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Falco's Combo's, easy punishes, and approach options

Guide Falco's Combo's, easy punishes, and approach options

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Estravo

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zooliger
Estravo submitted a new guide:

Falco's Combo's, easy punishes, and approach options - Good Combo's and Kill options for Falco (Sm4sh)

Hello everybody. My name is Estravo and today I am here to give you a beginner through advanced falco guide.
Combo's:

0-45%: If you get a grab at this percent range then you could down throw into dash attack (Leaves them at 13 or more percent) After the dash attack, you can short-hop Nair into a short hop fair, or spike, depending on DI and where you are at the stage. Another guaranteed combo at the percent range is up throw, nair into fair. This does at least 20% if you hit every...
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Ffamran

The Smooth Devil Mod
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Aug 25, 2014
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Thread's locked since we kind of have another thread for this purpose and usually I'd merge them, but it's kind of a guide, so... yeah...

Ok. I just wrote this because a lot of people I know have trouble with fighting as falco and they don't know a lot since there are some buffs and nerfs he had recently.
Like NotAnAdmin said, these are known things about Falco, some of which were superseded like U-throw's considered a more versatile option than D-throw or even F-throw which is rarely used by players for early setups and D-throw to dash attack is considered less safe than D-throw to Bair which even on whiff, Falco can immediately jab, Ftilt, Dtilt, etc. if the player auto-cancels his Bair. Even then, the low 15 frames of landing lag is better than dealing with dash attack's 29 frames of recovery.

As for buffs and nerfs, most of those came from his transition from Brawl to Smash 4. Buffs being things like the Bair gaining 30 knockback growth letting it kill even easier, Fair gaining auto-link angles, a finisher hit, and mechanic changes such as lower SDI multipliers making it much more difficult to SDI out of moves, or how his Up Smash gained 4-5 active frames, does 6% more, and only gaining about 6, if I remember correctly, total frames. Nerfs would be 5 more total frames to his jab 1, 7 more total frames to his jab 2, double startup on dash attack, loss of a front hitbox on Bair, slower, homogenized Dair, and removal of auto-cancel windows, reduced range - justified since it covered past the stage in Brawl -, and slower firing rate on his Blaster with no compensation, especially in lower end lag, and Falco Phantasm along with Fox Illusion losing their intangibility frames, Falco Phantasm regaining its Melee startup - justified since it was frame 16 and intangible - and its hitbox was halved - kind of not justified since Falco's really vulnerable because of that.

Patches only nerfed damaged in terms of Nair and Uair losing 1% in 1.0.8, Fair's landing hit lost 2% in 1.0.8, Fair couldn't drag people down which other auto-link moves such as Meta Knight's Bair or Fair - can't remember which - were also affected which is justified since it was kind of ridiculous, and Uair lost some knockback in 1.0.8. Buffs were that Fair gained another 1% in 1.0.8, it became 2 frames faster, had its landing lag reduced by 7 from 32 to 25, Fair's landing hit had a reworked hitbox and also gained 3% in 1.0.4 from 2% to 5% which was reduced to 3% in 1.0.8, Dair's clean hit gained an active frame and the clean hit never spikes grounded opponents meaning they can't tech unless they're hit in the air, Uair became 3 frames faster in compensation for 1% less damage and some less knockback, Nair gained auto-link angles to connect better in compensation for 1% less damage, and Up Smash's second hit gained active frames along with having reworked knockback and hitboxes so it would hit properly. Patches didn't really do much to Falco; it made his aerials function better, but none of the changes are game-changing compared to say, Ike who has lower total frames on his jab allowing him to jab repeat like in Brawl, but not as insane, Fair's hitbox being fixed allowing him to combo using the top hitbox from D-throw or U-throw, Uair gaining more base knockback and slightly less knockback growth somehow making it kill just as well if not better, and dash attack becoming a potent kill tool. Falco's major issue is his mid-range game due to a lack of a functioning projectile. Everything else is fine from his air game, close combat game, and even long-range game apart from silly shenanigans like jab's total frames and jab 2 to rapid jab's slow transition can get him punished heavily from any move frame 5 and below, how his standing grab is among the slowest melee grabs in the game, or how Fire Bird never changed beyond an inferior multi-hitting version of Fire Fox or an inferior has a charging hitbox version of Fire Wolf.
 
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