Lesson 5: Recovering with Falco
Section 1: Introduction
For as long as I have lurked the Falco boards, people have been complaining about Falco's recovery. “Falco’s recovery sucks balls!” they would post angrily as they finished regaling us all with another tale of a heartbreaking comeback loss to a Marth. Marth was at 250% with 1 stock left to their 0% with 2 stocks left. Bthrow -> jab -> forward B and chaingrab -> fsmash -> fair -> dair later, another Falco player is left crumbled up on the floor in the fetal position, weeping over how unfair this stupid game is.
And to be perfectly honest, there is some truth behind the overwhelming wave of johns that come with every bad beat we have to hear about Falco’s recovery. It’s not very good and one wrong decision while off stage is practically guaranteed to be the difference between keeping a stock and losing one. But the real problem is that many Falco players don’t analyze when they have made a wrong mistake and instead choose to pin every gimp and brutal edgeguard on their character’s terrible recovery.
Thankfully for all you reading this, Uncle Mogwai’s here to take you to Tough Guy Camp to teach you to stop *****ing and start figuring out how to live on your own.
Section 2: The Issues with Falco’s Recovery
Ok so let’s start off by addressing the serious issues with Falco’s recovery game.
Part 1: It's Too Short (THAT'S WHAT SHE SAID, MIRITE?)
First off, we have the marginal distance covered by his up B and forward B moves. They could be worse, but when you stack the distance covered by these moves up next to Fox’s equivalent moves, it’s easy to see that Falco doesn’t cover a whole lot of distance on his way back to the stage.
Implications:
What this means (aside from the obvious fact that if Falco is hit super far out, he can’t make it back), is that at the same distance from the ledge as a Fox, you have fewer options. In situations where Fox could either go to the edge, onto the stage or all the way up to a platform, Falco is frequently limited to either just the edge, or just the edge or the stage.
How to get around it:
This is an entirely legitimate issue in many situations, but any time you feel limited in your recovery options to the point where it cost you a stock, ask yourself if you could’ve DIed the hit different such that you were close enough to have enough freedom to live. Also evaluate how you DIed the prior hits if it was the final blow in a combo. Frequently we Falco players freak out when we’re getting comboed and foolishly DI up and in to try to stay alive, only to eat extra hits in a combo. DON’T DO THAT. Learn to DI correctly, you can set your DI away to avoid being comboed and then react to most finishing hits as they are typically telegraphed. DI away from Falcon when you’re popped up and if he sets himself up at your level, the knee is coming and then you switch to survival DI, but you wouldn’t be able to set DI to up and in and have time to react to a SH uair. Think about these sorts of things when you are playing friendlies and when you’re watching videos of yourself play.
Part 2: Up B Sucks Pretty Hard
Next we have the considerable startup time associated with Falco’s up B and its vulnerability. Since Falco doesn’t have the fire like Fox, the first hitbox from his up B comes out on frame 43 when he starts moving.
Implications:
That’s a little more than 2/3 of a second, which is brutal and gives anyone who expected you to up B free reign to come out and kill you however they please.
How to get around it:
Only Firebird when you have to or have successfully tricked your opponent into committing to an on-stage edgeguard. This issue is mostly solved by learning to recognize the situations I’ll talk about in Section 4.
Part 3: He Falls Pretty Fast
The last serious issue that people have with Falco’s recovery is that Falco is one of the fastest fallers in the game. He has the fastest top falling speed and fastest average falling speed according to M2K’s old research (
http://m2k.galaxy64.com/ssbm.html).
Implications:
Aside from the on stage implications, Falco’s falling speed means that when he gets hit with a weak attack off stage, he has much less time to react before he drops beneath the ledge height. Couple this with the aforementioned vulnerable up B, and we have the formula for every Falco’s worst nightmare.
How to get around it:
React quickly and properly. Learn to react to getting shot with a laser/needle by forward Bing since the intent of the edgeguarder is to knock you below stage level to force you into your up B. Learn to not get hit by Marth’s jab and wiggle -> air dodge immediately after getting hit.
Also save your second jump until the point where your opponent can no longer hit you out of it. I’ll talk more about this in Section 4, but the gist of it is that Falco’s recovery is fine so long as you can accurately perceive and react to the situations.
OK, great, that’s it. Those three things are all there is to ***** about Falco’s recovery, that wasn’t so painful, was it? Sure, he’s got limitations and isn’t nearly as good at recovering as many characters, but it could be worse. For a reference on how it could be worse, play Ness or Zelda or Kirby or Doc or Captain Falcon or Roy for a little while, it’ll give you some perspective.
Section 3: Things about Falco’s Recovery to be Thankful For
So we’ve talked enough about the John-worthy aspects of Falco’s recovery, let’s get into talking about the good facets of it.
Part 1: Non-Linear Recovery
The most important thing here is that Falco has A LOT of recovery options. As we talked about in the previous section, they might not be the best options, but the fact remains that in most recovery situations, Falco has numerous ways to get his feet back on the ground:
Up B with full 360 degrees of freedom and auto sweetspots for downward angles.
Forward B with 4 alternative shortened lengths.
Air Dodging
He also has a few nice tools and characteristics that assist his recovery in:
A high double jump
A shine to stop his horizontal momentum, turn him around and mix up timings
A high wall jump
Compare this to most characters with more limited motion with their up Bs and only marginally useful forward Bs and you’ll notice that Falco’s recovery is relatively far from linear.
Part 2: Low Landing Lag
The next thing I want to note is that almost all of Falco’s recovery moves are unrealistically low on landing lag. Forward B and up B each only generate 3 frames of landing lag if they complete before you hit the ground, and up B only generates 6 frames if you hit the ground with it. Forward B generates 20 frames of landing lag if you hit the ground with it, but this is practically never the case, as the move is mostly going to the edge or slightly above the ground. Due to Falco’s fast falling speed, all this together means that it’s very difficult to try to punish Falco after he has completed his recovery move.
Part 3: Short Duration
Hand in hand with this aspect comes the fact that Falco’s recovery is extremely quick. If your opponent has to move a lot to get in position, they will frequently be out of position due to the fact that Falco’s total time between going off stage and attempting to recover rarely exceeds 2-3 seconds.
Section 4: Situation Recognition
Now that we’ve sorta laid out the bare-bones facts about Falco’s recovery, it’s time to talk about what actually determines if you live or die off stage.
Part 1: What is Situation Recognition
Off stage game is all about what I call situation recognition, the ability to recognize your opponent’s options and realize when one of your recovery options is relatively safe. If you double jump quickly because you thought your opponent wasn't going to jab you out of it, but then he does and you die because of it, it was a failure of Situation Recognition. Learning how to recognize a situation correctly, takes quite a bit of time, but it's important to tell people that this is something they should be doing instead of just trying to get back to the stage without paying attention to the opponent.
There are simply too many characters and play styles for me to go through every different way your opponent can be edgeguarding you and tell you what their options are and what you should be looking for while recovering, but I’m going to try to go through an example and hopefully you’ll get an idea of how you should be thinking when you’re piloting Falco back to the stage.
Part 2: An Example of How to Break Things Down
The example:
I’m going to go through the situation that is most frequently asked about. Marth grabs you near the ledge and dthrows you off stage. To start off, you must DI this away. If you DI in, you allow the Marth to turn around and dtilt you for free, which makes the situation that much worse. Ok, so let’s talk about his options and how you need to be reading his motions to best select your option.
Marth’s Options:
The most common thing for Marth’s to do in this situation is to stand on stage facing outward. The idea here is to attempt to jab/dtilt/fsmash you out of your double jump or your forward B if you DI away and double jump outward to forward B through them.
If instead you go below stage and try to up B, the Marth will either move closer to the edge and counter, move back and fsmash/neutral b or jump out and fair you, depending on their style and reaction time.
The reason Marth players love this style of edgeguarding is that it doesn’t force them to commit to an option and lets them react to everything that you’re doing with a quick move.
The next option a Marth has is to immediately dash off stage and fair, the idea being to catch Falco in his double jump.
The last thing that they can really do is WD backwards and take the edge and try to drop down and aerial you if you attempt to recover low or ledge hop aerial you if you try to recover high.
OK, so now the most important thing for you to do when you’re off stage in this situation is to try to recognize what your opponent’s plan in as quickly and calmly as possible. Double jumping immediately is rarely, if ever, your best option, so for the love of god, don’t just panic and hit jump only to have your jump jacked by a jab. Saving your double jump is absolutely paramount, as once you lose your double jump, your plethora of options that we talked about in Section 3 gets reduced to just up Bing, which means that you’re dead. EVERY SINGLE CHARACTER’S OPTIMAL EDGEGUARD ON FALCO INVOLVES KNOCKING HIM OUT OF HIS DOUBLE JUMP BECAUSE ONCE HE’S BELOW THE STAGE, HE’S DEAD.
Once you notice your opponent’s choice of how to edgeguard you, think of what it’s trying to exploit and come up with a plan to avoid getting hit out of your double jump. The reactions and counters to your opponent’s game plan are not set in stone, but to give you a sort of outline and starting point, these are roughly how I try to react to each of his options above.
How Mogwai Typically Tries to React:
He dthrows me, I see him standing on the stage facing outward. His plan is clearly to dtilt/jab me out of my double jump. I let myself fall to around the point where I could double jump and sweetspot the edge. Marf’s hitboxes are ******** and hit below the stage though, so just double jump sweetspotting doesn’t work with Falco’s sweetspot vs. a properly timed jab/dtilt. I’ve noticed over time that Marths jab/dtilt when then hear your double jump sound so my reaction is to double jump and before I’m at the point of that he can hit me, I airdodge up through his attack and back onto the stage. If I can, I’ll airdodge high and try to DI back towards the edge to avoid the re-grab, but here it’s pretty much a guessing game. If you have a wall to ride up on, also consider wall jumping into the airdodge to give yourself the extra invulnerability frames immediately after the walljump
He dthrows me, I see him dash towards the edge immediately after the throw. His plan is to run off and aerial me. If I have a wall to jump off of, I will let myself drop low and then wall jump into an aerial, forward B to the ledge or airdodge onto the stage. If there’s no wall, I’ll fall to the point of a double jump sweet spot, and either just immediately double jump sweetspot or shine for a spit second to mix the timing up and then double jump sweetspot, depending on the situation. If you have godly reactions or didn’t follow my advice above to not just double jump immediately, you can also just immediately double jump to get above the Marth and throw a quick Dair out there and hope for the best. This is not a smart option though, as every fast reactions aren’t close to fast enough to do this on reaction so if you guess wrong about what the Marth is doing and he decides to just stand there and jab or WD back into an fsmash, you’re probably dead.
He dthrows me, I see him WD backwards. His plan is to take the ledge and attempt to aerial me on recovery. By putting himself on the ledge, he has taken away his ability to hit me if I go high so that’s usually what I do. Also, most of the time a player takes the edge to edgeguard, they don’t plan on actually holding onto it so it’s frequently a good idea to jump up and up B at the level where your up B charging will grab the ledge so that when he ledgehops, you just grab the ledge and get invulnerability frames.
Section 5: Random Other Stuff
Learn to shorten your illusion and understand its sweetspots. If you crash into the stage with it, that’s not a sweet spot. If it ends a little ways away from the ledge, that’s a sweet spot.
Learn where your up B can grab the ledge while charging. Practice some firestalling and while doing so, pay attention to how far away you can be in order to grab it.
Learn to angle your up B against walls for sweetspots from below. Especially against lazy Marth players who just go for counters when you have to up B, this is hugely useful as a sweet spotted up B triggers their counter without actually getting hit.
Wall jumps give you invulnerability frames, so does grabbing the ledge. Pay attention and get a feel for how long each of these invulnerability windows lasts.
LEARN TO TECH. Training mode, proxy mines on walls, just practice practice practice until you get the timing. You have a decent window to start holding R in order to tech, just learn it and you’ll live a hell of a lot longer.
So that’s sorta it. Most of learning how to react to different situations will come with experience, but the gist that I’m trying to get you to get here is that it’s important to think and appropriately identify what your opponent’s strategy is. In friendlies, when someone hits you with something new, think about it later that night and what you could’ve done to avoid dying from it. Recovering is 50% Situation Recognition and 50% beating strong strategies for how to react into your head.