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Captain Falcon's Match-Up Database! | (General Discussion); UPDATED: April 18th, 2010

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Darky-Sama

Smash Lord
Joined
Sep 12, 2008
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NNID
Darky-Sama
The Captain's Match-Ups!
(Falcon Match-Up General Discussion)




OH NO! OUR MAIN SUCKS!
Well, not anymore.


Keep in mind.
All match-up discussions noted are subjectable to change.

______________________________________________

Okay, lets try this again. Hopefully our FINAL General Discussion Thread.
Lets keep this one alive and updated on the regular.


Rules and Guidelines:
Code:
1.) Flaming [COLOR="Red"]will not[/COLOR] be tolerated.

2.) If you're visiting our General Discussion from another 
character board to assist with our Match-Up Evaluations, 
we ask that you [COLOR="Red"]actually[/COLOR] use logic and reasoning, 
rather than simply quoting "0:100. End Discussion". 
[COLOR="Red"]That does not benefit our boards.[/COLOR]

3.) Use decent grammar and punctuation
if you want your posts to be acknowledged.
It makes things much easier for others to 
understand and to come to a valid conclusion. 

4.) Keep the arguments and debates professional.
Take personal discussions and disputes elsewhere.

5.) Feel free to use moderate humor, 
but do not spam the General Discussion Thread.

6.) Match-Ups will generally be discussed for [COLOR="Red"]up to two weeks[/COLOR].
More information can be added in the future, 
but we have a lot of ground to cover for our match-ups.

Special thanks to Lord Helmet, Slader7 and Teluoborg for assisting with this guide; as well as the other Falcons who assisted with the match-up discussions.


S Tier:
Meta Knight



"CUHM!"

Ratio: 20:80

What to watch out for:
  • Meta Knight's lagless aerials.
  • Meta Knight's lagless grounded moves.
  • Tornado of priority.
  • 1-2 frame Downsmash.
  • Shuttle Loop.

Things to keep in mind:
  • Recover around Meta when offstage to avoid getting gimped.
  • Aerial Grab Release on Meta Knight can promote follow-ups.
  • Don't stale your up smash, save it for a back-up kill move.
  • Meta Knight has no nipples.
  • Meta Knight has no knees.


Falcon's hardest match-up, no questions asked. You're going to have to know this match-up inside and out to even stand a chance against a good MK, even then, you've got your work cut out for you. MK has the clear advantage. Lagless, extremely quick attacks, ridiculous priority and disjointed hitboxes. Now, MK isn't an impossible match-up for Falcon to win, but your chances at doing well against one {professional or scrub} are extremely low, considering Meta Knight's physics are generally better. This match-up requires patience and a good knowledge of the match-up to do even considerably well.

When playing Meta Knight, you really have to watch out for his entire move set. Dtilt and ftilt **** our ground game, but are both beatable with utilt. MK's whorenado is a huge brick in our colon. We can, however, easily beat a grounded nado with Falcon Kick, spaced down smashes and utilts. If he goes airborne, utilt him, run away, or shield and punish his freefall. In the air we can hold our ground. Use uair when under MK and properly spaced bairs a lot. Remember, staying below Meta Knight at an angle is the best option if you plan on harming him in the air. Don't try to go for follow-ups or epic combos when playing against a Meta Knight because he is NOT a character that you can play flashy against and get away with it. Regardless of your skill level, just about any Meta Knight can stop your follow-ups with the push of a few buttons. You absolutely must play defensive and really read your opponent at all times.

Punish MK with jabs and (shield) grabs, those are your only truly safe options against MK. If you can perfect shield his up-B, you can punish with a Falcon Dive or uair. Keep in mind:

Grab release -> regrab.
Grab release -> uair.
Grab release- > hyphen smash.

Those might not all be legit, but they're a good way to catch an MK off guard, plus a fresh upsmash can kill MK around 120%.

Snake



"Kept you waiting, huh?"

Ratio: 35:65

What to watch out for:
  • Up Tilt extends up to three character spaces away from Snake.
  • Forward Tilt is fast, has a decent range, and can be used to 'tilt walk'.
  • Mortar Sliding can move Snake from one side of the stage to another with ease.
  • Grenade stripping can cause grenades to drop, even if YOU'RE the one holding it.
  • Down Throw can be tech-chased.

Things to keep in mind:
  • Snake's recovery can be easily punished.
  • Snake's grab range is extremely large.
  • All of Snake's aerials have extreme landing lag if not timed properly.
  • Obviously; keep track of where he places his C4 and Claymores.
  • Snake's jab comes out on the third frame.


Perhaps one of the most feared characters on the tier list. Snake is often played to an extremely high defensive level. Spamming grenades and placing explosives around the stage to place opponents on lockdown, forcing them avoid the explosives and fall right into a position to be punished. Certainly not a character to underestimate, regardless of the skill level of any player. Though he's difficult, Snake isn't as much of a problem for Captian Falcon as one would think. Nowhere near in the Captain's favor, but certainly not a 'no contest' match-up.

As soon as a match begins, you should be prepared for Snake to start off with his grenade game. Approaching from the air would be your best bet to avoid them, though any smart Snake player will know exactly how to punish Falcon for an aerial approach. If you consistantly approach from the air, your chances of being predicted and punished will raise dramaticly. If you do need to avoid grenades, I recommend running toward Snake and pulling up a shield out of your dash before his grenade can hit you, or fastfall from the air before reaching a distance where Snake can punish you, then attack with a grounded move immediately after.

Keep in mind, if you pick up a grenade that Snake throws at you-- and he takes out another grenade and drops it with his shield; YOU WILL DROP THE GRENADE YOU ARE HOLDING AS WELL. This is called 'Grenade Stripping'. Don't let yourself get mindgamed by it. If you pick up a grenade, run toward Snake immediately after, then pull up a shield. If he happens to grenade strip you; at least you won't be in the grenades range. If he doesn't, then you'll be holding the grenade with a shield up, which will cause him to get hit and not you. If you choose not to do this, then be careful when picking up grenades or you'll end up taking a lot of damage.

Both Falcon and Snake have jabs that offer priority and protection against each other's attacks. Where our jab can rack up a lot of damage in place, Snake's deals a solid amount of damage with decent knockback. Though his forward tilt is much more reliable and abused in situations, it's always a good idea to watch out for the jab. As for our own, we can cancel it into a grab; which is highly recommended, considering Snake can pull out a grenade during our fourth jab (AKA; The Jab Barriage). However, if you're willing to take a bit of damage, go ahead and use the fourth jab; since Snake will be taking the same amount of damage, plus the additional percent from the jab. This may also promote a chance to get Snake above you in the air depending on his percentage compared to your own.

While in the air, Falcon holds a bit of an advantage. Even though Snake has aerials with amazing knockback capabilities, his ability to follow up afterwards is close to impossible -- considering nine times out of ten, when he does get you caught with an aerial (or if he misses, even), he'll have a long period of landing lag. Abuse your up air against Snake when you're on the stage, and while offstage, don't hesitate to attempt a Knee of Justice. If Snake air dodges, he'll most likely be put in a position where he'll have difficulty making it back to the stage; if he decides to stay on his cypher, the Knee of Justice will cancel out his super armor and usually guarantee you a KO.

Last but not least, be on guard at all times. Even if it seems like the Snake is playing defensively, he can easily change to an offensive disposition that will demolish your approach. Avoid using any attacks that offer large amounts of start-up or cooldown time because Snake CAN punish you just as easily as you can punish him. Don't lose your sense of patience and end up doing something stupid to try and obtain a quick kill. It doesn't take much effort for Snake to change the tides of a game in his favor, and if you gain any lead whatsoever, they usually won't hesitate to abuse whatever moves necessary to regain the advantage.



Wario



"Wah, wah, WAH!"

Ratio: 40:60

What to watch out for:
  • Unique aerial mobility and control.
  • Wario's Bite.
  • Super Armor on Forward Smash.
  • High kill potential.
  • Wario's Waft: both fully and half charged.

Things to keep in mind:
  • Wario can be grab released into multiple, unescapable attacks. [EX. Knee / Falcon Dive]
  • Wario's Waft is actually at it's maximum potential a few seconds before Wario begins blinking.
  • (Pummel) -> Grab Release -> Falcon Dive is an easy way to build damage on Wario without staling your kill moves.
  • Up air is a good way of safely pressuring Wario in the air.
  • Don't be afraid to grab release Wario to play 'fair'. We're Falcons, Grab Release -> Knee is as fair as we get.

*Important AT/Gimmicks*
Wario Slayer {discovered by 2Knee}
http://www.youtube.com/watch?v=7L1Dr3DHqB0&fmt=18


An extremely awkward match-up for Captain Falcon. Though we had a highly debated discussion on what the ratio should truly be, we're going to consider it 40:60 unless proven otherwise. Many people believed the match-up was in Falcon's favor, some claimed it was in Wario's favor, and most people considered it to be about even. In all honesty, Captain Falcon has far too many options in the match-up against Wario to place it any lower than that. Another thing to keep in mind about this match-up is that grab releasing Wario isn't playing dirty. We're bottom tier, Wario's top tier. Pikachus won't hesitate to cut us down, so we shouldn't hesitate to grab release Wario -> Manliness. If you decide not to, you're most likely going to get wrecked, in all honesty.

Even though grab releasing -> Knee of Justice is manly as hell, you should save that for your kill move. Grab release -> Up+B is much better for racking up damage, as well as grab release -> Utilt. Grab release -> Nair is also good if you know how to Nair tech chase, but alternating between the Utilt and Up+B is much better for getting damage in. Up+B guarantees 17%+ if you include pummels and Utilt guarantees 13%+ if you include pummels. Your Knee of Justice should be able to KO around 90% if you don't stale it throughout the match.

Wario has an amazing air game, much better than our own. He can easily pressure us with his short hop aerial approaches and make it difficult for us to get a clean edge on him. He can space his forward airs to smack us away from him every time we go in for a grab, so DON'T try to approach with grabs constantly. RAR some Bairs and fast fall with properly spaced Uairs to get more damage in and punish Wario with a grab whenever you get the chance. Keyword here is PUNISH, not offensively spam your grab game.

If Wario is above you in the air, you can safely space your Uairs to knock him around without much fear of being punished for it. Dair and chomp are two of the biggest problems when it comes down to the aerial battles. Both can be used to stop our approaches if we don't space properly, and offstage, both can be deadly if used against us. Wario can use his Dair directly through us and if you don't DI correctly, it can throw you off for a kill. Chomp basically speaks for itself, offstage it can be used as a suicide attempt and if Wario manages to end it midway, he can recover via bike&up+B // bike&waft.

Regardless of those facts, Wario shouldn't be underestimated, obviously. He has kill potential, amazing control and mobility in the air, good camping abilities, priority, a good recovery and ways to rack damage up rather quickly compared to most of the roster. Things that we, the Falcon mains, can only do moderately well. The main thing tipping this match-up even close to our favor is the grab release combos, so again, don't think that grab releasing is playing too dirty if you really want to win. Either that, or know it's dirty and convince yourself that you love it.

Falco
Not avaliable.

Diddy Kong
Not avaliable.

King Dedede
Not avaliable.


A Tier:
Marth
Not avaliable.

Mr. Game & Watch
Not avaliable.

Pikachu
Not avaliable.

Olimar
Not avaliable.

Ice Climbers
Not avaliable.

R.O.B.
Not avaliable.

Kirby
Not avaliable.


B Tier:
Lucario
Not avaliable.

Zero Suit Samus



♥ -Tips for Sweet Victory;

Ratio: 40:60

What to watch out for:
  • Armor Pieces can easily promote her stage control.
  • Her up air can be used to juggle, as well as outmatch Falcon's air game.
  • Her dash attack can be linked to other attacks; including another dash attack.
  • Her down smash can be used to setup KOs and follow-ups.
  • She has a buffered chaingrab on Falcon that lasts up to 60%.

Things to keep in mind:
  • Zero Suit Samus's main form of recovery is a tether.
  • Though her air game is generally better, her options are limited if you're below her in the air.
  • Since she's a lightweight, Falcon has a much easier time KOing ZSS than she does at KOing him.
  • Her down smash, side+b and grab can be easily punished with a short hop knee if she misses.
  • Her jab comes out in one frame and has decent priority.


This match-up is a very awkward one for Captain Falcon. Unlike most other characters, Zero Suit Samus can demolish Falcon's aerial approaches with her up air alone, which does extreme harm to our overall metagame for this match-up. However, being strict on timing, this places us at a risk while approaching with our aerials. Being hit with one up air can often result in her attempting to juggle you in the air, or following up with another aerial (usually a Bair or Uair) or a special (most likely an Up+B). This limits us to focusing more on our ground game than the usual aerial approaches. Of course, we're going to be forced into the air one way or another, be it during our recovery or a tendency to punish a Zero Suit's mistakes.

The only recommended time to willingly go into the air is once you've forced Zero Suit Samus above you, because her options to evade are limited to her down air (which is a stall-and-fall) or a fastfall aerial in another direction. Both of which are risky and difficult to pull off. Due to this, Falcon can gain a large edge over Zero Suit if he can stay on her while she's in the airspace above him. Other than that, she'll have to try and air dodge skillfully enough to avoid Falcon's aerials while trying to get back on the ground or below him again.

Recommended Aerials: Spaced Neutral Airs and Up Airs.


As soon as the match begins, you have to be ready to shield, jump or dodge. A good Zero Suit Samus won't hesitate to put those armor pieces of hers to good use, and that can usually mean bad news for her opponents. Though Falcon lacks a projectile game, his ability to control items is perhaps one of the most impressive in the game. Where he does lack a long ranged glidetoss; there are still multiple ways for him to take advantage of the armor pieces:

[+] Captain Falcon has a JCGT {Jump Canceled Glide Toss}. Though it doesn't give him nearly as much of a momentum boost, it still causes him to slide about the same distance of Diddy's normal glide toss (or possibly a bit further). A retreating, reverse JCGL would be your best option for staying away from Zero Suit Samus, since Falcon's grounded throws are rather laggy due to his overly dramatical tosses.

[+] Thanks to Captain Falcon's lagless aerials, he can easily Z-Drop an armor piece while in midair and follow up with an aerial when ZSS is below him. Keep in mind, dropping the armor piece still provides considerable knock back, unlike most other items that can be used to combo after an Z-Drop (Ex. Turnips and Bananas). That makes your timing very strict, depending on what aerial you wish to follow up with.


On the ground, Zero Suit Samus has both speed and range, but many of her attacks have a large amount cool down time. This limits her abilities to out maneuver Falcon's ground game by a good quarter. Another large factor for the difference in their ground game is that Falcon is one of the few characters that can outmatch ZSS in speed. You would be surprised at how easy it is to simply run away from her attacks, then going back in to punish with a reverse Raptor Boost or another attack.

Approaching Zero Suit Samus is the difficult part of the match-up. She controls the air, and can offer somewhat of a "bait and punish" strategy against Falcon when he attempts to approach her on the ground. The bad thing about this is, she has range and projectiles, where Falcon does not. This forces Falcon to approach her if she doesn't want to get too close herself. Her down smash is the biggest the to look out for while on the ground. It's range stretches out a good two character spaces infront of her and has a hitbox that extends up to the height of her head. Though it has extremely slow start-up and cool down time, if she uses it while you're attacking from a distance or running towards her, you'll most likely get hit. Approach with caution and be prepared to pull up a shield at any time, even while dashing towards her. Once her attacks miss (or have been shielded), then you can attempt to punish her with a grab or an attack in return.


slader7 said:
Stages to Avoid:
Final Destination: 70-30 ZSS (Falcon's most terrible stage)
Brinstar: 70-30 ZSS (The terrain's unevenness hinders Falcon's AC abilities)
Norfair: 70-30 ZSS (Falcon has options in platforms, but ZSS has better options)
Rainbow Cruise: 75-25 ZSS (Can you spell R-A-P-E?)
Jungle Japes: 70-30 (ehh)

Neutral:
BattleField: 65-35 ZSS
SmashVille: 65-35 ZSS
Halberd: 65-35 ZSS
Yoshi's Island: 65-35 ZSS
Frigate Orpheon: 65-35 ZSS
PictoChat: 65-35 ZSS

Good:
Pokemon Stadium: 60-40 ZSS
Delfino Plaza: 60-40 ZSS
Castle Siege: 55-45 ZSS
Port Town Aero Dive: 45-55 Falcon (it has no ledges :laugh:)



Toon Link
Not avaliable.

Pit
Not avaliable.

Donkey Kong
Not avaliable.


C Tier:
Peach
Not avaliable.

Luigi
Not avaliable.

Fox
Not avaliable.

Wolf
Not avaliable.

Sonic
Not avaliable.

Sheik
Not avaliable.


D Tier:
Bowser



"We prefer to be called 'Festively Plump'."

Ratio: 45:55

What to watch out for:
  • Large grounded range.
  • Large aerial range.
  • High kill potential.
  • Large shield.
  • Lots of {OOS} Out of Shield options.

Things to keep in mind:
  • Bowser is a large target; {Combo Bait}.
  • Bowser has amazing range to punish approaches.
  • Bowser's shield is large, making him difficult to pressure.
  • Bowser is most vulnerable while in the air.
  • Attempt to bait as much as possible.


Bowser is one of Falcon's more favorable match-ups. A large, bulky character that proves as good combo bait, right? Wrong. Bowser might infact be easy to combo, but getting the combo started can be more difficult than going to college. Bowser might be slow and large, but he's an absolute tank against characters who lack projectiles, especially Falcon.

To start off this discussion, we'll go ahead and talk about Bowser's amazing shield. Perhaps one of the most durable in the game. Most of our approaches can be demolished because of Bowser's large shield and his amazing {OOS} options. Keep in mind that Bowser has amazing grab range as well, so hitting him while he's in his shield can result in being shield grabbed. That makes our aerial approaches predictable and close to useless to say the least. Not only does Bowser have his amazing shield to limit our air game, he also has amazing grounded range to repel most of our grounded approaches. Forward tilts and grabs are especially useful against Falcon because he has to get close to Bowser to be able to hit him. Once of the largest problems about lacking a projectile game. That makes Bowser's defensive game extremely useful against Falcon no matter how you look at it.

Now, how to get around a highly defensive Bowser.

First, you'll want to know how to approach with:
-Shield out of dash -> Grab/Jab {depending on how Bowser reacts}.
-Jump fastfall airdodge {near Bowser} -> Buffered jab -> Jab {or grab}.

Approaching Bowser is rather difficult no matter how you look at it, so the best option at getting close is with airdodges and shields to get as close as you possibly can. Once you're within range, you can use a grab -> throw to force Bowser into the air. One thing that's good about this match-up is Bowser lacks many options to get around Falcon's air game safely, especially when caught above Falcon on {or off} of the stage. If you can get Bowser into the air, you're pretty much in the clear.

Baiting attacks from Bowser is another good way of approaching. Dashing toward Bowser, doing a short hop fastfall backflip away from him or toward him, then punishing depending on his reaction. You can't really go wrong with fake-outs while using Falcon because of his mobility on the ground and in the air.

:bowser2: 45-55

  • Utilize:
  1. JABS, utilt, dtilt, up-angled ftilt, FH nair>jab>>jab>grab
  2. SD'd aerials, uair, nair, bair
  3. Raptor Boost
  4. Dthrow
  • Other tips:
  1. Use a lot of jabs and FF'd uairs or RAR'd uairs
  2. Be cautious and patient with his Fortress OoS
  3. When you're hanging on the ledge, roll in so that you do not get Fire Breath *****
  4. When trapped in Fire Breath, SDI up and away to escape
  5. Watch out for his quick, powerful tilts
  • CP:
  1. Lylat
  2. BF
  3. FD
  4. SV
  • Ban:
  1. Brinstar
  2. Norfair
Zelda
Not avaliable.

Pokémon Trainer
Not avaliable.

Ike



"I **** my friends."
~General ****.

Ratio: 50:50

What to watch out for:
  • An agreeably disjointed jab with locking potential.
  • Neutral Air and Forward Air pressure game.
  • Extremely high kill potential.
  • Overall high range on attacks.
  • Neutral+B and Up+B have super armor frames.

Things to keep in mind:
  • You can DI out of Ike's jab lock.
  • Above 40%, play defensively. Ike can KO you around this percent.
  • Ike is easy to punish offstage {beware of his up+B, however}.
  • Captain Falcon's Up+B demolishes Ike's Up+B.
  • Like Falcon, Ike lacks projectiles. Camping and punishing is effective.


Compared to most of the Captain's match-ups, Ike isn't nearly as difficult to manuever around. This match-up focuses generally around how good Ike is at punishing and how skillful the person playing Falcon can mindgame and avoid Ike's attacks. Playing defensive with Falcon is extremely useful here, until you get one opening on Ike. Forcing Ike into the air can leave you multiple options for punishing him while airborne or once he lands, considering majority of his aerial options leave him with a high cool down time // landing lag.

While grounded, it's best to avoid getting caught in Ike's jab. The second and third hit's of Ike's jab have enough range to hit Falcon out of his aerial approaches {and even catch Falcon in a jab lock if the second hit is canceled}. If caught in a jab lock, Falcon can either DI through Ike, or outside of the jab's range by moving backward and pulling up a shield before the jab is able to hit again {recommended}. Overall, this is Ike's largest match-up leveling factor when it comes to a general offense. Play it safe and try to stage out of his jab range or you'll end up eating a good percentage before getting out of it.

[So, how do we get around the jab?] -- The most effective ways of getting through Ike's jab safely would be to dash toward him, pulling up a shield while in the midst of the dash {causing Falcon to slide as far into the jab as possible, while having a shield up}, and attempting to shield grab Ike between his jab hitboxes. Another recommended method is to run toward Ike, short hop and air dodge through him and attempt to punish him with a buffered grab or dash attack. {Dash attack is good for getting past Ike's first jab, which is all he should have time to perform with decent buffering.}

The one thing in this match-up that cannot be overlooked is Ike's ability to KO opponents at percents as low as 50 with a clean forward smash {not staled}. Although Falcon, being a generally heavy character, can probably survive a forward smash around 70-75% with proper DI. It's manditory to keep an eye out for Ike's smash attacks while recovering back onto the stage or when knocked into the air because they can punish you upon landing if you don't dodge properly.

Staying offensive against Ike isn't a bad idea, considering he lacks speed and a projectile game, but he's not a character you'd want to get greedy and test your luck against at higher percents. If you want to play offensively, attempt to pressure Ike with grabs and aerials as much as possible to keep him on the defensive; keeping him in the air is usually the best option since it limits Ike's options of retaliation. So he's left with being hit, or being punished upon landing.


E Tier:
Lucas
Not avaliable.

Mario
Not avaliable.

Ness
Not avaliable.

Yoshi

Not avaliable.

Samus
Not avaliable.


F Tier:
Jigglypuff
Not avaliable.

Captain Falcon

Ratio: 50:50
Captain Falcon Dittos. Possibly the most manly match-up in the game.
Knee vs Knee. Punch vs Punch. Nipples vs Nipples. Testosterone vs Testosterone.
Show them your moves and may the better Captain win! Hyesz.

(Note: Real Match-Up Data will be added later.)

Link
Not avaliable.

Ganondorf
Not avaliable.
 
Joined
Mar 17, 2009
Messages
6,345
Location
New York, NY
3DS FC
5429-7210-5657
This is by far not Falcon's worst match-up. He can be really dangerous to ZSS if she's even a little too aggressive.

Like I usually do I'll start with the gay stuff: ZSS has a CG on Falcon that starts at 0 and ends at 60% or 64% (I can't remember right now). If you get caught in it you could potentially get gimped, because it tosses Falcon offstage and his recovery's not all that. (I actually don't think his recovery is terrible in this match-up otherwise because of the angle he can come back from; ZSS can't actually gimp him from below unless she gets an edgeguard in. So even though it might seem like a good idea to always recovery high vs ZSS, it might not hurt you to mix it up and come in from below occasionally. She can't really punish it in ways except in the same ways everyone else can.)

As usual, Falcon has to approach. ZSS isn't amazing at keeping fast characters out of her box, however, so if you properly abuse your speed and unpredictable nature on the ground it's easy to find openings to get in; her side-b is almost useless in this match-up. The problem will come with your weird or bad hitboxes that tend to hit angles where ZSS' most powerful attacks come out, like her tilts and aerials.

And you really want to focus on your ground game here. It isn't great, but it's probably better than ZSS' is. Your jab game is going to be really fantastic but it's worth noting that ZSS can interrupt CF's jab combos (jab jab grab, jab jab jab, etc) with her jab just by holding A (because her jab is 1 frame) , so if you perform the entire jab combo be aware of that.

I'm kind of tired, so just a few other random things:

- When you perform a move with a lot of ending lag (dtilt, up+b landing on the stage) ZSS will dsmash you, resulting in at least 37% damage each time. So stick to low-lag attacks and in general take as few risks as you can manage.

- ZSS owns CF in the air. Her aerials will as a general rule beat his. However, she is REALLY WEAK to opponents that are below her, so uair juggling is **** in this match-up for CF.

- Sometimes you can get a random spike on her if she uses her tether recovery.

Ratio 65:35 ZSS.
 

noradseven

Smash Lord
Joined
Feb 13, 2009
Messages
1,558
Location
North Carolina
Yeah p. much try to hug the ground against us, its not too bad ZSS doesn't destroy too many characters.

ALSO ZSS IS A REALLY EASY CHARACTER TO KNEE, and due to our lightness we die from it really early.

Ohhh and if we whiff our grab if you immediately falcon punch you can punish us, don't forget captain falcons moves strength are solely determined upon the volume in which you call out their names.

If we chase you too high you can normally escape with down B...usually.

And yeah SFP is p. much dead on ohhh and screw falcon's jab its too good, in this match.
 

PJGLZ

Smash Journeyman
Joined
Jun 22, 2009
Messages
236
Location
America
Of all the ZSS's I have played, I have a serious problem approaching. I can't get in from the air, and that gun pwnz me. I don't know why falcon does not get to use HIS gun. One missed dash attack/grab = lol, dsmash, you fail
Zss is also a fairly attractive character, almost as much as our divine falcon. Just more disadvantages...
 

teluoborg

Smash Otter
Premium
Joined
Mar 12, 2008
Messages
4,060
Location
Paris, France
NNID
teloutre
Well SFP has said a lot, just to add some details :
-ZSS>falcon in the air + Dsmash hitbox being hack = Be careful when playing ZSS on the ledge, whether it's you or her that's recovering. I used to try to upB ZSS when edgehogging, well I don't do it anymore. The Dsmash to downB hurts.

-While doing her Dsmash ZSS makes a little step forward, so be careful (again) when you're outspacing it.

-I don't agree at ZSS' side B being useless in this matchup because its hitbox stays out really long and its delay is really really short.
Maybe high level ZSS will use other option to bait an approach, but still be aware of this move.


And yeah, do not use laggy moves when approaching, but that's common knowledge.
 

Acedude55

Smash Ace
Joined
Feb 12, 2009
Messages
836
Location
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Hmm Falcon v.s ZSS? @.@
I haven't played that matchup nearly enough to know what to do against her. lol
I'll edit this post later with some MU talk.


Edit: lol I was lazy
 

Nefarious B

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I was just playing this matchup with burntsocks, who has a solid falcon. If falcon can get off a side b it puts ZS in a really bad position, but if you miss we can punish you however we feel so it is risky. Falcon is fast, you should be able to PS and punish our gun if we're using it carelessly. Side b is in a similar boat, too slow to be of much use.

I actually don't feel that this is a very bad matchup for falcon at all. Maybe 40-60 to 35-65, definitely no more than that. A good falcon can easily win, especially if the ZS doesn't know the matchup.
 

Koorikou

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mmm ZSS ***** in the air but we all know that >_> rapotor boost is good when they miss a grab or when they miss side-b.
Also our ground game is better so use tilts specially u-tilt to punish aerial aproaches.
She is very light so it makes it easier to kill d-smash and punishing with u-smash.
Falcon dive only if you can guarantee it otherwise youll get d-smashed to dead >_>
 
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Well, Falcon's good in the air too (well his uair is) and frankly he's better than us on the ground. It's just a battle of who can get the opponent into the air first, cause CF should be able to juggle her at least to some degree. While falcon's ground game is better (or as good or something), ZSS is forcing an approach and has better tools to launch the opponent.
 

noradseven

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Also lol all the emphesis on our d-smash, and over yeah they are okay moves but you gotta watch out for d-tilt alot more well not really the problem is you can't really do much about it because its p. safe. Also our over B extends our hitbox alot so you can problably just hit us out of the startup alot with jab :(.

flub knee ***** zss offstage

no joke
how does it **** us exactly...
 

†Slader7†

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Based on my experience, Falcon DOES have to approach or he'll face the wrath of the suit pieces. In the air, whoever is below wins due to both having the same u-air but ZSS's crazy aerial priority wins. On the ground, its kind of fair because ZSS can space well with her tilts but Falcon's u-tilt is sexy good. The most potent ZSS move is her D-smash because Falcon has to be in range of her d-smash in order to do some ground damage. Falcon's advantage here is that ZSS is a light, I think a Knee of Justice can kill her ~70%
but still, ZSS is hard to gimp and her stunner kills us
I would say around 65-35 :zerosuitsamus:
 

Koorikou

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Flub knee kill szero suit samus beacuse the light hit stun can make her miss a tether and gives falcon enough time to recover and grab it so it can edgehog her. Flubbed knee tends to work well at gimping specially at mid-high percents.
Also you are right d-tilt is dangerous for us too cus it sets up for u-air,bair and fair which hit hard and have KO potential. it also serves as baiting a grab.
But our d-tilt is also good, altough not as much it can set up for knees and u-airs, preferably the latter.
 

Salem

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Oh... Ms. Samus?
Or what we call her due to her form Zero Suit Samus.

Let's see...
This matchup is not usually a hard one, it depends on what you're doing.

Falcon should wait for openings, he can use Falcon Kick to cancel out the peices if he needs to be safe from them, that goes for ZSS's Forward-B, Nuetral-B and Up-B.

If you get a peice HOLD on to it and never throw it off stage, trust me on this one, you can do the most gayest things with her peices that'll make her cry.
Falcon having a projectile/item is serious buisness.

approaching ZSS is very wierd...

It really depends on what she or you are doing.
Just never get hit by D-smash she'll **** you with that, she usually uses it after you spot dodge or air dodge into her, being quarter mid of the stage is usually best, being on the edge of even near it means you'll usually get dash attacked off the ledge which is a very bad position for Falcon.

YOU can force her to approach, but that requires alot of PSing and waiting for openings, such as landing lag, it's one of the easier things to punish but being patient can lead to some problems...

Off stage gimping barely works on ZSS, she seems to always find a way to get back to the stage.
remember she can still attack you when you're on the ledge so if you see an attack get out of there.

But luckly she can barely fight under herself, so going under her and U-airing is the best way to take her down.

Yeah, but overall it's almost even.
Meaning you can expect to actually win a fight against her.

[40]-[60] ZSS's favor.
 

Darky-Sama

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Captain Falcon's Dtilt provides way to much lag on it's ending frames to be considered worthy for combo potential. The opponent will have to be around 50-70% minimum for it to even have enough knock back for him to follow up with anything. Where Zero Suit Samus's is fast, can be used to combo at percents low as 20% and has a much, much lower chance at being punished.


But I have to agree, flubbing a knee (of even sweetspotting a Knee of Justice) while Zero Suit Samus is recovering can cost her a stock. Since the knee's hitbox stays out for so long, he can just trail down the tether line until his knee knocks her off. She doesn't have the option to quickly pull herself up to the ledge either since she's going to end up smacking her face into the knee one way or the other.

Zero Suit Samus has a pretty easy time at own Captain Falcon's recovery though. Down smashing off the ledge (regardless of the stage) usually means bad news for Falcon since his up+b has such an odd frame rate. Depending on how Falcon recovers, it can own him badly since it's ability to quickly sweetspot edges varies on the distance of his recovery. Raptor Boost recovering towards the ledge is pretty punishable as well, since Falcon doesn't grapple the ledge until he's forced to stop moving. That, and majority of his hurtbox will be above the stage for that recovery to work.
 

Sovereign

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ZSS Dair, albeit laggy, spikes and has two hits, the second being impact on the ground. This move is incredibly underrated and seen as a "stay away from" or "never use this" move. You might catch a ZSS or two use this every blue moon, and it can lead to many potential things. The impact knockback sends the recieving end upward, the perfect place for ZSS to ****, after lag is done. Off stage it can spike, efficiently, and gimp Falcon. If ZSS is ahead one stock they might take this into account.

Falcon, as said before is forced to aporoach, and that's made all that much harder by projectiles(suit pieces & paralyzer). Eventually ZSS can force a pattern onto Falcon's approach. SHAD doesn't do well in this match-up, since she can Dsmash or Utilt to protect her backside(lol, inuendo). Falcon is heavier, faster, stronger, and most of all the dominant sex(lol). ZSS must be weary of Falcon's smash attacks as they can kill her on/near the edge at 60% without some type of DI. Falcon's weight makes him that much harder to kill, and since most combos or kill hits are attempted after a successful Dsmash, it's a lot easier to SDI or DI, in order to live.

This match-up isn't that bad for Falcon, as long as he gets to her before she begins GTing the suit pieces everywhere. If Falcon can manage to grab one suit piece the match, for as long as he has and uses it properly, is in his favor. Like Salem said, Falcon and items/projectiles gets nasty, especially since ZSS relies on tether recovery.

I say this match-up is no more than 40:60 :zerosuitsamus:
 
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Lol, flub knee does not **** ZSS' recovery. She has a tether recovery but it is fast and she can use it multiple times. It might be effective if you use it on when she's at a weird angle once in a blue moon but it's not a consistent thing at all.
 

teluoborg

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Yeah, since falcon has no low angle ko move (except the knee, but I don't rely on it) ZSS has, most of the time, enough height gain with her upB-during-2nd-jump thing and downB to make the tether recovery an option.

And Seraphim said it but I'm gonna say it again : DON'T give ZSS the time set up her armor parts dance routine.
Falcon is fast enough to get at least one piece, and one piece is all he needs.
Also learn to Jump Cancel glide toss because it actually gives falcon a ****ing safe approach.
Well, not that safe, but still safer that anything falcon actually has.

In general get familiar with items, because any good ZSS is.

65:35 ZSS favor seems pretty right to me.
 

Darky-Sama

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The flubbed knee can harm her recovery if Falcon was to run off the stage and fastfall with a knee. It's a bit situational though, so placing it in the category of 'Falcon advantages' isn't really necessary.

I agree though.
The match-up seems 35:65, ZSS.
No higher than 40:60.


Does anyone have anything else to add about the overall match-up? We're still lacking some details for the basic match-up mentality. Just need the basic details for now. We'll have an export thread for a more in-depth discussion on the match-up later.
 

Sovereign

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My input works better if I play ZSS more. Friendlies anyone? PM me so we can at least see what could/should go on this match-up. I know wi-fi isn't the place, but it's better testing ground than nothing.
 

†Slader7†

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In-Game Mentality?
:falcon: show me ya moves
:zerosuitsamus: is that all?

Falcon would first try to avoid the suit pieces but a wise one would shield and try to get one. ZSS would try to get Falcon in the air. ZSS would also try to avoid unnecessary grabs because Falcon can punish HARD. While ZSS maybe spamming her long ranged side B, ZSS would also try to avoid Falcon's long ranged attacks such as the Raptor boost or FK.

Falcon: "I must recover"
ZSS: "Don't get hit"

Objections? =3
 

Darky-Sama

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I spent about two hours doing friendlies against Salem's ZSS today with Falcon, just to test some of the statements everyone had posted. My results... well, not so well for the match-up, so I'll just state a few things here and now.


- Falcon stands little chance against Zero Suit Samus while she has armor pieces. Getting the pieces long enough to use them against her is more trouble than it's worth, so I wouldn't recommend keeping them on the stage at all. For the first three games of Zero Suit Samus vs Captain Falcon, I tried to keep a-hold of an armor piece to use against her, and it was just... wow. I was two stocked all of those games because I kept the armor on the stage. Getting the pieces off the stage should take top priority.

- Approaching Zero Suit Samus from the air is even more risky that approaching from the ground. Up air punishes Falcon far too much since hes a fast falling heavyweight, which can often end up in him taking multiples of damages ranging from 25-30%+ each standing. Not only that, but when Falcon does try to approach with an aerial, if she manages to shield it (which lets face it, Captain Falcon is fast and lagless, but his aerial approaches are mildly predictable), she can perform an up tilt out of her shield which has enough range to suck Falcon up into it. From there, best option would be to fast fall air dodge back onto the ground to avoid follow-ups.

- Zero Suit Samus's down smash has a fairly easy time of hitting inside of Captain Falcon's hurtbox. If he's in the air anywhere around the level of her head, then the down smash can hit him. This happened a good four times in our matches, which was something I never realized before. She CAN punish Captain Falcon's aerial approaches with down smash.

- Flubbing a knee is situational, but it does work. Though I only did it about once or twice in our games, I did rob a stock off of Salem from flubbing a knee as ZSS's tether was reaching the ledge.


By testing most of the things people posted here; ...many of them were a bit too difficult to perform. Zero Suit Samus can out maneuver Captain Falcon in both offensive and defensive perspectives. He stands a fair chance against ZSS, but it's certainly not in his favor.

35:55 - Decent assumption.
40:60 - (Maximum.)
 

Koorikou

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- Approaching Zero Suit Samus from the air is even more risky that approaching from the ground. Up air punishes Falcon far too much since hes a fast falling heavyweight, which can often end up in him taking multiples of damages ranging from 25-30%+ each standing. Not only that, but when Falcon does try to approach with an aerial, if she manages to shield it (which lets face it, Captain Falcon is fast and lagless, but his aerial approaches are mildly predictable), she can perform an up tilt out of her shield which has enough range to suck Falcon up into it. From there, best option would be to fast fall air dodge back onto the ground to avoid follow-ups.
Not only aerial approaches but all of our approaches. If she shields a DA she gets to use u-tilt, raptor boos shielded i also think she can u-tilt it and knowing her utilt... well we dont wan to get caught in it >_>
 

†Slader7†

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Yeah, suit pieces really do hurt A LOT. However, I find it better to just kill ZSS rather than try to gimp her. Her long ranged tether recovery and down B makes her a threat offstage but its her lightness that saves Falcon from total ****.
Suggestions:
Jabs, and lots of them
multipurpose Uair (damage, kill, gimps)
FK for getting past her defensive wall
Fk for long ranged punishment (Edited for the manly sir down there =P )
Edgehog if possible
Dodge, airdodges, and spacing

It is also a good thing if you know ZSS's hitboxes because they can be deceptively large :)
 

Sovereign

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Falcon Dive: Underrated and underused. When ZSS reaches her higher percentages, such as 80%-90%+, use a grounded Falcon Dive after a jab cancel, instead of the usual grab, for a much more rewarding knockback and damage dealing move. She'll be forced to DI up, which is where she'll be ripe and good for a Uair or Bair follow-up. Apply this move. Her weight makes it too viable.

Raptor Boost: NO! Don't use this against her, unless you're positive, you'll hit. There are and will be better options when you're sure you'll hit. This move is too punishable, when hitting her shield and/or missing(God help you if you whiff this.). The reward is great for landing it, but the risk outweighs the reward.

Falcon Kick: Not as bad as Raptor Boost, as you're not completely at loss if you miss this, but if shielded, you're in some trouble. Never approach with this or face the wrath of a Dsmash. The best time to use this, is when you want to mix up your close-range game, and simply when you're close to her, period(Mind out the gutter. -_-'). It's less punishable, great knockback, and good damage, and the rare beauty, it can be canceled. Options, options, options. Be careful with this.

Falcon Punch: Only for punishing missed grabs, lol. No, seriously, only use this to punish a missed grab, whether you rolled, jumped, side stepped, whatever... Falcon Punch her missed grab.

That's all I have... 40:60 :zerosuitsamus: is what I stand by.
 

Darky-Sama

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Falcon Dive: Underrated and underused. When ZSS reaches her higher percentages, such as 80%-90%+, use a grounded Falcon Dive after a jab cancel, instead of the usual grab, for a much more rewarding knockback and damage dealing move. She'll be forced to DI up, which is where she'll be ripe and good for a Uair or Bair follow-up. Apply this move. Her weight makes it too viable.
Jab canceling to a Falcon Dive isn't guaranteed. It's possible to catch them off guard, but you'd be much safer doing a Fast Fall First Hit Neutral Air to pull off a grounded Falcon Dive.

Jab Cancel -> Short Hop FF-FH Nair -> Falcon Dive can work just as well if you're good at timing. They can buffer a shield, but if they do, just repeat until the NAIR catches them off guard or they decide to roll. Then you can usually chase them with a Raptor Boost. ZSS has a lot of distance in her rolls, but they are fairly slow. So they'd have difficulty buffering a shield from it.

Then again, you've got to be careful. If your timing is off at all, you'll get punished for staying too offensive against her.

Raptor Boost: NO! Don't use this against her, unless you're positive, you'll hit. There are and will be better options when you're sure you'll hit. This move is too punishable, when hitting her shield and/or missing(God help you if you whiff this.). The reward is great for landing it, but the risk outweighs the reward.
I can agree with you somewhat, but this is a pretty helpful attack for Falcon in this match-up. It's one of Falcon's best attacks for forcing opponents into the air for follow ups, and Zero Suit Samus doesn't have many options to get around aerials when characters are below her, other than air dodging and down air, which are both punishable if they don't time either correctly.


Personally, I think Falcon needs to wait-and-bait out certain attacks from ZSS and punish her. This ISN'T a match-up Falcon can stay offensive in if he doesn't want to get murdered. Which is why ZSS is a bit difficult.

Playing defensively is Falcon's best option here.
 
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ZSS' froll is in the top 5 in the game in terms of speed and how many frames she is invulnerable. Her back roll is garbage but good ones won't use it, they'll just pivot roll instead.
 

Player-3

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Falcon Dive: Underrated and underused. When ZSS reaches her higher percentages, such as 80%-90%+, use a grounded Falcon Dive after a jab cancel, instead of the usual grab, for a much more rewarding knockback and damage dealing move. She'll be forced to DI up, which is where she'll be ripe and good for a Uair or Bair follow-up. Apply this move. Her weight makes it too viable.

Raptor Boost: NO! Don't use this against her, unless you're positive, you'll hit. There are and will be better options when you're sure you'll hit. This move is too punishable, when hitting her shield and/or missing(God help you if you whiff this.). The reward is great for landing it, but the risk outweighs the reward.

Falcon Kick: Not as bad as Raptor Boost, as you're not completely at loss if you miss this, but if shielded, you're in some trouble. Never approach with this or face the wrath of a Dsmash. The best time to use this, is when you want to mix up your close-range game, and simply when you're close to her, period(Mind out the gutter. -_-'). It's less punishable, great knockback, and good damage, and the rare beauty, it can be canceled. Options, options, options. Be careful with this.

Falcon Punch: Only for punishing missed grabs, lol. No, seriously, only use this to punish a missed grab, whether you rolled, jumped, side stepped, whatever... Falcon Punch her missed grab.

That's all I have... 40:60 :zerosuitsamus: is what I stand by.
no


now that im on a computer ill explain

you guys are gimping wrong if you cant flub knee zamus

flub knee her farther offstage dont wait for the tether
 

ph00tbag

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Flub knee doesn't gimp ZSS unless she's not paying attention to the fact that Falcon is running off the stage towards her. If she sees that, she just has to Flip Jump, and then not only has she switched places with Falcon, but she hasn't been hit. You're going to have to work really fricking hard to gimp ZSS as Falcon. Knee lasts too long to really be spammable off stage. Uair and reverse uair are probably more useful anyway.

ZSS has in general more range, and comparable power, as well as better means of punishment. I don't have a whole lot of experience with this match-up, but when I played ARS (one of the best Falcon's in the state) in tourney, his Falcon was super easy, and I really didn't have to play any special way. He didn't play badly; As I recall, most of my options just straight up beat his.

Advice for Falcon is stay grounded and run away a lot. Choose your openings carefully. Sheild grabs will probably be very useful, since shields in general give ZSS trouble.

Also, ZSS's answer to Raptor Boost = hold A.
 

Player-3

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wat

falcon has a double jump you can bait the flip jump kick thing and knee or uair

or flub knee
 

ph00tbag

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wat

falcon has a double jump you can bait the flip jump kick thing and knee or uair

or flub knee
So it comes down to prediction and knowing what your opponent is going to do.

Why are you talking about that in a match-up discussion?
 

lordhelmet

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Why ZSS?

Shouldn't you first put the generally agreed on match-ups in the OP: like MK and Pika (ones recently discussed or obvious ones like Ganon, since it's obv 50-50) and one good summary for each? A link for the 2 other threads would be good for referencing. And you probably shouldn't put any pictures in so we don't have to scroll so much either.

Can't we just work our way down the tier list...? Instead of choosing w/e ones look good to do next?

PS: We actually need to discuss dittoes since a lot of CFs suck in this category!
 

Sovereign

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Why ZSS?

Shouldn't you first put the generally agreed on match-ups in the OP: like MK and Pika (ones recently discussed or obvious ones like Ganon, since it's obv 50-50) and one good summary for each? A link for the 2 other threads would be good for referencing. And you probably shouldn't put any pictures in so we don't have to scroll so much either.

Can't we just work our way down the tier list...? Instead of choosing w/e ones look good to do next?

PS: We actually need to discuss dittoes since a lot of CFs suck in this category!
Completely off topic, bro. Q&A Thread is next door down.

There aren't a lot of CFs to begin with, so forget it. Mirror Match = 50:50 = Who's better on Wifi or who's got more common sense. That's the summary for the Falcon Mirror Match.

Back to ZSS vs. Falcon.
 

Darky-Sama

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Why ZSS?

Shouldn't you first put the generally agreed on match-ups in the OP: like MK and Pika (ones recently discussed or obvious ones like Ganon, since it's obv 50-50) and one good summary for each? A link for the 2 other threads would be good for referencing. And you probably shouldn't put any pictures in so we don't have to scroll so much either.

Can't we just work our way down the tier list...? Instead of choosing w/e ones look good to do next?

PS: We actually need to discuss dittoes since a lot of CFs suck in this category!
Lord, we know that. We just decided to start with Zero Suit Samus because we had a vote on what character we should start with first. Since I was making the thread- and I main ZSS next to Falcon, I figured that starting with her would be a nice way to get a large sum of information on the match-up thread.

Besides, ZSS is a large difficulty for many Falcon users since she's generally better than Falcon and people lack knowledge on the match-up. Might as well start the thread off with something nice and fresh that the Falcon's can pick off if they visit this thread.

That, and some professional ZSS players offered to come here and give their advice on the match-up. Our DEAD boards that no one visits besides Falcon mains... Not going to pass up a nice opportunity like that.

Also, to the Zero Suit mains that have come here already. Thanks again for helping. :)
 
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