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Match Up "Guides" Discussion Thread

タオー

Smash Journeyman
Joined
Oct 23, 2013
Messages
264
Location
San Francisco, California
3DS FC
3540-1146-8863
In light of recent events, and some not so recent, I'd like to propose a project towards making skeleton/bare bones "guides" to character matchups, an idea that Victra and I were originally working on. I do not believe that I have enough knowledge myself to undertake this task, but I've already compiled a large number of (dated) tips from the compendium. Here are the ones I had already created from a project I undertook to better acquaint myself with the minutia of this wonderful game, and to help me with various matchups. Please feel free to call out any errors you see, and if you are interested in contributing in any way please feel free to PM me, or simply respond here. If this takes off I'd like to make a dedicated thread where we can post all of our work. Please forgive my attempt at humor.

EDIT: I guess I might as well post all the ones I've done. As I said before, please feel free to challenge anything stated here, as most of this data may be dated.


Falco
This match up defines the struggle of every Falcon main, which is no surprise since your vehicle is named after this fool (Blue Falcon anyone?!). Some say Sheik is a worse match up, I don't really see it. A big part of this match up is learning how to properly space your attacks, avoid getting pinned by his lasers, and keep Falco guessing. One tip is to keep focused on keeping your damage ratio positive, as Falco requires % less to KO in this match up than Falcon, just don't get 0 to deathed.

Neutral Game:




    • Most approaches consist of dair, nair and knee
    • Nair is a useful approach against lasers due to being a smaller (vertical) target
    • Can approach with Shield-> WD OoS (repeat)
    • Trades are usually favorable due to Falco's low survivability
    • Ftilt has good range (Futilt combos from uthrow/dthrow at lower/mid-high %)
    • Bait Falco to platforms by jumping to them, and retreating down as he approaches you
Offense:



    • Follow up tech chases with knee/stomp (Knee favored for quick stocks)
    • Predict illusion recovery onto stage with Jump-> Stomp, or if missed read turn around Shield into OoS Stomp/Knee or roll away from ledge-> grab
    • Knee hit's after a missed shine are lethal
    • WD in for tech chasing away or in
    • DD is harder but covers in place, tech in and away
    • Knee\dair to punish spot dodges (>40% knee-> edgeguard for the stock)
    • Stomp inside rolls (especially if close to edge)
    • DD bait and wait
    • Dash attack can be a useful edgeguard
    • Upthrow to dtilt work around 50% unless they di away
    • Non FF SH dair/reverse uB OoS/WD OoS->Grab works well on getup attack behind
    • Fdtilt is a useful edgeguard for illusion/firebird
    • Uptilt after 1st laser with tight timing on DLL or FH bair over both (requires prediction)
Defense:



    • Move around a lot
    • retreating uairs and nairs give you decent cover
    • PS lasers (can follow up with well spaced nair)
    • Buffer (C-Stick) Roll or FH OoS
    • Don't get trapped in your shield, Falco can shield pressure hard with lasers and get easy laser grabs. Eat some lasers if you have to.
    • SDI shines away, Shield A/SDI away-> grab
    • Dash attack is useful when you don't have time for any other move around medium %
    • Shield turnaround bair to outspace approaches
    • You can CC his nair if high enough into grab/jab/gentleman/fB/fsmash below high %
    • You at low % CC-> grab utilts
    • CC-> dtilt works well at high % (Falco) for combo starter
    • Shield fsmash-> grab/dair OoS
    • WD OoS-> fsmash has good pay off, WD OoS-> ftilt is less vulnerable
    • Grab or Dair OoS Falco's Dash Attack
    • You can Shield Grab his utilt if facing him, or reverse uB OoS with good timing
Recovery:



    • Pull back uB
    • Save DJ to sweetspot ledge
    • DJ airdodge through on stage dairs
    • DJ aerials from ledge (Uair or Nair usually best option)
    • FF uB to ledge and prepare to ledge tech
Combo Thresholds:

  • uthrow-> knee ~ 100%
  • uthrow-> fsmash as low as 83%
  • Knee-> grab at 0%
  • Stomp-> knee 50-100%
  • dropzone-> knee 70-140%
  • Dtilt-> knee 70-110%
  • uthrow-> ftilt ~ 80%
  • uthrow-> dsmash ~ 90% (front hit)
  • uthrow-> dtilt ~ 60%


Marth

This match up is pretty even, and predominantly a game of who can punish harder. You don't want to be off stage, above Marth, or get grabbed, all of these are pretty lethal. His swords range is pretty insane as well. Most of this MU is about proper spacing and countering Marth's zoning/approaches. Overall, play cautiously and maximize your combos.

Neutral Game:

  • Keep moving and incorporate lot's of DDing to bait/avoid his fsmash
  • Nair\grab when there's an opening (can't fsmash/SH-> fair/DD-> grab/CC-> dtilt)
  • Mix up your approach - don't just nair all day, go for grabs, bait out utilt and shield fsmash
  • pivot nairs
  • Run in shield his fsmash if he likes to spam
  • Can run in grab a missed aerial, if you can't just DD pressure and punish
  • If Marth is on the edge, knee-> gentleman-> retreat
  • If marth is DDing on the edge nair behind him/DJ dair/SH dair/jump past bair/raptor boost (in order of least to most risky options)
  • STAY ON STAGE and avoid Platforms (Marth's edgeguarding and advantage below you will undo the Falcon)
  • Try to get the first hit and then combo to death
Offense:
  • dthrow-> nair-> knee (situational)
  • Uthrow-> uair or platform tech chase
  • bthrow to upper platform-> SH dair-> knee
  • Marth Killer (light shield on ledge, angle away from center stage, on hit you will auto-grab ledge)
  • Jump off FF bair (at worst trades with uB)
  • If preparing Marth Killer they may try two things:
  • -air dodge on stage: punish with bair/uair/rknee
  • -uB early to not hit shield: aerial OoS
  • Uair/bair are good edgeguards: stomp if they respond with fair
  • Turn around knee when recovering low and grab ledge
  • Knee where they will grab the ledge (takes serious practice/experience)
  • Edge cancelled stomps to apply pressure when Marth is under platforms
  • Edge cancelled bair at the ledge
  • Regrab ledge gives an invincible bair
Defense:
  • Can CC most of Marths aerials
  • CC moves into grab, dtilt, ftilt
  • You can't run when close due to DA, unless...
  • CC tipper DA when retreating into a grab
  • If fthrown off edge at low % DI down and away to avoid dtilt, then wait and sweetspot ledge with DJ
  • Anti-Combo DI is down and away
  • Can fB their nair approach (use sparingly)
  • WD back OoS to gain proper spacing
  • WD forward OoS into JC Grab on non-tipped fsmash (A/SDI helps)
Crouch Cancel Thresholds:
  • DA - (Tip) 63% (Mid) 70%
  • Fair - (Tip) 77% (Mid) 124%
  • Dtilt - (Tip) 180% (Mid) 232%
  • Nair - (Tip) 74% (Mid) No mid hit
  • Dair - (Tip) Can't punish (Mid) ???
Recovery:
  • learn to A/SDI ledge tech fsmash/dtilt/dair
  • If fthrown off edge at low % DI down and away to avoid dtilt, then wait and sweetspot ledge with DJ
  • Save DJ to sweetspot ledge
  • FF uB to ledge and prepare to ledge tech
Combo Thresholds:
  • dthrow low %-> nair (DI in) or tech chase (other DI)
  • low % shield (non tipper) fsmash-> OoS knee-> grab
  • at 24% uthrow-> uair-> uair or regrab (if DI away)
  • at 44% uthrow-> uair-> knee/uair
  • at 60% dthrow-> knee (away DI)
  • at 70-90% uthrow-> knee


Luigi
This is a MU that requires tons of patience. His nair can stuff most of your combos so you usually want to get in a good hit and get to safety. To counter, his tech chases and combos can wreck you so make like an Isai and don't get hit. Edgeguarding him isn't too difficult but a good Luigi won't just give away his stock. This is a winning match up, you just can't expect to get tons of crazy combos like on some other floaties.

Neutral Game:
  • Space your uair's to tip (jump straight up/slightly back) to avoid trading with Luigi's nair
  • nair-> uair-> GTFO
  • fB-> uair -> GTFO
  • if you can, replace uair with knee when it fits
  • This is where your speed shines, maximizing your dashes, l-cancels and FF will allow you to get away with more combos
  • Falcon has a decent advantage against most of Luigi's aerials (except nair, but it has a small hitbox)
  • Space with nair
  • Luigi's priority will punch through bair/dair so make an effort to outrange with uair/nair-> knee
  • knee Luigi out of WD
Offense:
  • dthrow-> knee isn't guaranteed but a low risk/high reward combo at KO %
  • dthrow-> nair if they don't SDI
  • uair chains work well off-stage
  • uncharged fB recovery above stage-> knee (below-> uair)
  • Stomp fB recovery
  • Shield fB usually lets you punish his lag
  • Luigi's recovery (fB, dB to gain height/stall, DJ, uB)
  • Watch out for DJ fair when edgeguarding
  • Careful shield grabbing as Luigi's low traction causes him to keep moving after attacks
  • dthrow-> aerial/tech chase is a staple in this MU
Defense:
  • DI behind Luigi when he's grounded (or smashes down away to avoid tech chase)
  • Di away Luigi's aerials (except fair)
  • Keep an eye out for WD ftilt
  • Try to space yourself 1/2 a WD length away from Luigi due to lag from startup frames of WD
  • Punish Luigi's rising aerials with shield-> OoS aerial
  • Punish Luigi's dB OoS-> stomp-> knee or WD OoS-> stomp->knee
  • Watch for WD uSmash/dSmash (uSmash can beat aerials, dSmash wont)
  • Watch out for Luigi's exceptional tech chase (mix up tech... duh)


Samus
Clash of the Bounty Hunters! Not an overly difficult MU if you know what to do. A defensive Samus is much harder to deal with, and moves the MU from 70-30 to 60-40, but is still able to be dealt with with the right know how. The key to your combos from grab are to throw quickly to eliminate their chance to DI properly (buffer with C-stick can help). Space your uair to beat her nair. You should be focusing on getting her in the air as she has a distinct disadvantage there.

Neutral Game:
  • Baiting an uB/they whiff an uB-> FH knee
  • Bait dsmash with uair->FF-> shield, then punish with-> knee
  • try to get underneath and aerial to death
  • Dair is a safe approach in most cases due to Samus' limited attacks straight above her (uB)
  • nair isn't very viable due to it being easily CC'd/KNEE INSTEAD :awesome:
  • STOP JUMPING INTO HER NAIR, you have no one to blame but yourself
Offense:
  • uthrow-> spaced uair (toes)
  • Possible to WOF (Wheel of Fortune- uair->uair....) with spaced uair
  • When bomb recovering and far out, jump under bomb, DJ-> uair/bair
  • When recovering close, grab ledge forcing them to recover from tether to stage, respond with uair/bair/(dair/knee), but watch for wall jump bair
  • Bair/reverse uair are good conventional edgeguards
  • Spaced anything for shield pressure (nair, gentleman, knee, ect)
Defense:
  • PS Missiles
  • Missiles lock down your movement (can't DD effectively) and force full jump approaches
  • Respond to standing missiles by using DA/weak knee/nair/grounded dB/ftilt/utilt/raptor boost (weak knee is usually your best option for all missiles)
  • Be wary of OoS uB
  • DI uB up to punish their landing by FF-> ftilt (good Samus' will edgecancel plats to avoid punishment)
  • You can SDI down and tech to punish her in the air
  • Most of her attacks you shield you can punish with knee
  • shield dsmash/fsmash-> dtilt-> knee, or just knee
  • can shield grab jabs if too close, otherwise buffer jump or roll
  • Don't get dsmashed on the ledge
Recovery:
  • Missiles will limit your recovery options
  • Watch for utilt, bair and nair
  • Try not to be parallel/above Samus when returning to the stage
Combo Thresholds:
  • low-mid% uthrow-> platform techchase
  • at 60-70% knee-> knee (due to tendency to Survival DI)
  • at mid% dair-> knee


Shiek
Another difficult match up, some claim it's Falcon's worst. This MU forces you to react to your opponent in most situations which can put you in difficult positions. Shiek is in many ways a slightly better Falcon, and can beat him at his own game (tech chasing, aerial priority, combos). I just think of it like a ditto, but with your opponent not having the myriad of useful finishers that you do (albeit her being slightly harder to gimp). Try to grab her before she can hit you, and remember to not just jump in, or you'll eat a combo or a slap to the face. This match up requires patience and smart positioning. An obvious point here is to mix up EVERYTHING. You should always be doing that but if you're not this MU will really make you see the importance of being hard to read.

Neutral Game:
  • Try to bait any other attack other than a tilt
  • Shiek lacks a viable approach beyond DA
  • Ftilt is a good low-mid% mix up
  • well timed/spaced stomp beats ftilt (very frame tight)
  • Stomp DA
  • If she WD back-> weak knee/non FF nair
Offense:
  • JC Grab (or uB) tilt spamming
  • Stomp dtilt/dsmash
  • Waveland Grab after a whiffed tilt (try and space it so you can grab but they can't)
  • Don't just nair, DD when you can and bait needles to do spaced nair approach (think Falco, but only one line of trajectory)
  • Tech chase:
    • with dthrow, don't stand next to her in air because she can nair out
    • punish nair lag
    • punish DJ with uair-> uair-> uair
    • after throw, empty hop
      • tech in place/no tech aerial punish
      • tech away fox trot-> regrab or go for stomp/knee at mid %
      • Bait get-up attack (w/ DJ, ect) and punish with stomp
  • Edgeguarding:
    • Punish uB onto stage with stomp-> knee or ledgehop knee
    • Hold ledge if uB explosion WON'T hit-> edgehog/getup knee-> run to other side-> roll-> grab ledge (repeat)
    • If uB explosion WILL hit -> normal getup immediately before explosion-> ftilt behind
Defense:
  • Run around a lot to make her approach
  • If being tech chased with DA at low %, tech roll away and then tech in place the follow up DA hit mid tech roll
  • Don't spam DJ knee from ledge
  • Run up shield baits ftilt-> WD OoS-> grab (if hit's with toes, OoS uB >30%)
  • Shield DI ftilt down and in for grab
  • dtilt stuffs all of Shiek's grounded approaches except boost grab
  • bair at worst trades with all of Shieks moves
  • Can shield grab single jab (don't try it too often or they will follow up with more, just know it's an option)
  • CC grab
  • DD stomp Sheik's DA
  • If grabbed and want to avoid jab reset
    • >25% hold up
    • 20-25% up towards on control stick, up on C stick
    • <20% SDI, hold C stick up and wiggle control stick between two notches adjacent to the up input
    • If she dthrows <40% miss tech and SDI her 'jab reset' up and you're free
Crouch Cancel Thresholds:
  • DA at low %
  • dsmash <50%
Recovery:
  • reverse uB the ledge
Combo Thresholds:
  • CG <21% uthrow/dthrow (unless DI away)
  • 21-??? uthrow-> nair
  • 30-50% Drop zone knee
  • 40-60% dthrow-> uair-> dthrow (unless DI away)
  • 75-110% uthrow-> knee
  • >130% dthrow-> knee
  • % uthrow-> uair
  • upthrow to uairs off stage-> wait-> sheik gets back-> dair reversed knee, repeat (a Jeapie Combo, PAL?)


Jigglypuff
Pretty even match up, and requires lots of patience. Jiggs has amazing air mobility which makes her very dangerous to edgeguard. You should be looking out for her utilt-> rest, duck under grab-> rest, and grab-> uthrow-> uair-> rest, all are obviously deadly. With that said, you should try and bait rests whenever you can, but don't expect them against high level Jiggs. The best mindset you can have in this MU is to play like a Ganon, keep laying on the hurt until she just can't handle it. It's not an easy match up to gimp your opponent in, so don't expect to get any freebies that way.

Neutral Game:
  • Lots and lots of DD camping
  • uair is the optimal approach (especially from below, according to Mango)
  • bair works as an approach, but isn't as good as uair
  • DO NOT NAIR
  • Avoid edge
  • Space your aerials to beat her aerials
  • Watch out for Jiggs ducking your grabs (missed grab = rest)
Offense:
  • dthrow-> stomp-> knee (your BFF)
  • dthrow-> knee (tight execution, if late you can try and bait a rest)
  • dthrow-> bair (easier)
  • dthrow-> uair-> uair.... (try and finish with knee when you can)
  • throw immediately to limit window for 'good' DI
  • Gentleman and stomp work wonders
  • Edgeguarding:
    • Most Jiggs will recover low
    • Don't leave the stage
    • grab edge-> refresh invincibility-> bair/uair can work, but don't get cocky
    • bair if they approach from above
    • If they don't have jumps try and get them below the edge with semi spike uair or stomp
Defense:
  • Going with what was previously said, watch for rests after dthrow
  • Against a ledgecamping puff, run in and dtilt/shield-> aerial
    • If they fair, jump as soon as they regrab to be ready to react and punish their loss of invincibility (12 frames) from after a second fair
  • CC Jiggs bair into uair
  • OoS stomp behind should be used wisely (or not at all) due to her counter with utilt-> rest
  • Don't DI dthrow behind Jiggs or you'll get rested
Recovery:
  • Try to recover high, and pray
Combo Thresholds:
  • 60-80% dthrow-> knee
  • 40-50% knee-> knee


Ice Climbers
Captain Falcon has a slight advantage in this match up, which can really be maximized with pristine Falcon form, but it's a very dangerous match up. DON'T GET GRABBED. Against a high/mid level IC main, you will get CG'd and die; however, a good IC main won't just be grabbing. Try and learn the favored positioning of your opponent, as some IC main's have a strong aerial game while others like keeping to the floor, WDing their way around you with tilt's and smashes. Also, remember there are two IC's, and a good player will know how to utilize them both effectively by desyncing (mainly for close range jab/smash combos), where Popo and Nana will be controlled independently by the player. Learning how to recognize these maneuvers will be key, due to Falcon's speed and ability to separate them when desynced.

ON WOBBLING:What a lot of people don't know about wobbling is that it's something that can be escaped prior to its average of 6 grabs required to setup the perfect timing for it. A/SDI are definitely your friends, and trying to spam jabs or uairs can be viable ways of escaping the infinite chain grab. Just don't lose hope, or you've already lost the stock and most likely the match.

Neutral Game:
  • Stomp/bair approaches into more stomps (land behind to not get grabbed)
  • Knee their shield (if facing away from you look for dsmash)
  • Retreating tippy toed nair
  • Raptor Boost when you know you can hit (on shield no longer 100% safe option)
  • dsmash beats IC's fB recovery
  • If grabbing with both IC, throw immediately (invincibility frames/range of CF grabs actually beat IC's anti-grab game)
  • IC's are much more dangerous when facing away from you (dsmash comes out faster, and in range of bair, both of which are amazing kill moves)
  • SH can help you avoid dsmash/jab/ftilt/DA
  • Try and force IC's to commit, then read-> punish
Offense:
  • Your main focus in this MU should be separating them, they're much easier to deal with when apart
  • Get rid of Nana when you can, you'll have an easier time of it, and take way less damage with her gone
  • Don't forget that Popo is your main target though
  • Bait (empty hop/aerials) and read their rolls/techs/dodges, then punish
  • uair/bair are your safer edgeguarding options
  • Learn how to cover both uB and fB recovery
  • Remember that their uB does do damage
  • Stomp their uairs, and uair their dairs
  • Unless your screw up your nair or uair (they'll shield grab), most of your aerials aren't punishable
Defense:
  • Things to watch for:
    • IC will try and stuff approaches with uair/WD utilt/nair/DA/desynced bliz, which are only slower than nair, and can be shield grabbed if improperly spaced (not toes)
    • Most of these lead into lethal chain grabs
    • bair/fsmash work wonders against Falcon's approaches/jumps
  • A/SDI-> buffer roll to try and escape their chain grabs (anti-combo DI)
  • Nana will always throw you towards the ledge (if on platform, she tends to favor bthrow)
  • If anticipating getting grabbed, with optimal (human) mash speed, you can escape <25-40% (this however is extremely difficult, and I recommend focusing on A/SDI-> buffering roll to get out instead
  • Watch for DA as it can lead to easy tech chases/grabs/DA
  • Their easiest setup for CG is reverse dair-> grab, try and bait it, and don't get hit by it
  • nair will beat stomp and knee, so if you see the nair coming, nair/instant uair them instead
Desyncing setups:
  • Spot dodge
  • Roll
  • Grab (either Nana or Popo)
  • Stuck Nana (from ice block right before hitting ground or DJ right before hitting ground)
  • From landing
  • Solo Squall
  • Pivot Desync
  • FF Desync
  • Guarded (standing, Popo reverse ftilts and Nana jabs, freeing Nana to follow up with another move)
  • Taunt
  • Missed L cancel (Popo will L cancel but Nana will miss)
  • From Ledge (Up from ledge, Nana is desynced while Popo is leaping up)
  • From respawn
  • OoS uB (short nanapult)
  • Initial dash (Popo DA, Nana fsmash)
Recovery:
  • Watch out for bair and fsmash
  • IC's nair will gimp easily when above the ledge
  • fair, while hard for them to connect is a lethal meteor smash
  • Mix up your recovery, you have a slight advantage in the air vs IC's even off the ledge
Combo Thresholds:
  • 60-80% SoPo dthrow-> knee (no DI away)


Peach
This match up once again requires patience. I know you wanna just run in there and combo like a boss, but you need to wait for the opening, and then sink your teeth in. Keep the momentum up and don't stop moving around the stage, changing up positions and baiting her to approach you. To quote Andy Dwyer "You're a champion, spread your wings and fly." Her best moves are her fair and her dsmash, so watch for them. Her turnips can be annoying but just jump around them/grab them and throw them back at her. Just remember you're way faster than her in the air and on the ground and use that to your advantage.

Neutral Game:
  • Be patient and wait for openings (bait DA/dsmash)
  • DD camp
  • Space nairs (toes)
  • Retreating bairs
  • Grab's really the only approach you want to go for, and do so sparingly
  • If you get a grab, combo combo combo (wheel of fortune!)
Offense:
  • Short hop non FF stomps to punish dsmash/spot dodge
  • 90-110% is optimal kill range
  • knee/stomp her dsmash/grab
  • If you get her above you, uair, uair...
  • Edgeguarding:
    • bair from ledge-> regrab
    • dair is pretty safe if above her
    • Knee if you can (of course)
Defense:
  • Keep moving
  • She often can't chase your roll away
  • Shield grab or DD grab her DA
  • If you get caught in her CG mix up DI to throw them off
  • Jump over turnips
  • Her only grab opportunities are from DA tech chase or fair on shield
  • What to do when Float cancel faired:
    • Shield DI the dsmash away and knee OoS
    • Roll away (if you miss the Shield DI to avoid getting hit more/grabbed)
    • let the jab hit by shield grabbing and DJ away
    • CC if they follow up with DA
  • She can chain grab you til around 79% if you don't DI away
Recovery:
  • Peach will try to edgeguard with bair into edgehog
  • Recover high
  • Try and A/SDI into stage for the jump tech (boss-like)
  • If you wont make it back and they're in range (off ledge), go for a raptor boost, and try to get hit by their umbrella as they try to recover. If close enough to wall, jump tech-> uB, or just uB. Don't abuse this though, it's a serious last resort
Combo Thresholds:
  • >20% uthrow-> uair...
  • 40% uthrow-> knee
  • >90% dthrow-> knee
  • <15% dthrow-> FH nair (DI in)
    • -> FH double uair (DI nair up or down)
    • -> SHFFL uair-> FH double uair (DI nair up)
  • >15% dthrow-> uair (FH double uair/SHFFL uair)
  • <30-40% dthrow-> regrab (DI down)


Pikachu
This is a match up that deserves some serious respect. This match up makes Pika look like a top tier character. I don't really like including stage selections in a guide (you should learn to destroy on all of them) but you should always ban FD against Pikachu, his jolts and chain grab destroys you without any platforms to go to. Thankfully Pikachu is easily combo'd and knee kills at relatively low %'s. This match up is defined loosely by each players ability to combo the other. You however are in a better position to dictate the flow of the match, so be the commanding and threatening adversary that Falcon is.

Neutral Game:
  • bair is a safe approach
  • Pika will try to stuff you approaches with nair/fair/uair
  • Pika will dsmash to get through your stomp (bait it)
  • Pika will want to get under you, you want to get under him
  • Get Pika above you and uair
  • Avoid Pika's jolts
  • Pika's uB gives him crazy movement options (it's like vanish on crack)
  • Keep up your DDing/SHFFLing
  • Your DD overall is probably your best tool, but Pika also has a good DD so keep an eye on him; however your advantage of speed allows you to command the pace of the match
Offense:
  • dthrow Pika on platforms or stage edge for guaranteed followups
  • Knee kills come early, and can be combo'd from a ton of options so try to cash in quick
  • You win most aerial trades so take advantage
  • If you can scare Pika into trying to avoid grabs (avoiding the ground) capitalize on your superior air game
  • If you scare Pika back to the ground, grab and tech chase
  • Techchasing:
    • Pika has a slow tech roll
    • Out of dthrow he can tech or DJ, if tech, chase it (stomp, knee, regrab), if DJ aerial (uair, knee)
  • Edgeguarding:
    • Due to Pikachu's ridiculous recovery, handle with extreme care
    • Sometimes it's better to claim the edge to force them to center stage for the followup (although not always, watch for stalls when they expect you to use this strategy)
    • bair and uair are always useful
    • uair regrab ledge to hit the semi spike works well in some situations
Defense:
  • Pika will approach with nair when they see an opening, you can:
    • Shield (Will respond with rising uair-> combo [if hit] or DD to pressure)
      • retreating nair/uair OoS after uair hit
    • Dash Away/Jab (Another nair will beat these options)
      • A/SDI away and reset
  • His uair OoS is better than shine OoS as it leads into some deadly combos, so be careful
  • Has a powerful usmash (foxlike)
  • Don't let him grab you, due to CG
  • Watch for uair/uthrow/usmash combos
Recovery:
  • He will try to edge guard with aerials (uair semi-spikes on tail) or jolts
  • Recover high
  • Watch for thunder (creates a wall, with proper A/SDI maybe can give you enough momentum to get back to stage? Will test)
Combo Thresholds:
  • >50% uthrow-> uair-> knee
  • Be creative, there are far too many to write down


Ganondorf
Your evil clone! (No, it's not Blood Falcon) This match up can be overcome using Falcon's ridiculous speed. Justice is on your side! This match up is rather fun, and if you're ready you can lay on the hurt with serious combos and flashy speedster moves. Ganon is no fool and will punish you hard from serious missteps, but if you know what to expect then you can play it sexy and smooth, like a real Falcon.

Neutral Game:
  • Ganon can stuff your aerials with up angled ftilt/SHFFL'd uair
  • Ganon doesn't really have an answer for the knee in many situations
  • Wait for Ganon to approach and punish (start with a grab)
  • Good bait is to DD and leap in-> air dodge back
  • Be mindful of Ganon's Waveland range
  • Trading is definitely not a good approach to this MU
  • spaced nairs/instant uairs are decent approaches
  • Ganon has ridiculous range, and midhop bairs create a BAIRier (lolz)
  • High level Falcon's claim that you don't need to DD camp Ganon, but it is a viable strategy
  • Ganon's jab clanks with fB and gives him counter attack opportunity
Offense:
  • uthrow-> nair/uair-> regrab
  • Shield Pressure:
    • spaced nair (if not spaced you will get uair OoS)
    • knee
    • spaced gentleman
  • Tech chase:
    • Ganon is slow, so techs can be read easily
    • SH knee in place to cover missed/tech in place and run up grab the tech towards/away
  • Edgeguarding:
    • KNEE (of course)
    • utilt (Ganon can't sweet spot)
    • Low recovery (non reversed uB) drop zone aerial (knee/uair)
    • Reversed uB ledgegrab to ledge hop reversed knee
    • High/mid recovery knee/uair
    • Punish obvious dB, and the instant the uB hitbox goes away
Defense:
  • A good Ganon will try to close the gap by forcing you into tech chases
  • Ganon's tech chase is very powerful (fB, dB, fair in place, stomp, bair, and regrab are all options to look out for)
  • Do not miss tech/tech in place because every option they have will hit
  • Tech away until they catch on (only fB/dB cover tech away), then proceed to mind game territory (still tech away often safest option)
  • Don't try to Shield Grab fB, doesn't work and Ganon gets a free smash
  • Ganon Combos:
    • dthrow-> jab-> fair
    • uthrow-> dtilt/dB
Recovery:
  • Ganon is an edgeguarding beast, good luck getting back
  • Reversed uair spikes and covers all low recovery
  • fair covers recovery from above
  • mix up your options and try to turn the tables, might even be advantageous to try the sneak fB meteor if you know you wont be coming back, but don't count on it
Combo Thresholds:
  • low % nair-> grab
  • Mid % nair-> uair
  • Mid/high % nair-> knee
  • >10% uthrow-> nair
  • 80% uthrow-> knee
  • >90% dthrow-> knee

Donkey Kong
It's your chance to monkey around! (oh god, somebody stop me) DK is big, and hits hard but god is he so easy to land knee after knee on. DK is much quicker than expected, and due to his limited amount of competitive use he can surprise you. I'm gonna talk more about DK's options vs Falcon, as they are far less than Falcon's on DK, and cicle back to how you can avoid/punish his optimal playstyle. Overall this shouldn't be an overly difficult MU if you're ready, he just doesn't have the options you do.

Neutral Game:
  • DK will bair a lot, it's a wall and a bait, don't bite. Run under and punish
  • DK will try to stuff your approaches with utilt/ftilt
  • Will uB OoS when pressured, so bait it and punish with knee/stomp/nair/FALCON PUNCH (for the brave)
  • dair DK's spot dodges
  • dthrow-> dthrow/knee/tech chase
  • slightly dangerous when facing away from you, otherwise nair deep
Offense:
  • Get him in the air, and juggle him
  • DK's shield blows, so pressure as usual (knee, spaced nair, gentleman)
  • Learn how to bait and punish DK's ftilt
  • Watch for DK's nair as he will use it to try and break out of combos
  • Tech chase:
    • slow roll, decent distance
    • FH over getup-> stomp
  • Edgeguarding:
    • dair his uB
    • bair/uair/knee everything else
Defense:
  • The reversed hit on a fully charged Donkey Punch actually does 18% as opposed to 30% (however between 5-9 1/2 swings the reversed does 20-30%)
  • DK will try to CC for grabs, stomp/knee/grab when he tries this
  • Watch for cargo uthrow-> uair combos
    • you can DJ out at mid %, but be careful not to do it as DK comes at you with uair, as it can hit you out of your DJ, back into his combos without your jump
    • wiggling out and FF uair/nair to trade with uair and break free
  • DK's fB will spike, be careful and always be ready to uair to beat it
Recovery:
  • DK will bair if you recover high
  • DK will dtilt if you recover low
  • DK can also jump out and double nair
  • Find an opening and mix it up
  • If he goes too deep, try and air dodge through as a mix up to at worst eat an attack that sends you towards the stage
  • You have aerial priority, so try to exploit it


Captain Falcon
The way this game was meant to be played. Manly gentlemen pitted in a battle of speed, adaptability, and mental endurance. Either way, it's gonna look awesome, and Falcon's gonna take it home, but you want to be the one to unlock his potential; here's what it's gonna look like. DD nairs is where it all starts. Whoever nairs in, the other must respond by trying to land a grab, or if the nair hits it's their job to grab. If they miss, back to the DD nairs, but if they land it, it leads to a tech chase, combos, and more manly grunts. Due to the fact that all combos in this MU are heavily DI dependent you need to really get a bead on your opponent and predict where they'll DI. This should be easier to do than in other MU's because you know Falcon. If you're struggling with this MU, you just need to keep grinding your Falcon skills. Guts. Glory. Gentlemen.

Neutral Game:
  • DD nair is your BnB for this MU, everything starts from here
  • Mix up DD with WD/SH/FH
  • Overshoot knee/nair as a good mix up to your approach
  • Grab-> dthrow-> tech chase (mind games)
  • Can out prioritize nair with well spaced uair/knee
  • Continual tech chase into regrabs is a safe and effective way to build %
Offense:
  • If you hit them across the stage and expect a tech (or if they are DDing), SH non FF weak knee to clip them and follow up
  • While you should be JCGing most of your grabs, Falcon's running grab has a large hitbox in back that is good to be aware of
  • Shield Pressure:
    • strong knee-> gentleman-> IASA dash
    • Remember Falcon's OoS options suck, so learn to pressure and punish them
  • Tech chase:
    • Falcon has a long tech roll, and terrible spot dodge (they will rarely use spot dodge, but sometimes as a mix up
    • dthrow-> DD (-> WD in)/empty hop/knee in place/knee the tech away
    • fB covers 3/4 options
    • Stomp can cover 3/4 options on the ledge
  • Edgeguarding:
    • If connecting with a stomp, DJ to catch their Meteor Cancel with stomp/knee
    • DA is a good cover for guarding when you need a quick hit
    • Run off FF-> DJ nair back onto stage
    • Jump out and weak knee(-> uair) to push they just far enough to not get back
Defense:
  • DI down and away to avoid getting combo'd (unless at low %, then DI down)
  • Develop a strong OoS game
  • at low % SDI the nair down to only get hit by first kick
  • Learn to DI on reflex, it's part of being a good Falcon
  • Duck under nair, shield and punish (usually shield grab)
  • If stomped/fB'd onto platform DI down to get out of combo from uair
  • CC/shield grab/run away grab nairs
  • Think of Gentleman like your shine, it's a great defensive option that can shift the momentum quickly in your favor
Recovery:
  • Learn the tricks to recovering with platforms (edge cancel, FF through, land on-> Amsah tech)
  • Don't dB predictably/into an exploitable area
  • Sometimes just beating them back to the ledge will net you a stock
  • Sweetspot ledge
Combo Thresholds:
  • 70% uthrow-> dsmash
 
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sam:)

Smash Cadet
Joined
Feb 6, 2014
Messages
45
Location
Pensacola, FL and Auburn, AL
Marth :marthmelee:
IMO Falcon bodies Marth at a mid-high level of play. One nair, grab or stomp can easily lead to death. Marth has to DI very well when getting comboed by Falcon, but Falcon can get away with being hit by Marth since his followups aren't as free. You do have to AVOID GOING OFFSTAGE at all costs in this matchup, because Falcon gets edge guarded super easily, but other than that the MU can be very Falcon favored.

Neutral game
  • Spam nair and maximize spacing/timing to get free followups
  • Dashdance grab is a fantastic tool (bait out marth's grab or aerial then punish with your grab)
  • Raptor boost beats Marth's aerials and often goes under them

Combo game
  • Dthrow off grabs at early percent to follow up with nair or uair
  • Uthrow for mixups, uthrow -> sh uair -> regrab catches DI down/away
  • Chain nairs together until you can land a potential knee
  • Stomp -> knee is guaranteed from 0-60 at least
  • delayed uairs can follow up into free knees
  • Uthrow -> knee from 60-90%
  • Dthrow -> knee at 90%+

Edgeguarding
  • Hold ledge and stall to make marth recover off stage
  • Knee or stomp -> knee from ledge
  • Fall or jump offstage with bair if you're feeling aggressive
  • If the Marth is very far away and you predict him to go to ledge, roll back and lightshield (marth-killer)
Defense
  • DI in on combos is absolutely awful vs. Marth
  • DI towards platforms when Marth sends you upwards
  • WD OoS, instant uair OoS and shield drop uair against Marth's well-spaced attacks on shield
  • Platform camping can be useful especially if you're good at shield dropping
  • Recover high if you're offstage to avoid Marth's free edgeguards
 
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kyaputenfarukon07

Smash Journeyman
Joined
Aug 20, 2011
Messages
267
This formatting is fantastic way to generalize or specify certain matchup knowledge

I think you can also break the neutral knowledge down to different percentages

example

at low percentages

these are the options you should consider

mid percentages

these are the options you should consider

kill percentages

these options you should consider




giving this kind of information allows everyone to see what the potential decision trees out of every option
 

タオー

Smash Journeyman
Joined
Oct 23, 2013
Messages
264
Location
San Francisco, California
3DS FC
3540-1146-8863
This formatting is fantastic way to generalize or specify certain matchup knowledge

I think you can also break the neutral knowledge down to different percentages

example

at low percentages

these are the options you should consider

mid percentages

these are the options you should consider

kill percentages

these options you should consider




giving this kind of information allows everyone to see what the potential decision trees out of every option
I like that. To add to that, those thresholds should be defined, low (0%-24%), mid (25%-48%), high (49%-). Obviously each matchup should have percent's that relate to what defines their Low, Mid, and High percent are. I haven't taken the time to calculate those, but I definitely would like to see that type of information in these guides. These guides are intended for someone just picking up Falcon whose trying to get a handle on strategies against the cast, as well as a good reference for the rest of us when theory crafting strategy in match ups.
 

kyaputenfarukon07

Smash Journeyman
Joined
Aug 20, 2011
Messages
267
I like that. To add to that, those thresholds should be defined, low (0%-24%), mid (25%-48%), high (49%-). Obviously each matchup should have percent's that relate to what defines their Low, Mid, and High percent are. I haven't taken the time to calculate those, but I definitely would like to see that type of information in these guides. These guides are intended for someone just picking up Falcon whose trying to get a handle on strategies against the cast, as well as a good reference for the rest of us when theory crafting strategy in match ups.
Yup

They should all vary by their weight and cc percentages,

Here are some cc percentages for fox falcon as fox for a start

http://smashboards.com/threads/fox-vs-falco-falcon-crouch-cancel-s.390938/

I'll try to do some work on this as well for the percentages vs the rest of cast and vice versa

FOX dash attack cc%
Captain Falcon: 116%
 
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