bigbucks
Smash Journeyman
Double the manlyness
So this thread is to discuss tips, strategies, AT's, combos, An team partners of choice for falcon in doubles.
I'll edit the thread when i get more reccomendations/post
Team reviews.
SNAKE +FALCON
Basics:
Your best bet is let the Snack stock tank and camp until he can KO while CF runs around and racks damage. Snack and CF both have really good grab games, so abuse them in 2v1.
Combos/Strategies:
And in 2v1 you can use the P3 combo. Snack sets his mine on CF and he runs up to the opponent and up-b's them, causing the sticky to stick to them and then it can be detonated
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GAW + Falcon
They don't mix well, We have nothing that complements him. one think that is good with CF+GAW however is GAW dthtow to jab lock. Just play typical Falcon
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Falcon+Zss
DISCUSSION HAS STARTED
Zero Suit is definantly one of Falcon's best teammates. The amount of gimmicks that Captain Falcon and ZSS can perform are almost unlimited. I come up with a new combo or strategy with them almost every time that team comes to mind. She literally works that in contrast with him.
Falcon is a character that requires a lot of babysitting in doubles. As much as I wanted to go against that statement in the official doubles thread for SWF, it's the truth. Some characters practically shut down Falcon and when stages get too hectic, it's almost impossible for Falcon to avoid and retaliate against some strategies. Luckily, for some of the more ridiculous characters that limit and/or shut down Falcon's metagame, ZSS proves as one of the best support characters around. The super jump offered by her flip jump {down+B} can send her across the stage in almost an instant if she's given the opportunity; plus, considering her flip jump is a generally good evasion technique, she can avoid attacks from the other character to come to Falcon's aid, regardless of what part of the stage he's on.
When it comes to general stage control, both characters have excellent pressure games. It's arguable, but they both have two of the most useful jabs in the entire game. ZSS's comes out to the point where it's practically impossible to punish her unless they time a grab perfectly between her second and third hits -- and Falcon, his jab cancel is top notch as well. Falcon's best follow up option in doubles is practically a grab. Once he grabs an opponent, he should wait to see where ZSS stands on the stage and if she seems in a position to follow up, he should rely on her to punish after he throws them toward her. If she seems to have her hands full, it's best to throw the opponent away from her for an opportunity to assist.
Much like Falcon, ZSS is an excellent character when it comes to air control. Although her range is slightly inferior to Falcons', her ability to perform aerial strings within a small range is much more effective than any other character, which makes her one of the best DPS {damage per second} characters in doubles matches. Since she combos vertically, she doesn't really get into the range to conflict with other characters on the stage.
In doubles, from my experience, the most effective string of attacks ZSS has in doubles is... Jab {x2} Cancel -> Down Tilt -> Uair -> Uair -> Timed up+B -> Fastfall Bair. Judging that the ZSS is good at timing her attacks, regardless of the opponent's DI, this is extremely effective. Possible to avoid, yes, but it's definantly not difficult to pull off. It takes about five seconds total for her to pull this off, not even -- for a good... lets say 50% + decent knockback.
ZSS's stun works amazingly well with Falcon. A character that can keep an opponent still in ways other than grabbing is certainly good. Not only does it help him in guaranteeing a knee, he doesn't have to risk his hitbox increasing and KOing ZSS as well. Since she's a lightweight, getting kneed is unacceptable.
Onto gimmicks, Falcon and ZSS have **** loads of tricks. Rather it's downsmash locking into a knee, force get up combos into a Falcon Punch, you name it, there's almost guaranteed to be a way to get it to work.
Some gimmicks that I thought up and posted around some other forums are::
[1.] (ZSS) Downsmash -> (Falcon) Footstool -> (ZSS) Downsmash -> (Falcon) Footstool -> (ZSS) Downsmash -> (ZSS) Footstool -> (Falcon) Knee // Falcon Punch.
If the Falcon's timing is off, ZSS can always grab the opponent out of the down smash instead of footstooling them to assure Falcon's attack hits.
[2.] (ZSS) Downsmash -> (ZSS) Footstool -> (Falcon) Downward Directed Ftilt -> (Opponent) Force Getup -> (Falcon) Falcon Punch // Knee.
This one is a bit more percent reliant so they force getup, so it's not as useful as the first.
[3.] (ZSS) Downsmash -> (Falcon) Footstool -> (ZSS) Downsmash -> (ZSS) Up+B -> (Falcon) Knee of Justice the opponent forced upward from the Plasma Wire.
Honestly, with those few gimmicks there as a basis, the possibilities are almost endless. The best thing is, the first combo can be used almost flawlessly while both of the opponents are alive. It only takes about two seconds for Falcon and ZSS to use it, so there's not much of a risk. You might only have time for one downsmash -> footstool -> downsmash, but Falcon can still fastfall a knee to hit the opponent while they're stunned.
Justice Served.
Gotta love that nipple loving, bounty hunting goodness.