Exactly, that's why i said his biggest weakness is simply being too honest. Honest characters aren't netplay champions. That's his strength and his weakness.
No character in this game or any competitive game is honest. If they were honest, then they would be losing to every single character they fought. Everyone has some kind of trick up their sleeve. They're all dishonest and deceitful. You're here to win in a fighting game not act out some honor duel you read or see in books, films, and plays dramatizing and glorifying cold-blooded combat.
Falco is probably the worst of them all when you consider his history in Melee and Brawl. Even in Smash 4 and Ultimate, he had **** like Smash 4 Dtilt, Smash 4 Bair, and in both games with some differences, Utilt, Up Smash, Nair, Fair, Falco Phantasm, Reflector, and U-throw.
Yes, but it isn't on any of those characters, it's on Falco. Not to mention the hitbox is pretty narrow.
Mario will box your *** to death and then throw out a fair while ON THE STAGE and get the spike 5x easier than any Falco player could. Yoshi can do the same thing, so can K Rool.
His spike isn't particularly noteworthy IMO. His physics and its hitbox make it average at best and that's even with its impressive frame data IMO. Falco's best edgeguarding tools are Nair and Fair simply because they're infinitely easier to use.
Which I pointed out. Should we go back to Smash 4 Falco Bair? That move was arguably busted, but it was on Falco. There are countless of moves on other characters that are either very good or borderline broken, but they're on that character.
And Falco can't box his opponents to death with his ground normals? We're talking about a character that was a clone of and retained several of Melee Fox's moves. Falco can confirm Dair from his Utilt and U-throw just to **** with you because he can. Bair kills and Nair, Uair, and Fair would put his opponent in a better position most of the time.
So we're going to ignore that most Dair spikes much less spikes in general are around around frame 14 on startup? Characters like Cloud, Falco, Ivysaur, Ken, Luigi, Marthcina, Palutena, the Pits, and Ryu having Dair spikes that are around frame 10 gives them a huge advantage, especially compared to characters who cannot setup their Dair spikes even if theirs are legitimately good or better like Ganondorf's, Samus's, and Zelda's. Some of them don't even trade much like Cloud's Dair hitbox is probably larger than most Dair spikes. Others don't use them primarily as spikes, but get a lot from their lower startup like the Luigi's and the Pits' Dairs allowing them to followup or even combo from other moves where Luigi is the most well-known case for that as he frequently used Dair from D-throw in Smash 4 and continues to do so in Ultimate. If anything, having a Dair spike for most characters is a liability because most of them are slow, generic spikes i.e. situational moves where by having them, they lost the chance to have had something more useful like the Dairs of Fox, Lucario, Mario, Meta Knight, Peach, and Snake. In other words, an actual option to hit below them and fairly quickly or in Mario's case, a pretty awesome multi-hit move with high active frames and good hitboxes.
Ultimate Falco's Dair is far from being extraordinary as a Dair or a spike compared to the ones on Ivysaur, Mario, or Snake, but as a spike, it is not average. With Falco being able to confirm into and confirm from Dair, I see it as less of a spike and more of a Dair that happens to spike. It's also the closest thing he has to a sex kick due to its high active frames and ability to be autocanceled from a hop. The hitbox is awful compared to real sex kicks and even compared to Bair being used like one. That said, crossing up with Nair, Uair, Bair, and Dair are things he can do and maybe should do more.
Regarding
Shaya
's post, the main point of it was not that players should think more about how to play the game, when to use and where to use what option, or that they should learn how to make things work, but that almost all players care only about win buttons. I am going to narrow Shaya's use of buttons to win buttons for the purposes of this post.
In any game nowadays, players only care about what can let them win. You see this all the time with questions of "What's the best build?", "What's the best weapon?", "Where can I get the Ultima Weapon?", "Is Chun-Li top tier?", "Which class?", etc. They do not care about understanding how to play the game let alone understanding what makes those things great. Inevitably, you'll see complaints about how they're not winning despite using the best character, best weapon, having the best skills/magic spells, or that they're fighting against a low tier with a top tier, and so on. To them, they should never be able to lose with these win options regardless of anything like using a supposedly beat everything magic spell against an anti-mage or the fact they're just bad at the game.
With regards to fighting games, it's all about win buttons and in most cases those win buttons are moves that let them combo. For instance, what's usually the first thing people ask and look for when a game or character is released? What combos they can do. If not combos, then what exploitable button do they have that can let them beat everyone and everything i.e. what win buttons do they have. Everything else is completely and utterly irrelevant if not worthless to them. You see this all the time where players can barely even move in Smash, Street Fighter, Dragon Ball FighterZ, or whatever on release, but they're all about the day one combos they can do except they rarely land those combos because they aren't able to play the game well.
Still, isn't it pointless to care about anything if you're playing a character with win buttons? You press them and your opponent should not be able to do anything about them and you win. Boom! All the glory, money, *******, and whatever you could want should rain down upon you. As you noted, getting better comes from knowing when and when not to and how and how not to use buttons. In other words, how to win and also, how easy it would be to win. A character with win buttons and an easy way to win is definitely a good character and so would a character who doesn't have win buttons, but their buttons aren't bad either, instead, they have just as an easy time or maybe an even easier time winning. And then you might have a character who has win buttons, but it's kind of hard to win with them. The problem being that it comes back to what Shaya is trying to say and that is almost nobody cares about the how to win part. It's all on the win buttons which obviously should let them win. Win buttons can lead to victory, but learning how to win guarantees victory/more victories. A current example would be MkLeo, Ryo, and Ryuga compared to other Ike players. Ike can have all the absurd win buttons in Ultimate, but can you win with him is the question.
This is also, correct me if I'm wrong, what
Emblem Lord
has a problem with regarding Ken and Ryu players. They only care about how they can combo, specifically into kill moves where in Smash 4, Ryu was able to kill very early against most characters. Playing the neutral, actually understanding what the shotos' buttons do and can do, and whatever else just flies over their heads. Because of this, I get the feeling Emblem Lord feels like he's surrounded by idiots. And then Ultimate lands and Ryu can't really cheese his way to victory. Players start dropping him left and right or trying to use Ken in hopes that what seems like a better Ryu because he's faster and he can combo more would let them win. Ironic when you consider people initially wrote off Ken when they found out his Shoryuken was weaker or in other words, that Ken didn't have as good of a win button compared to Ryu is what they thought.