Duck SMASH!
Smash Journeyman
Oh boy...
of all the For Glory scrubs I've seen online, aside from Little Mac, I've seen more than my fair share of Captain Falcons...
Against a FG scrub, we can wipe the floor with them. But against a GOOD Falcon player (read: A falcon who isn't all about dash attacks, raptor boost, and HOO HAHs), Bowser Jr. actually struggles.
He's so fast and his dash grab is so good that any mistakes you make are likely to be punished. Fake outs are also common, and Falcon is excellent at this. Also good for punishing excessive shield use (a bad habit of mine)
His Uair is not quite Diddy Kong's but it definitely gets the job done and makes aerial approaches much more risky...
HOO HAH is fairly common and good players can get two of them in... Also cuz Jr. is heavy and easily combo'd himself.
A good falcon player also knows how to knee. This move is one of Falcon's most dangerous in the hands of a good player. Also, his weak knee can gimp Jr. after using Up B. Or he could stage spike with his Bair as you come up... so be careful of recovering too close to the stage...
Raptor boost is a kill move after around 110-120 ish percent. Shield it and punish if you can.
Any good news?
We can easily beat falcon's ground game. Dash grab is beaten out by jab, mechakoopa, Ftilt, and Dtilt (spaced and timed properly) Dash attack can be shielded and then punished.
We outrange Falcon in general, and have disjointed hitboxes. Fair and Bair can easily run through Falcon's aerials.
However, many of Jr's attacks are weaker when enemies are extremely close. You must space properly and prevent Falcon from getting too close and whaling on you instead...
Juggling Falcon is a must. He's heavy and a fast faller so you must punish him hard every time you get the chance. Our Uair is also disjointed and is a fast move so don't be afraid to throw it out there against him. Nair is also good for escaping combos if you can get it in... Though it won't work against Uairs.
Kart dash and its follow ups are good against a Falcon. It also protects you from his Dtilt with your kart's super armor.
Mechakoopas are great for pressuring Falcon. I've released a mechakoopa the other way and then shielded Falcon's approach with relative safety. If he grabs or dash attacks you chances are he'll run into the MK and give you a free punish if you're quick.
One thing I have to test is whether it's a good idea to retreat then pivot grab an approaching Falcon. In theory it would work, but unfortunately this is untested. Jr's grab sucks so you cannot throw out grabs liberally, but it is good enough for punishes, and although Falcon is fast, his options have enough lag that the grab should succeed...
I try my best to keep Falcon level or above me. Never below because his Uair, Bair, and Nair are all really good and combined with his mobility can disrupt Jr's momentum quite easily.
Anyways what do you guys think?