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==Introduction==
==Introduction==


Falco is the quintessential definition of a glass cannon. He dominates the neutral game, boasting insane frame data, the most limitless combo and mix up potential in the game, and by far the best projectile. All neutral interactions happen on falco’s heavily skewed terms.
Falco is the quintessential definition of a glass cannon. He dominates the neutral game, boasting insane frame data and by far the best projectile in the game. After landing a hit or even from a disadvantage state, Falco also has the most limitless combo and mix up potential in the game with his unique version of shine and his dAir that help him string together just about any move to rack up percent and potentially land his kills.


He is best described as a shoto. Boasting one of the most complicated yet oppressive fireballs in all of fighting games in his laser. Falco can immediately start his obscene pressure from a laser, or do an extremely low commitment anti air with an utilt, a hard counter to those trying to punish his lasers that leads to massive combos
There is no exaggeration when it's said that this bird's laser is one of the most obnoxious projectiles in this game, and perhaps all of fighting games. Unlike Fox's laser, his Blaster's laser deals ''hitstun'' on connect, meaning that Falco can immediately take control of the match and restrict the opponent's movement in neutral from the very start of a game with his laser. This can continue as strong zoning, or when he is closer he can use it to start his obscene pressure, or even fit it into combos to catch certain options and chain into stronger finishers. This plays into the rest of his moveset, as if the opponent attempts to get around the lasers vertically, he can perform extremely low commitment anti airs as a hard counter that start off his damaging combos.


Falco has a few main weaknesses. First his speed. Compared to his crewmate fox, he is much slower and makes up for it by controlling his opponent's movement with his gun. Second, his kill confirms. In general, building damage and performing long flashy combos is the easy part. Finishing the job however can necessitate mix ups or creativity. This is a problem only exacerbated by his weak grab combos, resulting in Falco dominating the majority of most matches but having the final result determined by how well the Falco can seal the deal  
Falco has a few main weaknesses. First his speed. Compared to his crewmate fox, he is much slower, but he rather makes up for it by controlling his opponent's movement with his gun. Second, his kill confirms. In general, building damage and performing long flashy combos is the easy part. Finishing the job however can necessitate mix ups or creativity. This is a problem only exacerbated by his weak grab combos, resulting in Falco dominating the majority of most matches but having the final result determined by how well the Falco can seal the deal.


His recovery is a bit of an anomaly. It effectively cannot be rinse repeated. His side b is borderline unreactable and sends unprepared opponents straight down, leading to a massive combo onstage and instantly reversing the situation into a kill offstage
One of his recovery moves are a bit of an anomaly, in that the threat it poses means it effectively cannot be rinse repeated without massive risk. His Side-B is just as borderline unreactable as Fox's, but instead sends unprepared opponents ''straight down'', leading to a massive combo onstage and instantly reversing the situation into a kill offstage.


However, he is extremely susceptible to early % kills, dubbed gimps, due to its short length. When it works, it’s an amazing recovery with infinite mix up potential. When it doesn’t, it can be frustrating
However, he is extremely susceptible to early % kills, dubbed gimps, due to its short length and the inherent issues with his other option in Up-B. When they work, they're amazing recoveries with infinite mix up potential. When they don’t, it can be frustrating.


In summary, Falco is a control focused character who sports the best neutral and flashiest combos of the cast. Just remember that this bird can’t fly  
In summary, Falco is a control focused character who sports the best neutral and flashiest combos of the cast. Just remember that this bird can’t fly.





Revision as of 18:23, 28 July 2022

Introduction

Falco is the quintessential definition of a glass cannon. He dominates the neutral game, boasting insane frame data and by far the best projectile in the game. After landing a hit or even from a disadvantage state, Falco also has the most limitless combo and mix up potential in the game with his unique version of shine and his dAir that help him string together just about any move to rack up percent and potentially land his kills.

There is no exaggeration when it's said that this bird's laser is one of the most obnoxious projectiles in this game, and perhaps all of fighting games. Unlike Fox's laser, his Blaster's laser deals hitstun on connect, meaning that Falco can immediately take control of the match and restrict the opponent's movement in neutral from the very start of a game with his laser. This can continue as strong zoning, or when he is closer he can use it to start his obscene pressure, or even fit it into combos to catch certain options and chain into stronger finishers. This plays into the rest of his moveset, as if the opponent attempts to get around the lasers vertically, he can perform extremely low commitment anti airs as a hard counter that start off his damaging combos.

Falco has a few main weaknesses. First his speed. Compared to his crewmate fox, he is much slower, but he rather makes up for it by controlling his opponent's movement with his gun. Second, his kill confirms. In general, building damage and performing long flashy combos is the easy part. Finishing the job however can necessitate mix ups or creativity. This is a problem only exacerbated by his weak grab combos, resulting in Falco dominating the majority of most matches but having the final result determined by how well the Falco can seal the deal.

One of his recovery moves are a bit of an anomaly, in that the threat it poses means it effectively cannot be rinse repeated without massive risk. His Side-B is just as borderline unreactable as Fox's, but instead sends unprepared opponents straight down, leading to a massive combo onstage and instantly reversing the situation into a kill offstage.

However, he is extremely susceptible to early % kills, dubbed gimps, due to its short length and the inherent issues with his other option in Up-B. When they work, they're amazing recoveries with infinite mix up potential. When they don’t, it can be frustrating.

In summary, Falco is a control focused character who sports the best neutral and flashiest combos of the cast. Just remember that this bird can’t fly.


Strengths Weaknesses
  • Lasers are an incredibly powerful projectile that allow him to dominate neutral and stuff opponent's movement.
  • Extremely strong and versatile combo game means that almost any opening can lead to a brutal punish.
  • Fastest jump speed, a fast fall speed, and the highest DJ height gives him a huge advantage in vertical mobility over every other character and synergize well with his vertical-oriented combo game.
  • Slow: Relatively slow movement speed
  • Combo Food: Due to his fall speed Falco is prone to taking huge combos if hit
  • Weak Recovery: Short and easily gimpable recovery means he often dies if knocked offstage, even at low percentages