Beat!
Smash Master
Ban Stadium and we have a deal.My favorite ruleset is a 3 stage strike between yoshis, battle field and dreamland with stadium, fountain and final destination on counter pick
****ing rock transformation...
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Ban Stadium and we have a deal.My favorite ruleset is a 3 stage strike between yoshis, battle field and dreamland with stadium, fountain and final destination on counter pick
Being one of the TOP FALCO PLAYERS, I shall give my expert opinion on the Marth matchup:Any general tips for falco vs. sheik and marth from any of the top/seasoned falco's in here? I haven't been maining him for too long, but I honestly feel like my falco is a ****ing monster and is better than my fox atm. Trying to keep going with Falco, but I just don't know a lot of the matchups because I haven't used him in tournament enough.
Punish #1: Standard aerial-shine shield pressure
When you aerial as late as possible, but BEFORE the fast fall. It seems to cover a lot of basic options unless they commit fully to an option and time it perfectly. If they hesitate on a WD OOS or even try to grab, I usually get the hit in. From there it's just basic combos. I use this basically as a way of being noncommittal when they are expecting the second and third punishes (early aerials after shine, or late aerials after shine to lead into another aerial-shine pressure). I feel like it's a good way to keep them in check with using a wide variety of stuff OOS. If I have no clue if they will WD OOS, grab, roll, w/e, I usually stick with this, at least for one iteration. After two aerials, I typically shield spike Marth, so I just think of it more of being a matter of controlling the timing of the first two hits.
Risks: They have to predict you won't do an early aerial, but theycan WD OOS or roll, and you can get punished pretty hard because if they get out you're just coming down the the ground without a hitbox covering you (like you would with a late nair to at least get a trade or something).
Punish #2: Late aerial-shine
This is just not fast falling the aerial so you can hit their shield as late as possible. It's okay for shield stabbing depending on where their shield is covering, but I mainly use this as the opening aerial-shine combo. It REALLY seems to throw off the opponent's rhythm when you late aerial-shine the first time, and then you early aerial right after landing that. There's really no reason to use this against people who are too scared to WD OOS or roll right after you make the initial contact with their shield. When I am focused on doing shield damage as opposed to actually hitting them, I use this.
Risk: If they predict it, you're pretty much screwed. WD OOS and roll are obnoxiously easy to time when you do it. I wouldn't be surprised if they have time to drop their shield regularly and just put it back up before you hit. It definitely isn't my favorite thing to do when I'm in the middle of the stage just because I have trouble following up if they just WD OOS or roll and are able to reset to neutral.
Punish #3: Early aerial fade away
My most common follow ups when he whiffs a grab are to fsmash @ high %, grab at low % (I will grab at high % if uthrow dair will spike them off the stage though), and other random stuff if I feel like it (I like laser-shine at high %s, aerial-shine @ mid-low %s, grounded dair to aerial dair spike, pretty much w/e you want before his grab lag subsides).
Risks: If they WD OOS instead, you are pretty vulnerable, but usually only if they WD towards you (pretty sure WD OOS in place would put him at tipper range, but I've never seen anyone do that; may also happen if they don't WD back as far as possible).
Punish #4: Shine-Grab
I'm probably just going through a shine-grab phase, but I think it's pretty underrated in terms of punishment. No one spot dodges Falco shield pressure (for damned good reasons lol), and even when it happens, it seems like I can usually avoid getting punished by running and resetting to neutral after the grab. Probably not viable against better spot dodges, but I believe Marth's lasts pretty long.
Risks: WD OOS backwards puts you in perfect tipper range. I don't think you can grab them even if you're frame perfect as long as they do the WD correctly, but I guess I just use this more near the ledge or on platforms because WDing to tipper range would send them off the stage/plat.
Other stuff would be chasing their WD or roll with your own WD into a shine, but I don't really know what I would recommend that for. I only do it when I predict it, and I'm still working on actually forcing myself to do it. I've also been advised to SH blaster after shines, but I haven't gotten that to work for me either. If he WD OOS and fsmashes immediately, I still get hit, and he has no lag because of the laser. Even when it DOES hit him before he can move, it doesn't seem that good because he can recollect himself and I have to approach again, or give him some space to approach.Punish #5: Multi-Shine
Probably gonna be the next thing I majorly experiment with. I feel like multishining can cover a lot of options efficiently. Basically anything Marth does OOS, he has to double check for the second shine, and that tiny bit of hesitation can completely open the door to all of the above punishes. Biggest issue seems to be dealing with shield DI'ing away, but if you tilt down and towards them, I think it's virtually always going to guarantee you at least 2 shines. I've tried 3, but aside from just being plain hard to do, it seems like they can roll out a lot more easily than if you only give them the options between shine-aerial or a shine-shine.
Risks: Will slightly slow down your follow-ups if you actually connect with the first shine, but tbh I don't think there are any solid risks beyond that. In fact, I've had a lot of scenarios where multishining completely negates an effort to CC the shine and avoid getting launched. I guess another risk could be technical consistency, but I really don't think just 2 shines is that hard once you have practice with it. I use Y though, so someone using X may have a much rougher time of it.
EverybodyFalco dittoes are soo hard.
Turns out Falco's lasers are hard to play around.
/shrug Who knew?
aahahahahaBeing one of the TOP FALCO PLAYERS, I shall give my expert opinion on the Marth matchup:
1. Grab him at 0%
2. Uthrow fair for 30%
3. Laser and dash dance until you're bored
5. Don't go down there!
6. Shield pressure perfectly or else you get grabbed and take 100%
7. You didn't notice there was no #4
8. You're quickly checking now
9. You just lost 2 stocks for losing focus for three seconds; welcome to Falco
seriously, who is? falco dittos are a flustercluckI'm not particularly amazing at Falco dittos,
wait.. you're telling him to play the people i face?It doesn't matter, play people, crush faces.. take names!
You can't crush people if you don't play power characters. Falcon is not a power character.wait.. you're telling him to play the people i face?
Fatness =/= Power.Ya but he's not fat like Ganon/DK and Bowser.