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recovering from ledgehang

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
2,321
So i'm trying to figure out what all are good options for CF for getting back on.

His roll on is decent, his jump on gets lots of height so is pretty good, but then his knee is a tad on the short side for aerialling on..and uair never seems to hit when i try to use it to get on. But ya, where would i use the various aerials for getting on? I'm thinking the neutral air is best if the opponent is far away? because with CF i don't really like having to get on and then buffer a roll or spotdodge since they are slow...but marth's always space too well to get a knee at them..and even other char seem to stay just out of range of an aerialled knee.
 

Kroy

Smash Apprentice
Joined
Sep 15, 2006
Messages
145
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Where you'd least suspect. That's right you know.
Personally, I use the U-air. Its quick easy to L-cancel, has good knockback at midpercent and will knock your opponent in the air, giving a chance to set up for combo or at the least get some distance.

Thought that only goes for if they are actively edgeguarding me, and doesn't work that well on the heavy fastfallers. If they are midstage or so I would jump on the stage to something, since rolling on would most likely get you punished.

Heh, edited for typos. To add: You have to be tricky to land the knee, but it can kill at high percent or atleast send them flying across the stage. Never used the nair really so consider the above disposable advice.
 

JFizzle

Smash Apprentice
Joined
Dec 14, 2005
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101
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Pembroke Pines, Florida
u can just keep dropping and jumping to edgehog over and over to bait them to get close enough for a knee, just as long as u keep the invincibility frames up. of course u'll have to hit them when they least expect it. i presonally use Nair because u can combo them and end with a knee. i only use a knee from the edge to go straight for the kill at high percentages, or at low percentages and do a Knee-Grab combo.

u can also edgeslide a knee.
 

Xx swift xX

Smash Apprentice
Joined
Oct 5, 2005
Messages
164
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Las Vegas, NV
I almost always use nair, and if it's anything else it's uair. I don't recommend the knee because it's slow. Only use it if you know you'll hit, it's not a move to use if you're iffy, because then they'll just outprioritize you and you'll be out off the stage without a second jump, and we all know how bad C. Falcon's upB is.........
 

ThatGuy

Smash Master
Joined
Jul 26, 2005
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3,089
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Laval-Ouest, Quebec, Canada
You can try stalling a bit more, wavelanding into a shield/grab/jab, regrab ledgehopped ariels (Uair, Bair, and Fair work, although Fair requires STRICT timing), and capitalizing on invincibility frames could also be utilized as extra options.
 

punisher47

Smash Journeyman
Joined
Feb 27, 2006
Messages
234
Location
California
well n air will work has good reach for those standind far back from a knee but also the up air has good reach too maybe you just doing it to short. but also throw in some mindgames like ledgehop wavedash towards them and sheildgrab them ect. try it out see if it works.
 

KevinM

TB12 TB12 TB12
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Sickboi in the 401
I like the ledgehop wavedash because the quick burst might be able to surprise your opponent for long enough to catch them. That would be a great combo set up waveland at them into d throw starting combo.
 

Brookman

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Oct 20, 2005
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pikachu
Neutral air is, in general, the best option. Nair his two hits while uair/fair have only one, so if they shield it you get screwed doing those two. Uair can be good if they are spaced fairly far away because it comes out so fast you can do it right before you hit the ground, I prefer to just do nair most of the time though.
 

choknater

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Dec 25, 2002
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choknater
good comments from everyone, nair uair and knee are the best options.

dair sparingly if you're sure to get another fancy setup. keep in mind, fancy.

also keep in mind: ledge jump is great for platform stages, especially yoshi story where you can easily double jump to the top platform, a great spot for falcon's survival.
 

Brookman

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Don't edge hop stupidly though, cause if you get tapped off the stage without your double jump your dead, basically >_>
 

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
2,321
yep thanks everyone...lots of good advice..i think part of my problem was the whole using the uair too early to reach someone far away....i guess i'm so used to being paranoid about getting the move out in time that i'm hitting before i'm in range...

and i also sometimes get shieldgrabbed...so i'll try to work on that...still..overall i think falcon has a lot of nice options to get back on from teh ledgehog...except that if you get poked you're dead
 

audreyh

Smash Ace
Joined
Oct 31, 2005
Messages
615
Neutral air is, in general, the best option. Nair his two hits while uair/fair have only one, so if they shield it you get screwed doing those two. Uair can be good if they are spaced fairly far away because it comes out so fast you can do it right before you hit the ground, I prefer to just do nair most of the time though.
I'll agree that the nair is the best aerial off the ledge. You've gota be aware though, because lots of people will crouch cancel and grab you after the first hit of the nair. So be quick, ff, and cstick buffer a roll.

uair has great range.

overall, falcon can get ***** hard for doing things around the ledge, so you'd be better off just trying to figure out how to get safely back on the stage. ledgehop aerial only if you're pretty certain you'll land something.
 

btk Ace

Smash Apprentice
Joined
Aug 27, 2006
Messages
169
Nair to U-air to Knee is a really good edge hop combo
Nair Edge hop is really good
U-Air Edge hop is really good if done right (You need to be spaced and do it quickley)
Knee edge hop is good at high percents when they are rushing you

As for not edge hop.
When on edge jumping works fairly well
if your opponet is near you jump and either Dair or Bair
thats pretty good
Rolling is good if used right (Opponet near edge so when you roll you are far away)
walking up is Mind games
 

knightpraetor

Smash Champion
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Oct 20, 2005
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2,321
heh btkace...that's why i posted this..it's when i have a freaking marth spaced too far for me to roll or jump safely..that's when i need to have more options than just getting on and shielding or wavedashing on..if people try to guard close it's really not that much of a problem for falcon i think
 

Vall3y

Smash Lord
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Jul 10, 2005
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with all what been said
dont overlook normal up get up attack and roll
dont forget wavedash from ledge
and dont overuse aerials from ledge, as if its expected it can be dealt with to punish you badly.
 

btk Ace

Smash Apprentice
Joined
Aug 27, 2006
Messages
169
I love fighting marths
they are so predictable

when they are edge guarding you and you are edge
just take a second and examin the situation
if they are close you can roll or nair edge hop
if they are far just walk up or jump
its that easy
 

audreyh

Smash Ace
Joined
Oct 31, 2005
Messages
615
I love fighting marths
they are so predictable

when they are edge guarding you and you are edge
just take a second and examin the situation
if they are close you can roll or nair edge hop
if they are far just walk up or jump
its that easy

wow please stop posting until you play someone who knows how to play.
marth has the range and speed to react to just about every get up falcon can do. falcon has to be tricky in order to get back to the stage.
 

Brookman

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It's also a good idea to let go and then sweet spot with your double jump again then do an edghopped attack immediately so you retain the few frames of invincibilty for your attack.
 
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