So whats the general gameplan vs. Puff? I don't get it
I played a lot of Puff this weekend, and here are the main things I noticed myself keeping in mind:
[collapse=Don't show this to Mahone]- DI all uthrows (preferably behind because she can follow up DIing in front of her with a max length SH uair). Also look for opportunities to slide off to avoid all that missed tech, uair, rest nonsense. I think I literally only got rested from platform shenanigans once the entire tournament despite playing 2-3 hours of Falco vs. Puff.
- Keep lasers out constantly to turn her around. Sometimes you'll want to stop lasering to sort of mix it up like people often do vs. other characters, but vs. Puff it just lets her turn around and whip out her bair. Spacing vs. her bair is so much harder than dealing with fair/nair. I'd even argue it's borderline impossible. You end up having to just outspace her straight up with your own bair and maybe some utilt, but her aerial mobility means she'll win 90% of the time. So yeah, just don't **** around with her bair.
- Watch out for FH pounds over lasers. Pound is good because Puff doesn't have to worry about which way she is facing, and it is excellent for punishing SHLs. If you SHL in her face predictably, she will probably FH pound -> uair or w/e. She'll do random Jiggs stuff that hurts. I am pretty sure if you do get hit you will want to DI the pound behind her, but I don't remember how I DIed that move in particular. I was mostly focused on avoiding it in the first place. Watch PP vs. Hbox from Zenith to see how Hbox utilizes pounds.
- When you get thrown off stage, be careful about getting predictable. If you DI away and DJ back predictably, she'll just jump out and tap you with a fair/bair and your stock's done. Phantasm to the ledge is really safe because she doesn't have very good moves to cover it, especially if you can shorten. I don't think she has anything on stage that will hit even a modestly good shorten. Option select shortens with ledge cancels whenever possible since she's too slow to cover both. Also be wary of Phantasm onto the stage just above the ledge. Puffs love to stay on stay on stage, crouch, and fsmash/rest your Phantasm. If you see them doing this, just shorten. A Puff player even told me specifically that he kept looking for these opportunities but I kept shortening (and this was before I was even aware of the tactic lol).
- Watch out for tomahawks. Puff relies on tomahawks to deal with people shielding all of her aerials. You will notice some patterns in their aerial movement when they aren't actually going for an aerial. Usually when they aerial they try to space as far away as possible to avoid shield grabs or dair/bair OoS. If you see them drifting towards you so that their aerial would land deep on your shield, chances are it's a tomahawk. I did a good job of mostly avoiding these situations by not shielding, so I'm not sure what you should actually do to beat it. Part of me thinks I should just aerial OoS, but it just seems risky, especially at higher %s, because I don't want to get a bad trade if she does happen to aerial. I also thought about spot dodging so I could get a shine/utilt punish after, but I'm worried that will get hit by more jank tomahawk options like fsmash or utilt because they are slower than grab and have hitboxes that linger. I tried to roll a few times, but it was actually just too slow and I still got grabbed. I might just need to work on doing it faster though. She can't punish rolls away from her anyway.
- That's all defensive stuff. Offensively, pillar her pretty much like any other character. If she full DIs a shine you're kinda done with that sequence, but it still leaves her in a bad position, and using utilts can give you more consistent followups.
- If you can keep her grounded with lasers, be wary about your approaches. She has a pretty deadly WD back grab, especially because you will often miss the uthrow DI if you're still holding down to do your shine. Outside of general shield pressure advice like always late aerial in front of her shield, I would say don't be afraid to grab her.
- Grabs will feel like they aren't doing anything sometimes, but if you can get good at uairing/bairing her at the peak of the throw and bairing/utilting/usmashing as she comes down, you will start to like it a lot more. As with most things, PP is a great example of this. I wish I would have experimented more with other throws. I tried a few dthrow gimmicks, but I didn't really know what I was doing. I think dthrow usmash/fsmash could be a solid mixup if they are at a low enough % that they don't simply get knocked too far from the throw. Bthrow also seems like it could lead into a pretty early dair kill if she dies a certain way. I used fthrow a couple times and you can sort of just fthrow -> laser and continue pressuring, but overall it didn't seem to garner much advantage out of the situation.
- Shine her off the top whenever possible. Pretty self explanatory. I'd say know the percents, but I haven't finished testing them. lol I might do that tonight actually. I finished testing all the characters on YS already, and I tested the percents required for each height. Puff dies from a pillared shine at 2% on the top platform of YS.
But in general, you should be able to tell when she will die off the top. Just make sure you aren't one of those Falco's that uairs her in the top bubble and lets her live when you could have shined and gotten the kill. Sometimes you won't be able to get up there far/fast enough to shine, so uair still has a use, but even in those situations just going for the shine might be better since she can't really do anything to you as she's floating down if you go for the shine.
- Edgeguarding her seemed pretty easy. Or at least, guarding the ledge vs. her is pretty easy. lol Usually Puffs will be pounding up high to recover, but I would hardly consider that edgeguarding. That just falls under the same sort of category as throws where you just have to practice using your aerials, utilt, and usmash to keep her in the air (I highly recommend shielding and then usmashing OoS when you notice her running out of jumps and she tries to come down with a desperation aerial; just watch out for tomahawks). When she's actually going for the LEDGE, either because she DIed a move low or she thinks she might be able to trick you into a reversal edgeguard, just use the ledge invinc and LH bair/dair like you would for most characters. I prefer dair when I can because getting her even lower after a few jumps is brutal for her options, whereas bairing her sends her higher and she will just recover even easier. If she's at the %s where bair will kill, just take that instead because of it's better range, obviously. As far as actual tricks to expect when you're guarding, watch for pounds to pull you off the ledge, keep track of her jumps so you know when she has to airdodge (her airdodge is amazing for recovering lol), and when in doubt just roll/LH dair back onto the stage because Falco is a lot more likely to die from trades off stage, or even scenarios where you hit her and she can just attack you before you recover. Puffs will often wait outside of your LH bair-regrab range to see what you do and/or waste your invinc. Use Firestalls to refresh your invinc, and if you notice her getting too close to the stage, bair her in the face and regrab the ledge (covers airdodge really well). If you have big balls like me, you can DJ back super far from the stage and dair her, but you have to up-B back so if you miss you're pretty much dead. lol
- I also got a lot of mileage out of jumping out with shine stalls and DJ bairing when they came in to hit me (or just to get back and were too surprised to react fast enough). As long as they are at a high enough % that they will die from the bair and you are confident that you can get at least a trade, then you will be able to up-B back to the stage. The shine stall combined with Falco's great FH lets him make a fine tuned selection as to how high he will want to be in relation to the Puff. This makes it usable at virtually any height Falco can reach with his FH, DJ bair. Again though, I wouldn't use this at any percents other than KO %s because trades can lead to stupid gimps. Letting her back on the ledge isn't even that bad since lasers stop a lot of her LH attacks and she can't ledgedash or anything too fast to react to. I didn't focus on this enough when I was playing, so I can't really elaborate on what else to do besides laser and space bairs like usual. Maybe PP can shed some light on this.[/collapse]
I realized I have a Fox problem this weekend. I just cannot for the life of me move vs. this character without getting pounced on. Once I get knocked down, I just end up shielding, rolling, and spotdodging like a scrub, and it's pissing me off. I tried to WD OoS more, but I just get hit as Fox just steamrolls me. Holding shield just means I get grabbed constantly, which leads to more knockdowns, and more shielding... If anyone has any general spacing advice in this matchup or ways of dealing with Fox pressure, I'd appreciate it. I did notice that if I just FHed out of pressure I sometimes was able to reestablish my movement game, but I somehow suck at getting off of platforms with Falco's broken-*** dair. I also didn't feel like I had many opportunities to laser. Whenever I finally was able to establish movement and fire a laser, the Fox would just head right for the platforms. I think I got a grab every time I hit a Fox/Fox's shield with a laser, but I just couldn't get those lasers out often enough. I am pretty sure none of my matches were recorded, unfortunately, but I am going to watch a bunch of Falco vs. Fox vids, so if anyone can point out anything in particular I should focus on in regards to lasers or movement of me or the Fox would be very helpful. Thanks.