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Lordy's Captain Falcon Metagame Guide

lordhelmet

Smash Master
Joined
Feb 10, 2009
Messages
4,196
Location
Grand Rapids, MI
At low percents, FH Nair -> Full Hop Uair -> FF'd FH Nair -> Up-B is a pretty sweet pseudo combo. It looks good in training mode but would probably fail in a real match.
 

lordhelmet

Smash Master
Joined
Feb 10, 2009
Messages
4,196
Location
Grand Rapids, MI
GR -> Strongspot (where it does 14%) Nipple Bair on Wario (at low %s) could be useful.

Edit:

It doesn't give you frame advantage, but it puts Wario in a really weird spot and has definite potential for followups.
 

PZ

Smash Lord
Joined
Oct 4, 2009
Messages
1,987
Location
Hinesville, Georgia
One I have been studying wario GR<combos n such for awhile and I like to say it true combos at 20+ into a good amount of stuff except the pure obvious.

Two I cannot get that once 60+ true combo after GR on wario cuz the footstool<flub after gr is hard to time<.<

Three yea...dtilt tripping will take some stailing and against wall otherwise not very practical

Four I can knee now so I fill so much better that I decided to come backaff to the falcon boards
 

Zeallyx

Fox mains get all the girlz
Joined
Jul 13, 2008
Messages
5,575
Location
Europe
Four I can knee now so I fill so much better that I decided to come backaff to the falcon boards
Learning not to knee has been falcon's brawl metagame since approx. 08
 

lordhelmet

Smash Master
Joined
Feb 10, 2009
Messages
4,196
Location
Grand Rapids, MI
Soo say goodbye to Peach's combo game.

Finally got a hang of dual sticking. Hold up and mash to the side with the cstick to get out of dair. Tippered uair is a good punish once you get out :yeahboi:
 

teluoborg

Smash Otter
Premium
Joined
Mar 12, 2008
Messages
4,060
Location
Paris, France
NNID
teloutre
Rar = win. Get it ?

No it stands for reverse aerial rush, which means you dash, turn around and jump during the turn around so that you jump forward while facing backwards.
 

Grimmz

Smash Journeyman
Joined
Nov 23, 2011
Messages
462
Oh I see, I kind of knew it was something like that, Just wasn't sure. Anyways, I would go for a dash>RAR'd bair because most of the time you can't punish snake after he does his tilts if you approach with dash>sheild(and tilting is what he usually does to punish any approach), he'll immediately spot dodge. Would you consider to roll in back of him?
 

teluoborg

Smash Otter
Premium
Joined
Mar 12, 2008
Messages
4,060
Location
Paris, France
NNID
teloutre
If he spotdodges everytime then wait and punish the spotdodge.

How to punish a spotdodge as Falcon :
-smash, they usually take long enough to hit the vulnerable frames (high risk/reward)
-Hold A to gatling jab, you'll hit everytime (low risk/reward)
 

S4C

Smash Rookie
Joined
Feb 1, 2014
Messages
17
Location
Tokyo Japan
3DS FC
2638-2053-6437
[collapse=Introduction]
Introduction:

This is the current "Metagame Guide" for Brawl's Captain Douglas Jay Falcon (not to be confused with Rick Wheeler). Everything in here is worth reading if you're looking to improve your Falcon. Now of course, this guide isn't perfect and neither am I, feedback is encouraged.

PLEASE NOTE: Guides become outdated very easily, videos especially. Anything I say here can quickly become obsolete, so please keep that in mind.

External Links:


Terminology:

  • AC (Auto Cancelling): performing a move in such that you do not experience any landing lag. You can auto cancel Falcon's aerials by immediately inputting an attack just after you short hop (slide your thumb from jump to A and simultaneously move the control stick.)
  • Buffering: Inputting a command while you are in an animation for another move, the command you inputted will start the very frame it is able to. You can buffer any input within a 10 frame window - keep in mind there are 60 frames in a second.
  • Dash Dancing: Quickly moving the control stick from right to left continuously to confuse the opponent as to what you are going to do next.
  • Disjointed Hitbox: A hitbox that extends out of a hurtbox. Meaning you can get hurt in an area that your oponent cannot get hurt in (MK's sword, Snake's utilt.)
  • FH (First-Hit): Refers to an nair executed low to the ground so that only the first kick hits the opponent.
  • Hyphen Smash: Flicking the control stick (left or right) from a standing position and buffering an up smash.
  • IASA Frame: Interrupt as soon as frame. This means that some move's cooldown lag can be cancelled early into another move.
  • Metagame: A broad term usually used to define any strategy, action or method used in a game which transcends a prescribed ruleset, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game. (As defined by Wikipedia)
  • Movestrings: A string of attacks. Movestrings can consist of true combos, psuedo combos, or moves made possible by reading the opponent and predicting/punishing their actions.
  • SA (Super Armor) Frame: A frame where you will take damage from attacks but receive no knockback and will not flinch.
  • Psuedo Combo/ Frametrap: A combo that is not 100% inescapable, but rather is a series of moves that can be reliably strung together.
  • True Combo: A string of attacks that cannot be escaped.
  • Wave Landing: Executing a Raptor Boost on a slanted floor, causing Falcon to slide across the ground.


Falcon's Metagame in a Nutshell:

Falcon's metagame revolves around being quick and safe as possible - abusing Falcon's ground and aerial speed, jab game, and aerial game.

Rack your opponent's damage with jabs, grabs, uairs, and pseudo combos. Play safe - AC all your aerials, fast fall your uairs and nairs, buffer a jab for when you land, throw in some dashdancing. Know your spacing, know your priority, know what moves can be shown to get through your opponent's guard.




[/collapse]

[collapse=Moveset Analysis]
Moveset Analysis:

Jab
[collapse=Hitboxes]




[/collapse]
  • Rating: 5/5
  • Uses:
    1. Racking damage
    2. Keeping your KO moves fresh
    3. Out-speeding your opponent in close quarters
    4. Stopping opponent's combos/approaches
  • Other:
    1. Hits on frame 3
    2. Ends on frame 16
    3. One of Falcon's best moves (Jab ->> Jab -> Grab)
    4. Jab canceling is better than going into the jab infinite (tapping A once or twice and cancelling it with a duck, then repeating)
    5. The jab infinite is not recommended when the opponent is at higher percent, however it can be useful for racking when the opponent is at low percents

Dash Attack
[collapse=Hitboxes]


[/collapse]
  • Rating: 3/5
  • Uses:
    1. Approaching (there are better options)
    2. Hitting an opponent lying on the ground
    3. Continuing movestrings or setting up an aerial chase
  • Other:
    1. Hits on frame 7
    2. Ends on frame 38
    3. Don't be obvious with dash attack, you will get shield grabbed
    4. A pretty fast move with good knockback angles

Ftilt
[collapse=Hitboxes]

[/collapse]
  • Rating: 4/5
  • Uses:
    1. Spacing
    2. Setting up pseudo combos, and mixing into your jab game
    3. Keeping your KO moves fresh
  • Other:
    1. Hits on frame 8
    2. Ends on frame 38
    3. Can KO at high percent (150)
    4. Angled ftilts are 5 frames shorter than regular ftilts

Utilt
[collapse=Hitboxes]


[/collapse]
  • Rating: 3/5
  • Uses:
    1. Breaking through high-priority moves like Tornado or GW's dtilt
    2. Edgeguarding
    3. A KO (if you keep it fresh)
  • Other:
    1. Hits on frame 17
    2. Ends on frame 40
    3. Easily punishable if you get predictable with it
    4. Great range
    5. Has a disjointed hitbox
    6. Hits MK out of nado

Dtilt
[collapse=Hitboxes]

[/collapse]
  • Rating: 2/5
  • Uses:
    1. Hits on frame 11
    2. Ends on frame 33
    3. Mixing into your jab and spacing games
    4. Keeping your KO moves fresh
  • Other:
    1. If you hold down on the control stick just slightly and tap A, Falcon will not go into his ducking animation but will dtilt from his standing animation - making it quicker and less expected
    2. Pops the opponent up nicely, allowing you to continue a movestring or connect a Knee

Fsmash
[collapse=Hitboxes]

[/collapse]
  • Rating: 2/5
  • Uses:
    1. KOing
    2. Punishing
  • Other:
    1. Hits on frame 19
    2. Ends on frame 48
    3. Has punishable cooldown lag
    4. Use the shutterstep AT to increase range

Usmash
[collapse=Hitboxes]


[/collapse]
  • Rating: 3/5
  • Uses:
    1. KOing
    2. Punishing opponents (hypen smash)
  • Other:
    1. Hits on frame 22/28
    2. Ends on frame 43
    3. Great hitbox
    4. Does 21 damage, not bad for racking
    5. SDIable, it is possible for your opponent to escape the second hit

Dsmash
[collapse=Hitboxes]


[/collapse]
  • Rating: 4/5
  • Uses:
    1. KOing
    2. Mixing into your spacing game
    3. Punishing rolls
  • Other:
    1. Hits on frame 19/29
    2. Ends on frame 38
    3. Doesn't have too much lag, but it is punishable - so don't spam it

Nair
[collapse=Hitboxes]


[/collapse]
  • Rating: 4/5
  • Uses:
    1. Approaching (space correctly to avoid getting shield grabbed)
    2. Racking (FH Nair -> Up-B)
    3. Punishing
    4. Setting up psuedo combos (FH Nair -> Jab -> Grab)
  • Other:
    1. Hits on frame 7/20
    2. Ends on frame 45
    3. Can KO if the opponent is at high percent and offstage
    4. Another one of Falcon's great moves, learn how to use this and implement it into your game

Fair
[collapse=Hitboxes]


[/collapse]
  • Rating: 3/5
  • Uses:
    1. KOing
    2. Punishing
    3. Gimping offstage (Flub -> Uair)
    4. Finishing a flashy combo (recommended)
  • Other:
    1. Hits on frame 14
    2. Ends on frame 40
    3. Not spammable like it was in Melee and I don't recommend using it very often - save it for the kill

Bair
[collapse=Hitboxes]

[/collapse]
  • Rating: 4/5
  • Uses:
    1. KOing
    2. Approaching (RAR'd sourspotted Bair -> Ftilt)
    3. Racking
    4. Stage spiking an opponent trying to recover
  • Other:
    1. Hits on frame 10
    2. Ends on frame 36
    3. Sourspots at the wrist, hit here to combo
    4. Sweetspots at the fist, hit here to KO
    5. If used right after the apex of Falcon's short hop, you will suffer even less landing lag
    6. Overall a good move, it's quick and has good knockback

Uair
[collapse=Hitboxes]



[/collapse]
  • Rating: 5/5
  • Uses:
    1. KOing (at high percents)
    2. Approaching
    3. Racking
    4. Spamming
    5. Gimping (RAR offstage and hit them with the tip)
  • Other:
    1. Hits on frame 6
    2. Ends on frame 34
    3. One of Falcon's most spammable moves
    4. It's quick and can be chained together
    5. Good for aerial camping and chasing

Dair
[collapse=Hitboxes]

[/collapse]
  • Rating: 2/5
  • Uses:
    1. Spiking an opponent offstage
    2. Approaching (AC'd Dair -> Jab/Ftilt)
    3. AC'd dair to knee (true combo at certain percents)
  • Other:
    1. Hits on frame 16
    2. Ends on frame 45
    3. Learn how to AC and bait your opponents punishes
    4. This can be used to buffer turnarounds and buffer in a jab/ftilt/dash attack

Falcon Punch
[collapse=Hitboxes]
N/A
[/collapse]
  • Rating: 1/5
  • Uses:
    1. Could be used if Jiggz misses a rest or if a Ganon is trying to Warlock Punch/ Utilt
      you
    2. Helping recovery - when recovering towards the stage use a 360, when recovering while facing away from the stage use a 180
  • Other:
    1. Hits on frame 53
    2. Ends on frame ?
    3. If used go for a 180, 360, or 540 instead
    4. Very situational, not recommended to use in a serious match

Falcon Kick
[collapse=Hitboxes]

[/collapse]
  • Rating: 2/5
  • Uses:
    1. Punishing opponents in lag, or rollers/spotdodgers
    2. Racking
    3. Approaching (there are better options)
    4. Helping recovery (when higher in the air)
  • Other:
    1. Hits on frame 15 (air 16)
    2. Ends on frame ?
    3. Can be used to punish moves like Tornado, aerial and grounded FK will work
    4. Has better priority than Raptor Boost
    5. Best when the opponent is at a higher percent
    6. Cooldown lag is punishable even if you hit the opponent

Raptor Boost
[collapse=Hitboxes]



[/collapse]
  • Rating: 3/5
  • Uses:
    1. Setting up Falcon's aerial game
    2. Punishing opponents in lag (spotdodgers)
    3. Approaching (try dashdance>RB or reversed RB)
    4. Recovering
  • Other:
    1. Hits on frame 21 (air 23)
    2. Ends on frame ?
    3. Very punishable if missed
    4. Low priority
    5. Best when the opponent is at a lower % to setup movestrings
    6. Can be used to mock waveland on slanted floors

Falcon Dive
[collapse=Hitboxes]



[/collapse]
  • Rating: 4/5
  • Uses:
    1. KOing (at high %)
    2. Racking (FH Nair -> Up-B)
    3. Punishing (Jab -> Up-B)
    4. Using OoS
  • Other:
    1. Hits on frame 14
    2. Ends on frame ?
    3. Can be used to stage spike edgehoggers
    4. Very punishable if missed
[/collapse]

[collapse=Character Specific]
Character Specific:

For more in-depth MU guides go here

CPs and bans go in order of best to worst (all IMO), if you don't like the stage I recommended as a first choice, then choose the next one.



:metaknight: -3 - Video (Reflex, Stroumbert, Ally, Lionman)

  • Tips:
  1. Keep the lead and force MK to approach YOU
  2. Recover around MK when offstage to avoid getting gimped
  3. Never attempt to fight MK offstage
  4. Falcon Kick, Dsmash, Utilt > Nado
  5. SDI bair and fair, SDI uair chains to the right, left, or down
  6. Grab Release -> Regrab/Uair for racking damage
  7. Grab Release -> Hyphen Smash for the KO
  8. Punish Tornado
  • CP:
  1. FD
  2. SV
  • Ban:
  1. Brinstar
  2. RC
:diddy: -2 - Video (Ally, lordhelmet)

  • Tips:
  1. Zdrop any bananas you catch or keep ahold of them for combos
  2. Try to keep Diddy airborne
  3. Run towards Diddy the second the match start and catch any banana he throws before he can use them
  4. Know how to handle your banana
  • CP:
  1. BF
  2. RC
  3. Brinstar
  • Ban:
  1. FD
:snake: -2 - Video (lordhelmet)

  • Tips:
  1. Knee, Up-B, or Raptor Boost Snake out of his Cypher whenever you have the chance
  2. Watch out for Snake's tilts, grenades, mines, and his DACUS (jab him out of this)
  3. Approach with Dash -> Shield or RAR'd Bair
  4. Try to keep Snake in the air and Uair **** him
  5. SDI Snake's Nair (up and away)
  • CP:
  1. SV
  • Ban:
  1. Halberd
:falco: -3 - Video (Stroumbert, Player-3, lordhelmet)

  • Tips:
  1. Jab Falco out of his Phantasm (the first third of Phantasm is invincible)
  2. If you have a comfortable lead, plank Falco until he approaches you
  3. Don't get grabbed at percents lower than 40
  4. Use Jab -> Grab sparingly as Falco's Jab is faster than Falcon's
  5. Use spaced Bairs and AC'd aerials to avoid the grab
  • CP:
  1. Lylat
  2. YI
  3. RC
  • Ban:
  1. JJ
  2. FD
:marth: -2 - Video (Ally, Stroumbert, Lionman, Haze)

  • Tips:
  1. Stay out of Martha's tipper range
  2. Recover (high) around her offstage to avoid getting gimped
  3. Play VERY carefully and defensive
  4. SDI Blade Dance's low combo (up) and punish with a Bair
  5. Be careful when jabbing as you can get Up-B'd
  6. Punish Fairs with Up-B OoS
  • CP:
  1. FD
  2. RC
  • Ban:
  1. BF
:wario: -1 - Video (Ally, Ally #2, lordhelmet)

  • Tips:
  1. Don't get grabbed at low percents, Wario can dthrow chaingrab us
  2. Stay in front of or under Wario in that air
  3. Don't fall for Fsmash mindgames, Wario's fsmash has SA and IASA frames
  4. Beware of Chomp and his air camping capabilities
  5. Punish Wario's approaches with Uair and Utilt
  6. Grab Release -> Nair -> Uair ->> Foorstool (0%-20%)
  7. Grab Release -> Up-B (30%-90%)
  8. Grab Release -> Knee for the kill
  • CP:
  1. FD
  2. SV
  • Ban:
  1. JJ
  2. Brinstar
:popo: -3 - Video (Ally, Ally#2, lordhelmet)

  • Tips:
  1. Use spaced Bairs and AC'd aerials to avoid the grab
  2. DON'T GET GRABBED
  3. Try to desynch them, note that Nana has a 6 frame lag behind Popo
  4. Try to gimp one of them when they are recovering
  5. Keep them in the air at all time
  6. Grab Release -> Uair Sopo
  • CP:
  1. RC
  2. BF
  3. Delfino
  • Ban:
  1. FD
:olimar: -3 - Video (lordhelmet)

  • Tips:
  1. Try to get in with RAR'd Uair or spaced AC'd Bairs
  2. Grab Release -> Uair
  3. Jab stops Oli's Side-B and Dsmash
  4. Try to keep Olimar in the air as much as possible
  5. Always edgehog his recovery
  6. Don't get grabbed at low percents, you will get combo'd
  • CP:
  1. RC
  2. Frigate
  • Ban:
  1. BF
  2. Halberd
:pikachu2: -3 - Video (lordhelmet)

  • Tips:
  1. Don't get grabbed from 10-30%
  2. If you get grabbed, DI the Usmash/Nair and you will always survive
  3. Jab cancels Pika's spam shocks
  4. SDI up and away out of Pika's dsmash and SDI other multi-hit attacks
  5. Watch out for Thunder and QAC
  6. Wall with Uair and Bair
  • CP:
  1. Delfino
  2. BF
  3. RC
  • Ban:
  1. FD
:lucario: -2 - Video (lordhelmet)

  • Tips:
  1. Always get the first kill
  2. Never sandbag against Lucario, his Aura enables him to make comebacks easily
  3. Jab cancels uncharged aura bawlz
  4. Try to edgehog or hit him out of his Up-B (it has no hitbox)
  5. Don't get baited by his near lagless Fsmash
  6. DI Uthrow inwards and footstool him
  7. Mash out of Force Palm
  • CP:
  1. BF
  2. YI
  3. Lylat
  • Ban:
  1. FD
:dedede: -1 - Video (Stroumbert, lordhelmet, Ally)

  • Tips:
  1. Always use Fthrow at low percents to frame trap D3
  2. Jab cancel **** D3
  3. Don't get grabbed, space (at higher percents DI away and buffer in a jab when getting CG'd)
  4. Keep D3 in the air and Uair **** him
  5. Punish his recovery with a Knee or Up-B
  6. Watch out for sheildgrabs and D3's Bair
  • CP:
  1. BF
  2. Lylat
  • Ban:
  1. Delfino
  2. Castle Siege
  3. FD
:zerosuitsamus: -2 - Video (Reflex, lordhelmet)

  • Tips:
  1. Don't get grabbed or dsmashed at low %, punish missed grabs with a grab or a Knee
  2. When CG'd DI away and buffer in a jab
  3. Use jab>grab sparingly as ZSS' jab is faster than Falcon's
  4. Watch out for her uair as it outmatches Falcon's own air game
  • CP:
  1. SV
  • Ban:
  1. Castle Siege
  2. FD
:gw: -2 - Video (?)

  • Tips:
  1. Utilt beats most of his disjointed moves like Dtilt and Jab
  2. Don't try to gimp his recovery
  3. Grab Realease -> Uair
  4. Punish Bair
  • CP:
  1. YI
  2. Lylat
  • Ban:
  1. BF
  2. JJ
  3. Brinstar
:toonlink: -1 - Video (?)

  • Tips:
  1. Tink's recovering Up-B can be spiked with Raptor Boost (use it offstage towards the ledge)
  2. Grab Relase -> Uair
  3. Uair and Bair camp him
  4. Juggle him with Uair
  5. Shield and punish Zair
  6. Jab stops his projectiles
  7. SDI Tink's Fsmash to escape the second hit (SDI up and then jump)
  • CP:
  1. Frigate
  2. Lylat
  3. YI
  4. BF
  • Ban:
  1. Halberd
  2. FD
:fox: -1 - Video (Willz, LA96, lordhelmet)

  • Tips:
  1. SDI Dair, Uair (sideways)
  2. Gimp his Up-B with Uair
  3. Always shield Fox's drill and punish with a Jab -> Grab
  4. Jab beats Fox's Phantasm
  5. Juggle Fox with Uair
  6. Don't wait to approach or you will just take damage from his lasers
  • CP:
  1. Lylat
  2. Frigate
  3. YI
  4. Norfair
  • Ban:
  1. FD
:wolf: -2 - Video (lordhelmet)

  • Tips:
  1. Jab beats Wolf's Phantasm
  2. Don't let yourself get laser camped
  3. Don't stay on the ledge for too long as you can get dsmashed off
  4. On SV and BF he can over-B through the stage, don't let this surprise you
  5. Beware of his extremely quick smash attacks
  • CP:
  1. Lylat Cruise
  2. Frigate
  3. YI
  • Ban:
  1. SV
  2. FD
:peach: -2 - Video (lordhelmet)

  • Tips:
  1. Camp Peach with spaced Bairs and (RAR'd) Uairs
  2. Edgehog carefully against her as her umbrella has hitboxes
  3. Know that her only good killing moves are Fair and Usmash
  4. DI Peach's combos carefully
  5. Shieldgrab Peach's Dair
  6. Keep her in the air and spam Uair, she has the worst airdodge in the game
  • CP:
  1. BF
  • Ban:
  1. JJ
:dk2: -1 - Video (lordhelmet)

  • Tips:
  1. Abuse your jabs, FH Nair -> Jab ->> Jab -> Up-B
  2. Use a lot of SH'd Nairs and Bairs
  3. Hold up to escape his cargo throw
  4. Keep DK above you in the air
  5. DK easily outranges Falcon, keep this in mind
  6. Let DK approach you
  7. Recover low to avoid gimping attempts from DK
  8. Watch out for SA frames on his Giant Punch and Up-B
  9. Know that DK will mixup Bairs and B-Reversed Giant Punches
  • CP:
  1. SV
  2. BF
  • Ban:
  1. JJ
  2. YI
:kirby2: -2 - Video (Stroumbert)

  • Tips:
  1. Outzone him with superior-ranged attacks (Uair/Utilt)
  2. Grab Release -> Uair
  3. Don't get grabbed or Utilted at low percents
  4. (S)DI up and away to escape his grab combos
  5. Be wary of Fsmash, Hammer, and Bair KO attempts
  • CP:
  1. YI
  2. SV
  3. FD
  • Ban:
  1. JJ
  2. Delfino
  3. Picto
:rob: -1 - Video (Stroumbert, Killua)

  • Tips:
  1. Abuse your jabs and Uair
  2. Don't try crazy gimps
  3. Watch out for his projectiles and camping
  4. Beware of spotdodge -> Dsmash and Fair chains
  5. Fhanfus Loop
  • CP:
  1. BF
  2. YI
  • Ban:
  1. FD
  2. JJ
:pit: -1 - Video (Stroumbert, Willz)

  • Tips:
  1. Keep the percent lead so she can't plank you
  2. SDI her Fsmash (up)
  3. Try to Uair her recovery offstage
  4. Watch our for arrow spam and her reflector thing
  5. Beware of looped arrows
  • CP:
  1. BF
  2. YI
  • Ban:
  1. JJ
  2. FD
:sonic: -1 - Video (?)

  • Tips:
  1. Let Sonic approach you and punish whatever he throws out
  2. Sonic's airgame is pretty even to Falcon's, stay in your good zones
  3. Don't run, walk
  4. Don't airdodge or spotdodge and you won't get charged Fsmashed or Baired
  • CP:
  1. Lylat
  2. FD
  • Ban:
  1. YI
:ike: -1 - Video (Ally, Ally #2, Acedude, lordhelmet)

  • Tips:
  1. Shield Fairs and Nairs and punish his landing lag
  2. His Up-B can be intercepted with our own Up-B
  3. Ike can be shieldgrabbed at the apex of his Up-B
  4. Be careful with jabbing as Ike's has better reach and priority
  5. Be careful when trying to gimp him as his Up-B has SA frames and can spike you
  6. Don't get hit by his smash attacks (lol)
  • CP:
  1. Frigate
  2. SV
  3. FD
  • Ban:
  1. Delfino
:luigi2: -2 - Video (lordhelmet)

  • Tips:
  1. Shield and DI away when Luigi Jabs you
  2. Stay grounded, don't fight Luigi in the air unless you're under him
  3. Uair ***** Luigi, use it as an approach (SH FF'd Uair) and in the air
  4. Don't let yourself get punished by Jab -> Up-B
  5. Don't try to gimp the Weegee Missile unless you know what you're doing
  6. Watch out for his Nair as it ruins Falcon's aerial game
  7. Stay out of Fsmash range when you reach 70%
  • CP:
  1. BF
  • Ban:
  1. JJ
  2. Brinstar
:sheik: -2 - Video (Player-3, lordhelmet)

  • Tips:
  1. Be careful with jab mixups, Sheik has many quick attacks
  2. Don't try any running approaches
  3. Don't get Ftilted at low percent as you can get locked in for a while (SDI down and shield if you get locked in)
  4. Watch out for her needles and hyphen smash (as it goes quite far)
  • CP:
  1. Frigate
  2. RC
  3. Lylat
  4. YI
  • Ban:
  1. FD
  2. BF
:ness2: 0 - Video (Ally)

  • Tips:
  1. Grab Release -> Knee to KO (strict timing)
  2. Grab Release -> Uair
  3. Pummel to force a ground release>regrab
  4. Learn how to gimp him (interrupt on his PK Thunder to cancel it)
  5. SDI up and away out of his PK Fire
  6. Watch out for spam and Ness' PK Thunder gimp attempts
  7. Don't get grabbed at high percent as Ness' bthrow kills very early
  • CP:
  1. FD
  2. SV
  • Ban:
  1. Delfino
  2. Brinstar
:yoshi2: -1 - Video (Ally, teluoborg, Stroumbert)

  • Tips:
  1. If you get grabbed, mash extremely fast to break out
  2. Stay on platforms if possible
  3. Keep Yoshi above you in the air and spam Uair
  4. Watch out for egg spam
  5. Beware of his Pivot Grab
  • CP:
  1. BF
  2. YI
  3. Lylat
  • Ban:
  1. FD
:pt: -1 - Video (Ally, Player-3, lordhelmet)

  • CP:
  1. SV
  2. FD
  • Ban:
  1. JJ
:squirtle: -1

  • Tips:
  1. Grab Release> Regrab for racking damage
  2. Grab Release -> Uair
  3. Space well, Falcon outranges Squirtle
  4. Don't be in the air unless you're under him, Squirtle has a beast aerial game
:ivysaur: +1

  • Tips:
  1. Grab Release -> Uair
  2. Keep him in the air as long as you can
  3. Always edgehog his recovery
  4. SDI away when stuck in bullet seed
  5. Jab cancels Razor Leaf
  6. Watch out for his dair spike
:charizard: 0

  • Tips:
  1. Stay close to Charizard and abuse jabs
  2. When trapped in Flame Breath, SDI up and away to get out
  3. Watch out for Rocksmash, it does a ton of damage and can KO
  4. Beware of his glide attack, and know that he has 3 jumps
:lucas: -1 - Video (?)

  • Tips:
  1. When grabbing Lucas, pummel him until he ground breaks, dash regrab
  2. Air release -> Uair to guarantee a KO at high percents
  3. Be careful with your spacing as Lucas has a lot of spammy, disjointed attacks
  4. Take advantage of the time it takes him to recover
  5. Watch out for his spikes and smash attacks
  6. Beware of PK Fire and PK Thunder gimp attempts
  • CP:
  1. FD
  2. SV
  • Ban:
  1. Brinstar
:mario2: -1 - Video (lordhelmet)

  • Tips:
  1. Try to out space him at low % as Mario has a superior combo game
  2. SDI up and away and jump or down and shield to escape his Utilt chains
  3. Recover low, and don't try to recover with Raptor Boost
  4. Beware of his cape when recovering
  • CP:
  1. BF
  2. Delfino
  3. RC
  • Ban:
  1. YI
  2. JJ
:bowser2: -1 - Video (Stroumbert, lordhelmet, BigLord)

  • Tips:
  1. Stay close with jab cancel mixups
  2. Be cautious and patient with his Fortress OoS
  3. When you're hanging on the ledge, roll in so that you do not get Fire Breath *****
  4. When trapped in Fire Breath, SDI up and away or up and towards to escape
  5. Watch out for his quick, powerful tilts
  • CP:
  1. Lylat
  2. BF
  3. FD
  4. SV
  • Ban:
  1. Brinstar
  2. Norfair
:samus2: 0 - Video (Royr, Ramzeh, lordhelmet)

  • Tips:
  1. SDI Samus' Fair (up) and Uair (sideways)
  2. Samus can't kill, lrn2DI
  3. Watch out for Samus planking and camping
  4. Jab beats out Samus' projectiles
  5. Fhanfus Loop
  6. FH Nair -> SH AC'd Knee
  • CP:
  1. Frigate
  2. YI
  3. SV
  • Ban:
  1. BF
  2. JJ
:link2: 0 - Video (Ally, Haze, Gardex)

  • Tips:
  1. Stay close and jab Link to shreds
  2. Link's recovery sucks, when he is offstage Flub -> Uair for the kill
  3. Be cautious of Zair and know that Raptor Boost will go under it
  4. Jab will stop most of Link's projectiles
  • CP:
  1. FD
  2. RC
  • Ban:
  1. BF
:jigglypuff: 0 Video - (mlorenzo)

  • Tips:
  1. Air camp Jiggz with bair/uair, force an approach with a percent lead
  2. Always punish a missed rest with (Reverse) Falcon Punch
  3. Punish a Jiggly charging a rollout (when recovering from up high) with a Knee or flub
  4. An uncharged, grounded Rollout can be punished with Jab (punish a fully charged one with Falcon Kick)
  5. Jiggly's pound lasts through Falcon's spot dodge
  6. FH Nair -> SH AC'd Knee
  • CP:
  1. BF
  2. PS1
  • Ban:
  1. RC
:zelda: 0 - Video (Ally, Ally #2, lordhelmet)

  • Tips
  1. Keep her in the air and destroy her with uair
  2. If she uses Din's Fire offstage, punish her freefall or edgehog her
  3. Edgehog her recovery or even Falcon Punch it
  4. SDI fsmash (up) and usmash (down)
  • CP:
  1. Lylat
  2. PS1
  3. RC
  • Ban:
  1. FD
:ganondorf: +1 - Video (Ally, Ally #2, lordhelmet)

  • Tips:
  1. Turbo Jab beats Side-B Approaches
  2. Abuse shield grabs on moves like dash attack and Wizard Kick
  3. Flub -> Uair for the gimp
  4. Free uair out of his up-B
  • CP:
  1. RC
  2. BF
  3. FD
  4. YI
  • Ban:
  1. Brinstar
  2. Norfair
[/collapse]


------------------------------------------------------------------------------------------------

Thanks to 2KON2K for the original post.

Credit to Slader for the hitbox pictures.

Thanks to Kingheart, Gardex, Chirp, LA96, and Darky-Sama for editing and over-viewing.
Thanks again for all the help!
 

Ragor

Smash Rookie
Joined
Feb 9, 2013
Messages
22
Location
Green Hill Zone
This will really help me with my CF which is my 2nd, but my 1 question is if there are any pseudo/true combos that i can hit on all if not almost all of the characters in ssbb?
 
D

Deleted member 189823

Guest
Jab Up-B sounds mentally handicapped.

Why is RAR D-Air recommended as an approach? Why not just normal D-Air, I wonder...what does the back part of D-Air have, a bigger hitbox?
Also, now that we're on D-Air...what part of it is the horizontal knockback?
 

Ragor

Smash Rookie
Joined
Feb 9, 2013
Messages
22
Location
Green Hill Zone
Whats the difference between whether i use a gamecube controller or a classic pro controller, does it make DACUS easier, because thats the only difference I've seen
 
D

Deleted member 189823

Guest
As a CCPro mainer, I'd really say that, most of the difference is in the way you feel about it (which one you prefer, in terms of comfort). There's a slight issue the CC has, and that's the fact that it's attached to a Wiimote (which means costing batteries) and wireless (which causes slightly more input lag).
 

PZ

Smash Lord
Joined
Oct 4, 2009
Messages
1,987
Location
Hinesville, Georgia
Jab Up-B sounds mentally handicapped.

Why is RAR D-Air recommended as an approach? Why not just normal D-Air, I wonder...what does the back part of D-Air have, a bigger hitbox?
Also, now that we're on D-Air...what part of it is the horizontal knockback?
The nipples is the hitbox of dair that causes the knockback and RAR dair...are you sure you didn't misread it for bair RAR is godlike. Not gonna lie there may typos all around the guide. A RAR Dair could be useful for hitting the back of opponent's shields.
 
D

Deleted member 189823

Guest
Well, I read it more than once, so I'm sure it was RAR D-Air...either way, don't mind if it's a typo. I thought RAR could make use of a possible disjointed hitbox.
Is RAR B-Air that good, then?

I've been taking a look at the more...reliable approaches. I'm fine with Shield Dashing to Jab, but it may be a little overcomitted (can't blame the guy). Also, I thought of incorporating the SKID Grab. What do you think? With the guy's speed...it may be possible to use as an approach.
 

PZ

Smash Lord
Joined
Oct 4, 2009
Messages
1,987
Location
Hinesville, Georgia
Well, I read it more than once, so I'm sure it was RAR D-Air...either way, don't mind if it's a typo. I thought RAR could make use of a possible disjointed hitbox.
Is RAR B-Air that good, then?

I've been taking a look at the more...reliable approaches. I'm fine with Shield Dashing to Jab, but it may be a little overcomitted (can't blame the guy). Also, I thought of incorporating the SKID Grab. What do you think? With the guy's speed...it may be possible to use as an approach.
Shield dashing is what you make of it so what you do out of it could be more than just jab for uair is pretty legit too. SKID grab is good but it takes too long for falcon to enter that animation but it is much safer than dash grab.
 
D

Deleted member 189823

Guest
Yeah, I was looking for an alternative to Dash Grabbing...it just feels obvious, that it's pretty bad. At least we could halt an attack through SKID grab?
Tell me more of RAR B-Air. :v . . .!
 

PZ

Smash Lord
Joined
Oct 4, 2009
Messages
1,987
Location
Hinesville, Georgia
Yea we probably could. RAR Bair is, next to spaced utilt, one of our safest options. If properly spaced and auto-cancelled, it is very hard to punish for the majority of the cast. The auto cancel is actually pretty favorable for choosing your next action. (I mean you could technically keep applying pressure after throwing out something so safe). Plus, ReverseAerialRush is mainly used to make the best use of one of our good moves.
 

Psychoace

Smash Champion
Joined
Jan 20, 2006
Messages
2,689
Location
Manliest city in Texas
rar bair when spaced properly is really hard to shield grab and it's priority is pretty solid. You'd be surprised how many people shield after a falcon jab, following up falcon dive if you hit or miss a jab is safe either way and a good amount of free damage.
 

Silvalfo

Smash Journeyman
Joined
Jan 7, 2012
Messages
232
Location
Brazil
NNID
Silvalfo
Regarding jab mixups, there are also people who unconsciously spotdodge after a jab. If you read that you can land a beautiful knee.
 
Last edited:

teluoborg

Smash Otter
Premium
Joined
Mar 12, 2008
Messages
4,060
Location
Paris, France
NNID
teloutre
Jab Jab > knee is the best.
If people are insecure enough to feel threatened by jab you can take a lot of freedom in your mixups.
Jab > SH behind > Bair
Jab > run away > side B


And the thing about RAR Dair is that it maks you land behind your opponent while facing towards him, giving you a positional advantage. The disadvantage is that Dair in itself is slow, has a small hitbox and has a rather long cooldown.
Imo your best options in a neutral setting are AC Bair, Uair, Utilt and jab shenanigans.
 
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