Micaelis
Smash Journeyman
Things To Remember While Discussing!
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Falco
vs.
Ratio - 45:55
Advantages:
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- We're heavy, it's hard to kill us. His kill moves are easy to see coming.
- We kill Falco very early and have many options to do so.
- We outrange him minus laser camping.
- We can punish rolls and spot dodges better.
- We can gimp his recovery fairly well.
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- Our shield/model size due to his laser camp.
- Our start up speed on attacks vs. his.
- Chain Grab can rack up 50-80% if you're not careful.
- Spikes can steal a stock if you're not careful.
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Approaching will be your hardest task in the match-up. Focus on powershielding and
SHADing the predictable lasers to get in close to Falco. Try not to get grabbed at early
percents (this will really turn the tide in your favor). Make sure you know how to recover
from the CG spike. Learn to identify Falco's kill moves (Usmash, Fsmash, Dsmash, Uair, Bair)
and when he's most likely to use them. This will increase your survivability dramatically.
Practice gimping Falco's recovery through edge-hogging and attacks. Learn to punish
spot dodges, rolls, and phantasm.
Aerial Game:
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DK wins here with good spacing. It's our Uair and Bair vs. their Dair and Bair. Ours
have better range and speed but his have better priority and Bair is a sex kick. Falco will
use Dair to make it back down due to it's high priority, bait it and punish. Our Bair can
easily juggle him due to his fall speed so make use of it if you land one.
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DK wins here too minus camping with lasers and Phantasm. With proper spacing,
DK outranges every move Falco has (except Fsmash) and can punish all Falco does. Be
wary of Falco's jab however due to it's start-up speed and larger-than-seems range; also
it leads into a grab. Falco has a 0-54% chain grab on DK and can follow it up with a Dair
spike off stage. DK can punish Falco's spot dodges and rolls with UpB and DownB easily
however for a lot of percent.
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This will be the hardest thing to do in this MU. Powershield and SHAD the lasers to
get in close. If you want, take some damage at early percent to prevent his use of the CG
if you get grabbed (sometimes this is preferable!). Falco should always force your
approach; he will never want to be close to you.
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This is where Falco shines. With Falco's SHDL/SL he can force DK to approach and
when DK gets close he just uses Phantasm to reset the situation and repeat. DK however
can (and [I]sometimes [/I]should) camp Falco if he has a stock lead. UpB ledge stalling
and PSing, SHADing lasers will keep you unharmed when down right and force Falco to
approach where he's not comfortable.
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Falco's may charge Fsmash on stage due to it's extremely large hitbox, just wait
it out. DK can ledge-gaurd with Bairs and Dsmash on stage (for the spike). Also, Falco's
recovery can be gimped easily when they do not recover directly on stage (which should
be punished!). Learn to semi-circle ledge-hog or punish Falco's during Phantasm for a free
kill or easy damage. Be careful of Falco's spike on Phantasm however but saving your DJ
should always enable you to come back (except at very high percents).
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DK can do it and Falco can't. UpB braking and good DI will easily let DK live to
150%+. Learn Falco's kill set and when he uses them since they're easy to see coming
usually. Listed by frequency and power his kill moves tend to be Usmash, Uair,
Bair/Fsmash, and Dsmash. A "silent" single laser close to the ground is usually followed up
by a boosted Usmash from Falco. This is his most common way to kill. Just shield the
laser and Usmash.
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DK can do it and Falco can't. All our smashes kill Falco before 100% and Dsmash can be
used OoS for an early kill around 96% (depends on DI and positioning etc). Our Punch
and 9-wind can kill him even early (around 50% with the 9-wind if not earlier). Learn the
SA frames and abuse them. You can also Smash Falco out of his Phantasm with good
timing (Dsmash is good for this).
Stage Striking:
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Final Destination (no platforms to abuse your superior aerial game on and the camping
gets worse here) and Battlefield (platforms make it hard to get back down and Falco
can abuse your aerial blind spot well here). This are of course opinionated but based off
what people said.
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Final Destination and maybe Japes if it's legal and you're not comfortable on it and the
Falco knows how to use it.
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Rainbow Cruise, Brinstar, Yoshi's Island, and Castle Seige (good blast zones and statues
prevent lasers and tilting/cut platform prevents CG) are good. Anything that helps
prevent Falco's camp game.
Video Links:
http://www.youtube.com/watch?v=nX2z9nsp4kk
http://www.youtube.com/watch?v=E0d34O2mjOs&feature=related
http://www.youtube.com/watch?v=3BJBiOLjmyU&feature=related