Captain Falcon Trials - For Newer and Expert Falcons

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#1
Part of the Community-Generated Trials initiative.
A list of things that are to be practiced by and pertinent to Falcon mains.

20XX Hack Pack specific trials (and additions to existing trials) coming soon!
- - - - - - - - - - - - - -

0. Melee Basics
This section is a very short description of basic tech in Melee.
The rest of the list will (mostly) be Falcon specific.

- Shield-grab: when in shield, and holding L/R, you can press A to do a grab
- Short-hop (SH): tap X/Y/up to do a shorter jump
- Fast-fall (FF): press down on the control stick at or after the apex of your jump to fall faster
- L-cancel: hit L/R within 6 frames before hitting the ground to half the landing lag of aerials
- Directional Influence (DI): the ability to influence your momentum and trajectory in hit-stun [extremely general example: an attack sends you horizontally, you press up before/as you get hit, you'll get sent and a mostly diagonal direction]
- Combo vs Survival: Combo DI is generally meant to get you as far away from your opponent as possible, so not to allow the combo to continue; Survival DI's goal is to influence your trajectory and momentum in such a way that you are flying toward a top corner of the blast-zones (geometrically the furthest point from the stage) and stay as close to the stage as possible, so that you don't get KO'd.
- Smash DI: hitting a direction (with control stick) to change your character's positioning AT the moment(s) of hit-lag [hit-lag is the moment in which your character is receiving damage from a move, but has yet to be sent in the move's trajectory] - the harder you hit the direction, the more your character will SDI
- Automatic Smash DI: holding a direction, either with control stick or c-stick, before getting hit that acts as a smaller but still effective SDI. Two things to note: 1) c-stick overrides control stick when it comes to ASDI, which means that 2) you can add SDI and ASDI together for the most DI possible by both holding the c-stick in a certain direction and as you get hit tap the control stick in the same direction​
- Dash-dance*: dashing back and forth, usually used to mask movement and give the player more options when reaction to opponent
- Jump-cancelling (JC): when dashing or running you can jump-cancel your animation and input (right away) a few moves that usually require standing/walking to perform [standing-grab, up-smash, and up-b]
- Dash-cancelling: when in your running animation you can press down to stop your animation and momentum
- Crouch-cancelling**: while on the ground, holding down as a move is about to hit you, giving you far less to no knockback or hitstun from attack [this is a combination of ASDI and dash-cancelling, where you ASDI into the ground before your character's feet can leave the ground, and the act of holding down cancels your momentum like regular dash-cancelling]
- Wave-land/dash: air-dodging into the ground, at an angle, allow your character to slide a bit; doing so from the air is called a waveland - doing it right out of your jump is called a wavedash
- Jump out-of-shield (oos): you can jump out of your shield with any of the jump/up inputs (up, c-stick up, x, y), because of this you can do anything out-of-shield that is A) preceded by a jump [ie, wavedashing oos] or B) preceded by an up or JC input [ie, up-b and up-smash]

*extremely useful for Falcon
**not that useful for Falcon

Helpful links:
Melee Improvement Video Compilation
Compendium of Knowledge

more stuff to come

1. Stomp Knee

2. Throw to Knee
Easy: Jigglypuff, 90%, Dthrow-knee
Medium: Ganon, 80%, Upthrow-knee
Tough: Ganon, 95%, Dthrow-knee

3. Pop-up Stomp
Easy: Fox - Dair until knockdown, repeat dair so Fox pops up each time, knee at ~90%
Medium: ^ end with reverse knee

After a missed tech, there's a moment before the character can get-up (attack) where Falcon can stomp and pop them up in the air.
[gif shows the pop-up after the ftilt]

4. Instant Uair
Easy: Stand in front of Marth, jump and instantly up-air to hit him
Medium: ^ vs Fox
Impossible?: ^ vs Pichu

Starting off, don't stand right in front of Fox, since the starting hitbox will appear behind the character. Stand at about grab's-length away. Practice that until you can do it standing right in front of Fox, and then you'll be ready for Pichu.

5. Ledge Aerials
Easy: Drop from ledge, instantly bair/uair, up-B to survive.
Medium: Drop from ledge, quick second-jump, bair/uair asap, grab ledge (without using upB)

Easy


Medium
(doesn't connect, but still shows what you should do)

6. Weak Knee to Uair Offstage
Get any character offstage, hit them with a weak knee then uair immediately, recover


7. Aerials onto Stage from Ledge
Easy: Fox near edge - ledge drop, second-jump to stage, Knee/uair Fox
Medium: ^ nair Fox
Tough: ^ Stomp Fox

(reverse) knee


uair (with combo)

8. Gentleman
Easy: Gentleman Bowser
Medium: Bowser, ~55% - Gentleman > Knee (The Classy Combo?)
Tough: Fox, 40% - Gentleman > Knee
[I should note that these aren't actual combos, and are meant to help the player act out of the Gentelman faster.]

9. Aerial to Knee Followup
Easy: Knee > dash > knee
Medium: Bair > backward dash > knee
Tough: Reverse Knee > backward dash > Knee

10. Dropzone
Easy: Fox at edge, 50% - Dthrow > Knee, recover
Medium: Fox at edge, 75% - Dthrow - > uair, recover


11. The Peekaboo: Platform Fall-through Aerial
Easy: On BF, Fox under the top platform, you on top of the platform - jump, fall through, hit Fox with aerial
Medium: Fox under side plat., you under same plat. - jump, fall through plat., uair Fox
Tough: Fox under a side plat., you on top of opposite plat. - dash toward Fox, jump, fall through plat. above Fox, uair Fox (I call this the S2J)
[Peekaboo can be done with uair on BF, PS, DL, sometimes FoD, and on the outer edges of YS's platforms]

Medium:

12. Wavelands from Ledge
Easy: ledgedrop, second-jump, waveland onto stage
Medium: ^ waveland backward to ledgegrab
Tough: ^ waveland off stage, second-jump, waveland onto/off platform (BF & DL)
Touger: ^waveland off stage, second-jump, [1] waveland across platform (toward the edge you didn't just come from), jump, [2] waveland across top platform in same direction, drop, [3] waveland the side platform (now in the opposite direction), jump, [4] waveland top platform (continuing direction), drop, [5] waveland side platform (changing direction), repeat


(me draw REAL good, lol)

13. Moonwalk
A video explaining moonwalking

Easy: roll to edge of stage, Moonwalk toward the edge so you grab the edge or fall off backwards [ex. vid]
Medium: waveland from edge, moonwalk toward other edge, jump and grab ledge
Tough: Moonwalk FD from edge to edge
Cool: Moon-dance - moonwalk one direction then moonwalk opposite direction, repeat

[Advisory] Moonwalking isn't necessarily pertinent to Falcon gameplay. It just provides specific positionings and movement deception. Examples include: doing a quick MW at one side of the stage to a short-hop and then grab the opposite ledge (can be quicker than alternatives, while giving you the option of bair for EGs); MW to jumping off-stage to ensure a deep EG with bair; MWing at/away opponent to bait or see opponent's reaction; etc.
However, with all that said, moonwalking looks really cool.


14. Pivots
Easy: Stand in front of Marth, dash behind him, pivot grab
Medium: ^ pivot nair
Tough: ^ pivot fair (vs Fox)
Tougher: Stomp Fox at 45%, pivot fair
Toughest: vs handicapped character - gentleman, dash through character, pivot jab to gentleman, repeat


15. Shield Stops
They work with the same idea in mind as pivot aerials - stop momentum - without the added turn-around effect but able to do at anytime during dash or run.
Basically, at any time during your dash/run: press shield, then set the control stick to neutral + press jump. You'll stop and jump in place where you pressed shield.

Easy: Run at any character, shield stop right in front of them, stomp.
Medium: Dash through any character twice, after second time shield stop to bair

S2J does a lot of shield stops, especially against spacies. Watch his matches vs SFAT and Westballz to get a look.

16. Marth Grab Combo
Easy: Lvl. 1 Marth on FD - Dthrow > Dthrow > Upthrow > Uair > Upthrow > Uair > Upthrow > Knee
Tough: ^ start combo with pivot grab, pivot grab out of second dthrow, and reverse knee at end

17. Upthrow Nair Knee
On FD
Easy: Training Mode Ganon, 50% - Upthrow > Nair > Knee
Medium: Ganon, 30-35% - Upthrow > Nair x 3 > Knee
Tough: Link, 25% - Upthrow > Nair x 3 > Knee
Tougher: Y Link, 30% - Upthrow > Nair x 3 > Knee

[Description]
This one is TOUGH overall.
You want to fastfall, but not immediately. The whole string has very strict timing, but it's possible.

Quick, small examples I found:
@4:31

@5:46

It's essentially right as your second hit of nair is coming out or about to hit that you do the fastfall.

18. Shield Drop
Due to Falcon's not-so-good out-of-shield options, Shield Dropping is becoming an important tool for Falcon mains.
When shielding on a platform, can fall through the platform by tapping down at a slower/shorter input than sidestep.
You can tilt your shield right/left all the way and simply press down like you normally would.
Mess with different speed and input lengths with down to figure out shield drop with a neutral (non-tilted) shield.


Easy: Shield drop through a platform
Medium: With any character next to you on a platfrom, shield drop and uair immediately to hit them.
Tough: With any character below you, shield drop and bair them
Tougher: With any character below you, shield drop and hit them with Knee.

[Against a computer or with a friend you can work on shield dropping with shield pressure, which will be a little different timing.]



19. Running Shield Drop
You can drop through the platfrom while in your dash. It essentially works like a shield-tilted shield drop:
Dash, while still holding that direction press shield, right as you do the shield input roll the stick from your dash direction to down. Done quick enough and you'll drop through the platform (and the shield may not even show).

Easy: Run shield drop through any platform
Medium: With any character under you, RSD through the platform and hit them with bair/uair/nair/fair
Tough: With any character next to you, RSD through the platform and immediately uair to hit them

20. Hax Dash
[Have #12 done before attempting this]
Goal: ledgedashstall and keep invincibility

Ver. 1

Ledgedrop, second-jump and go somewhat into the stage, waveland back, fastfall.
To catch ledge again without falling through, either 1) release stick so it set a neutral, or 2) quarter-circle from down to the direction of the stage.
[Hax calls the latter method the "180 degree ledghop waveland"]

Ver. 2

Ledgedrop, second-jump and go hardly over the stage, waveland back, and wait for Falcon to grab ledge.
[He will grab ledge as soon as invincibility runs out]


Easy: Practice #13 then this one without anything testing the invincibility.
Medium: FD - Lvl 7-9 Mr.Game and Watch. Go to ledge and he will try to hit you with dtilt or whatever. Attempt Hax dash
Hard: Go to Brinstar and stay invincible through the lava

. Releasing the Falcon
Only mastery will allow you to become the Falcon player you're meant to be.
Keep practicing to become great at:

Mindgames


Epicness


Being Totally Awesome

- - - - - - - - - - - - - -

References and thoughts:
A few months ago Scar posted a draft of list of Falcon trials - like in SF - and it sparked JKJ to start the Community-Generated Trials tread, and make a couple of videos: Marth - Falco. I really think a trials list could be good for all players, as a sort of practice regimen but definitely a quick way to find out what you should be able to do with the character.


Here's Scar's draft (from Melee It On Me):
  1. Stomp Knee
    Unplugged human controller, Ganon, 80%
  2. Fast stomp knee
    Unplugged human controller, Fox, 80%
  3. Dthrow > Knee
    Jigglypuff @ 90%
    Combo counter 2
  4. Upthrow > Knee
    Ganondorf @ 80%
    Combo counter 2
  5. Dthrow > Knee
    Ganondorf @ 95%
    Combo counter 2
  6. Marth Grab Combo
    Level 1 Marth on FD
    Dthrow > Dthrow > Uthrow > Uair > GRAB BEFORE HE HITS THE GROUND > uthrow > Uair > GRAB BEFORE HE HITS THE GROUND > uthrow > knee
  7. Vs Fox
    Dair at 0% until knockdown (should be 1-2 dairs
    Dair repeatedly and pop Fox up on each dair until 90+% and finish with a Knee
  8. Bair > dash backwards > knee
  9. Reverse Knee > dash > knee
  10. Uthrow > Nair > Knee (4 hit)
    Ganon training mode 50%
  11. Uthrow > Nair x4 > Knee
    Ganon at 25%
  12. Uthrow > Nair x4 > Knee
    Upthrow Link at 15% on FD and nair him 4x into knee
  13. Uthrow > Nair x4 > KneeUpthrow YL at 10%

I think this is a GREAT starting list. Provides a great mental and technical foundation to basic Falcon combos.
But I'm sure we can all think of somethings to add to it.


First, I want to reference Hax's "Falcon Compendium"
discrete stuff that i think is either critical to playing falcon at top level right now or will be in the future. will be updated occasionally

instant uair
solves falcon's biggest problem which is the lack of an aerial that comes out instantaneously (while he is rising during his jump) while having decent knockback. good for poking against falco, sheik, marth, peach, falcon, and fox (very difficult to land on fox, though). good for extending combos. good for denying certain aerials (beats spacies nairs if you hit at a very specific angle/frame!)

doublejump nair
your best option for when they miss a tech on a platform and you aren't in position for a stomp (or, you aren't in position to follow up with anything after you stomp them). goes into a knee at mid-high % in this case

also really good to use after a shffl'd nair if they DI/SDI up. doublejump so that you're exactly horizontal to them and nair them again. this is better than uairing them, which most people think is falcon's only option if they're at that height that isn't as close to the ground as falcon's shorthop while still being slightly lower than his fullhop.

pivot grab
the best way to abuse falcon's ridiculously fast foxtrot (the initial burst a character makes upon dashing -- falcon's is the fastest in the game). great for dancing around them when you think they're going to whiff something that only hits in front of them. don't use this against fox or falco because shine is broken and will hit in back of them even when you correctly read that they're trying to hit what's in front of them. similarly, watch out for nairs/other aerials that have hitboxes on the character's back. i.e., pivot grabbing is better vs a sheik that tends to fair when she's suspended in the air rather than one who nairs.

kneegrabbing
a while ago M2K informed me that if you knee someone's shield as low to the ground as possible, Falcon has +2 frame advantage (with the L-cancel lag factored in). this means that your grab beats theirs if they try to shieldgrab you (which they will do a LOT given how shieldgrabable this looks). i haven't tested this much yet but i definitely will in the future

180 degree ledgehop wavelands/180 degree wavelands onto platforms
most characters safely ledgehop so that they're elevated a bit higher than the stage, then airdodge diagonally down to waveland. because of falcon's ball-shaped 2nd jump, its really easy to get the best waveland possible by airdodging 180 degrees horizontally. same goes for wavelanding onto platforms

spaced nairs/uairs vs crouchcancellers
CC'ing rapes falcon harder than any character because he has no fast moves that also have enough hitstun to give you frame advantage vs the CC'er. unless you hit them with a stomp or knee, they can hit you before you can combo them into anything. grabbing obviously beats CC'ing, but in falcon's case it is extremely obvious that he's going to grab if he dashes up to them because he has no other options to choose from. for these reasons i try to beat CC'ers by poking them with spaced nairs/uairs to make them leave their CC. stomp and knee are usually reacted to and punished in today's metagame which makes falcon's anti-CC game really weak. you shouldn't try to beat someone who's crouching; you should be giving them reasons to leave their crouch

juggling
with falcon you should seek to carry your opponent as [horizontally] far across the stage as you can during a combo. the reason a lot of people end their falcon combos prematurely is because they don't properly give themselves the frame advantage necessary to continue. what i mean is, you should be hitting them with your aerials (usually uairs) as close to the ground as possible as to give yourself as much time as possible to hit them with another aerial. take landing uair -> uair -> knee on a fox at ~60% for example (assume he DI's in because this combo is impossible if he DI's out). after the first uair, you shorthop towards fox as fast as possible to land the second uair. the mistakes lots of falcons make at this point are A. uairing fox before they reach the peak of their jump and/or B. not fastfalling

these are both counterproductive to juggling because:
-if you don't fastfall, you have about 10 frames before falcon reaches the floor. this is far too long and the knee afterwards won't connect
-you cannot fastfall before the peak of your jump

the lesson to be learned is that you must uair during the 2nd half of your jump, and you must fastfall it/go into your next attack as fast as possible. falcon has TIGHT links that you can't otherwise land because of how fast people wiggle out these days. when i uair during combos, you hardly see falcon's legs come out sometimes because of how close to the ground i use them.

fall off the ledge -> bair/uair
falcon can fall off the ledge, bair or uair to edgeguard, then 2nd jump -> up-b and make it back to the ledge. good for edgeguarding people at certain positions below you, but you risk your stock in attempting it

example:
www.youtube.com/watch?v=rHkT8T-jJjo#t=01m43s

fulljumping -> wavelanding down to immediately stand on platforms
this opens your techchasing options up by a lot; it's a lot better than stomping/uairing a platform in a lot of situations. you can chain so many techchase grabs when you learn to do this to maneuver platforms fast enough. it's not just for regrabbing, either; you can mindgame people into even better stuff after you land on the same platform as them (you'll almost always have a mental advantage going into it because of how much it makes people flinch)

more to come

- Instant Uair would be quite easy to put into the list, and would work great as a foundation to #6 (Marth Grab Combo): Standing right in front of Marth, jump and hit Marth with an up-air (then try on Fox).

- Pivots could be easy to: Stand in front of Marth, dash through him, and pivot grab from behind (could be put as a starter of #6). And the very necessary Pivot Nair: Stand in front of Marth, dash through hims, and pivot nair from behind (character could be changed to Fox, and could change aerial to Knee for further difficulty).

- Wavelands from ledge:
1) ledgedrop, second-jump, and waveland onto stage (toward center stage)
2) ^as above^ but waveland back to the ledge and grab it
3) ^as #2^ but waveland off stage, second-jump, and waveland onto/off platform (useful on BF, Dreamland, and YS, possible on FoD and PS too)

- Aerials from ledge: ledgedrop, second-jump, bair/uair, and grab ledge (without using up-b)​

Second, there's some basic/cool stuff that could be added, like:
- Weak Knee to uair offstage for a gimp/KO
- Moonwalking: 1) Moonwalk to ledgegrab 2) ??? 3) Moonwalk all of FD
- Incorporating reverse-Knee in some of the trails, or having some that are completely focused on it
- Gentleman (and additional things like gentleman to knee)
- Drop-zones​

Overall, I think we can make a list of 20 trials, with some having multiple difficulty levels/challenges. Eventually, we could make an 'official' list, make it into a video, and would be incorporating all/most of these fundamentals into our training and warmups. Profit, it seems, would be inevitable.

Falcon Threads
Hitboxes and Frame Data
2014 Falcon Video Thread
Captain Falcon Index (Posts about match-ups and other general metagame stuff)
 
Last edited:
Joined
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#2
This is a good list. I actually have some free time, so I'll practice these.

Also, I recommend some defensive trials as well, like teching, SDI, and definitely shield drops.
 
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#3
This is a good list. I actually have some free time, so I'll practice these.

Also, I recommend some defensive trials as well, like teching, SDI, and definitely shield drops.

I do think those things are very important, but aren't really Falcon specific. I think there should be a Trials list for Melee in general, that would include DI, teching, and other various techniques.
 

TerryJ

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#4
Looks like fun, I'll get right to it.

[Still trying to figure out how to know if you're keeping invincibility, best suggestion so far was to play on Brinstar and practice in the acid.]
If you have access to the Debug menu either through Action Replay or a hacked ISO you can turn on hitboxes and see when you're invincible. I can not yet do the Haxdash while keeping invincibility, **** is HAAARD.
 
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#5
If you have access to the Debug menu either through Action Replay or a hacked ISO you can turn on hitboxes and see when you're invincible. I can not yet do the Haxdash while keeping invincibility, **** is HAAARD.
It is hard.
I usually just try it against a computer, because they tend to attack you at the edge. So I just keep going until they throw out a move - and I still can't do it. lol
 

CountOlaf

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#7
These trials are great for combos. Any chance we could also make some for movement? Kind of lake with the moonwalk, but instead focused on wavedashing and wavelanding around platforms and stuff, so that we can improve our movement.
 
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#8
These trials are great for combos. Any chance we could also make some for movement? Kind of lake with the moonwalk, but instead focused on wavedashing and wavelanding around platforms and stuff, so that we can improve our movement.
I don't really using wavelanding exclusively (it's always incorporated with moonwalking), so I'm having a difficult time figuring out what you could do.
I did update the Waveland from edge section though:

13. Wavelands from Ledge

Easy: ledgedrop, second-jump, waveland onto stage
Medium: ^ waveland backward to ledgegrab
Tough: ^ waveland off stage, second-jump, waveland onto/off platform (BF & DL)
Touger: ^waveland off stage, second-jump, [1] waveland across platform (toward the edge you didn't just come from), jump, [2] waveland across top platform in same direction, drop, [3] waveland the side platform (now in the opposite direction), jump, [4] waveland top platform (continuing direction), drop, [5] waveland side platform (changing direction), repeat


(me draw REAL good, lol)
 

HK_Spadez

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#10
Hey man, this helps a lot but I'm actually having a lot of trouble with the #16's.

Am I suppose to fast fall the nair's? It seems I cant get the second hit if I do
 
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#11
Hey man, this helps a lot but I'm actually having a lot of trouble with the #16's.

Am I suppose to fast fall the nair's? It seems I cant get the second hit if I do
16 is TOUGH overall.
Yeah, you want to fastfall, but not immediately. It has very strict timing, but it's possible.

Quick, small examples I found:
@4:31

@5:46

It's essentially right as your second hit is coming out or about to hit that you do the fastfall.
 
Last edited:

HK_Spadez

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#12
Thats kind of weird. Would I be L canceling before I press FF or same time? Cause I feel like if I L cancel after I wont be L canceling at all.
 
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#13
Thats kind of weird. Would I be L canceling before I press FF or same time? Cause I feel like if I L cancel after I wont be L canceling at all.
You would input you l-cancel after you input the nair and FF.
L-cancelling works within the 6 frames before landing while doing an aerial - and it only works when you land the aerial on the ground. So, you'll want to press L/R/Z right before you hit the ground.
 

Equal

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#14
I'm starting to believe that it's impossible to stomp from ledge and land back on ledge without an Up+B lol
 
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#16
So I've been working on my Falcon tech as of late. Just now I realized something about Hax-dashing: when your character is leaving the stage, as soon as they get into their off-stage animation, press down and release it quickly (otherwise you'll fall through grabbing the ledge). This allows you to get to the ledge faster and has sped up my Hax-dashing attempts drastically.

This could be old news, but I think it's great. lol
 

"YOLO"

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#17
5. Instant Uair
Easy: Stand right in front of Marth, jump and instantly up-air to hit him
Medium: ^ vs Fox
Impossible?: ^ vs Pichu

vs Pichu is possible, I've done it.
 

Madra Rua

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#18
How do you guys do instant uairs? I've tried jumping with x/y and using c-stick for uair, but that's not really fast enough. I can hit Fox if I use the control stick to short hop and c-stick to aerial, but it's not very fluid for me.

Methods? Is it just a matter of practice?
 

Jeapie

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#20
Good stuff. practice for beast 4 for me starts today now that i have read this educative post

Add hardcool moonwalk. Moonwalk accros the long lenght of corneria :)
http://www.youtube.com/watch?v=tFxPk1QKRns&t=1m25s

Edit: We all need to try to catch on to hax dashing. Sheiks will be waiting with fitlts near the ledge. with haxdashing you can punish her for it
 

dRevan64

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#21
Good stuff. practice for beast 4 for me starts today now that i have read this educative post

Add hardcool moonwalk. Moonwalk accros the long lenght of corneria :)
http://www.youtube.com/watch?v=tFxPk1QKRns&t=1m25s

Edit: We all need to try to catch on to hax dashing. Sheiks will be waiting with fitlts near the ledge. with haxdashing you can punish her for it
Shoutouts to falco's dunce cap

and yeah falcons should definitely be using haxdashing, it's amazing and you guys have it way easier than marths do
in general anything that makes you just BE INVINCIBLE is really good
 
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#23
Cool, thanks. I like jumping with x and using up+a for uair, I just need to make sure I don't burn my second jump in the process.
if you get the timing down to tilt up on the control stick during the jumpsquat frames before falcon leaves the ground, it's not so bad. and you can practice just that part with empty short hops until your left thumb gets the speed and timing down to tilt the control stick all the way up during jumpsquat. then it's just a matter of pressing a/z.
 

ShrieK1295

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#24
I highly recommend learning to claw or palm cstick for instant uair. I did it with up and a for the longest time, and I feel like my control over my character is significantly better now that I changed my method. You really need perfect control over your spacing to hit dat dashing Fox
 

Madra Rua

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26
Location
Delaware - Stone Free
#25
So for example you would jump with x/y and push up on the c stick with your palm for uair? I feel like that would throw my right hand way out of place, though I guess with practice it would be fluid/consistent.
 
Joined
May 23, 2006
Messages
829
Location
Henderson, NV
#28
Haven't heard back from Jeapie, but I am working on the format with this, getting gifs instead video links.

If you know of any gifs (or videos I can turn into gifs) for any of these that I don't have yet (or improved ones of what I do have), let me know.
 
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Joined
May 23, 2006
Messages
829
Location
Henderson, NV
#30
Alright. Got in contact with Jeapie and he said he would put his input on here.
After he expresses his ways, I'll try to consolidate it into something(s) we can put in the trials.
Can't wait!
 
Joined
May 23, 2006
Messages
829
Location
Henderson, NV
#33
Alright did some editing, added a couple of things, and got some more gifs in there.

Need some help though.

Can you guys help me find (better) examples for the following trials?:
Throw Knee, Pivots, Instant Up-air, Gentleman, Aerial to Knee Followup, Wavelands from Ledge, Marth Grab Combo, Upthrow Nair Knee, Isai Drop, and Shield Stop
 
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Nicco

Smash Journeyman
Joined
Apr 17, 2009
Messages
328
Location
Copenhagen, Denmark
#34
Isai drop is when you walk and then simply press down to fall through a platform. I don't think Falcon benefits too much from this, since his walk is so slow. Isai propably used this alot more with sheik.
What you listed as Isai drop is simply a running shield drop, which is great for Falcon.
 
Joined
May 23, 2006
Messages
829
Location
Henderson, NV
#35
Isai drop is when you walk and then simply press down to fall through a platform. I don't think Falcon benefits too much from this, since his walk is so slow. Isai propably used this alot more with sheik.
What you listed as Isai drop is simply a running shield drop, which is great for Falcon.
What sort of edit would you suggest then for the trials? Rename the Isai Drop one, or combine it with the Shield drop one, or what?
 

Nicco

Smash Journeyman
Joined
Apr 17, 2009
Messages
328
Location
Copenhagen, Denmark
#36
Whatever you feel. I don't really care about the structure of the guide or which techniques are in, but what you called Isai drop is a running shield drop.
 

ACDC

Smash Journeyman
Joined
May 15, 2014
Messages
234
Location
Quebec Tabarnak
#38
This is a great guide, I just got back into melee and need to remember so many techniques. Thankfully now I can just come here and learn the more Falcon-relevant ones. I didn't even know most of them here. Thanks
 

kyaputenfarukon07

Smash Journeyman
Joined
Aug 20, 2011
Messages
267
#40
Can some mod sticky this thread?

Also please change the title to include players of all levels

so the beginners and experienced players know and use this as a reference.

Create a sub section named metagame to refer the index thread for people who dont know the character match ups and other

strategies.

1 2 many bumps
 
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