SpectreJordan
Smash Lord
I'll practice some of those. Anything good without throwing?A combo I would definitely use down throw+forward air. I also do up throw+up air or neutral air and do more of them if possible.
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I'll practice some of those. Anything good without throwing?A combo I would definitely use down throw+forward air. I also do up throw+up air or neutral air and do more of them if possible.
1. Without throws, I would recommend doing down air when opponent is recovering or taking their time on ledge (when they lose ledge invincibility).I'll practice some of those. Anything good without throwing?
First things first, Falcon isn't really good at anything else beyond punishing and punishing hard. A good Falcon plays patiently and not hyper agressively. Good options for punishing include dash attack, dash grab, fox-trot + jab, etc...I'll practice some of those. Anything good without throwing?
Yes the dash then down grab is a really good feeling especially when you follow it up with a knee. Thanks for advice.First things first, Falcon isn't really good at anything else beyond punishing and punishing hard. A good Falcon plays patiently and not hyper agressively. Good options for punishing include dash attack, dash grab, fox-trot + jab, etc...
So... I don't understand why you don't want to throw people. Dash-grab is so so so so SOOO good now, basically a tether grab without all the recovery lag. You just need to practice its approach, since its reach is insane and hard to get used to.
@ TheGreatBrawler good advice, but be careful about Raptor Boost: it's a punish, not an approach, don't throw it around willy-nilly.
Although F-Throw is very limited in what follow-ups combo afterwards, eF-Throw has many options. Additionally, eF-Throw -> Tackle (1) combos on all characters except Jigglypuff but is also relatively useless on Kirby as it is only hit confirmed from 0-3%. For all other characters (excluding Shulk (heavy)) this juggles from at least 0-14%.Guide said:F-Throw
eF-ThrowF-Throw -> Tackle (1)
F-Throw -> Tackle (2)
Tackle (1)
SDSH/SDFH N-Air
SD RAR
SDSH/SDFH U-Air
F-Tilt
Gentleman
Just looking at all my options lolSo... I don't understand why you don't want to throw people. Dash-grab is so so so so SOOO good now, basically a tether grab without all the recovery lag. You just need to practice its approach, since its reach is insane and hard to get used to.
I find that better-than-average Megamans use moves you didn't mention (FF Fair, Bair stick out particularly) since Fair covers a lot of a forward arc and is quick, and the last hit of his Bair is really quick and has decent knockback for a Megaman move, so he can gimp you by trading or hitting you out of the stage with them and still recover with Rush. With proper spacing Falcon has moves that can counter them, though.Megamoves...
Does anyone know how to deal with Villager and Duck Hunt? The Villager's spacing hurts, and Duck Hunt is a bit hard to get in on. Can someone enlighten me on the match up?
When moving through the air, let your control stick move back to the neutral position then press A. That's really all there is to it...How do you falcon mains throw out nair instead of fair im trying to play falcon and whenever I try to nair I throw the knee and I was wondering if there is a trick.
What @Rawkstar said AND, if you're really stumped, you could set your c-stick to "attack" and try diagonal attacks with it. Falcon will perform a nair that way.How do you falcon mains throw out nair instead of fair im trying to play falcon and whenever I try to nair I throw the knee and I was wondering if there is a trick.
Looking for basic combos to use with Falcon. What are some good ways to rack up damage?What @Rawkstar said AND, if you're really stumped, you could set your c-stick to "attack" and try diagonal attacks with it. Falcon will perform a nair that way.
Dthrow>fairLooking for basic combos to use with Falcon. What are some good ways to rack up damage?
I would recommend c stick for attacks, it's a lot easier if you ask me, for both air attacks and tilts.Would you recommend C stick be set to Attacks or Smashes? I can do Nairs just fine without the stick, but I'm tired of doing a nair when I wanna do a Uair. Sure both work, but uair is so much better, lol.
Also, about the Megaman matchup....
Its a pretty easy match. He can't really combo at all and relies on doing lots and lots of chip damage via Metal Blade/Lemons/Fair/CB/Leaf Shield/grabs. He has no real KO moves that he can combo into besides maybe a zair dropped metal blade into a Utilt (His second best kill move), which if you know about it, is fairly easy to work your way around. Not to mention he is a great weight to combo.
Just be weary of being off stage, Megaman has a great gimp game and thats how he usually gets his kills besides a utilt OOS or a backthrow at 180%+. Basically you have a much better kill window and combo potential than him, and only his fully charged charge shot is unblockable, you can jab everything else if need be.
Just like DHD, hes pretty simple due to the sheer lack of kill moves, but unlike DHD, he does have some scary kill moves (Utilt, Dsmash) that can kill at sub 100% if they're fresh. And also unlike DHD, Megaman has a very good grab game. Not Falcon levels of good, but still decent.
However if customs are on, Megaman will replace crash bomber with Danger Wrap. THIS move is basically megaman shooting bomb ombs with his side b that float up. Its a great anti air move and it kills as early as a raptor boost, which really works well for megaman and his chip damage.
I like using smashes on my c-stick because it reduces my inputs when I'm trying to punish someone with a f-smash (it's such a good punisher). But if you prefer it and don't like using Falcon's smashes anyway, go right ahead!
I make this mistake frequently, particularly against heavy zoning characters and projectile users, which is probably even worse. However, particularly against projectiles, faking an approach often accomplishes little and usually just gets me hit with a gyro or arrow. At what distance do you start your retreats? I undoubtedly am doing this wrong, and would love to see it in effective action. Do you (or anyone else) happen to have some clips of this sort of thing that I can study? I too often feel like my only recourse is to run in and hope I can powershield in time and get a grab or read a roll.A tip for all Falcon beginners who seek strong combo opportunities:
Falcon isn't only combos. While it's very important to deal as much damage as possible when you get in on your opponent, it is more important to learn how to get the first hit, and even more important to learn how to not get hit.
Faking out an approach, retreating a little bit and hitting a bair on an opponent who tries to attack is far better than dashgrabbing out of the blue, missing due to a spotdodge and getting punished like hell.
My greatest mistake as a Falcon player has always been going in too much and getting punished. Falcon must play patiently and manly. Do not be hasty.
It heavily depends on the char. Against Sheik (when she isn't throwing needles), I find 3/4ths to 1 Battlefield platform's worth of distance safe. Empty short hops are quite useful against her, too. It moves you out of the way of grounded needles, dashgrabs and, if I really recall correctly, dash attacks, too. However you might eat ftilts or fairs if she reads you.I make this mistake frequently, particularly against heavy zoning characters and projectile users, which is probably even worse. However, particularly against projectiles, faking an approach often accomplishes little and usually just gets me hit with a gyro or arrow. At what distance do you start your retreats? I undoubtedly am doing this wrong, and would love to see it in effective action. Do you (or anyone else) happen to have some clips of this sort of thing that I can study? I too often feel like my only recourse is to run in and hope I can powershield in time and get a grab or read a roll.
You'd make a fine Ganondorf, sir!A tip for all Falcon beginners who seek strong combo opportunities:
Falcon isn't only combos. While it's very important to deal as much damage as possible when you get in on your opponent, it is more important to learn how to get the first hit, and even more important to learn how to not get hit.
Faking out an approach, retreating a little bit and hitting a bair on an opponent who tries to attack is far better than dashgrabbing out of the blue, missing due to a spotdodge and getting punished like hell.
My greatest mistake as a Falcon player has always been going in too much and getting punished. Falcon must play patiently and manly. Do not be hasty.
That's true for pretty much every match-up we have against projectile characters, heheIt's all a matter of assessing the situation and choosing to make the move which can cover the most options from your opponent, or at least reset your situation to safe again. This sounds simple but adapting and thinking is exaustive and requires a brutal amount of training and wits.
*giggle*Against Lucario I tend to walk and powershield his blue balls
Can you specify what exactly is the with that MU? C.F only really struggles vs characters that are 1: Have projectiles, 2: small, 3: have disjoints. Greninja doesn't really fit any of those descriptions so you shouldn't be having issues with him specifically.I need help with the Greninja match-up. anyone have any tips or strategies?
Stringing together up airs is dependant on DI, the character, rage, percent, etc. so the best way to improve at it is simply to practice a whole lot. It's not terribly difficult, and after a while you should get a pretty good feel for it. Out of down throw, you generally dash forward and jump into your first up air. Now, you get to choose an option based on your knockback. At lower percents you can just mash out another up air as you fall back down. If they are knocked back too far for this, you can use your double jump to chase after them and hit again. Alternatively, you can fast fall and jump up again after landing. Again, your ability to judge what to do will improve the more you practice it. It's also worth noting that at very low percents, neutral air is the preferred follow up from down throw, as it is way easier to hit.Been having trouble getting consistent Uair strings out of downthrow, so I've been following one uair up with a gentleman at lower percents. Can someone help with my uair strings? Also, any other ideas for approaching besides nair>jab, nair> dash grab, or just plain old dash grab?
Greninja has the shuriken, he is small enough that he can't be hit by SHNair, and I belive his Utilt, Fsmash, and Usmash are disjointed. If you're not having trouble with him could you elaborate on how you play vs him? What do you look for? I can generally punish a shuriken with a FFUair->Gent, though if he shields I get grabbed. Probably my fault, I need to learn to roll away after jab(2) if he is able to shield it. I have a problem teching his Bair if he stage spikes because the timing is weird, I need to practice it vs someone.Can you specify what exactly is the with that MU? C.F only really struggles vs characters that are 1: Have projectiles, 2: small, 3: have disjoints. Greninja doesn't really fit any of those descriptions so you shouldn't be having issues with him specifically.
I need help with the Greninja match-up. anyone have any tips or strategies?
In most cases F-Tilt will clash with Water Shuriken up to about half charged or slightly more. If you are hit by Water Shuriken at any point the hitstun is not great enough for any follow-up or the knockback is great enough where you become out of range; furthermore, Water Shuriken has significant lag on start-up and it is possible to punish if it whiffs while you are approaching.Jebus244 said:Greninja has the shuriken, he is small enough that he can't be hit by SHNair, and I belive his Utilt, Fsmash, and Usmash are disjointed. If you're not having trouble with him could you elaborate on how you play vs him? What do you look for? I can generally punish a shuriken with a FFUair->Gent, though if he shields I get grabbed. Probably my fault, I need to learn to roll away after jab(2) if he is able to shield it. I have a problem teching his Bair if he stage spikes because the timing is weird, I need to practice it vs someone.
But yeah, any tips on how you play vs him would be helpful.
It's true that SH N-Air does not hit Greninja in his normal standing state and many of his animations, but it does hit shield and does set off substitute, which you can punish hard when that happens; furthermore, if you delay the N-Air slightly after the short hop you can fast fall the second hit and juggle with that (best follow-ups are typically Tackle (1), eF-Throw and eD-Throw). The latter is one of many possible ways to hit N-Air. Keep in mind that both Ganondorf and Captain Falcon's N-Air have four hitboxes (two for each hit).he is small enough that he can't be hit by SHNair
This seems to actually be the case from the raw data. But, regardless of the disjointedness of these moves they have a relatively long recovery and are punishable ([I[i.g.[/I] Knee, Grab, D-Air, U-Air, etc).I belive his Utilt, Fsmash, and Usmash are disjointed
If you aren't getting to Sheninja fast enough with SH/FH U-Air~FF and end up hitting sheild you will be at about -1 to -5 frames when you hit the ground (if you're hitting at the last moment possible you will be at -1 frames) you will have 5-6 frames to respond with something as the grapple acts on frame 7 for shield grabs. As a side note you have significant hitstun after landing U-Air (assuming neither of the two hitboxes of U-Air (2)) and have much better follow-ups (at low percents only Grab, Tackle (1) and Jabs are viable follow-ups).I can generally punish a shuriken with a FFUair->Gent, though if he shields I get grabbed.
Teching in this scenario is always a challenge and I agree you should practice this but do so in general and not just against Greninja.I have a problem teching his Bair if he stage spikes because the timing is weird, I need to practice it vs someone.
That's a bit of an issue. 5 to 6 frames is faster than anyone can react, so basically it's a hard read. It comes down to learning your opponent in the course of a 2 stock match, but even then there is a large margin for error. I typically come out of a Uair swinging, so if the Greninja shields perfectly, I have already started my jabs, in which case, after the gentleman, he has ample opportunity to grab.If you aren't getting to Sheninja fast enough with SH/FH U-Air~FF and end up hitting sheild you will be at about -1 to -5 frames when you hit the ground (if you're hitting at the last moment possible you will be at -1 frames) you will have 5-6 frames to respond with something as the grapple acts on frame 7 for shield grabs. As a side note you have significant hitstun after landing U-Air (assuming neither of the two hitboxes of U-Air (2)) and have much better follow-ups (at low percents only Grab, Tackle (1) and Jabs are viable follow-ups).
Oh yes! Some great guides have been written by some fantastic people. Check these out.http://smashboards.com/guides/capta...-serving-justice-updated-new-videos-added.25/So far there is 2 true combos I have seen with Falcon, Down throw Dash to F-Air if done right and Falling U-Air Dash to F-Air. Has there been any more found???