When is the best time to throw a dair against Falcon?Double Post, but lol mobile so I hope BJ doesn't mind and I call "its my thread anyway protection"
Since we have a resurgence in activity lately I suppose its time we get back to trying to finishing Matchup discussions as we probably wont have another patch for a while.
So everyone has been grabbed by a couple Captain Disjoints every few matches as he's pretty pick up and go and spam grab because lol Slowda. Fortunately for Zelda she can stuff most of his attacks and grabs with her faster moves like Dtilt and Jab. Even Nair has its use as its a mobile hitbox that Falcon can run into if he starts to make bad dash grab attempts. Phantom also can protect from grabs but I've had Falcon slip by P1 sometimes so its not perfect but its our best mid stage option on trying to not approach and invite Falcon in.
Falcon is pretty combo fodder and his recovery is weak so if we have got some good momentum going Falcons not so bad.
Falcons normals are good but Zelda can punish the heavier hits on block with on point punishes and even stuff these moves with her own moves. Avoiding getting grabbed is the big thing cause Falcon can really turn things around off of a grab because Zelda is not good in the air if she's up there not of her own volition and Zelda can only muscle her way down so much before Falcon catches on and has to run to the ledge. You want to try to hold the stage control so Falcon doesn't have room to run laps for most of the fight, because limiting his run space lessens the chance for surprise 60 mph kidnappings.
When by the ledge Zelda is actually very good at challenging Falcon to a dunking contest so if your confident in your ledge skills Zelda can go toe to toe with Falcon on the ledge. Even early on, a early morale break is a powerful thing.
I've fought Falcon all over but mostly on Omega stages or DH so idk where to best fight him since I'm unsure of his platform pressures. 50:50
below the ledge, or above?
Is it best to dair or nair?
Here's falcon's grounded up air to knee true combo (http://smashboards.com/threads/finished-grounded-up-air-to-knee-true-combo-percents.379471/):
30-40 Short Hop(Hit sourspot at 45, not sure if sweetspot can true combo)
45-60 Full Hop
60-80 Double Jump