Trollby
Smash Apprentice
Falco has a very good moveset, but what do you guys personally think about it?
This is what I think IMO.
Jab- Definitely has amazing range, you can follow up anything out of this and cancel most char's options with this.
Utilt- Good for juggling opponents, some follow ups, and in some situations could be a kill move.
Dtilt- Although this is a very useless move and should never be used, I find that following up with this after a Dthrow or Dthrow>JC could be helpful for chars have to be Buffer grabbed such as kirby.
Ftilt- Good move for spacing and definitely a nice follow up after Jab. Could possibly kill at very high percents.
Lasers- Need I say? This move is absolutely amazing for camping, but I find that to be boring. Lasers can be used a lot more than just SHDL. I like to Breversal when the opponent doesn't see it coming and I also like to wavebounce lasers and use it for mindgames. Example would be running up to an opponent, turning the other way, and using breversal > Bdacus for tha Kill :D But there are many more uses for this.
Firebird- Terrible to use for attacking, meh for recovering, and sometimes you have to be patient when you use this or the opponent will edgehog you. Or in other situations could be pivoted so you can get back on stage.
Reflector- I like to use this for spacing, or following up after Uthrow in some situations. It's a pretty alright move.
Phantasm- Damn, this could be used in so many ways to recover, but most of them most of the time won't be safe at all. Also used for camping or mindgames as well if you know how to cancel it consistently.
Nair- I definitely like to use this move when an opponent is mid-air or above me on a platform. Useful to rack up damage as well if you FF Nair to Grab or Utilt
Bair- A very decent kill move depending on stage and moment, this move has better priority if it is RAR'd and could be used to catch someone in the air. ( Such as snake, since he's so slow when he recovers or is in mid-air )
Uair- Could be a nice follow up after IAP at high percent, but normally I don't this move because it seems risky to me, unless of course if it will kill and the opponent and is trying to get back onto the ground, but IMO not good depending on what char you are trying to kill it with.
Fair- Falco's worst move, period. Only safe option to use this move is to get back on stage when the opponent least expects it, other than that, terrible move.
Dair- AMAZING for follow ups after Dthrow. Easily a kill move if you can execute the spike, but this can be avoided if the player is smart and knows how to SDI, so watch out for that and Fsmash if they try to roll away from the edge or catch them with another move such as dash attack since it has a long range, but Fsmash is definitely what you should catch them with, Stutterstep since this does help Fsmash's range.
Dsmash- I personally like to pivot this move to catch the opponent offguard or punish them if I want to punish them quickly, but normally I wouldn't use this to kill.
Fsmash- Good kill move if it's stutter-stepped, but it CAN be punished if the opponent expects it. Also good follow ups for Dthrow if you stutterstep and good for punishing.
Upsmash- I love to use this move the most to kill people. If you master BDACUS, it has such long range and too many uses. Dthrow>BDACUS can sometimes ensure a safe kill, but it also works out of many other things such as airdodge, but don't use it consistently as the opponent could adapt and punish. This move is also good for follow ups and punishing as well.
So what do you guys think?
This is what I think IMO.
Jab- Definitely has amazing range, you can follow up anything out of this and cancel most char's options with this.
Utilt- Good for juggling opponents, some follow ups, and in some situations could be a kill move.
Dtilt- Although this is a very useless move and should never be used, I find that following up with this after a Dthrow or Dthrow>JC could be helpful for chars have to be Buffer grabbed such as kirby.
Ftilt- Good move for spacing and definitely a nice follow up after Jab. Could possibly kill at very high percents.
Lasers- Need I say? This move is absolutely amazing for camping, but I find that to be boring. Lasers can be used a lot more than just SHDL. I like to Breversal when the opponent doesn't see it coming and I also like to wavebounce lasers and use it for mindgames. Example would be running up to an opponent, turning the other way, and using breversal > Bdacus for tha Kill :D But there are many more uses for this.
Firebird- Terrible to use for attacking, meh for recovering, and sometimes you have to be patient when you use this or the opponent will edgehog you. Or in other situations could be pivoted so you can get back on stage.
Reflector- I like to use this for spacing, or following up after Uthrow in some situations. It's a pretty alright move.
Phantasm- Damn, this could be used in so many ways to recover, but most of them most of the time won't be safe at all. Also used for camping or mindgames as well if you know how to cancel it consistently.
Nair- I definitely like to use this move when an opponent is mid-air or above me on a platform. Useful to rack up damage as well if you FF Nair to Grab or Utilt
Bair- A very decent kill move depending on stage and moment, this move has better priority if it is RAR'd and could be used to catch someone in the air. ( Such as snake, since he's so slow when he recovers or is in mid-air )
Uair- Could be a nice follow up after IAP at high percent, but normally I don't this move because it seems risky to me, unless of course if it will kill and the opponent and is trying to get back onto the ground, but IMO not good depending on what char you are trying to kill it with.
Fair- Falco's worst move, period. Only safe option to use this move is to get back on stage when the opponent least expects it, other than that, terrible move.
Dair- AMAZING for follow ups after Dthrow. Easily a kill move if you can execute the spike, but this can be avoided if the player is smart and knows how to SDI, so watch out for that and Fsmash if they try to roll away from the edge or catch them with another move such as dash attack since it has a long range, but Fsmash is definitely what you should catch them with, Stutterstep since this does help Fsmash's range.
Dsmash- I personally like to pivot this move to catch the opponent offguard or punish them if I want to punish them quickly, but normally I wouldn't use this to kill.
Fsmash- Good kill move if it's stutter-stepped, but it CAN be punished if the opponent expects it. Also good follow ups for Dthrow if you stutterstep and good for punishing.
Upsmash- I love to use this move the most to kill people. If you master BDACUS, it has such long range and too many uses. Dthrow>BDACUS can sometimes ensure a safe kill, but it also works out of many other things such as airdodge, but don't use it consistently as the opponent could adapt and punish. This move is also good for follow ups and punishing as well.
So what do you guys think?