No edit summary |
mNo edit summary |
||
Line 964: | Line 964: | ||
:Duration of 3000 frames (50 seconds) | :Duration of 3000 frames (50 seconds) | ||
:Gives Falke access to new enhanced V-Trigger versions of her projectiles that can be performed with the HP+HK button combinations | :Gives Falke access to new enhanced V-Trigger versions of her projectiles that can be performed with the HP+HK button combinations | ||
:Falke can cancel into her enhanced V-Trigger 1 projectiles from special cancelable moves / V-Skill / as well as f+HP & cr.MP (which aren't regularly special cancelable) | :Falke can cancel into her enhanced V-Trigger 1 projectiles from special cancelable moves / V-Skill 1 / as well as f+HP & cr.MP (which aren't regularly special cancelable) | ||
:Can cancel into her enhanced V-Trigger 1 Air Fireball from j.LP / j.MP / j.HP / j.HK | :Can cancel into her enhanced V-Trigger 1 Air Fireball from j.LP / j.MP / j.HP / j.HK | ||
:5F more recovery when canceled into (11F total) | :5F more recovery when canceled into (11F total) |
Revision as of 02:23, 1 February 2022
Introduction
About Falke
Created to be another clone for M. Bison, Falke was trapped and experimented on by Shadaloo spending years training and honing her psycho powers. Eventually she is rescued by Ed, and the two of them team up to form Neo Shadaloo with the mission of finding and helping others like them.
Compared to most of the Street Fighter V cast, Falke is much slower paced and footsie oriented. With some of the longest ranged normals in the game, an amazing 1 button anti-air, and the only character with an air fireball she can use jumping in any direction, Falke is great at controlling space and wearing down her opponents. While spacing is her specialty, she can also go on the offensive and whittle down the opponents with some especially damaging combos and great corner carry. However having her fastest normal being 4f button and a 12f reversal can make getting sticky opponents away from her difficult; this is further compounded by her 4f normals hitting low to the ground meaning moves such as Dhalsim's drills or Cammy's divekicks can be especially tough to deal with. If you like long ranged normals and don't crack under pressure, Falke is a good choice.
Final Patch
Players to Watch
- Nycfurby/Sabin
- Rompepollo
- TheLifeOfKB
- The4Philzz
- Zabeth
Falke | |
---|---|
Vitals | |
Life Points | 975 |
Stun Points | 1000 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.04 |
Backward Walk Speed | 0.03 |
Forward Dash Speed | 20 |
Backward Dash Speed | 25 |
Forward Dash Distance | 1.494 |
Backward Dash Distance | 1.015 |
Backdash CH Frames | 3-10 |
Jumping | |
Back Jump Speed | 46(4+38+4) |
Neutral Jump Speed | 46(4+38+4) |
Forward Jump Speed | 45(3+38+4) |
Forward Jump Distance | 2.052 |
Backward Jump Distance | 2.052 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.85 |
![]() |
Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
2MK (air)
3HK
6HP
Target Combos
5MK > 5HK
5MK > 5HK > MPMK (VS2)
Throws
LPLK
4LPLK
Special Moves
hold punch button + release (standing)
hold punch button + release (crouch)
hold punch button + release (air)
PP
PPP
KK
KKK
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
V-Skill 2
5 or 4 or 2 or 1MPMK (VS2)
V-Trigger 1
HPHK (VT1)
HPHK
2HPHK
HPHK (air)
V-Trigger 2
HPHK (VT2)
HPHK
2HPHK
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6PPP