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How to Pauwnch and not kill yourself - how to play falcon

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Zeallyx

Fox mains get all the girlz
Joined
Jul 13, 2008
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This sort of a guide about how to play falcon. I hope this helps beginning falcons.



TABLE OF CONTENT

1 Falcon's speed
2 Falcon's trip animation
3 Falcon's jab game
a. Jab canceling
b. The jabs
c Follow ups
d. Arial punishment
e. Arials>Jabs
f. Smashes after jab(s)
4 Falcon's dash attack
5 Falcon's aerials
a. Uair
b. The knee(Fair)
c. Dair
d. Bair
e. Nair
6 Falcon's specials
a. The falcon kick (down b)
- The Falcon kick>Ledge cancel (postionings section)
b. The raptor boost (side b)
c. Falcon dive (up b)
d. The falcon punch (neutral b)
7 Falcon's smashes
a. Forward smash
b. Down smash
c. Up smash
8 Falcon's tilts
a. Up tilt
b. Forward tilt
c. Down tilt
9 Falcon's grab/throws
a. Up throw
b. Forward throw
c. Back throw
d. Down throw
10
Grab releases
a. On wario
b. On squirtle
c. On meta knight
d. On Toon link
11 Falcon's ledge attack
12 Falcon's pivot grab
13 Falcon's moves: killing percents


FALCON'S SPEED



falcon is one of the fastest characters in the game. This means he can get to the opponent quickly to punish or lure out attacks (as he can get away fast with his running speed too).
Beeing fast is a good thing, it can provide good mindgames (simply running away and towards them for example). Also falcon's move strings can be executed fast because of his running speed, this means it can put pressure on your opponents if used well, wich can lead them to making a mistake wich in turn can be punished. I'm not saying that falcon's speed makes him alot better, but it is certainly helpfull if used correctly in your falcon game.

FALCON'S TRIP ANIMATION



as you may find yourself running alot, or dashing, (wich should be used with caution because of tripping anyway) you should be ready for a trip at all times. Even if you execute a smash. Falcon's tripping animation is absurdly long, and can get you punished easily, so try to be ready to recover from this as soon as possible, or at least keep in mind that this can happen to you.
This is probably common knowledge by now, but as falcon's tripping animation is so long, and as falcon's running speed can be used to improve ones game, I found it worthy of it's own little section.

FALCON'S JAB GAME


the jab is one of falcon's best moves, as it combo's into a grab, and some airials combo into a jab. By using the run>pivot>slide technique, it is possible to approach with jabs, as jabs don't stop the slide (so the slide can make you slide while jabbing). A good falcon player will find himself using his neutral A quite often, this 'guide' is to help you to use the jab in the best ways possible.

Jab canceling
It is possible to cancel a jab (into a grab for example) to make the jab>grab combo. All you have to do is input your next action (the action you jab cancel into) at the right moment for the jab to cancel.

THE JABS

The first jab
Damage: 3%
Number of Frames this move has: 3



This is the most important jab, as when you use the jab, it is the only jab that is unavoidable to use. This jab can be jab canceled into a grab, but if this jab connects, the best option (most of the time) is to use the second jab (at least) too.

The second jab
Damage: 2%



This jab isn't unavoidable to use, as you can jab cancel the first jab, but this jab is also very important, as the first jab combo's into the second jab. The second jab reaches further than the first, so remember, if the first jab misses the opponent who's just out of range, the second jab will hit. This jab can also be jab canceled into a grab. (wich makes the jab>jab>grab combo)

The third jab
Damage: 6%



With the third jab, falcon hits the opponent with one of his knee's. This jab can be 'jab canceled' into the first jab (to avoid using the multi jab) but this isn't inescapable. One can first jab>second jab>third jab>first jab etc. with the right timing and jab cancel the first or second jab into a grab.

The fourth jab - the multi jab
Damage: depends on opponents DI. one jab of the multi jab does: 2%
most of the time 5 hit, wich is 5 x 2 = 10%



after the third jab, falcon goes into an attack where he jabs multiple times. This move is easily punishable and can be DI'd out of easily. Though it has it's downsides, it is not always a bad idea to use this, as variation is important for a good jab game. This jab cannot be jab canceled.

FOLLOW UPS
Falcon's jab game doesn't stop with his jabs or the grab wich it combo's in, it's also about how you punish the opponents reaction on the jab. These won't form real combo's, but they can work wonders if you use them right.

jab(>jab)>Utilt
If the opponent tries to DI away from your jabs (they could try to avoid a multi jab for example) an Utilt punishes them very nicely

jab(>jab)>up b
Falcon's up b works very well in combination with jabs, as it not only punishes opponents who try to DI out of your jabs, but it also punishes opponents who try to shield the jabs.

Multi hit>up b
although this is kind of risky, because if they roll, they can punish the after lag of you up b (use your up b near a ledge, so you can avoid the ending lag by hanging from the ledge to avoid this) but if they try to DI out of your multi jab (wich they most likely will) an up b punishes them nicely.

jab(>jab)>Falcon kick/raptor boost
These two moves punish opponents who roll away after getting jabbed. (if they roll away from you that is, but this is unlikely) although these moves have quite some ending lag, the opponent should have a hard time punishing them if you keep variation in your jab game. (and if they rol towards you after the jab(s), they have an even harder time punishing this.
These two moves can also work after the third jab/multi hit.

AERIAL PUNISHMENT
When you are jabbing an opponent, jumping is also a possibility for falcon. (like: jab(>jab)>jump) this can lure out reactions (like smashes, or jabs from the opponent). When you are in the air, arials can punish their actions.

jab(>jab)>jump>Fair
This one really pays off if it connects (sweetspots) but it is also risky. If you lure out a punishable smash, this move if the one to go for.

jab(>jab)>jump>Dair/AC Dair
if you use the non AC'd Dair, you'll endure landing lag, but you'll have more time to punish (wich normal Dair, I mean Dair out of a full jump)
If you use the AC Dair, you could follow up with more jabs, or even use the AC Dair>Knee/Uair combo, but an AC Dair out of jabs is punishable, but a good addition to your jab game if you keep variation in it.

jab(>jab)>jump>falling Uair
This also works wonders, and can even combo into more jabs at lower percents.

jab(>jab)>jump>Bair
This can be uses after you jump over them after the jab.

jab(>jab)>jump>Nair/SH Nair
This can also work wonders, and if you SH FF the Nair it even combo's into more jabs. (if only the first hit of the Nair connects)
if you really want to use this as a punishment, you should focus on landing the second hit (too)

AERIALS>JAB(S)
Some of falcon's arials combo into jabs (at lower percents). This also contributes to falcon's jab game.

The aerials that combo into jabs:

(falling) Uair
This one combo's into jabs at lower percents.

(first hit of the)Nair
A SH FF Nair can setup for a jab combination very well

The Bair used in your jab game
If you SH FF a Bair, it can lead into a jab if you buffer the jab. This may not be a real combo, but still one of the many additions to your jab game.

jab-(>jab)->run away from opponent->SH bair is also a good option.

SMASHES AFTER JAB(S)
This is a risky thing to do, but if it works it pays off. It is all about not keeping variation in your jab game for this to be unexpected.

jab(>jab)>Usmash
This could do nice damage if it connects. As the opponent is xlose enough to you after one or two jabs for both hits of falcon's Usmash to connect.
You can also jab(>jab)>dash dance Usmash for mindgames, or hyphen smash to punish an opponent who rolls away from you.

jab(>jab)>Fsmash
The Fsmash after one or two jabs can really catch an opponent off guard. But quick moves from the opponents can stop this easily, so use this combination with caution.

jab(>jab)>Dsmash
This punishes opponents who try to roll behind you while you jab. Falcon's Dsmash is verypunishable if it misses though.

As you can see, the jab has alot of different ways to be used and to setup for other attacks. So the jab is a big part of falcon's metagame.

FALCON'S DASH ATTACK
Damage first hitbox: 8%
Damage second hitbox: 6%
Number of Frames this move has: 8



Falcon's dash attack is really punishable if shielded/perfect shielded, so use this with caution. But when you hit with thismove, it sets up for arials. Even as this move doesn't really combo into anything, it is a great move to get your opponent into the air.

FALCON'S AERIALS

UAIR
Damage first hitbox (when falcon's feet are infront of falcon): 12%
Damage second hit box (when falcon's feet are infront of him but above him falcon, like North east of him): 13%
Damage third hitbox (when falcon's feet are behind him but above him, like North west of him): 12%
Damage fourth hitbox (when falcon's feet are behind him): 10%
Number of Frames this move has: 6



As we all know, Uair is one of, if not the only 'spammable' move falcon has. With it's very low landig lag and with the big area around falcon it covers with hitbox, it is a very usefull move.

1-approaching
Falcon has a pretty bad approach game, but Uair is one of falcon's (few) decent approaches. It can be used while falling (hitting with the first hitbox) and then follow up with jabs (and a grab out of that for example) or you can RaR the Uair for it to cover a bigger area, only this way it's harder to follow up with jabs as you need to turn around first.
Both are decent ways to approach and when mixed up (normal and RaR'd) it can advance your approach game in no time.

2-When you, and your opponent are in the air
The Uair is quite a fast move, and can be used more than once in a full hop. This way it can punish airdodges quite nicely.

3-as a follow up
It is a good follow up out of a Down throw and dash attack. Although this may be easy to avoid. But as Uair can punish airdodges, one can lure out an airdodge and punish with Uair (after for example a Dthrow)

4-offstage
Offstage this move is a great gimper, especially if used after a flubbed knee. Also Uair>Uair is a great way to gimp (maybe even Uair>Uair>second jump>Knee :D)
you can also RaR it offstage for it to cover a bigger area so it can be even easier to gimp with (although harder to continue gimping after a RaR'd Uair)
Uair offstage = win

5-to lure out attacks
As Uair is a fast move, it can be used to lure out attacks quite nicely. The opponent may think 'omg he's attacking' and you simply DI away, endure the almost non existent landing lag, and punish the opponents mistake(s)

6-as a KO move
Uair has quite some killing power at higher percents. If you save it, it has great potential to finish off your opponent.
And as Uair is fast, and has little landing lag, it isn't that much of a risk to try to finish the job with.

7-to hit opponents standing on a platform (above you)
Uair is great for hitting opponents on platforms, as it covers a pretty big area above falcon.

8-As a 'ledge attack'
When you are hanging from the ledge, using a ledge attack isn't your only option. You can also use an Uair.
Just flick the controlstick away from the ledge, then jump, DI towards the stage and Uair.
One can also use a knee this way (and other arials) but a knee and a Dair are really punishable. (and a Bair will most likely not connect in this scenario)
You could also use a Nair this way to be safe, but as only the first hit of the Nair will connect this way, a Uair is better for this.
The Uair has more knockback than the first hit of the Nair, does more damge IIRC and is pretty safe to use.

9- To punish with
The Uair is also great for punishing. A falling Uair works wonders on opponents on the ground, and it punishes airdodges and it has quite some range/area its hitbox covers, so it can out range some of the opponents attacks.
And as this move has quite some shield push back and little to no ending lag, this move is quite safe to use to approach/punish grounded opponents.

THE KNEE(FAIR)
Damage when sweetspotted: 19%
Damage when semi-sweetspotted (no electricity, but still stronger than flub knee): 6%
Damage when used as a flubbed knee: 3%
Number of Frames this move has: 14



Even though the Knee was nerfed badly, it still is a pretty good move. It is more of a punishing move now, but it still has it's purposes.



1-as an approach
People may no longer ascosiate the knee with approaching, but it can still be used as an approach! If you execute the knee right after you jump, you will endure no landing lag (as the landing lag for the knee is horrible normally >.<)
This way, one can use the flubbed knee as an approach, and follow up with jabs (and a grab after that for example) It's also possible to combo a flub knee into an Utilt/Ftilt/Dtilt/Falcon kick if the opponent trips from the flubbed knee.
on taller opponents, the knee can even sweetspot this way(wich also combo's into a jab on some characters)
vid: http://nl.youtube.com/watch?v=VPyvRRR8cdc

2-offstage
The flubbed knee is great for gimping. flubbed knee>Uair works wonders!
Fast fall sweet knee also works wonders, but it depends on your opponents way of recovering.
Simply running of the stage (without jumping)>sweet knee/gimp knee can also work.

3-to punish with
Like I said before, in brawl the knee is more of a punish move. And it is great for punishing.
If you can lure out an attack with your first jump, you can second jump then fastfall sweet knee for a good amount of damage.
Be carefull though, not all attacks can be punished this way, and it becomes really predictable. Use it with caution

4-as a KO move
The sweet knee is THE KO move if it connects. It has huge knockback. But it isn't so easy to hit with the knee of justice in brawl unfortunatly. You need quite some mindgames to make it work. But when it connects, it is an awesome finisher.

5-as a 'ledge attack'
When you are hanging from the ledge a ledge attack isn't your only option, one can also use the knee. (although it has limited range, the opponent must be close to the ledge)
Just flick the control stick away from the stage, jump, DI towards the stage and use falcon's mighty Fair. This way it is quite easy to sweetspot the knee.
But be carefull though, it is really punishable if you miss or hit their shield.
Even as a 'ledge attack' the knee stays a punish move, so hope they try to punish your way of returning onto the stage and punish their punishment with a knee to their face.
One can also walljump>knee to surprise and most likely KO (if it connects, wich is easier said than done) recovering opponents

6: As an edgeguard (hybrid of punish and offstage, but still)
If and when your opponent begins to recover predictably or screws up their recovery, they are helpless. Land the Knee, and it's usually a kill.

7. Hitlag Trick (extends sweet moment, but very situational)
If you're against a Wario, a Link, or you're at Mansion or Smashville, this can work. Other situations, too, but I havent seen it in any others. Anyway, True Knee some object. Wario Bike, Gale Boomerang, Pillars, or Balloons, and you get put in hitlag. This freeze you in a single frame (one of the sweet frames) for more time. If the enemy runs into you, they get Kneed. Not useful very often, but cool.

(NOTE: 7 also works on invulnerable opponents, knee them before it ends, and hitlag extends time to hit them anyway. Also works with Falcon Punch. A fun way to hit Wario. Falcon Punch his bike. The hitlag trick also works with mario's FLUDD)

Point 6 and 7 by Roager

8-to stagespike with
One can use a flubbed knee to stagespike, although this is pretty hard to do, as it is hard to execute the flubbed knee so that it stagespikes.
The real way to stage spike is with a sweet knee. Just face towards the stage, jump backwards and punish opponents who try to bide time hanging from the ledge or intercept recovering opponents by sweet kneeing them into the stage for a nice stagespike.
So even though the knee is harder to hit with in brawl, it still has it's uses.

9-to use with standard platforms
FH knee sweetspots at the height of the platform, (SH knee sweetspots opponents on lower platforms)
and when standing on a platform, if you run off this platform to the ground and knee as you leave the platform it will sweetspot just before you touch the ground.

10-to use for recovering
When you are send flying away from the stage, the knee can be used to recover, as by using the knee towards the stage, the knee's forward momentum can save your life.
One can also intercept the opponent with a sweet knee when they try to gimp you :D
(point 10 by peeeetah)

11 Way to land after the knee without lag faster
One can 'Auto-cancel' the knee faster, by Shorthopping>knee then Fastfalling (the fastfall after falcon's 'kneeing animation has finished in the air, wich is when he starts to retract his knee) to land earlier (still without lag). This is faster than simply letting the falcon land.
If one implements this in their game, you can make your move strings faster (in other words, you can follow up faster after a SH sweet/flubbed knee)

12 IASA frames on falcon's knee's ending lag
Also, The ending lag of the Knee has IASA frames (Interupted as soon as frames, wich means frames that can be canceled by taking another action).
Falcon's knee's IASA frames are the frames where he stands up after the knee. (so in other words: you knee>endure lag, then normally the standing up woudl be part of the lag, but we now know the standing up frames are IASA frames).
So when falcon is standing up after the lag, you can finish the lag earlier by jabbing/shielding/jumping etc. Any other action will suffice. This cuts fraes off of falcon's landing lag, wich also makes you able to follow up faster after a knee (even when you do endure landing lag).

DAIR
Damage when used as a spike: 14%
Damage when used to send the opponent flying horizontally: 14%
Number of Frames this move has: 16



Dair is also a pretty good move. Even though it has alot of landing lag (wich can be avoided by executing the Dair immediatly after you short hop) and has a small hitbox, it still has it's uses

1-As an approach
If you execute the Dair immediatly after you jump, you can avoid the ending lag. This way it can combo into a knee (or other arial) at certain percents. The short hop Dair is a great move to mix into your (approaching)game. But watch out, as it has a small hitbox.

2-offstage
Dair is a pretty good spike. So it can be used for spiking effectively. It also has a new feature in brawl: The upper part of falcon's body sends the opponent flying horizontally. It has pretty good knockback this way, so it can also be used to gimp the opponent by sending them sideways.

3-as a KO move
With the new feature of beeing able to send the opponent flying horizontally, it now isn't just a spike, but also a pretty good finisher. It does pretty good damage and knockback, so it can serve it's new purpose pretyy well. But watch out, as It has a small hitbox.

4-as a 'ledge attack'
It can be used as a ledge attack, the same way as the knee and Uair. Although this is punishable as you'll endure the landing lag, it can surprise the opponent and knock them away horizontally. It is risky though.

5-when you, and your opponent are in the air
One can always spike the opponent onto the stage and maybe follow up with jabs, or techchase for other possible follow ups. But you best bet with the Dair in this situation is to send them flying horizontally, so you can KO them off the side, or knock them off the stage and follow up with gimping :D

6-to lure out attacks
If you use the short hop Dair without landing lag, this move is great for luring out attacks.
Just SH Dair towards them, then DI away, to set up for punishing.

7- to combo with
If you SH AC Dair an opponent who stands on the ground, falcon's Dair can combo into a knee/Uair/Nair/Bair. This is a great way of getting the opponent offstage and to setup for gimps, or the AC Dair>Knee combo can even cost the opponent a stock.

when the opponent is near the edge of the stage, this may also work:
run>SH Dair while flying over them>jump past the ledge so you don't land on the stage>arial/special
this may not be inescapable, but it is great as a mindgame/to catch your opponent off guard.

8 To use to slow down after beeing send flying upwards
When you are beeing knocked away upward, the Dair can slow down a little on your way up, and sometimes even save your life.

9 IASA frames on falcon's Dair's ending lag
Like falcon's knee(Fair) The Dair also has IASA frames on its ending lag. (For an explaination explaining what IASA frames are, please look at the 'IASA frames on falcon's knee's ending lag section)
This means that you can follow up after the Dair faster. (even when you experience landing lag)

BAIR
Damage when sweetspotted (when you hit with falcon's fist): 14%
Damage when not sweetspotted (when you hit with falcon's arm/area around his arm): 12%
Number of Frames this move has: 10



Bair is a pretty strong move (when sweetspotted) with little landing lag.(a FF'd Bair is faster than waiting till the animation ends in the air) So this move, just as Uair, is one of falcon's best arials. Although this move isn't as versatile and 'spammable' as Uair, this move also has quite some uses.

1-approaching
RaRing is key for approaching with Bair. This is also one of falcon's decent approaches. I recommend every falcon main to mix this into their (approaching)game

2-when you, and your opponent are in the air
This is also quite a fast move, and can be used mroe than once in a full jump. This move can create a little WoP, and can punish airdodges quite nicely, so it is a pretty good move to use in this situation.

3-offstage
As I said before, this move can create a semi WoP, so offstage it can bring the opponent quite close to the side of the screen with a string of Bairs (or even KO them)

4-as a KO move
Bair is pretty strong move and can KO really well. As it is fast and strong and has little landing lag, this is one of falcon's more reliable finishers.

5-to punish with
Bair is a great way to punish attacks. For example: jump, to lure out an attack, then second jump ove rthe opponent and Bair to punish. This is a pretty basic way, but as Bair does quite some damage it is a great punisher, all you need are some mindgames.

6-to lure out attacks
Same as with Uair. As Bair has little landing lag and is a pretty fast move, it can lure out attacks pretty nicely, wich sets you in a position to punish the opponents mistake(s)

7-To use as a 'ledge attack' (final destination only as far as I know)
As Bair hits behing falcon, it can't be used after hanging from the ledge the same way as falcon's Uair. But there is another way on final destination:
when hanging from the ledge, simply drop down, jump towerds the stage, walljump (this turns you around) then Bair your opponent. But as Bair doesn't have alot of range, the opponent must be quite close to the ledge, making this kinda situational. But still, this is something to keep in mind.

8-to stage spike with
As Bair hits behind falcon once can simply drop down and bair the opponent to smack them into the stage wich may result into a stagespike. This is good for punishing opponents who try biding time by hanging from the ledge, or to simply finish off recovering opponents

NAIR
Damage of the first hit: 4%



Damage of the second hit: 6%



Number of Frames this move has: 7

Nair is a pretty versatile move. It can be uses as an approach, and it has two hits for the opponent to worry about and has quite some range. (It has low priority though) This move also autocancels (a FF'd Nair is faster than waiting till the animation ends in the air)

1-approaching
The Nair is good to approach with on taller characters, as both hits can connect. But as it has low priority, it is also quite risky to approach with, especially on small(er) characters who can punish an Nair approach quite easily.

2-when you, and your opponent are in the air
This move can be quite usefull to punish airdodges as it has two hits (so it lasts longer than most other moves). But again, it's low priority makes it outrioritized by many of other characters arials.

3-offstage
This move can gimp quite well. But Uair/knee/flubbed knee may be a better option for this.

4-as a KO move
The second hit of the Nair can KO pretty nicely, but it is quite hard to hit with, expecially on smaller characters.

To combo into jab(s)
The first hit of the Nair (if FF'd) can combo into jab(s). This is quite usefull to setup for a grab combination (jab>jab>grab for example)

FALCON'S SPECIALS

The falcon kick (down b)
Number of Frames this move has when used on the ground: 15











the falcon kick has quite some reach, and is one of falcon's decent approaches. This move has 3 different hitboxes:
1 the first/the start:
wich send the opponent flying horizontally away from you (when really close they are send flying in the direction you aren't facing, when a little further away, but still in the range of the first hitbox, they are send flying into the direction you are facing)
Damage done when the opponent is hit by the first hitbox: 13%
2 the second/during the kick:
wich sends the opponent flying upward
Damage done when the opponent is hit by the second hitbox: 11%
3 the third/the end:
wich sends the opponent flying horizontally away from you.
Damage done when the opponent is hit by the third hitbox: 7%

It has some startup and ending lag, so punishing it is quite easy, but used at the right times, this move is very usefull, for example:

To punish rolls/techchase
This move is very good for techchasing, as it follows the opponent during their roll, and hits them as they are vulnerable again.

To ledge cancel>
If you finish the ground variation of the falcon kick right on the ledge, the ending lag will not be present and you will be able to use an arial/jump immediatly. This sets up for some combo's and it can be used for mindgaming as well.
vid of some of the possible possibillities of the Falcon Kick>LC:
http://nl.youtube.com/watch?v=7Pq8s5P_u40

THE FALCON KICK>LEDGE CANCEL (POSITIONING SECTION)

The falcon kick>ledge cancel can really improve your falcon game. If implemented into your game you can catch the opponent offguard with Falcon kick>ledge cancel(>jump)>arials (for edgeguarding for example) or you can even combo them.

Knowing the positioning is required (the positioning of when you hit with the falcon kick and when you don't hit with the falcon kick, as hitting an opponent slows down the falcon kick wich effects where the falcon kick will end. And you have to end the kick on the ledge of the stage to ledge cancel). To help you to get to know the positioning (and remember the positioning) kupo15 was so kind to provide ingame pictures with the positioning shown of several stages.

To remember the positionin of the FK>LC, one thing you could pay attention to is the background.

To show you the positioning on several stages, here are the pictures provided by kupo15:
(These pictures show the positioning for when you ledge cancel the falcon kick without hitting your opponent)

The positioning on Battlefield



The positioning on Delfino plaza



The positining on Final destination



The positioning on frigate orphion



The positioning on Halbert



The positioning on Lylat cruise



The positioning on Pictochat



The positioning on Smashville



The positioning on Yoshi's island



This move can also be used in the air to make it go diagonally downward
Damage done when the opponent is hit by the first hitbox: 15%
Damage done when the opponent is hit by the second hitbox: 13%
Damage done when the opponent is hit by the third hitbox (the damage done when the opponent is hit by the shockwave that the arial falcon kick creates when it hits the ground): 9%
Number of Frames this move has when used in the air: 16

You can also make the first(when used close to the ground)/second and third hitbox hit, for the damage of the first/second+the third hitbox.

first+third = 24% damage
second+third = 22% damage



This way it can be used for different purposes, like:

punishing in general
when you lure out an attack with a jump, and are too far away for an arial, the arial falcon kick punishes the opponent nicely. It has a 'shockwave' effect when you land, wich can damage the opponent too.

make it harder to gimp you
When you've gotten knocked away from the stage, and are high up, an arial falcon kick makes you go down faster, wich if used right, can help you alot.
If you mix this into your game, it will get harder for the opponent to gimp you offstage, as you can suddenly FK and drop faster. This also creates a hitbox, wich can punish edge guarders. This is not to hard to punish so use this carefully.
Also watch out for the ending lag the arial faclon kick has when you land on the ground after using it (when not high up enough)

The raptor boost (side b)
Damage done when using the raptor boost on the ground: 7%
Number of Frames this move has when used on the ground: 21



This move also has quite some reach, like the FK. And this move also has quite some startup and ending lag.

To punish rolls/techchase
This move is very good for techchasing, as it follows the opponent during their roll, and hits them as they are vulnerable again. It is also possible to reverse this move (push the joystick in the other direction you are facing and then quickly in the direction you are facing) to extend the raptor boosts distance.

To punish approaches with/as a counter
If you use the reversed raptor boost, tou'll move back a little with this move, wich can be used to dodge attacks. This way it can punish approaches, and/or serve as a counter.

To setup for arials
This move is also a great way of getting the opponent into the air. This sets up perfectly for a arial follow up and/or to punish airdodges.

Punishing in general
This move is great for punishing. As it sets up for airials to follow up with and puts the opponent into a position were you can lure out and punish airdodges, Using this as a punish move can really pay off.

This move, too, has different uses when used in the air, like:
Damage done when using the arial raptor boost: 7%
Number of Frames this move has when this move is used in the air: 23

spiking
This move is captain falcon's second spike. But remember, when you have used this move, you will enter a freefall animation, wich will make it risky to spike with.
The spike is best used while recovering to punish edge guarders. Although this move is easily punished, it can punish edgeguarders right back with a spike.

To mockwave land
The mock waveland is an advanced technique wich requires you to arial raptor boost onto a slope, wich makes you slide. This can be used for sliding jabs for example. This is a very usefull technique to catch your opponent off guard.

As a recovery
The arial raptor boost can also be used as a (horizontal) recovery.
This is punishable, but if you mix this into your game (but never use this against mario, his cape will destroy this) and use it at the right times (when opponents aren't near/unable to hit you due to having missed you, or ending lag for example). If you just mix this into your game, and learn the times when and when not to use this (wich comes with experience) your game will improve.

Falcon Dive (up b)
Damage: 17%
The damage is divided by two hits:
The grab, doing 5% damage
and the explosion (when falcon shouts YES!), doing 12% damage.
Number of Frames this move has: 14





This is falcon's third jump, his recovery. This move has quite some uses, and it also has teleportation frames, wich can make it grab foe's close to the ledge when recovering for example.

To use out of a jab
This move is one of the best moves to use out of a jab. It does good damage and it goes through shields. Beware of it's ending lag though.

To stage spike with
This move is great for stage spiking. When an edge guarder comes after you, or tries to edge hog you, this move will stage spike them.

To punish
when you see an opening/or the opponent endures ending lag of a move they used, this move is great for punishing. It is quite fast and deals great damage.

To use as an approach
Falcon's running animation can be canceled into an up b, this makes it an approach move too. It is also possible to use the run>pivot>slide technique to slide towards the opponent until you are close enough to grab them with an up b.

To edgeguard with
Even though falcon has other moves to edge guard too, this move shouldn't be forgotten in this department. The teleportation frames and good priority (for falcon) it's good for punishing opponents recoveries.

Falcon punch (neutral b)
Damage: 27%
Number of Frames this move has: 53



This move is very risky as it has alot of startup and quite some ending lag. But when used right this move is great for early ko's.
This move is only usefull when you are certain about what your opponent is about to do, wich is almost never. But it does have uses, like:

Reverse falcon punch
Damage: 28%



If you falcon punch and immediatly push the control stick in the opposite direction you were facing, falcon turns around for a little boost in damage and knockback.

'360' falcon punching
Damage (same as reversed): 28%

This is not really a 360 punch, it's just an arial B reversed, reversed falcon punch.
done like this:
1 jump
2 push joystick the opposite direction you are facing
3 push b
4 push the joystick the way you were originally facing.

To punish with
If you mix the falcon pucnh, reverse falcon punch and the 360 falcon punch all into your game, you can keep your opponent guessing. This move is still very risky though, and should only be used when you are (almost) sure you will hit with it. Nonetheless this move is perfect to punish ledge attacks, and when reversed/360'd it can mindgame the opponent into attack, wich you can then punish with proper arial movement after the reverse. Again, this is very risky, and should be used with caution, but should not be forgotten.

This way you will perform a reversed falcon punch in the direction you originally faced, for a little boost in damage and knockback, and more arial movement control.

As an edge guard
When the opponent tries to recover, an offstage falcon punch could finish the job. The timing needs to be just right though. The falcon punch is alot less punishable offstage, but remember to only use the falcon punch before your second jump, or else you probably won't make it back to the stage yourself.

Used as recovery
As the falcon punsh/reverse falcon punch gives a slight horizontal boost (like marths shield breaker, only falcon punch gives a smaller boost) it can be used to get you back to the stage. It is easily punished though, so use this with caution.

FALCON'S SMASHES


Falcon's smashes all have some startup/ending lag, making them unreliable to KO with. But still, KOing is what they do, and can do very well. Just using one of falcon's smashes out of the blue won't get you anywhere, you need to use them to punish.

Fsmash
Damage: 19%
Number of Frames this move has: 18

Falcon's forward smash is kind of slow (startup lag), and It's ending lag is also clearly present. But this move KO's really well. and can punish opponents mistakes very well.
Also, angle this move downward to hit smaller opponents (like Kirby, Meta knight etc.).
One can also use a stutter step Fsmash (this means initiating a dash right before you Fsmash, wich makes falcon do a step forward) wich gives Falcon's Fsmash more reach.
Another option is to dash dance>Fsmash/stutter step Fsmash to avoid an attack and immediatly punish it with a Fsmash, or as a mindgame, wich can improve the succes rate of the Fsmash.

Dsmash
Damage done when the opponent is hit with the first kick: 18%



Damage done when the opponent is hit by the second kick: 16%



It is possible to hit with both kicks, but this is hard unfortunatly.
When you do, it pays off, as it will do (18+16=) 34% damage
Number of Frames this move has: 19

This is arguably falcon's best smash. This move is great for punishing rolls (if the opponent tries to roll behind you for example) and as it hits on both sides, it can be used to punish spot dodges if you turn around>Dsmash (the second kick will punish the opponents spot dodge.
As this move comes out quite fast (not fast when compared to other characters smashes, but for falcon this move is good startup lag wise)So this move is great for punishing in general.

Usmash
Damage done when the opponent is hit with the first hit: 8%
Damage done when the opponent is hit with the second hit: 13%
Both hits will connect most of the time (if the first hit connect that is)
when both hits connect, this move will
do (8+13=) 21% damage
Number of Frames this move has: 22





If both hits of falcon's Usmash connect, it does great damage, but this is easier said than done. This move has great mindgame potential, but the need of mindgames doesn't make a move good.
This move can be Dash attack canceled (falcon's DACUS: Dash Attack Canceled Up Smash), although this doesn't do much for falcon. (it actually shortens the distance falcon slides while Usmashing, wich can be usefull in it's own way ofcourse) But the best way to approach with this move is by simply using a hyphen smash (run/dash+Usmash) this will make falcon slide (quite far). This can catch opponents off guard, and it is great for punishing (ledge attacks for example, or other moves with ending lag opponents may/will use).

FALCON'S TILTS

falcon's tilts are also a good addition to ones falcon game. They come out faster than falcon's smashes, wich makes them a little more reliable.
If falcon's tilts are used right, they can rack up damage nicely, and even KO (Utilt).

Utilt
Damage: 13%
Number of Frames this move has: 17



Falcon's Utilt is great for punishing (ledge attacks/approaches for example). It has quite some startup/ending lag, but it is still very usable. At higher percents this move can KO very well too.
This move is a great follow up after a falling Uair, (missed) falcon kick, Dash attack, raptor boost or jab.

This move is also great to use on opponents above you (opponents on a platform for example)

Ftilt
Damage: 10%
Number of Frames this move has: 9



Ftilt is a good move to mix into your jab game. It is quite a quick move compared to falcon's other moves (except the jab, wich is quite fast). It still has some ending lag though. But it can rack up damage nicely and is good for punishing.

Dtilt
Damage: 10%
Number of Frames this move has: 11



At lower percents, this move can create a semi-Dtilt lock (like 2 or 3 hits) but if I recall correctly it is escapable, only it will catch your opponent off guard most of the time. This move can be used for poking shields, as it is one of falcon's safer moves to use. It does have some startup/ending lag, but if you space yourself correctly/decently you should be fine.
This move is also a great addition to ones jab game.

FALCON'S GRABS/THROWS



Falcon's grab game is also very important to his meta game because (one of) his best move(s) combo's into a grab. Remember to always grab hit (damage of one grab hit: 2%) the opponent after you grab them, as for falcon every percent damage given counts. Each direction of throwing sets up for different follow ups:

Uthrow
Damage: 7%



This can lead to an up b if the opponent tries to counter with an arial (that does not outprioritize falcon's up b) or if they try to DI away. The up b after the Uthrow is easyily escaped by an airdodge, but this move string often works out of the blue.
The Uthrow is a good way of getting the opponent in the air to follow up with airials (and to lure out>punish airdodges)

Fthrow
Damage: 9%



This throw can be a semi chaingrab at lower percents, but if I recall correctly it is escapable, but often catches the opponent offguard.
This direction of throwing is also good to get your opponent offstage at higher percents when you are facing the ledge (and are standing close to it) to setup for gimps (wich falcon can do well)

Bthrow
Damage: 9%



This move has the least follow up potential, and it's best use is arguably just to get the opponent offstage at higher percents when facing away from the ledge. If used this way, this throw, like the Fthrow, can setup for gimps.

Dthrow
Damage: 7%



This throw is arguably falcon's best throw, as it sets up perfectly for following up with arials (punishing airdodges) and sometimes even a regrab, if they try to airdodge all your follow ups till you land next to them and punish their airdodge with a grab (or a jab combination).
This seems to be the throw with the most follow up potential, but mixing all throws into your game, and using them at the right moment, will keep the opponent from beeing able to predict your throws and will make your follow up's succes rate increase.

GRAB RELEASES
falcon has quite some grab release combo's on a variety of characters, here is a list of the known combo's:

On wario :wario:

grab release>knee







this works wonders to get in free knee's, and to make the knee a reliable kill move on wario.

grab release>Uair







Not as effective as the knee, but it can still KO at higher percents and free damage is always welcome. And the Uair is easier to land than the sweet knee.

grab release>Dair







This actually sets up for a chaingrab from around 15 - 50 percent, by doing:
grab>grab release>AC Dair>(buffer if needed)jab>grab>grab release>AC Dair>(buffer if needed)jab>grab repeat.
At around 50 percent wario can tech after the Dair, making it possible to escape the CG. At this point simply replace the AC Dair with a sweet knee after the grab release.

vid to show what I mean with the CG on wario
here:http://nl.youtube.com/watch?v=qV-PZel_iGE

grab release>Nair







Also good for racking up (free) damage. Works wonders if you want to save your Knee/Uair for the kill.

On squirtle :squirtle:

grab release>regrab (CG)







This little chaingrab can rack up damage nicely. Watch out for platforms on wich squirtle can land to escape the combo though.

grab release>offstage falling Uair









If you position yourself correctly while holding squirtle, the grab release can lead into a free Uair if squirtle gets grab released off of the stage and you run off the stage and perform a falling Uair.
This is great for racking up damage, and as you can CG squirtle across most stages, this is mostly a nice ending of the CF (if positioned correctly)

On meta knight :metaknight:

grab release>Uair







this works into a regrab from 0-40, so this is very usefull, as meta knight is one of falcon's hardest matchups

grab release>Dash attack







(Either hit box)- if you hit with the second hit box of the dash attack you can chain him.
Dash attack(2nd hit) stops working at 25-30%. once you hit that mark, MK goes into an animation allowing him to air dodge.

grab release>regrab (CG)








It is possible to chaingrab meta knight with a grab release, wich is good for racking up damage. when at/near the end of the stage, (when a regrab wouldbe impossible due to meta knight not landing on the stage anymore) one can use the grab release>Dash attack as a final hit (if mk is below 25-30%).

On Toon Link :toonlink:

Uair







this seems to be the only possibility after a grab release on toon link, so this seems to be the best option against him. As Uair does good damage, and this combo makes Uair a more reliable kill move against toon link. (The timing for this is pretty hard though)

FALCON'S LEDGE ATTACK

Damage done when you(the falcon) is under 100% damage: 10%



Damage done when you(the falcon) are (over) 100% damage: 8%



Just like every other character, falcon has a ledge attack. This isn't your best option when hanging from the ledge most of the time, but it's invincibility frames make it the right choice for some situations.
One can also replace this with a ledge hopped Knee/Uair/Nair. But it depends on the situation, if the opponent uses something punishable when you are hanging from the ledge, a knee/Uair is a better option. But some of the opponent attacks will require a ledge attack to be punished.
Remember, one can also be safe and ledgehop airdodge/roll onto the stage/jump onto the stage to be safe(r). It depends on the situation, and the insight needed for the descision about what to use when when hanging from the ledge comes with experience.
(also, the ledge attack changes after you reach 100% damage. This is not falcon exclusive, this happens to all characters)

FALCON'S PIVOT GRAB



(credit to peeeetah for the idea of adding this to the guide)
Like all other characters, falcon has a pivot grab. This can be used to punish spotdodges or shields when the opponent thinks you'll use a dash attack for example.

It is also possible to dash dance>pivot grab to use the pivot grab instead of the regular grab. For some characters this adds reach to their grab game, as the pivot grab often has more reach, but for falcon this is not as noticable.

FALCON'S MOVES: KILLING PERCENTS
link to the thread with the killing percents of falcon's moves (thread by doggalina)
here:http://www.smashboards.com/showthread.php?t=177470

Credit to: Noodlehead, for some of the pictures. (The ones showing hitboxes in green)
and credit to noodlehead for correcting some spelling errors.

More info will be added soon
 

Stafy

Smash Journeyman
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While I agree that Falcon Punch is risky, you should include that if you jump and tap the opposite side quickly, Falcon Punch will turn around completely. This is good for aiming Falcon Punch better because of movement of Reverse Falcon Punch.
 

eRonin

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eRonin
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Interesting how Falcon Punch has the smallest amount of text on it, despite it being in the title.
Otherwise...
How do you +rep in this forum?
 

SirroMinus1

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Interesting how Falcon Punch has the smallest amount of text on it, despite it being in the title.
Otherwise...
How do you +rep in this forum?
on the right side above his name it says rate this thread. i gave it a 5. good work TKONTK
 

Zeallyx

Fox mains get all the girlz
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thanks for the rating:)

and also:
UPDATE ( 17 dec 08)
I've added alot of new info to the OP (all smashes, Tilts indepth and added more info about the falcon punch)
I also added a section for falcon's Dash attack, his running speed, his tripping animation and addedto more sections to the raptor boost.
And I added the sliding jabs, and sliding>up b approach to the OP.

I'll soon add indepth info about falcon's grabs and ledge attack.
 

Player-3

Smash Hero
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Mr. President, heres something i do for ****s and giggles that works pretty good

When recovering form above the stage , i like to falcon punch so that i hit near the edge, it works good agianst tether edgehogs (olly, ivysaur, etc) funny as hell when it works too

plus... lolmindgames

5 star guide i must say Mr pres
 

peeeetah

Smash Cadet
Joined
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Messages
72
i think i got a couple of things that we could add to this.

for his dair, i'm not the best at autocanceling falcon's dair (too used to melee sometimes), so one way i work around that is i dair so that my dair ends up off the stage, and then i use my second jump and come back with a bair or uair or something. i even rar it and come back with a knee.

on raptor boost, it's also a great bait and punish move. say marth comes at you double fairs, just dash out of range and raptor boost back to catch him off guard. also learn to space it for spiking from onstage. it's a little shorter than the distance for the ledgecanceled fk. the thing about it tho is that it's got too much knockback. tough to follow up.

also put something in there about pivot grabbing. it's pretty good for punishing airdodges and spotdodges. tricky timing tho, cuz it's kinda slow.

well that's it so far.
 

MarTh-

Smash Apprentice
Joined
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Messages
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falcon punch is a horizontal recovery move & ftilt has some serious ending lag
 

Zeallyx

Fox mains get all the girlz
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Needs pictures.
I agree. But I don't know how to add pictures to a post.

falcon punch is a horizontal recovery move & ftilt has some serious ending lag
thanks for the info. I'll edit into the OP (alhough I think Ftilts ending lag isn't as bad as you make it out to be.)

Also, I'm glad this thread got stickied, as it may help beginning falcon mains and will maybe keep them from asking frequently asked questions, as alot is covered here.
Thanks for the sticky:)

UPDATE (18 dec 08)
I added the info MarTh contributed to the OP.
I also added more info about falcon's Utilt.
There's now also a section about falcon's pivot grab, as peeetah came up with the idea of adding it, and I think it's worthy of it's own section.
 

peeeetah

Smash Cadet
Joined
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Messages
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yeah ftilt isn't too bad. i usually use it after jabs to make sure it connects. even if it's shielded it's got pretty ok knockback.
 

Ayaz18

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since this is stickied I say you link Doggolina's data in the OP then Unsticky his thread and also unsticky the show me your moves guide, or you could link that in the OP also if you want

just because there are WAY too many useless stickies.
 

Player-3

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Could you add edgeguarding D3 with up b?

When he tries to use his Up b to recover, up b into his over and over again, works great if you dont miss..
 

Noodlehead

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I agree. But I don't know how to add pictures to a post.



thanks for the info. I'll edit into the OP (alhough I think Ftilts ending lag isn't as bad as you make it out to be.)

Also, I'm glad this thread got stickied, as it may help beginning falcon mains and will maybe keep them from asking frequently asked questions, as alot is covered here.
Thanks for the sticky:)

UPDATE (18 dec 08)
I added the info MarTh contributed to the OP.
I also added more info about falcon's Utilt.
There's now also a section about falcon's pivot grab, as peeetah came up with the idea of adding it, and I think it's worthy of it's own section.
img tags just put the adress in between this
 

Zeallyx

Fox mains get all the girlz
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since this is stickied I say you link Doggolina's data in the OP then Unsticky his thread and also unsticky the show me your moves guide, or you could link that in the OP also if you want

just because there are WAY too many useless stickies.
alright, I'll add a link to doggalina's thread to the OP.

Could you add edgeguarding D3 with up b?

When he tries to use his Up b to recover, up b into his over and over again, works great if you dont miss..
I think this could work, I'll edit it into the OP

img tags just put the adress in between this
thank you very much, I'll add pics asap:)

EDIT: pics added (more may follow when I come across more)
 

Tenki

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Question: are you guys familiar with using a single 'dashdance' to 'pivot' a foxtrot?

Because Falcon's foxtrot/foxtrot dance is really good.

Really.


Also, using retreating dash > pivot + sliding jab is really useful too :<
 

-Jumpman-

Smash Champion
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Ok, you guys should ask rebaz some stuff. Here's one: d-throw, shff nair (only the first hit connects, the second one gets canceled because you hit the stage), jab games blablabla grab again.
 

Zeallyx

Fox mains get all the girlz
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My mistake if he did.
jab(>jab)>jump>Nair/SH Nair
This can also work wonders, and if you SH FF the Nair it even combo's into more jabs. (if only the first hit of the Nair connects)
if you really want to use this as a punishment, you should focus on landing the second hit (too)


The arials that combo into jabs:

(first hit of the)Nair
A SH FF Nair can setup for a jab combination very well

Dthrow
This throw is arguably falcon's best throw, as it sets up perfectly for following up with arials (punishing airdodges) and sometimes even a regrab, if they try to airdodge all your follow ups till you land next to them and punish their airdodge with a grab (or a jab combination).
This seems to be the throw with the most follow up potential, but mixing all throws into your game, and using them at the right moment, will keep the opponent from beeing able to predict your throws and will make your follow up's succes rate increase.
It is in there -Jumpman-:)
 

RebazTalei

Smash Apprentice
Joined
Aug 15, 2008
Messages
148
i didnt read the whole thing, i read a couple things, and i was amazed that people know these things, but they dont ****ing use it, Really ****ing great though.

good job ToKneeOrNotToKnee.

i Salute u.
 

SecretofMana

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Rebaz! Been a while since I've seen you around here. Those matches of yours versus Izaw blow mah mind.

Also yeah, excellent job dude. 8D
 

Wogrim

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Seems like you're missing info about Raptor Boost being reversable and that its most reliable (in my opinion) use is dodging + punishing. It's pretty much a counter like Marth's down-b, but trades the ability to deal with range and long-duration hitboxes for the ability to punish attempted grabs. That kind of leaves out some details, but basically it can shut down most approaches. Once it lands, you basically go for easy UAir or mindgame their airdodge.
 

Zeallyx

Fox mains get all the girlz
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Seems like you're missing info about Raptor Boost being reversable and that its most reliable (in my opinion) use is dodging + punishing. It's pretty much a counter like Marth's down-b, but trades the ability to deal with range and long-duration hitboxes for the ability to punish attempted grabs. That kind of leaves out some details, but basically it can shut down most approaches. Once it lands, you basically go for easy UAir or mindgame their airdodge.
thank you
I've added the info you provided to the OP

Edit: this is my 1000th post..awesome
 

Wogrim

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The reversed part has nothing to do with the rest of my post. When you reverse it, you go in a straight line instead of going one way in the windup part (used to dodge attacks) and then the way you pressed for the side-B. Dodging attacks doesn't need any dash dance because it puts you back a few feet before going forward.
 

Darxmarth23

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I find it easy to to a sh nair after an sh nair.

Its not like everyone has a 12 frame responce. I say that its easy to pull off.

then depending whrer i am on the stage i follow it up with another aerial.
 
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