a spot dodge.
Basically, just approach him carefully and take your time. Don't try to run in and punish anything unless you're totally sure that you'll get the hit. Lucario is VERY deceptive in just about everything he does. His moves are stuffed with sneaky frame advantages.
Getting the Kill:
Lucario is pretty light, so Upsmash is still an option. I find Dsmash works well near the edge do to Lucario's gimp-ability. Reflecting his Aura-sphere always does the trick too.
Random Info:
- Lucario really outranges and outprioritises Falco at mid-range and close range combat. His Aura attacks don't look like much, but they have deceptive range and attack duration, every single one of them. Even his AAA combo, which can be jab canceled into a grab and sometimes even a force palm.
- Lucario is also gimpable (simple edgehog), but don't underestimate his recovery as it is very long, can curve, and cling to walls.
- Lucario has real combos. He's one of the few characters in the game who do. Most of Lucario's basic combos will deal at least 19% each time. Some of the more popular ones are shorthopped Fair>Dair or AA>grab/AA>force palm grab.
- Don't underestimate his Fsmash. It looks slow, but it's actually not. The range is huge and the lag time at the end is almost non-existent, making it very hard to punish. When Lucario is at 100% damage himself, he can KO you as early as 80% with this move.
-Lucario's most damaging attacks are his Ftilt, Dair, Fsmash and fully charged Aurasphere. At 70%, all of these moves deal approximately 13% per hit, which is amazing considering how fast and massive they are. At 100% and up, it's 15%. Finally, if Lucario somehow survives up to 160%, these moves will deal a whopping 25% per hit.
Credit for all info goes to NESSBOUNDER. Thanks, bud.
Jigglypuff
Haven't played one
Ganondorf: 9:1
Start of Match:
Very easily Chaingrabbed to around 50% to Spike.
Throughout Match:
If you missed the CG, just camp him with lasers and wait for the opportunity to get moves like phantasm and Ftilts in for added damage.
Ganondorf Video 1
Fox 6:4
Recover smartly to avoid the dreaded shine. Your lasers > his, his upsmash > yours. watch for his dash attack to uptilt and Dair to uptilt uptilt uptilt upsmash. Your spike owns his recovery
Falco:
This fight is pretty lame from 0-50%.
It's you, only hopefully not as good...chaingrab works. just use everything you know about yourself...against yourself...
Credit for all info in this thread goes to everyone who has contributed their advice below =)