pastaboy
Smash Champion
ok not counter but why is zelda tough match-up for falco?
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so let him get closer. I don't see how that's a big problem, it just means that you persuaded him to approach.While NL does stop Falco from camping, but it's also a free invitation for him to get closer while you're still having fun spinning (or he could punish Zelda if you Naryu's and he doesn't shoot a laser).
but, also, a lot of her moves AREN'T a lot slower: Dtilt, jab, dash attack and Usmash are all fast and all have a lot of priority, range or both.Falco does have problems with Zelda's superior range and priority, however, Zelda has problems with Falco's quick poking moves (which means that she'll probably get hit a lot). Most of Zelda's moves with superior range and priority are also significantly slower on startup and/or cooldown then Falco's moves, which means that you'll have to swing early a lot (or risk being punished), which means that Falco can react accordingly.
I disagree here. Side B has an obvious startup animation. if Falco uses it, all zelda has to do is know the timing and she can smack falco out of it with half of her repetoir. Usmash, Fsmash and Nayrus even do it so well that she barely needs to time it. Plus, there's no penalty for sheilding it and, even if he cancels it, zelda shold recover from her attack quickly enough that she's in no worse a position after the attack than she was before.It's also difficult to control the match because of Falco's overB. It's very fast, can be cancelled to vary distance and lag, and does decent damage (like 7% or something like that) considering that Zelda has a really hard time doing anything to stop it.
Still, Zelda severely limits his ability to chain throw... 2 throws don't really do much and a LK to the face is SEVERELY undesirable.Falco can be hit by a sweetspotted Fair if he attempts to chaingrab Zelda for more than like 2 throws (from 0%). However, Falcos know this and will use SH Dairs instead and follow up accordingly.
I disagree with this too. Falco controls the tempo of the match IF YOU LET HIM. and, yes, if you are letting him, then it might seem like he has a slight advantage. Honestly the problem a lot of zeldas have with ANY matchup is that they aren't active enough. If zelda grows some balls and starts taking the reins, it becomes VERY hard for falco since, with proper spacing, there isn't much falco can do against Zelda. It's unlikely that she'll maintain this spacing, but at that spacing, she can be pretty fearsome. even if falco gets close, nayru's, Dtilt, jab and Dsmash are reliable GTFO or follow up moves, and, in addition, SH nair or LKs can work too, but they are less reliable... even Farore's has some applications for getting away at least.So on the whole, Falco controls the tempo of the match. He'll likely hit Zelda more often than Zelda hits him and he can probably hit with multiple hits with each opportunity. However, when Zelda does hit Falco, he'll feel it. So all-in-all, since Falco has no good way to kill Zelda and Zelda can kill him pretty quick, it can't be too much in his favor. I'd say it's probably somewhere around even (55:45 Falco would be my take).
Most all moves outprioritize the phantasm, you just have to time it right. Also I think the hitbox for phantasm is actually behind Falco, so even if it has priority over your move, you just need to hit the front of Falco before the hitbox.Just replying to everything said earlier... what if Falco punishes NL with his forward B? He doesn't have high run speed so getting close to Zelda doesn't do much, I agree with sonic, but if he F+B'd he'd land a free hit, knock Zelda in the air and this can make it a little tricky. Or does NL outprioritize Falco's forward B?
it does. it might depend on spacing. but it does. and at the very least, invincibility might make him just go through you.Just replying to everything said earlier... what if Falco punishes NL with his forward B? He doesn't have high run speed so getting close to Zelda doesn't do much, I agree with sonic, but if he F+B'd he'd land a free hit, knock Zelda in the air and this can make it a little tricky. Or does NL outprioritize Falco's forward B?
Exactly, he's pretty much forced to shoot lasers while we recover. He can try the ocassional spike and bair is pretty good, but they're both easy to see coming.Oh... thanks guys. Guess I was wrong about that lol. Well yeah it does seem like Zelda has a lot of advantages and a Falco will have to play a good game to capitalize. Another thing I just thought of is falco really cannot go out to pressure/punish Zelda's recovery due to his own lack of recovery.
Okay, so apparently I'm not playing correctly against Falco (I was hoping that this was the case since I keep losing to Falco). But I do have a few questions about your comments (sorry, I don't know how to do that quoting multiple things in one post so bear with me).so let him get closer. I don't see how that's a big problem, it just means that you persuaded him to approach.
but, also, a lot of her moves AREN'T a lot slower: Dtilt, jab, dash attack and Usmash are all fast and all have a lot of priority, range or both.
I disagree here. Side B has an obvious startup animation. if Falco uses it, all zelda has to do is know the timing and she can smack falco out of it with half of her repetoir. Usmash, Fsmash and Nayrus even do it so well that she barely needs to time it. Plus, there's no penalty for sheilding it and, even if he cancels it, zelda shold recover from her attack quickly enough that she's in no worse a position after the attack than she was before.
Still, Zelda severely limits his ability to chain throw... 2 throws don't really do much and a LK to the face is SEVERELY undesirable.
I disagree with this too. Falco controls the tempo of the match IF YOU LET HIM. and, yes, if you are letting him, then it might seem like he has a slight advantage. Honestly the problem a lot of zeldas have with ANY matchup is that they aren't active enough. If zelda grows some balls and starts taking the reins, it becomes VERY hard for falco since, with proper spacing, there isn't much falco can do against Zelda. It's unlikely that she'll maintain this spacing, but at that spacing, she can be pretty fearsome. even if falco gets close, nayru's, Dtilt, jab and Dsmash are reliable GTFO or follow up moves, and, in addition, SH nair or LKs can work too, but they are less reliable... even Farore's has some applications for getting away at least.
so, yes, zelda has tools to control the matchup. I'd like to see them used more. Regardless, even with said tools, falco has enough poking ability that he' going to get into zelda eventually so it's not a hard counter sort of matchup. it's zelda's advantage, but that's all.
jab's speed is quite impressive for its range. you don't pull it out when falco is right on top of you. Dtilt is not particularly punishable if blocked. AND, you were talking about using moves in response to falco's quick moves. I'm just sayin you have options. so what if they can be sheilded, you were talking about using them to counter falco's pokes. he can't sheild and poke at the same time.1) Um, I'll agree that Usmash and Dsmash are very fast and Dtilt and running attack are pretty fast (jab is not fast, I'm sorry, not compared to Falco) but all are punishable if blocked which is what usually happens since Falco has so little lag. How do you usually hit Falco with them without having them blocked? I try to shield drop them but it never seems fast enough (do I need to perfect shield to do them?).
yes. the startup time is sufficient unless you are preoccupied with another attack. you just need to work on your timing.2) Falco's sideB does have the startup, but it's not enough to hit him with a Fsmash or neutral B unless you're predicting it and start before he does (in which case he'll just cancel). Usmash sounds like a good idea though, I can't believe I never tried it. Does it straight up beat it out or does it trade sometimes? On a side note, I've never, ever stopped Falco's sideB with Zelda's Fsmash or neutralB even when he went directly into the attack (and trust me I've tried a lot). I'm not saying it isn't possible because it should be, but it sure seems like you'd need to time it pretty well.
this is still an advantage son. Against most charcters falco has a chainthrow which will result in unavoidable damage. Zelda makes the damage avoidable for herself, plain and simple. it may turn into a game of "predict me" for the two, but that's better than a game of "let falco have his way with me while I flail helplessly"3) Zelda limits his ability to chain throw, well, yes if you mean him repeatedly Dthrowing. Does Zelda stop him from using SH Dair after Dthrow into jabs/throws/tech chasing/etc., um, no. The only thing that has helped to save me here is Naryu's, but if he blocks that I'm in a world of trouble all over again. Advice on how to deal with this would be appreciated.
DACUS is nice, but it's not game changing, especially since it has trouble getting through the defenses of a grounded zelda. About him zoning better.... that's all on the player. you said it yourself, she has the tools. who's fault is it if the tools aren't being used? And, yes, Falco can punish zelda, but zelda can also punish falco.... and harder.4) I still feel Falco controls the match. He moves much better and faster (with DACUS and sideB especially) and he zones better with lasers and reflector (which is actually a good spacing tool against Zelda). I've tried being aggressive, but it's difficult to be in the range where Zelda has control over Falco (as you said). However, (like you said) it's pretty easy for Falco to escape from that "zone" where Zelda is in control. For Zelda, on the other hand, she has to rely on hitting Falco to escape once he closes in (which is a lot more difficult since she is inherently slower and all her fast moves are punishable (pretty easily too, from what I've seen, since we're assuming they're being used as GTFO moves and most likely aren't properly spaced). I think what you've shown is that Zelda has the tools to be in control, not that she will be in control (which is a big difference). But feel free to prove me wrong.
there are ways to minimize the detriment caused by lasers to our recovery, but, yes, they suck. They don't destroy our recovery, but they can cause problems if we are in a bad position.Other things I'd like to mention:
Does Falco's running speed really matter when it comes to punishing Naryu's? He can punish with sideB (I'm pretty sure Naryu's won't protect our heads) or DACUS (which is much faster than his running speed).
Oh and about Falco's not being able to go out and get us while we're recovering(except with lasers), ordinarily that would be good for us, except that Zelda's only method of recovery has horrendous startup and lasers are fast, which means that lasers are really good for disrupting it and forcing us to recover from lower than the stage level which usually means we'll get hit again when we reappear (or edgehogged if we aim for the edge).