Kirby Dragons
Smash Hero
Franky
Franky takes a sip of battle!
Franky (originally named Cutty Flam) is a pirate from the One Piece series. He's a crew member of the Straw Hats, a pirate crew led by Captain Monkey D. Luffy. He is the eighth member of the crew, and serves as their shipwright. He originates from the island of Water 7, where he built ships under the fishman, Tom.
Tom was once sentenced to death for one of his actions, and he was taken to an island called Enies Lobby to officially be killed, on a train that can ride on the sea. Franky didn't want Tom to die, so he decided to attempt to stop the train, using his hands. When this ultimately failed, Franky was heavily injured and barely left alive. To treat his wounds, Franky used his shipbuilding skills to create the Battle Franky 36, a mechanical modification to his body, that turned him into a cyborg.
Stats
Height: 9/10
Weight: 9/10
Jump: 3/10
Speed (Ground): 2/10
Speed (Air): 4/10
Speed (Fall): 6/10
Standard Special: Strong Right
Franky takes 20 frames and raises his fist, holding it in the air horizontally. "Strong Right!" After saying that, Franky will split his arm in half, with the midpoint being in between the skin and the metal of his arm. When he splits his arm, he actually shoots out his fist, which is still attached to him by a chain. The chain reaches as long as 6 SBB, and this includes Franky's fist. However, the chain will stop at its current length if the hitbox connects. The hitbox for this move is any part of Franky's fist, and 7% damage is caused.
Strong Right is actually a chargeable move, but won't charge unless the input is actually held down, and the fist will come out uncharged if it isn't. The charging comes after Franky raises his fist, and before Franky announces the move by saying its name. When charged, the range of this move increases by 1 SBB per 0.25 seconds. At full charge, Strong Right reaches 12 SBB. The charge can't be stored, but the speed will increase in addition the power and range. Full charge, Strong Right comes out at the speed of a walking Pit. Full charge, Strong Right deals 18% damage.
Strong Right seems like a decent edgeguarding tool, but starting lag makes it very unefficient. The move has to be inputted uncharged before the opponent is put into the right spot to be edgeguarded, and it has a high chance of missing even then. Lag stops the move from being used at all by players' choice. If Franky is in a bad situation where he has to recover horizontally, Strong Right can even be used for tether recovery, acting like an aerial grab.
Side Special: Franky Rocket Launcher
"Franky..." Franky bends down, with his right shoulder being raised in front of his head. Franky's shoulder splits into two with the bottom half dropping, and three missiles load into it. This entire process takes him three seconds. "...Rocket Launcher!" From his shoulder fires the missiles, with each being half as long as his arm is. The missiles don't have a limit on range, as each will fly through the whole screen, disappearing only when flying off of it.
The missiles will travel as fast as a dashing Sonic, making them quite difficult to avoid once they actually fire. They all remain flying vertical from each other, only disappearing if one of them hits an enemy. Other missiles can continue flying even if one of them explodes. The explosions from the missiles themselves can even cause some pretty good damage themselves, but the most knockback from Franky Rocket Launcher comes from a missile exploding on someone, as doing this can KO a heavyweight character at about 80%.
The exploding missiles each do 8%, and the afterwards explosions do 3%. Franky Rocket Launcher's immense starting lag makes it a good choice only to use on heavy and unmobile characters, as they won't be able to get over it easily. It can also be used for edgeguarding, but like Strong Right, proper timing is essential.
Up Special: Franky Cannon
Though it takes 20 frames to do this, a cannon comes out from the left of Franky's right shoulder. From the cannon comes a fired cannonball, and the cannon disappears when it's out. The cannonball moves as fast as Bowser Jr.'s cannonball, and it causes 12%, though with about four times as much knockback as an uncharged cannonball from Bowser Jr. Franky Cannon can also not be charged.
This move has two versions, and they are slightly different from each other. The primary version happens when Franky uses the move airborne. The cannon comes out pointed at a downward angle, and the cannonball sends Franky flying up 5 SBB as soon as it fires. It isn't very much recovery, but is still his only option, so it is still used. If Franky lands on the ground during the 20 frames of starting lag, the attack is cancelled. The airborne version can be used to stop aerial assaults, though it's rather slow speed allows it to be avoided without too much trouble.
The secondary version happens when Franky uses the move grounded. The cannon comes out pointed horizontally, making the cannonball itself similar to other projectiles. When the cannon fires, it also sends Franky backwards slightly, a bit more than the Charge Shot moves Samus. As Franky Cannon has less lag than Franky's other specials, its grounded version is used to gimp most commonly.
Down Special: Franky Fireball
"Franky Fireball!" Franky's jaw drops wide open. Simultaneously, a blaze builds up inside his mouth. After these two seconds have gone by, Franky will shoot out a spiraling, hot fireball. The fireball causes fire damage, but has only one hitbox, a hitbox that doesn't extend much outside of the fireball itself. The fireball moves at the speed shown in the move's image, but lasts for a total of four seconds. During these seconds, Franky has a chance to attack enemies, for the potential to combo into the Franky Fireball for extra damage.
The fireball is one of Franky's weaker moves, dealing only 7%, and having average knockback. It is only able to kill lightweight characters at 130%. It is, however, a good option for Franky, as it can be used for setups, like baiting an air dodge, or forcing the enemy to move into one of Franky's attacks. Franky even has a chance for a strong attack after this move, which leads to players using it when they want a kill.
Its problem is starting lag. Most of the time, it will fail if started at close range, or even medium range. Like the Franky Cannon, it should only be used for unmobile characters. Additionally, sluggishness of the fireball gives characters with absorbing or reflecting special moves an easy break.
Neutral Attack
Franky raises his arm and hits with it. 5% damage. The first hit is strong enough to hit people out of attacks such as charged Quick Draws or Skull Bashes. If the attack is continued, Franky will emit flames from his fist. They each have a small hitbox, but can cause 3% each. The flames continue for up to two seconds, and each one does slightly below average horizontal knockback, but afterward flames often cancel most of the knockback. This leads to Franky being able to hit with many of the flames, until the opponent is slowly pushed out. Heavier characters generally take more damage.
At the end of the move, Franky lets out a fire burst the size of his fist, with a larger hitbox. It has 50 frames of ending lag, and deals 8%. It can KO a lightweight at 90%. The neutral attack can be used to counter many physical attacks because of its strength. Unfortunately, Franky has more trouble with countering the faster attacks.
Dash Attack
Franky performs a small slide that takes him 25 frames. Halfway through, he swings both arms as fast as he can, which is still pretty slow. Franky can use the large hitboxes around his arms, helping him hit an opponent in many different positions. Franky is able to hit airborne characters, but only the low ones. He isn't able to hit fighters who are laying down, as he doesn't swing his arms past his stomach. The dash attack causes 14% damage, which is quite a bit, and has heavy knockback. Heavyweight characters will die at around 110%. The dash attack can cover landings and hit approaching characters far, making it a good move to use.
Forward Tilt
"Super!" Franky bends down a little using his knee, and pressing the ends of his arms together so that the blue stars look like they have become one, he extends them out as far as he can. His non-bending knee is straightened as he moves his body. The main hitboxes for the attack are the four in his arms and hands, two in the arms, and two bigger boxes in the hands. The hand hitboxes will do 6%, and the arm hitboxes will do 3%. Interestingly, Franky's knee also has a small hitbox that does 2%. The forward tilt does some fair knockback in the direction Franky hits, and can strike away airborne characters. It doesn't have much starting or ending lag.
Up Tilt
For 28 frames, Franky's short hair actually begins to grow bigger, and it becomes as tall as Franky's head is. After it grows, Franky's hair manifests itself into a shape identical to that of a stag beetle's pincers. This marks the end of the 28 frames. Just like a stag beetle, Franky will "bite" up, using his hair. The attack is surprisingly strong, with 15%, and average knockback upwards. There are ten hitboxes that can hit, and all of them are inside the "pincers". Right after the "bite", Franky's hair takes its normal shape. The up tilt can't hit very often because of its hitbox size and placement, but is semi-rewarding.
Down Tilt
Franky deploys a bottle of cola, that has been shook. He points the bottle at a 40 degree angle, and a beam of cola comes out of the it, that will fire and continue to fire for two seconds. The cola has multiple 2% hitboxes, each of which being undeniably tiny. When the cola beam comes out, the cap of the bottle will also pop off, bouncing twice as an additional tiny hitbox, that causes 1% damage. There is one second in between the two cap bounces, and it creates a "W" shape using its bounces. The cap isn't a projectile, so if it would go off the ledge, it disappears instead.
The down tilt isn't a very powerful move, with all hits having little knockback. It can be used to disrupt approaching enemies, especially when the length of the attack is used. The bouncing bottle cap extends its range somewhat further, making it a good Franky option.
Forward Smash
Franky draws back both arms for the charging, with the arms resembling a small equal sign. When released, Franky slams his hands across his chest, hard. The hitboxes for this attack are only in his hands, so the forward smash should be used to strike grounded enemies. Uncharged or charged, it is one of Franky's best kill moves. Uncharged, it KOs heavyweights at less than 90%, and deals 12%. Charged completely, it deals 26%. It helps Franky combat horizontal movement, but only if he can land a good read on them beforehand.
Up Smash
Franky deploys a bottle of cola, and begins to drink quickly from it, making gulping noises. Though irrelevant, the bottle becomes empty at full charge. After Franky finishes his drink, his hair grows into one of three hairstyles, with each allowing him to hit hard. The hairstyle that Franky's hair takes depends on how long he drinks his cola.
This is Franky's first hairstyle, which he attacks with if he doesn't charge the move, up until the move is 1/3 charged. His hair splits into two spikes, which arise diagonally in opposite directions. Neither of the spikes have much range, and each of them will cause 4% to 8%. It is a possibility for the opponent to be hurt by both spikes, which isn't hard to accomplish, given the target is right above Franky's head. If he does strike with both spikes, it will cause from 8% to 16%.
This is Franky's second hairstyle, and has the most range out of all of them. He'll use this hairstyle if charging the smash attack 1/3 to 2/3 of the way. Some Franky players prefer this style as opposed to the strongest one, as it can hit the most often out of all three, being twice as long as his actual head. The hairstyle does from 9% to 16% damage, and has almost as much knockback as the third style, making it a decent kill move. Heavyweight characters can die at 110%. Because the attack reaches completely vertically, aerial characters can sometimes avoid it by moving over, though the long reach of the hair can prevent them from doing so.
This is Franky's third hairstyle. He'll use this hairstyle if charging the attack 2/3 to 3/3 of the way. This is obviously the strongest, dealing 17% to 20% damage. It has the most knockback, able to kill heavyweights at 80%. Its range is 3/5 of the previous hairstyle's range. Because of this, characters with good aerial mobility, like King Dedede or Jigglypuff, will have the second hairstyle used against them, preventing them from easily dodging the afro.
Down Smash
Franky deploys two bottles of cola, and holds them in front of his chest. As he charges, he wildly shakes the cola bottles up. When he finishes charging, he takes 18 frames to fire beams of cola from both bottles, one on either side. The down smash has multiple similarities to the down tilt. The concept, the angling, and the hitboxes. The bouncing bottle cap will even appear in both bottles for the down smash, but bounce for 1/3 of the way they bounce during the down tilt. When uncharged, the damage and knockback for each bottle is the same as a singular down tilt. The damage and knockback increase upon charge, where the cap reaches up to 6%, and the cola beams reach up to 4% per hit. The down smash is a kill attack; it is one that is more effective on the lightweights.
Neutral Aerial
Franky raises his arm, immediately throwing a punch over his shoulder. The height of the punch makes it useful in some situations, such as safely recovering vertically from offstage. When in normal situations, the neutral aerial can often hit the taller aerial characters as well. The punch has some average knockback. When it hits, it knocks opponents far enough away so that they can't easily get back and attack Franky. The direction of the knockback means it could be used for a stage spike as well. The punch deals 8%.
Forward Aerial
Franky whips out two bottles of cola, which takes him 14 frames of starting lag, and straightening his arms, throws the bottles out in front of him for hits. Each bottle stays out 50 frames, allowing him to get in a hit if he didn't when they came out. There are six hitboxes, each the size of Franky's hands, in between the two bottles, and each cause 7%. Even though there are two bottles, only one hitbox will cause the hit. Knockback happens diagonally, and the top hitboxes will launch up, while the bottom hitboxes will launch down. A midweight can be killed by this move around 130%.
Up Aerial
Franky deploys a bottle of cola. After two brief sips, each taking him 14 frames total, his hair shifts its style, into a mohawk. Franky swings his head to use a slicing attack with his hair, dealing 5%. The first time the up aerial is used before Franky reaches a platform, he will rise up 1.5 SBB. Such boost in recovery is minor, but can work sometimes in conjunction with Franky Cannon. The up aerial boost is also somewhat safer, due to its hitboxes. The attack's small hitboxes are stacked vertically. It lacks range and has a hard time hitting, but on the tip of the mohawk is a sweetspot. The sweetspot deals 13%, and can kill lightweights at 80%. It has vertical knockback. Unsweetspotted, the up aerial does a bit of sideways knockback, depending on what side the mohawk hit on.
Back Aerial
Franky turns the top half of his body to face behind himself. Simultaneously, he swings his fist horizontally like a hammer, striking with one of three well sized hitboxes. The back aerial is one of his strongest moves, causing 19%. Lightweight characters can be killed at 80%, although the lightweight is able to DI the move well and reduce knockback, letting them live longer. It isn't at all hard to land, and is a good way to Franky to take a stock off of whoever he is fighting.
Down Aerial
Over the course of a second, Franky clenches together his hands, and afterward, the metal parts of his arms mechanically slide over and connect with each other, covering the hands completely. During the next 30 frames, Franky rises his connected arms up to the head. He'll then slam down the connected arms, drawing back his legs, and then hitting just below them. After the attack, 15 frames are taken to get back into regular position. This attack has eight hitboxes, all focused around his arms, and all dealing 16%. Any of the hitboxes can meteor smash. The aerial does take nearly two seconds to complete, leading to it being highly avoidable and/or cancellable. Even players that aren't the best won't let Franky ever land this move. Typically, the only way to land it is if Franky is far above their opponent, an opponent that is slow with their aerial movement.
Grab
When grabbing, Franky's arm reaches to 3/4 of its full length, and immediately after that, a significantly smaller yellow arm and hand comes out of the bigger one. While the yellow hand has the most horizontal reach, the red hand has the most vertical reach. The two-hand grab helps Franky grab a character very well. His powerful pummel and grabs give him a reliable choice for building up damage.
Pummel
Making use of all five fingers, Franky forcefully squeezes the opponent. 4%.
Forward Throw
Franky moves back his head, though his massive neck prevents him from doing moving it back that far. Franky then, at a speed equal to Mario's dashing, moves his head back into the opponent. Instead of a full head slam, Franky will attack using his metallic nose. The point hits four frames before the rest of the nose, meaning that the throw does 9%, and then 6%. The forward throw lacks much knockback, meaning Franky should move away from the opponent before they can return and attack.
Up Throw
Franky takes five sips of cola, for one second. As his hair shifts to resemble a rhinoceros beetle, Franky moves his head into the opponent. His "pincer" then grabs the opponent, causing them 5% damage. Franky throws his head up in the air, causing another 7% damage to the opponent, who takes knockback up and back. After this throw, a good Franky player can get into the right position to start an attack that will hit as the opponent returns near Franky.
Back Throw
"Franky Southland Suplex!" Franky grabs the opponent with his other hand as he speaks, dealing them 4%. When Franky has a strong hold, he bends his body backwards, splitting his legs in half to do so. He slams his foe into the ground, headfirst, dealing a large 11%. The knockback the opponent takes is backwards, and actually very upwards. The throw is a kill throw, killing heavyweights at 85%. If not making a kill, it is still able to give Franky mass amounts of spacing, allowing for good tactics.
Down Throw
Franky oppressively pushes his opponent onto the ground, for 6%. His arm vibrates in a fashion similar to a jackhammer, even creating a similar noise to one. The arm vibrates four times, dealing damage each time, and then, instantly knocking the opponent away. Each time Franky's arm vibrates, it will cause 2%, making the entire throw cause 14%. It is a kill move, but the throwee needs to be at 120% as a heavyweight for the KO to happen.
Ledge Attack
Before the rest of Franky gets onto the stage, Franky will first send up his head, only slanted. Most of his head doesn't do the damage here; only three small hitboxes around his nose can deal the damage. 6%.
Floor Attack
Franky sticks one arm out at either side, making him able to hit grounded characters, similarly to Donkey Kong's floor attack. Along with Donkey Kong's floor attack, it is one of the best floor attacks in the game, with its upwards knockback able to stop enemies from striking Franky again. Each arm causes 7%.
Final Smash: Franky Radical Beam
"Franky Radical Beam!" As he speaks, Franky puts his hands together with his palms facing away, and from his palms emerges a yellow beam. The beam travels the entire stage, and it is 4/5 as tall as Franky is. It is powerful enough to do 6% damage upon touch, and its persistence makes it a perfect gimping tool. If enemies try to recover, they will simply go into the beam and be knocked away. The Franky Radical Beam lasts for ten seconds, and during each second, Franky will move his arms in a circle, moving the beam in a circle too. It will move up and down. One hit from the Franky Radical Beam will KO a heavyweight at 50%.
Playstyle
Franky does an excellent job at fulfilling his role: a heavyweight, power character. He isn't the best at momentum, including momentum from knockback. Being extremely heavy gives Franky his survivability. After he's launched away, he can return to the stage and take another shot at taking away an opponent's stock. His methods of doing this, aren't exactly the worst, but not exactly the best either. He has strong hits, though most of them are hard to land. Characters that aren't fast are able to avoid Franky's blows, and punish them. Franky's high punishability rate can slowly take away from his survivability, seeing as strong hits keep increasing his damage to high levels, where heaviness doesn't mean anything anymore.
Unarguably, Franky suffers from poor amounts of starting lag, found mainly in his up aerial and down aerial, though prominent in many other attacks, including his special moves. The faster half of the roster are able to avoid pretty much everything Franky does, stirring up a large amount of frustration for Franky. His poor movement make him subject to combos, especially the ones from the faster characters. The faster characters all have nearly perfect matchups against Franky, and it is next to impossible for Franky to defeat one who knows what he is doing.
The starting lag makes Franky players avoid attacking, unless they are feeling confident that they can land a strike, or that they are safe. Some Franky players try to space, a task made difficult, because Franky is heavy, leading to slowness. Franky's fastest attacks, like his neutral aerial, will help the Franky players, but is still pretty avoidable. He is very doomed in many cases. Against some characters who need to adjust to hit Franky, possibly due to his projectiles, his hair attacks' wild hitboxes can help combat them, and the strength of some of them, like his up smash, can hit the fighter. Franky Fireball, and grounded Franky Cannons will do just this. Force the opponent to dodge or take heavy damage, and when they do dodge, become subject to another attack.
Franky's special moves move at slow speeds, so in the event that Franky is far away from who he's fighting, the special moves are used. His projectiles do have range, and can disrupt. His tilts and forward aerial can disrupt as well. The latter are chosen commonly for close fighting, as it can halt combos, or just single attacks on Franky, removing his weakness. The former can even be used for camping, though other campers like Villager or Duck Hunt trump him severely, because of his projectiles' avoidability. Proper Franky camping will involve use of the tilts and forward aerials, as their disruption prevents attacks from stopping his camping. Franky's heavy playstyle really shows up in battle, and is the source for his many weaknesses.
Side Taunt
Franky does the same thing that he does in his forward tilt. However, he does this four times, two times forward, and two times backward. As he sways, he says, "Super Franky!"
Up Taunt
Franky pulls out a bottle of cola and flips away the bottle cap, before taking some sips, sighing, and putting his cola away.
Down Taunt
"Franky Hair Salon!" Franky presses his mechanical nose four times. The first three are to switch to different hairstyles, while the last one is to return to his original.
Victory Poses
Victory music plays up to 00:07.
Franky takes on a cool face, while clenching his fists and holding them to his hips.
Franky runs for a short period of time. He then stops and does a shoulder bash, before facing the screen with a smile.
Franky faces away from the screen, before raising his arms and twirling around 540 degrees, pausing after every 180.
Loss Pose
Franky turns a bottle of cola upside down. However, nothing comes out of it, since it is empty.
Entrance
Franky, already on the stage, finishes chugging down a bottle of cola before tossing it aside. His hair grows and does a dance before Franky prepares for battle.
Copy Ability
Kirby wears Franky's main hairstyle, along with his sunglasses. Strong Right is copied. When using it, Kirby's arm splits in half, revealing a chain in between the two segments. Kirby even says "Strong Right!"
Matchups
20:80
Franky's special moves are mainly projectiles, meaning that Zelda is able to reflect them. Their speed and starting lag makes it undeniably easy for Zelda to pull up a Nayru's Love, hitting Franky with his own attacks. Franky is also too susceptible to Din's Fire aside from shielding or air dodging. During the shield or dodge, Zelda is able to get up close and assault Franky with her magic. Franky's starting lag makes it hard for him to land hits, seeing as Zelda has virtually no lag on any of her attacks. Franky may be heavy, but Zelda usually has no problem killing heavyweights with her smash attacks, or even some of her specials. Franky's large frame lets Zelda land Lightning Kicks, an early kill. Zelda is a lightweight, meaning Franky should be able to KO her. Yet, this is provided Franky can land hits, something the opposite of inevitable.
45:55
Kirby is a safe character due to his floatiness, and Franky will have some trouble dealing any damage whatsoever. While Kirby can damage Franky, his large shield would be able to block the hits. Franky's tall grab also lets him take a hold of Kirby as the puffball floats in his face. Kirby can attack easier, but Franky actually does have the ability to affect Kirby. His strong hits can build up heavy damage, but only good Franky players can use them, at the right time. Getting a KO isn't out of reach for Franky, but Kirby has it slightly easier. Kirby's Copy Ability also assists him with his range problem, and is a good choice to take, but is often unusable, as it involves being on equal grounds with Franky, and its starting lag lets Franky pummel using projectiles.
50:50
Donkey Kong's cargo throw makes Franky virtually useless, as DK's aerial combos will work on him without a doubt. Donkey Kong does actually have speeds that Franky can work with by shooting out projectiles. As Donkey Kong dodges, that sets him up for a grab or Strong Right from Franky. The cyborg has a great range advantage with strong ranged hits, and most of his attacks can KO Donkey Kong. The Kong's greater mobility gives him a time that's less tough. Franky needs to play against Donkey Kong like the rest of his matchups, making sure he's safe, and just attacking at the right time. Franky Rocket Launcher also keeps DK away well, and he lacks a counter for it. Sheer speed prevents plain air dodging or shielding from working. Franky vs Donkey Kong is a heavyweight slugfest, with Franky pulling out his tricks every once and a while to help him through.
40:60
Now, these guys have something in common. Both are heavyweight and robotic, who both have three projectiles at the very least. This is where their differences come in. Mega Man's projectiles occur at average speeds, while Franky has slow-moving projectiles.
A spamming Franky player will attempt to counter Rock's projectiles, by using projectiles of their own. However, the aforementioned difference in the attacks' speed will make it difficult. The Franky will need to keep a lot of distance, enough so that Mega Man can't keep bombarding Franky, but not so much that Franky can't land a hit. This distance can be reached by simple rolling. With good timing, the Mega Man can use a Metal Blade to hit Franky once the roll is broken, but this tactic won't benefit Rock that much. Once Franky is at a good distance, the projectile war can begin, with Franky constantly winning, as his attacks are stronger and can negate those of Mega Man's. This is a good way for Franky to win the matchup.
The previous paragraph only applies for a spamming Franky. One who makes use of Franky's strongest, physical attacks must play differently. Air/spot dodging are key to countering Mega Man's offensive game. Little motion must be made. This way, Franky can use his neutral attack, dash attack, down tilt, and down smash from a good range, with his power helping him reach a KO on Mega Man's heavy body. If proper placing is maintained, the Franky can remain safe. Unfortunately, the Mega Man player can also remain safe without a lot of trouble by using simple air dodging.
Of the two strategies, the first one is more effective. However, Mega Man's better motion can cause the Franky to trip up, and often hand Rock the win.
50:50
Ike's strength is pretty close to Franky's power. If Ike makes use of air dodging, he can approach aerially and strike with powerful Ragnell strikes. The swordsman will have a tiny bit of trouble setting up for the win, though. Ike is strong enough to send Franky flying in most occasions, resulting in his KO. This only applies if Ike can even get close. Like it was said before, air dodging can help Ike with an aerial approach, which is pretty uncounterable by Franky. Ike's aerials are weaker than his ground attacks, and when this flaw is combined with his starting lag, Franky can escape the situation.
If Franky has distance, he can keep it by making use of projectiles, something Ike lacks. Frame date will let decent Ikes avoid the projectiles, or even counter them. Ike can effortlessly counter most of Franky's attacks, and this depends on the Ike's experience in the matchup. They will first need to observe the amount of times Franky slowly threw out an attack, and then figure out when to start the counter. Variable starting lag will make Ike's counter too early, leading to the strongest blows finishing Ike off.
Franky having more range is his main advantage in this matchup. Ike will need to force through the advantage by destroying the projectiles, something that leaves him vulnerable. Strong Right also can't be destroyed. Setups like this will lead to Ike's downfall, so only the best Ikes can pull through for this one.
Franky takes a sip of battle!
Franky (originally named Cutty Flam) is a pirate from the One Piece series. He's a crew member of the Straw Hats, a pirate crew led by Captain Monkey D. Luffy. He is the eighth member of the crew, and serves as their shipwright. He originates from the island of Water 7, where he built ships under the fishman, Tom.
Tom was once sentenced to death for one of his actions, and he was taken to an island called Enies Lobby to officially be killed, on a train that can ride on the sea. Franky didn't want Tom to die, so he decided to attempt to stop the train, using his hands. When this ultimately failed, Franky was heavily injured and barely left alive. To treat his wounds, Franky used his shipbuilding skills to create the Battle Franky 36, a mechanical modification to his body, that turned him into a cyborg.
Stats
Height: 9/10
Weight: 9/10
Jump: 3/10
Speed (Ground): 2/10
Speed (Air): 4/10
Speed (Fall): 6/10
Standard Special: Strong Right
Franky takes 20 frames and raises his fist, holding it in the air horizontally. "Strong Right!" After saying that, Franky will split his arm in half, with the midpoint being in between the skin and the metal of his arm. When he splits his arm, he actually shoots out his fist, which is still attached to him by a chain. The chain reaches as long as 6 SBB, and this includes Franky's fist. However, the chain will stop at its current length if the hitbox connects. The hitbox for this move is any part of Franky's fist, and 7% damage is caused.
Strong Right is actually a chargeable move, but won't charge unless the input is actually held down, and the fist will come out uncharged if it isn't. The charging comes after Franky raises his fist, and before Franky announces the move by saying its name. When charged, the range of this move increases by 1 SBB per 0.25 seconds. At full charge, Strong Right reaches 12 SBB. The charge can't be stored, but the speed will increase in addition the power and range. Full charge, Strong Right comes out at the speed of a walking Pit. Full charge, Strong Right deals 18% damage.
Strong Right seems like a decent edgeguarding tool, but starting lag makes it very unefficient. The move has to be inputted uncharged before the opponent is put into the right spot to be edgeguarded, and it has a high chance of missing even then. Lag stops the move from being used at all by players' choice. If Franky is in a bad situation where he has to recover horizontally, Strong Right can even be used for tether recovery, acting like an aerial grab.
Side Special: Franky Rocket Launcher
"Franky..." Franky bends down, with his right shoulder being raised in front of his head. Franky's shoulder splits into two with the bottom half dropping, and three missiles load into it. This entire process takes him three seconds. "...Rocket Launcher!" From his shoulder fires the missiles, with each being half as long as his arm is. The missiles don't have a limit on range, as each will fly through the whole screen, disappearing only when flying off of it.
The missiles will travel as fast as a dashing Sonic, making them quite difficult to avoid once they actually fire. They all remain flying vertical from each other, only disappearing if one of them hits an enemy. Other missiles can continue flying even if one of them explodes. The explosions from the missiles themselves can even cause some pretty good damage themselves, but the most knockback from Franky Rocket Launcher comes from a missile exploding on someone, as doing this can KO a heavyweight character at about 80%.
The exploding missiles each do 8%, and the afterwards explosions do 3%. Franky Rocket Launcher's immense starting lag makes it a good choice only to use on heavy and unmobile characters, as they won't be able to get over it easily. It can also be used for edgeguarding, but like Strong Right, proper timing is essential.
Up Special: Franky Cannon
Though it takes 20 frames to do this, a cannon comes out from the left of Franky's right shoulder. From the cannon comes a fired cannonball, and the cannon disappears when it's out. The cannonball moves as fast as Bowser Jr.'s cannonball, and it causes 12%, though with about four times as much knockback as an uncharged cannonball from Bowser Jr. Franky Cannon can also not be charged.
This move has two versions, and they are slightly different from each other. The primary version happens when Franky uses the move airborne. The cannon comes out pointed at a downward angle, and the cannonball sends Franky flying up 5 SBB as soon as it fires. It isn't very much recovery, but is still his only option, so it is still used. If Franky lands on the ground during the 20 frames of starting lag, the attack is cancelled. The airborne version can be used to stop aerial assaults, though it's rather slow speed allows it to be avoided without too much trouble.
The secondary version happens when Franky uses the move grounded. The cannon comes out pointed horizontally, making the cannonball itself similar to other projectiles. When the cannon fires, it also sends Franky backwards slightly, a bit more than the Charge Shot moves Samus. As Franky Cannon has less lag than Franky's other specials, its grounded version is used to gimp most commonly.
Down Special: Franky Fireball
"Franky Fireball!" Franky's jaw drops wide open. Simultaneously, a blaze builds up inside his mouth. After these two seconds have gone by, Franky will shoot out a spiraling, hot fireball. The fireball causes fire damage, but has only one hitbox, a hitbox that doesn't extend much outside of the fireball itself. The fireball moves at the speed shown in the move's image, but lasts for a total of four seconds. During these seconds, Franky has a chance to attack enemies, for the potential to combo into the Franky Fireball for extra damage.
The fireball is one of Franky's weaker moves, dealing only 7%, and having average knockback. It is only able to kill lightweight characters at 130%. It is, however, a good option for Franky, as it can be used for setups, like baiting an air dodge, or forcing the enemy to move into one of Franky's attacks. Franky even has a chance for a strong attack after this move, which leads to players using it when they want a kill.
Its problem is starting lag. Most of the time, it will fail if started at close range, or even medium range. Like the Franky Cannon, it should only be used for unmobile characters. Additionally, sluggishness of the fireball gives characters with absorbing or reflecting special moves an easy break.
Neutral Attack
Franky raises his arm and hits with it. 5% damage. The first hit is strong enough to hit people out of attacks such as charged Quick Draws or Skull Bashes. If the attack is continued, Franky will emit flames from his fist. They each have a small hitbox, but can cause 3% each. The flames continue for up to two seconds, and each one does slightly below average horizontal knockback, but afterward flames often cancel most of the knockback. This leads to Franky being able to hit with many of the flames, until the opponent is slowly pushed out. Heavier characters generally take more damage.
At the end of the move, Franky lets out a fire burst the size of his fist, with a larger hitbox. It has 50 frames of ending lag, and deals 8%. It can KO a lightweight at 90%. The neutral attack can be used to counter many physical attacks because of its strength. Unfortunately, Franky has more trouble with countering the faster attacks.
Dash Attack
Franky performs a small slide that takes him 25 frames. Halfway through, he swings both arms as fast as he can, which is still pretty slow. Franky can use the large hitboxes around his arms, helping him hit an opponent in many different positions. Franky is able to hit airborne characters, but only the low ones. He isn't able to hit fighters who are laying down, as he doesn't swing his arms past his stomach. The dash attack causes 14% damage, which is quite a bit, and has heavy knockback. Heavyweight characters will die at around 110%. The dash attack can cover landings and hit approaching characters far, making it a good move to use.
Forward Tilt
"Super!" Franky bends down a little using his knee, and pressing the ends of his arms together so that the blue stars look like they have become one, he extends them out as far as he can. His non-bending knee is straightened as he moves his body. The main hitboxes for the attack are the four in his arms and hands, two in the arms, and two bigger boxes in the hands. The hand hitboxes will do 6%, and the arm hitboxes will do 3%. Interestingly, Franky's knee also has a small hitbox that does 2%. The forward tilt does some fair knockback in the direction Franky hits, and can strike away airborne characters. It doesn't have much starting or ending lag.
Up Tilt
For 28 frames, Franky's short hair actually begins to grow bigger, and it becomes as tall as Franky's head is. After it grows, Franky's hair manifests itself into a shape identical to that of a stag beetle's pincers. This marks the end of the 28 frames. Just like a stag beetle, Franky will "bite" up, using his hair. The attack is surprisingly strong, with 15%, and average knockback upwards. There are ten hitboxes that can hit, and all of them are inside the "pincers". Right after the "bite", Franky's hair takes its normal shape. The up tilt can't hit very often because of its hitbox size and placement, but is semi-rewarding.
Down Tilt
Franky deploys a bottle of cola, that has been shook. He points the bottle at a 40 degree angle, and a beam of cola comes out of the it, that will fire and continue to fire for two seconds. The cola has multiple 2% hitboxes, each of which being undeniably tiny. When the cola beam comes out, the cap of the bottle will also pop off, bouncing twice as an additional tiny hitbox, that causes 1% damage. There is one second in between the two cap bounces, and it creates a "W" shape using its bounces. The cap isn't a projectile, so if it would go off the ledge, it disappears instead.
The down tilt isn't a very powerful move, with all hits having little knockback. It can be used to disrupt approaching enemies, especially when the length of the attack is used. The bouncing bottle cap extends its range somewhat further, making it a good Franky option.
Forward Smash
Franky draws back both arms for the charging, with the arms resembling a small equal sign. When released, Franky slams his hands across his chest, hard. The hitboxes for this attack are only in his hands, so the forward smash should be used to strike grounded enemies. Uncharged or charged, it is one of Franky's best kill moves. Uncharged, it KOs heavyweights at less than 90%, and deals 12%. Charged completely, it deals 26%. It helps Franky combat horizontal movement, but only if he can land a good read on them beforehand.
Up Smash
Franky deploys a bottle of cola, and begins to drink quickly from it, making gulping noises. Though irrelevant, the bottle becomes empty at full charge. After Franky finishes his drink, his hair grows into one of three hairstyles, with each allowing him to hit hard. The hairstyle that Franky's hair takes depends on how long he drinks his cola.
This is Franky's first hairstyle, which he attacks with if he doesn't charge the move, up until the move is 1/3 charged. His hair splits into two spikes, which arise diagonally in opposite directions. Neither of the spikes have much range, and each of them will cause 4% to 8%. It is a possibility for the opponent to be hurt by both spikes, which isn't hard to accomplish, given the target is right above Franky's head. If he does strike with both spikes, it will cause from 8% to 16%.
This is Franky's second hairstyle, and has the most range out of all of them. He'll use this hairstyle if charging the smash attack 1/3 to 2/3 of the way. Some Franky players prefer this style as opposed to the strongest one, as it can hit the most often out of all three, being twice as long as his actual head. The hairstyle does from 9% to 16% damage, and has almost as much knockback as the third style, making it a decent kill move. Heavyweight characters can die at 110%. Because the attack reaches completely vertically, aerial characters can sometimes avoid it by moving over, though the long reach of the hair can prevent them from doing so.
This is Franky's third hairstyle. He'll use this hairstyle if charging the attack 2/3 to 3/3 of the way. This is obviously the strongest, dealing 17% to 20% damage. It has the most knockback, able to kill heavyweights at 80%. Its range is 3/5 of the previous hairstyle's range. Because of this, characters with good aerial mobility, like King Dedede or Jigglypuff, will have the second hairstyle used against them, preventing them from easily dodging the afro.
Down Smash
Franky deploys two bottles of cola, and holds them in front of his chest. As he charges, he wildly shakes the cola bottles up. When he finishes charging, he takes 18 frames to fire beams of cola from both bottles, one on either side. The down smash has multiple similarities to the down tilt. The concept, the angling, and the hitboxes. The bouncing bottle cap will even appear in both bottles for the down smash, but bounce for 1/3 of the way they bounce during the down tilt. When uncharged, the damage and knockback for each bottle is the same as a singular down tilt. The damage and knockback increase upon charge, where the cap reaches up to 6%, and the cola beams reach up to 4% per hit. The down smash is a kill attack; it is one that is more effective on the lightweights.
Neutral Aerial
Franky raises his arm, immediately throwing a punch over his shoulder. The height of the punch makes it useful in some situations, such as safely recovering vertically from offstage. When in normal situations, the neutral aerial can often hit the taller aerial characters as well. The punch has some average knockback. When it hits, it knocks opponents far enough away so that they can't easily get back and attack Franky. The direction of the knockback means it could be used for a stage spike as well. The punch deals 8%.
Forward Aerial
Franky whips out two bottles of cola, which takes him 14 frames of starting lag, and straightening his arms, throws the bottles out in front of him for hits. Each bottle stays out 50 frames, allowing him to get in a hit if he didn't when they came out. There are six hitboxes, each the size of Franky's hands, in between the two bottles, and each cause 7%. Even though there are two bottles, only one hitbox will cause the hit. Knockback happens diagonally, and the top hitboxes will launch up, while the bottom hitboxes will launch down. A midweight can be killed by this move around 130%.
Up Aerial
Franky deploys a bottle of cola. After two brief sips, each taking him 14 frames total, his hair shifts its style, into a mohawk. Franky swings his head to use a slicing attack with his hair, dealing 5%. The first time the up aerial is used before Franky reaches a platform, he will rise up 1.5 SBB. Such boost in recovery is minor, but can work sometimes in conjunction with Franky Cannon. The up aerial boost is also somewhat safer, due to its hitboxes. The attack's small hitboxes are stacked vertically. It lacks range and has a hard time hitting, but on the tip of the mohawk is a sweetspot. The sweetspot deals 13%, and can kill lightweights at 80%. It has vertical knockback. Unsweetspotted, the up aerial does a bit of sideways knockback, depending on what side the mohawk hit on.
Back Aerial
Franky turns the top half of his body to face behind himself. Simultaneously, he swings his fist horizontally like a hammer, striking with one of three well sized hitboxes. The back aerial is one of his strongest moves, causing 19%. Lightweight characters can be killed at 80%, although the lightweight is able to DI the move well and reduce knockback, letting them live longer. It isn't at all hard to land, and is a good way to Franky to take a stock off of whoever he is fighting.
Down Aerial
Over the course of a second, Franky clenches together his hands, and afterward, the metal parts of his arms mechanically slide over and connect with each other, covering the hands completely. During the next 30 frames, Franky rises his connected arms up to the head. He'll then slam down the connected arms, drawing back his legs, and then hitting just below them. After the attack, 15 frames are taken to get back into regular position. This attack has eight hitboxes, all focused around his arms, and all dealing 16%. Any of the hitboxes can meteor smash. The aerial does take nearly two seconds to complete, leading to it being highly avoidable and/or cancellable. Even players that aren't the best won't let Franky ever land this move. Typically, the only way to land it is if Franky is far above their opponent, an opponent that is slow with their aerial movement.
Grab
When grabbing, Franky's arm reaches to 3/4 of its full length, and immediately after that, a significantly smaller yellow arm and hand comes out of the bigger one. While the yellow hand has the most horizontal reach, the red hand has the most vertical reach. The two-hand grab helps Franky grab a character very well. His powerful pummel and grabs give him a reliable choice for building up damage.
Pummel
Making use of all five fingers, Franky forcefully squeezes the opponent. 4%.
Forward Throw
Franky moves back his head, though his massive neck prevents him from doing moving it back that far. Franky then, at a speed equal to Mario's dashing, moves his head back into the opponent. Instead of a full head slam, Franky will attack using his metallic nose. The point hits four frames before the rest of the nose, meaning that the throw does 9%, and then 6%. The forward throw lacks much knockback, meaning Franky should move away from the opponent before they can return and attack.
Up Throw
Franky takes five sips of cola, for one second. As his hair shifts to resemble a rhinoceros beetle, Franky moves his head into the opponent. His "pincer" then grabs the opponent, causing them 5% damage. Franky throws his head up in the air, causing another 7% damage to the opponent, who takes knockback up and back. After this throw, a good Franky player can get into the right position to start an attack that will hit as the opponent returns near Franky.
Back Throw
"Franky Southland Suplex!" Franky grabs the opponent with his other hand as he speaks, dealing them 4%. When Franky has a strong hold, he bends his body backwards, splitting his legs in half to do so. He slams his foe into the ground, headfirst, dealing a large 11%. The knockback the opponent takes is backwards, and actually very upwards. The throw is a kill throw, killing heavyweights at 85%. If not making a kill, it is still able to give Franky mass amounts of spacing, allowing for good tactics.
Down Throw
Franky oppressively pushes his opponent onto the ground, for 6%. His arm vibrates in a fashion similar to a jackhammer, even creating a similar noise to one. The arm vibrates four times, dealing damage each time, and then, instantly knocking the opponent away. Each time Franky's arm vibrates, it will cause 2%, making the entire throw cause 14%. It is a kill move, but the throwee needs to be at 120% as a heavyweight for the KO to happen.
Ledge Attack
Before the rest of Franky gets onto the stage, Franky will first send up his head, only slanted. Most of his head doesn't do the damage here; only three small hitboxes around his nose can deal the damage. 6%.
Floor Attack
Franky sticks one arm out at either side, making him able to hit grounded characters, similarly to Donkey Kong's floor attack. Along with Donkey Kong's floor attack, it is one of the best floor attacks in the game, with its upwards knockback able to stop enemies from striking Franky again. Each arm causes 7%.
Final Smash: Franky Radical Beam
"Franky Radical Beam!" As he speaks, Franky puts his hands together with his palms facing away, and from his palms emerges a yellow beam. The beam travels the entire stage, and it is 4/5 as tall as Franky is. It is powerful enough to do 6% damage upon touch, and its persistence makes it a perfect gimping tool. If enemies try to recover, they will simply go into the beam and be knocked away. The Franky Radical Beam lasts for ten seconds, and during each second, Franky will move his arms in a circle, moving the beam in a circle too. It will move up and down. One hit from the Franky Radical Beam will KO a heavyweight at 50%.
Playstyle
Franky does an excellent job at fulfilling his role: a heavyweight, power character. He isn't the best at momentum, including momentum from knockback. Being extremely heavy gives Franky his survivability. After he's launched away, he can return to the stage and take another shot at taking away an opponent's stock. His methods of doing this, aren't exactly the worst, but not exactly the best either. He has strong hits, though most of them are hard to land. Characters that aren't fast are able to avoid Franky's blows, and punish them. Franky's high punishability rate can slowly take away from his survivability, seeing as strong hits keep increasing his damage to high levels, where heaviness doesn't mean anything anymore.
Unarguably, Franky suffers from poor amounts of starting lag, found mainly in his up aerial and down aerial, though prominent in many other attacks, including his special moves. The faster half of the roster are able to avoid pretty much everything Franky does, stirring up a large amount of frustration for Franky. His poor movement make him subject to combos, especially the ones from the faster characters. The faster characters all have nearly perfect matchups against Franky, and it is next to impossible for Franky to defeat one who knows what he is doing.
The starting lag makes Franky players avoid attacking, unless they are feeling confident that they can land a strike, or that they are safe. Some Franky players try to space, a task made difficult, because Franky is heavy, leading to slowness. Franky's fastest attacks, like his neutral aerial, will help the Franky players, but is still pretty avoidable. He is very doomed in many cases. Against some characters who need to adjust to hit Franky, possibly due to his projectiles, his hair attacks' wild hitboxes can help combat them, and the strength of some of them, like his up smash, can hit the fighter. Franky Fireball, and grounded Franky Cannons will do just this. Force the opponent to dodge or take heavy damage, and when they do dodge, become subject to another attack.
Franky's special moves move at slow speeds, so in the event that Franky is far away from who he's fighting, the special moves are used. His projectiles do have range, and can disrupt. His tilts and forward aerial can disrupt as well. The latter are chosen commonly for close fighting, as it can halt combos, or just single attacks on Franky, removing his weakness. The former can even be used for camping, though other campers like Villager or Duck Hunt trump him severely, because of his projectiles' avoidability. Proper Franky camping will involve use of the tilts and forward aerials, as their disruption prevents attacks from stopping his camping. Franky's heavy playstyle really shows up in battle, and is the source for his many weaknesses.
Side Taunt
Franky does the same thing that he does in his forward tilt. However, he does this four times, two times forward, and two times backward. As he sways, he says, "Super Franky!"
Up Taunt
Franky pulls out a bottle of cola and flips away the bottle cap, before taking some sips, sighing, and putting his cola away.
Down Taunt
"Franky Hair Salon!" Franky presses his mechanical nose four times. The first three are to switch to different hairstyles, while the last one is to return to his original.
Victory Poses
Victory music plays up to 00:07.
Franky takes on a cool face, while clenching his fists and holding them to his hips.
Franky runs for a short period of time. He then stops and does a shoulder bash, before facing the screen with a smile.
Franky faces away from the screen, before raising his arms and twirling around 540 degrees, pausing after every 180.
Loss Pose
Franky turns a bottle of cola upside down. However, nothing comes out of it, since it is empty.
Entrance
Franky, already on the stage, finishes chugging down a bottle of cola before tossing it aside. His hair grows and does a dance before Franky prepares for battle.
Copy Ability
Kirby wears Franky's main hairstyle, along with his sunglasses. Strong Right is copied. When using it, Kirby's arm splits in half, revealing a chain in between the two segments. Kirby even says "Strong Right!"
Matchups
20:80
Franky's special moves are mainly projectiles, meaning that Zelda is able to reflect them. Their speed and starting lag makes it undeniably easy for Zelda to pull up a Nayru's Love, hitting Franky with his own attacks. Franky is also too susceptible to Din's Fire aside from shielding or air dodging. During the shield or dodge, Zelda is able to get up close and assault Franky with her magic. Franky's starting lag makes it hard for him to land hits, seeing as Zelda has virtually no lag on any of her attacks. Franky may be heavy, but Zelda usually has no problem killing heavyweights with her smash attacks, or even some of her specials. Franky's large frame lets Zelda land Lightning Kicks, an early kill. Zelda is a lightweight, meaning Franky should be able to KO her. Yet, this is provided Franky can land hits, something the opposite of inevitable.
45:55
Kirby is a safe character due to his floatiness, and Franky will have some trouble dealing any damage whatsoever. While Kirby can damage Franky, his large shield would be able to block the hits. Franky's tall grab also lets him take a hold of Kirby as the puffball floats in his face. Kirby can attack easier, but Franky actually does have the ability to affect Kirby. His strong hits can build up heavy damage, but only good Franky players can use them, at the right time. Getting a KO isn't out of reach for Franky, but Kirby has it slightly easier. Kirby's Copy Ability also assists him with his range problem, and is a good choice to take, but is often unusable, as it involves being on equal grounds with Franky, and its starting lag lets Franky pummel using projectiles.
50:50
Donkey Kong's cargo throw makes Franky virtually useless, as DK's aerial combos will work on him without a doubt. Donkey Kong does actually have speeds that Franky can work with by shooting out projectiles. As Donkey Kong dodges, that sets him up for a grab or Strong Right from Franky. The cyborg has a great range advantage with strong ranged hits, and most of his attacks can KO Donkey Kong. The Kong's greater mobility gives him a time that's less tough. Franky needs to play against Donkey Kong like the rest of his matchups, making sure he's safe, and just attacking at the right time. Franky Rocket Launcher also keeps DK away well, and he lacks a counter for it. Sheer speed prevents plain air dodging or shielding from working. Franky vs Donkey Kong is a heavyweight slugfest, with Franky pulling out his tricks every once and a while to help him through.
40:60
Now, these guys have something in common. Both are heavyweight and robotic, who both have three projectiles at the very least. This is where their differences come in. Mega Man's projectiles occur at average speeds, while Franky has slow-moving projectiles.
A spamming Franky player will attempt to counter Rock's projectiles, by using projectiles of their own. However, the aforementioned difference in the attacks' speed will make it difficult. The Franky will need to keep a lot of distance, enough so that Mega Man can't keep bombarding Franky, but not so much that Franky can't land a hit. This distance can be reached by simple rolling. With good timing, the Mega Man can use a Metal Blade to hit Franky once the roll is broken, but this tactic won't benefit Rock that much. Once Franky is at a good distance, the projectile war can begin, with Franky constantly winning, as his attacks are stronger and can negate those of Mega Man's. This is a good way for Franky to win the matchup.
The previous paragraph only applies for a spamming Franky. One who makes use of Franky's strongest, physical attacks must play differently. Air/spot dodging are key to countering Mega Man's offensive game. Little motion must be made. This way, Franky can use his neutral attack, dash attack, down tilt, and down smash from a good range, with his power helping him reach a KO on Mega Man's heavy body. If proper placing is maintained, the Franky can remain safe. Unfortunately, the Mega Man player can also remain safe without a lot of trouble by using simple air dodging.
Of the two strategies, the first one is more effective. However, Mega Man's better motion can cause the Franky to trip up, and often hand Rock the win.
50:50
Ike's strength is pretty close to Franky's power. If Ike makes use of air dodging, he can approach aerially and strike with powerful Ragnell strikes. The swordsman will have a tiny bit of trouble setting up for the win, though. Ike is strong enough to send Franky flying in most occasions, resulting in his KO. This only applies if Ike can even get close. Like it was said before, air dodging can help Ike with an aerial approach, which is pretty uncounterable by Franky. Ike's aerials are weaker than his ground attacks, and when this flaw is combined with his starting lag, Franky can escape the situation.
If Franky has distance, he can keep it by making use of projectiles, something Ike lacks. Frame date will let decent Ikes avoid the projectiles, or even counter them. Ike can effortlessly counter most of Franky's attacks, and this depends on the Ike's experience in the matchup. They will first need to observe the amount of times Franky slowly threw out an attack, and then figure out when to start the counter. Variable starting lag will make Ike's counter too early, leading to the strongest blows finishing Ike off.
Franky having more range is his main advantage in this matchup. Ike will need to force through the advantage by destroying the projectiles, something that leaves him vulnerable. Strong Right also can't be destroyed. Setups like this will lead to Ike's downfall, so only the best Ikes can pull through for this one.
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