Scruffy_Scoundrel
Smash Apprentice
Ah Captain Falcon, such an energetic and manly character. When I first picked up Falcon I had so much fun dancing around the stage and comboing my opponent. Then I came across the bane of my existence, Link. The Hero of Time can be a very difficult opponent for The Captain, we have to play much differently against him than we do against other characters. The Ratio of the Match Up isn't quite clear to me but I will say it feels like an up hill battle for Falcon, but nothing is impossible for Justice Incarnate. In this thread I will go over all the things I feel are essential/helpful against Link if you have any advice you think should be in this MU guide please let me know.
NEUTRAL GAME:
It can be very difficult to approach Link in neutral, we can't rush him down because his sword will out prioritize our attacks.
We can't weave in and out to bait out whiffs from him because he can just use his great projectiles to stop our movement and rack up damage very quickly. The keys to beating Link in neutral is being able to move around on the platforms as well camping the top platform when necessary.
From the top platform Link won't be able to pressure you with projectiles as much thus he will be forced to come after you, when Link's feet leave the ground he is at his weakest our aerials come out faster than his and thus we will be able to challenge him in the air. I find that waiting for Link to go for a risky U-air then punishing with a shield drop aerial of our very own is the best course of action. Link is fairly easy to combo once you manage to score a hit and landing a Knee of Justice feels so much more rewarding after working so hard to get it.
UPDATE: 3/11/15 New information I received (Courtesy of HiroProtagonist) Spacing nairs to beat boomerang alongside consistent powershielding is a great way to approach Link in neutral
EDGE GUARDING:
People would have you believe that Link's recovery is poor, those people are very wrong Link's recovery is good (especially compared to ours). Link has many recover tricks but there are 2 main things that are hard to punish, Bomb Jumping and Tether Grabbing. Link's horizontal recovery is hard to punish as falcon, if we miss space even a little bit it could cost us a lot. I find the best way to punish a tether attempt is to hop offstage and B-Air him, for the most part I haven't really discovered how to edge guard link and advice would be appreciated.
UPDATE: 3/11/2015 New information I received (Courtesy of HiroProtagonist), after a tether recovery link is forced to ledge-hop if we are holding ledge, from here it is simply a matter of hitting him with a ledge hop reverse knee.
RECOVERING:
First and foremost, DO NOT ROLL FROM LEDGE!!, Link's Up B will crush you if you roll from ledge and send you at a trajectory you won't comeback from. Invincible ledge aerials can be a good way to get link off of you and give you space to space to get on the stage but again watch out for his Up B if your timing is off prepare to get sent flying. Invincible Ledgedashes are the best option to recover from ledge against Link, you're able to pass through him and gain positional advantage, from there you can punish him with the people's elbow (F-Smash), or grab him if he's at too low of a percent to kill and combo him into a knee. I'm still looking into more recovery options so consider this unfinished.
STAGE PICK:
You're going to want to avoid stages without platforms or platforms that aren't high enough to avoid his ground attacks,Stay away from; Final Destination, Pokemon Stadium 2, and Smashville.
I would say that your best stage against Link is Dream Land, if this is not available then I'd say go for Battlefield or Fountain of dreams, Distant Planet should be good as well.
SHIELD PRESSURE: ( TO BE ADDRESSED )
That's all from me for now, I'll be sure to address more aspects of this Match-up in the future and if you have anything in particular you think should be addressed or any critiques on this thread in general don't hesitate to let me know, This is my first MU guide so I'd like to know how I can improve.
NEUTRAL GAME:
It can be very difficult to approach Link in neutral, we can't rush him down because his sword will out prioritize our attacks.
We can't weave in and out to bait out whiffs from him because he can just use his great projectiles to stop our movement and rack up damage very quickly. The keys to beating Link in neutral is being able to move around on the platforms as well camping the top platform when necessary.
From the top platform Link won't be able to pressure you with projectiles as much thus he will be forced to come after you, when Link's feet leave the ground he is at his weakest our aerials come out faster than his and thus we will be able to challenge him in the air. I find that waiting for Link to go for a risky U-air then punishing with a shield drop aerial of our very own is the best course of action. Link is fairly easy to combo once you manage to score a hit and landing a Knee of Justice feels so much more rewarding after working so hard to get it.
UPDATE: 3/11/15 New information I received (Courtesy of HiroProtagonist) Spacing nairs to beat boomerang alongside consistent powershielding is a great way to approach Link in neutral
EDGE GUARDING:
People would have you believe that Link's recovery is poor, those people are very wrong Link's recovery is good (especially compared to ours). Link has many recover tricks but there are 2 main things that are hard to punish, Bomb Jumping and Tether Grabbing. Link's horizontal recovery is hard to punish as falcon, if we miss space even a little bit it could cost us a lot. I find the best way to punish a tether attempt is to hop offstage and B-Air him, for the most part I haven't really discovered how to edge guard link and advice would be appreciated.
UPDATE: 3/11/2015 New information I received (Courtesy of HiroProtagonist), after a tether recovery link is forced to ledge-hop if we are holding ledge, from here it is simply a matter of hitting him with a ledge hop reverse knee.
RECOVERING:
First and foremost, DO NOT ROLL FROM LEDGE!!, Link's Up B will crush you if you roll from ledge and send you at a trajectory you won't comeback from. Invincible ledge aerials can be a good way to get link off of you and give you space to space to get on the stage but again watch out for his Up B if your timing is off prepare to get sent flying. Invincible Ledgedashes are the best option to recover from ledge against Link, you're able to pass through him and gain positional advantage, from there you can punish him with the people's elbow (F-Smash), or grab him if he's at too low of a percent to kill and combo him into a knee. I'm still looking into more recovery options so consider this unfinished.
STAGE PICK:
You're going to want to avoid stages without platforms or platforms that aren't high enough to avoid his ground attacks,Stay away from; Final Destination, Pokemon Stadium 2, and Smashville.
I would say that your best stage against Link is Dream Land, if this is not available then I'd say go for Battlefield or Fountain of dreams, Distant Planet should be good as well.
SHIELD PRESSURE: ( TO BE ADDRESSED )
That's all from me for now, I'll be sure to address more aspects of this Match-up in the future and if you have anything in particular you think should be addressed or any critiques on this thread in general don't hesitate to let me know, This is my first MU guide so I'd like to know how I can improve.
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