- Joined
- Mar 15, 2008
- Messages
- 10,050
This is good stuff. Just one final question though:-This stage is not a strength point for Falco. Relatively flat stages are his strong suit. The stage ledges present a problem for phantasm recovery and requires slightly more precision than a stage like battlefield or smashville. Firebird is still relatively unaffected by the stage ledges and is an easier ledge to grab than something like PS1.
-His full chaingrab is possible through the use of a boost pivot grab, but many characters can escape this than the standard walk/dash chaingrab.
-Due to the various levels, falco cannot control the stage nearly as easily. However, if he manages to get to the center he has a rough means of control through his jumping height in combination with his lasers. However, a mere one to two lasers from falco in a full hop or 2nd jump is far from great stage control compared to his short hop laser antics.
-The small platforms can provide support to his close-up game. But once someone retreats to a ledge or a different level, falco loses some control unless he risks pursuit at which falco puts himself at risk.
-The varying overlap and multiple levels forces falco to attack from awkward angles, some of which can be very advantageous while others harm his approach.
The stage is likely not something a falco main would train on and therefore would find it awkward to play on. With a few adjustments, he can play just fine on the stage while losing out on a number of his typical strengths. Overall, there are better stages to play on, this one is not horrible.
Would you say that the stage is at least decent for Falco in the sense that even though Falco has his faults with the stage, he can still hold his own fairly well, or that it's generally unfavorable for him on a whole, and it's good to always avoid it?
@Orion - Sadly, yes.