Infinitysmash
Smash Champion
I realize there is a matchup thread already, and I realize that this was covered in it already. If Affinity wants to add parts or all this to his thread then he's welcome to.
This matchup is actually a very complex one, so be ready to have your brain wracked by the end of the matchup when you play against a good Falco player.
(I'd also like to take this time to throw a shout-out to my favorite Falco player. Every time I play against Sethlon I feel like I'm going to have a heart attack after the match because he's so nerve wreckingly good at this game. Mad props to Sethlon, he is whom I am basing this information off of and he is whom I will use as the standard for a professional Falco player.)
I'm using the same layout as the one I posted in the matchup thread regarding Yoshi; each character's major strengths, the grey area where both excel, my opinion of the matchup ratio and my suggested strategy for the matchup.
For the best information I have to give regarding this matchup, start at the counterpicking section and work your way down from there.
Falco
Important character advantages - Metaknight
- Power. It's much easier for Metaknight to set up for a kill in this match than it is for Falco to kill Metaknight.
- Edge guarding. Getting back onto the stage is normally a nightmare for a Falco player against Metaknight and Metaknight play the edge game all day long.
- The Tornado is both your best friend and your enemy in this match. When used properly it's impossible for the Falco player to grab you from a Tornado, but when Metaknight is at higher percentages the Falco player can kill you with a laser into an up smash and the Tornado sets up perfectly for that. Use it aggressively to deny Falco free percent on you, then when you're at that percent anyway use it less often. Mach Tornado is also beautiful for edge guarding in the match as Falco's Phantasm gets caught by the tornado 90% of the time and makes it impossible for Falco to get his footing back when he's off the stage.
- Close range game. If you're able to approach Falco and get inside of his defenses he's going to have a hard time getting you off of him. Falco does not want you close to him; he wants you at about a mid range where he can laser for damage and set up for an up smash or up air to kill you.
Important Character Advantages - Falco
- Grab game. This is very, very important in this match. If Falco is able to get a grab on Metaknight and tech chase properly after 40%~ then he can easily put Metaknight anywhere between 50% to 80%. Bad news for Metaknight. This is one of Falco's two most important points against Metaknight.
- Lasers. Lasers limit Metaknight's approach options and stop every move he has. Proper use of lasers and Phantasms can completely stop Metaknight in his tracks and make Falco nearly unreachable, plus they can also stun Metaknight and set up for a kill. This is the other of Falco's two most important points against Metaknight.
- Stage control. This is one of the things Metaknight cannot do. Falco can take control of a large portion of the stage and hold it without ever losing any ground. If Falco can take control of the stage then he will beat Metaknight. (I'd like to reference everyone to Dojo for more about this. I've already said a lot about him, but Sethlon was able to very literally run circles around Dojo on Luigi's Mansion and if not for Metaknights very powerful edge guard and gimp game Dojo would most likely have lost the match. Good stuff on taking that opportunity though, Doj, you're super pro
)
The Grey Area where both are good
- Air game. Whoever has control in the air will be dealing a sizable amount of damage to the one who is not in control. Both characters have a very strong set of aerials with multiple damage-dealing and kill moves in the air.
- Maneuverability. Both characters have amazing zoning abilities and can either chase or run from the other one very well, as well as make it a nightmare for the other player to read where they're going to go.
Stages and Counterpicking
This is probably the most valuable information I can give you for this matchup. Counterpicking is really important.
- For the love of God ban Final Destination. It's nearly impossible to win here, logically. If you don't want to ban Final D then ban Jungle Japes where it's legal. Also avoid stages and situations where you can get chain grabbed off the side of the stage.
- For neutrals you want to push for platforms to play around with, so either Pokemon Stadium or Battlefield is likely your best bet.
- You want to take Falco to a stage where you limit his stage control AND give you additional approach options. My personal favorites are Rainbow Cruise, then Delfino Plaza, then Halberd, then Norfair.
Final Verdict
I'm about to get flamed for this. There are two percentage ranges I'm going to give for this matchup.
If Falco is able to get his chain grab early - 55:45 - 60:40 in favor of Falco (Unless on Final Destination. Yeah, good luck with that stage.)
If Falco is unable to grab Metaknight - 55:45 - 60:40 in favor of Metaknight
I can't really put an overall ratio down for this match because of how dependent it is on that chain grab. Yes, the chain grab is that important in this matchup. Keep this in mind and try your best to stay away from his grabs and it will swing the scales in your favor.
My advice to Metaknight players
This is the strategy I've used against every Falco I've played against in tournament and it's brought me a lot of success so far. (Seth is totally going to beat me next time we play now >.<" )
On neutrals - Get on a platform and stay there, use tornado to try and bring Falco up onto the platform with you. Once he's up there get under him and try to get him in the air and deal as much damage as possible. Repeat this strategy until you're above 50%, then rush him down and lay into him with as much aggression as possible. DO NOT use your down smash on him until he's at roughly 115% and near an edge. Once he's off the edge just do your normal thing and either gimp him or beat his Phantasms with your neutral air, the opening frames of Shuttle Loop, or your Tornado. This is the position you most want Falco to be in: off the stage.
On counterpicks - It should be virtually impossible for him to grab you on your counterpick stage and you should be able to approach him from the bottom at any point of the stage. You want to get in, peck away a little bit and then get out as fast as possible until you're above 50%. Essentially you'll be using the platform strategy from before, but instead of one or two platforms the whole stage should be acting as a platform for you. Once you're above 50% you're free to do whatever you want, just stay close to him and keep him in the air and off the stage.
On both Neutrals and Counterpicks - Don't spend too much time trying to dodge his lasers or you'll get punished for it in a very subtle way and you'll rarely get a hand on him. Once you're inside kill range (I think it's something in the 120s but I'm not exactly sure) it's best to just stay on the ground and shield the lasers as you try to approach because if you're in the air and get hit by one you'll eat an up smash and die. Remember that your two main goals should be to stay away from his grabs early on and to try and get him off the stage and keep him there as long as possible. Falco's weakest area in this match is off the side of the stage, where you're perfectly comfortable and can still both kill and deal damage very efficiently. If Falco tries to Phantasm onto the stage catch him in a tornado and the knock him back off the stage with whatever best fits the situation. The rest is up to you![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
This matchup is actually a very complex one, so be ready to have your brain wracked by the end of the matchup when you play against a good Falco player.
(I'd also like to take this time to throw a shout-out to my favorite Falco player. Every time I play against Sethlon I feel like I'm going to have a heart attack after the match because he's so nerve wreckingly good at this game. Mad props to Sethlon, he is whom I am basing this information off of and he is whom I will use as the standard for a professional Falco player.)
I'm using the same layout as the one I posted in the matchup thread regarding Yoshi; each character's major strengths, the grey area where both excel, my opinion of the matchup ratio and my suggested strategy for the matchup.
For the best information I have to give regarding this matchup, start at the counterpicking section and work your way down from there.
Falco
Important character advantages - Metaknight
- Power. It's much easier for Metaknight to set up for a kill in this match than it is for Falco to kill Metaknight.
- Edge guarding. Getting back onto the stage is normally a nightmare for a Falco player against Metaknight and Metaknight play the edge game all day long.
- The Tornado is both your best friend and your enemy in this match. When used properly it's impossible for the Falco player to grab you from a Tornado, but when Metaknight is at higher percentages the Falco player can kill you with a laser into an up smash and the Tornado sets up perfectly for that. Use it aggressively to deny Falco free percent on you, then when you're at that percent anyway use it less often. Mach Tornado is also beautiful for edge guarding in the match as Falco's Phantasm gets caught by the tornado 90% of the time and makes it impossible for Falco to get his footing back when he's off the stage.
- Close range game. If you're able to approach Falco and get inside of his defenses he's going to have a hard time getting you off of him. Falco does not want you close to him; he wants you at about a mid range where he can laser for damage and set up for an up smash or up air to kill you.
Important Character Advantages - Falco
- Grab game. This is very, very important in this match. If Falco is able to get a grab on Metaknight and tech chase properly after 40%~ then he can easily put Metaknight anywhere between 50% to 80%. Bad news for Metaknight. This is one of Falco's two most important points against Metaknight.
- Lasers. Lasers limit Metaknight's approach options and stop every move he has. Proper use of lasers and Phantasms can completely stop Metaknight in his tracks and make Falco nearly unreachable, plus they can also stun Metaknight and set up for a kill. This is the other of Falco's two most important points against Metaknight.
- Stage control. This is one of the things Metaknight cannot do. Falco can take control of a large portion of the stage and hold it without ever losing any ground. If Falco can take control of the stage then he will beat Metaknight. (I'd like to reference everyone to Dojo for more about this. I've already said a lot about him, but Sethlon was able to very literally run circles around Dojo on Luigi's Mansion and if not for Metaknights very powerful edge guard and gimp game Dojo would most likely have lost the match. Good stuff on taking that opportunity though, Doj, you're super pro
![Stick Out Tongue :p :p](/styles/default/xenforo/smilies/tongue.gif)
The Grey Area where both are good
- Air game. Whoever has control in the air will be dealing a sizable amount of damage to the one who is not in control. Both characters have a very strong set of aerials with multiple damage-dealing and kill moves in the air.
- Maneuverability. Both characters have amazing zoning abilities and can either chase or run from the other one very well, as well as make it a nightmare for the other player to read where they're going to go.
Stages and Counterpicking
This is probably the most valuable information I can give you for this matchup. Counterpicking is really important.
- For the love of God ban Final Destination. It's nearly impossible to win here, logically. If you don't want to ban Final D then ban Jungle Japes where it's legal. Also avoid stages and situations where you can get chain grabbed off the side of the stage.
- For neutrals you want to push for platforms to play around with, so either Pokemon Stadium or Battlefield is likely your best bet.
- You want to take Falco to a stage where you limit his stage control AND give you additional approach options. My personal favorites are Rainbow Cruise, then Delfino Plaza, then Halberd, then Norfair.
Final Verdict
I'm about to get flamed for this. There are two percentage ranges I'm going to give for this matchup.
If Falco is able to get his chain grab early - 55:45 - 60:40 in favor of Falco (Unless on Final Destination. Yeah, good luck with that stage.)
If Falco is unable to grab Metaknight - 55:45 - 60:40 in favor of Metaknight
I can't really put an overall ratio down for this match because of how dependent it is on that chain grab. Yes, the chain grab is that important in this matchup. Keep this in mind and try your best to stay away from his grabs and it will swing the scales in your favor.
My advice to Metaknight players
This is the strategy I've used against every Falco I've played against in tournament and it's brought me a lot of success so far. (Seth is totally going to beat me next time we play now >.<" )
On neutrals - Get on a platform and stay there, use tornado to try and bring Falco up onto the platform with you. Once he's up there get under him and try to get him in the air and deal as much damage as possible. Repeat this strategy until you're above 50%, then rush him down and lay into him with as much aggression as possible. DO NOT use your down smash on him until he's at roughly 115% and near an edge. Once he's off the edge just do your normal thing and either gimp him or beat his Phantasms with your neutral air, the opening frames of Shuttle Loop, or your Tornado. This is the position you most want Falco to be in: off the stage.
On counterpicks - It should be virtually impossible for him to grab you on your counterpick stage and you should be able to approach him from the bottom at any point of the stage. You want to get in, peck away a little bit and then get out as fast as possible until you're above 50%. Essentially you'll be using the platform strategy from before, but instead of one or two platforms the whole stage should be acting as a platform for you. Once you're above 50% you're free to do whatever you want, just stay close to him and keep him in the air and off the stage.
On both Neutrals and Counterpicks - Don't spend too much time trying to dodge his lasers or you'll get punished for it in a very subtle way and you'll rarely get a hand on him. Once you're inside kill range (I think it's something in the 120s but I'm not exactly sure) it's best to just stay on the ground and shield the lasers as you try to approach because if you're in the air and get hit by one you'll eat an up smash and die. Remember that your two main goals should be to stay away from his grabs early on and to try and get him off the stage and keep him there as long as possible. Falco's weakest area in this match is off the side of the stage, where you're perfectly comfortable and can still both kill and deal damage very efficiently. If Falco tries to Phantasm onto the stage catch him in a tornado and the knock him back off the stage with whatever best fits the situation. The rest is up to you