KiraFlax
Smash Lord
This thread is pretty ****. The stage counter picks and bans really helped
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This match-up is dead even 50:50. No more, no less.
We can anti air his SH lazor game with arrows.
Please explain (50:50)
I agree completely and if the falco tries to laser at the start of the match since a lot do we can always down b it since we do have reflectors....We can anti air his SH lazor game with arrows.
Very easy to gimp. Actually alot of kills are our best gimps.
We can cause more damage throughout the match outside of his chain grab.
Grounded falco's can easily take SH Fair 's, spaced of course.
Falco is naturally defensive.
Really the amount of pressure they apply on each other is about the same.
....If not 50-50 and you think its in falcos favor then 55-45 but I don't think its too bad =/ I know some Falcos who think its more in Pits favor =/ but thats just them....so if you think its in falcos favor maybe but not by much...=/It's not 50-50, lasers are too good.
Pit approaches sucks and the lasers make it even worse.
/Falcon discussionWhat moves or tactics should we watch out for?
Uair, definetely. It should be your worst enemy on and offstage.
Bair too, when spaced well Pit can't punish it (like, at all. But a bad spaced Bair can easily be Fsmash'd).
Falcon's jab game can also be annoying, Ftilt is fast and Uair has a lot of range.
What moves or tactics should we try to enforce in this match up?
Arrowwwwwwwzzzzzzzzz.
Just be aware that Falcon can close the distance really quicly due to his running speed and air speed. If he starts to perfect shield simply change the timing/rythm of your arrow flow.
Then in close quarters Fsmash, Utilt, jab and Dsmash should be your best friends.
Remember to stay safe because Falcon can outrange you with Ftilt and Utilt.
Do you feel Pit has an advantage in any particular scenario of this matchup?
Yesz, blatant advantage. 65.35 at least.
Do you feel Captain Falcon can shut down aspects of Pit's game?
I'd say offstage game. Don't try anything funny or you'll get your up B flub-knee'd and you'll die miserably. Scrooging can be dangerous because if Falcon reads you he can run to the other ledge and stage spike you with a Bair or stuff like that.
Counterpicks? What to avoid and what to enforce?
CP any stage where you can have the camping advantage, FD is the best, SV is OK too.
Avoid anti camping stages like Brinstar.
Nothing else to say lol Falcon's pretty polyvalent, his bad stages are his opponent's good stages and vice versa.
I think I summed it up as much as I could.
Questions ?
Darky-Sama said:Darky-Sama's input on Falcon vs Pit:
{Range and Priority} In terms of range and priority, Pit definantly holds the advantage. Where Falcon has a lack of projectiles, Pit has some of, if not, the best projectile shenanigans to promote a large control of the stage. Without a projectile game, Falcon is often pressured into a position where he's forced to approach. At close range, Pit once again holds a good advantage over Falcon's moveset. Between range, priority and the frames of which attacks come out, Pit has Falcon outranked almost completely.
{Weight and Power} Captain Falcon is one of the heavier characters in the game. He's an extremely high fastfaller with some of the best launch resistance properties around. Yet, unlike most of the heavy characters, Falcon isn't nearly as slow, making him a harder target to hit, as well as KO.
Falcon has two of the strongest KO potential moves in the game:
The Knee of Justice, which can often guarantee a KO on Pit fresh at 75-80% and a Falcon Punch which can KO at 65-70% fresh {or 55-60% if a Reverse Falcon Punch is used}. While both are considerably difficult to pull of, Falcon has the mobility to punish with a Knee accordingly if he's able to predict his opponent correctly. Other moves that have good KO potential are Falcon's down smash, forward smash, up tilt, down air and back air. All of which can KO a Pit around 95-100% fresh.
{Camping} Falcon is limited when it comes to camping against his opponents. Without a projectile, he can't really do much at all except hold a shield up against projectile based characters or air dodge. Surprisingly, he's not the worst character when it comes to camping though due to his ability to short hop air dodge -> fast fall -> shield -> jump out of shield -> air dodge -> repeat. Due to his amazing fastfall speed, he can land quick enough to maintain all of his air dodge frames without the risk of being punished.
{Speed} Speed, the main aspect that keeps Falcon's horrible priority in check. Being the second fastest character in the game, Falcon can easily approach an opponent, pull up a shield out of his dash and punish reactions with a shield grab. When a character uses an attack with a high cooldown time, Falcon can run toward an opponent and punish them with anything that time will grant him. He's a generally quick character on the ground and in the air. His fastfalling and auto-canceled aerials give him some of the best buffering abilities in the game.
{General Basics} One thing to keep in mind while playing against Captain Falcon is that you shouldn't underestimate his ability to punish. He might lack priority, but his speed provides him with the ability to punish even one mess up with a grab. Most Falcons tend to play completely offensive, which is perhaps the WORST thing they could possibly do in this match-up. Punishing an offensive Falcon really doesn't take much of an explaination, however, a defensive one could approach with a shield out of dash and often guarantee their chance to punish. Considering that's a defensive Falcon's best option, it's wise to look out for that if playing a considerably skillful and competitive Falcon. Pit's side+B is actually really good in this situation since it eats through Falcon's shielded approaches.
Falcon's aerial game is one of his best qualities. His attacks come out quick, have decent range and auto-cancel almost flawlessly, with the exception of Fair and Dair. Falcons will often try to pressure a Pit with their up airs and back airs, considering they're the safest spacing options he has avaliable.
On the ground, it's best to watch out for Falcon's smashes and up tilt considering they have loads of priority and range compared to the rest of his moveset.
{Gimping; Pit to Falcon} Pit's arrows are absolutely devastating to Falcon's recovery, considering it takes the Falcon Dive {up+b} about a second before Falcon even begins to make any vertical movement from his current recovery spot. Arrows can be spammed and curved around the stage to hit Falcon out of his recovery multiple times before he even gets close to the ledge. When Falcon is below the stage, that's definantly one of the best options against him. The main problem about gimping Falcon is that most characters lack a disjointed hitbox for their aerials. Any attack that comes within the Falcon Dive's range that ISN'T disjointed is often outprioritized by the Falcon Dive's grappling effect. Make sure to time aerials properly when attempting to gimp Falcon via aerials.
{Gimping; Falcon to Pit} Falcon has amazing gimping potential. Running off a stage, he can flub a knee -> rising back air -> up+B under the stage. Most characters on the roster are subjectable to it around 50%. Falcon's down air covers a lot of range, but majority of it's hitbox in this game causes more of a vertical knockback than a spike.
While Pit's recovering with his up+B, Falcon can easily gimp him with an aerial unless he goes around the outter boundaries of the stage, where Falcon would have a difficult time recovering himself. It's best to keep that in mind while playing against a Falcon offstage.
{Synopsis} Overall, Pit holds a great advantage over Falcon in this match-up. Patience and camping are essential, even though it's not very difficult to deny Falcon of his approaches, or even take advantage of his fastfalling properties at low percents for comboing at close range.
Final Destination is one of the main stages to counterpick against Falcon. The airspace and room to camp does wonders against Falcon in this match-up, PLUS the lack of platforms eliminates most of Falcon's force getup combos and pressure options.
Note that it's in the format of Admiral Pit's guide. That's how he wanted the input information from me, so that's how I wrote it. The information is accurate though.Darky-Sama said:Things to keep in mind about this match-up:
-Pit should NOT approach Falcon whatsoever.
-Pit can hurt Falcon badly with properly directed arrows offstage.
-Pit should never attempt to recover vertically while close to the stage.
-Stay out of the air as much as possible.
Although Falcon is a terrible character, his unique speed, fastfalling, auto-canceling and aerial control make him heavily underrated. In the hands of a player who isn't trying to show off the entire match and perform non-existing // not guaranteed combos, Falcon can actually prove to limit the play styles of most characters. Pit isn't much of an exception to this. Falcon can't do much at a distance, but he still holds an aerial advantage when Pit's above him, like he does against most characters.
The main thing about this match-up is to watch out for Falcon's unique ways of punishing. Since his dash often places him closer toward his target than he'd desire to be, some Falcons {including myself} will short hop and fastfall consistently to place themselves as close to their target as they need to be. From there, he can spam short hop, fastfall Bairs over and over {about two Bairs per second} until he hits something.
Utilt, Bair and Uair are the main things to watch out for when Falcon starts short hopping to approach.
Falcon can also dash toward Pit, pull up a shield out of his dash and shield grab to punish Pit's reactions. Since Falcon's shield out of dash makes him slide so close to the opponent, he's often placed within range to shield grab characters without any problem whatsoever. Which usually leads to Falcon trying to force Pit into the airspace above him so he can juggle him around the stage with aerials.
This matchup is 50:50. The lasers don't really make much of a difference because Pit has two reflectors. Also, our camp game is better because once Falco's lasers decay, they only do 1% while our arrows do 3% even decayed. That means we can trade hits and still be up ahead in percent.Falco isn't an easy matchup, but if Pit works hard its manageable.
Please explain
pit is gay and you should feel bad for playing him. next time i'll put up 3$ and i'll take yer money, you'd better take mine too.Hmm....against Falco players Skye told me that it's even after the CG.
I feel like if you get Grabbed and CG it's in Falco's favor. If you do not get grabbed then it's even.
You should feel bad losing to me then even more so when I beat you gain.pit is gay and you should feel bad for playing him. next time i'll put up 3$ and i'll take yer money, you'd better take mine too.
but uh i think the matchup is 55:45 in falco's favor, if only because pit has a hard time chasing falco's side b effectively and jab/ftilt are annoying for pit (even though i didn't think to abuse them)
and how is that thang done?since i like to approch mostly. i like to camp until ive goten 32% from the lazors than i go out and do my thang