@chompy
Falco 45:55
This MU is pretty even but the bird’s got slight advantage on us. Let me start off with how you should start off.
Camp until you are at NO LESS!!! than 36% or else you’re looking at a guaranteed 50% with follow ups that can lead to our demise or at least massive damage. Now if falco does grab you DI back and up and spam jump because if he tries to boost pivot you will footstool him and escape.
Even if you don’t hit him with arrows because of the reflector that’s fine because at 36% we can catch up with Fthrow x3 into dash attack into utilt for over 40% damage. This also sets up juggling potential which allows us to possibly gimp him if we get him offstage.
After up close combat begins due our inability to out camp him there are a few things to keep in mind.
1. Nothing we have beats falco’s jab up close. It has ungodly priority and he can jab cancel it into all sorts of follow ups. Fortunately our jab our ranges his and our infinite part is the only thing that stops is normal jab. The best moves for dealing with his jab are (in order) dtilt, jab into infinite, any properly spaced aerial, arrow, WOI.
2. Even after 36% try your hardest not to get grabbed because falco can dthrow>bdacus no matter what and that is a kill combo at 120%. At mid-mid high percents he can dthrow>jab into laser lock if you don’t tech it correctly.
3. now here are the things you should do once you inside falco’s range and not dealing with the above 2 parts:
• The majority of your damage should come from jab>infinite, grabs, and dtilt. Jab infinite is what you should use if you just got inside, you are punishing a spot dodge, if his jab whiffed you barely, or you are reading a phantasm.
• Grabs are to be used as punishment for anything you can punish with it. Don’t waste your fsmash and don’t use arrows if he is within grab range (duh). Try and set up for a gimp if possible when you grab him.
• Dtilt is used to outrange any move he uses on the ground and clank with anything it does manage to hit. This is your best option because dtilt never fails to lead into a situation that is good for you and bad for them.
Ledge Game
Let me get this out of the way right now. If you need to go under a stage to recover keep an eye on falco in case he tries to shoot you out of up b. That being said here we go.
This match up becomes easier for Pit if he is edge guarding. Falco is susceptible to being gimped by our arrows and our AR more than many other characters. His terrible up b is easy to edge hog and AR handles phantasm. Dtilt them if they are on the edge either to hit them off or if you can spike ‘em (<highly unlikely against falco but don’t forget when it is an option).
If we are being ledge guarded he is going use his angled ftilt, shine, laser, bair, and fsmash.
• Ftilt can be angled to hit us while we are hanging. It can kill at high percents and does good damage. Is also very long and kinda disjointed.
• If we try to jump onstage we will get shined. However we can mirror shine turn him around if we are spaced right. Otherwise find another way up.
• Laser can eat jumps and hit us out of glide and up b. Sometimes falling back and then getting up with AR or mirror out works to reflect them back.
• Bair is a pseudo WOP and can stage spike us.
• Fsmash is strong, disjointed as hell, and can hit us while we are hanging there. If he does this just fall back and regrab or use it as your chance to go to the other side of the stage.
Killing
Kills won’t be coming until higher percents (approximately 120ish %) for both of you (unless you go and get spiked early on) so keep in mind to save fsmash or dsmash and not to miss a chance to bair him near the edge. Also gimping as mentioned before is a great strategy as well.
Falco will use bair, fsmash, and usmash to get there kills. His bdacus out of laser (and sometimes dthrow) is true so don’t let him get you in that position. His fsmash is disjointed and overpowered (especially behind him). His bair will also kill you when fresh and has a lasting hit box.
ANGEL RING
In this MU this move gets its own section for use. This move will serve you very well in this match up if you use it correctly. Use it wrong though and you’re eating fat damage so pay attention to this part. I will go over its main purposes in order.
What properties make this move use- this move has unique properties which allows it to be a great punishing tool. Here I will list all of its purposes in this MU. If you need help learning any ATs just post down in reply section.
• Because this move is a reflector we can use it to aid in our approach. If you can do ART then all the better because then you can also jump to avoid laser spam and continue forward with your reflector out.
• Holding this just over the lip of the stage against a recovering hits him if he is hanging there and stops or clanks with phantasm.
had to find my old summary. still true tho
edit:
where teh hell is teh sex? imeanmink