![]() By rolling away from you, Falcon is then facing you and can reset the neutral game and regain his footing. Falcon players tend to roll in shield if you land behind them with shield pressure. The other option Falcon has is rolling, a much more punishable option. This puts you outside of the range of a shield grab, and within range to punish the whiffed shield-grab. This will most often be their action after an attack on their shield, so you’ll want to be prepared for it by using retreating aerial drift during your shield pressure. Falcon basically only has three good options out of shield: grab, roll, and attack out of shield.įalcon players love to shield-grab, because off of a single grab they can secure stocks by reading/reacting to your ground techs, re-grabbing, and comboing the mess out of you. Falco does this extremely well with his laser pressure, and Samus and Peach can force him into his shield also through the use of their projectiles. He becomes much less of a threat when constantly being forced back into his shield. Not only is his momentum and speed halted by being forced into shield, but his out of shield options are very limited. Captain Falcon struggles hard when this momentum is stopped by being forced into his shield. Reading your tech rolls, reacting to your DI with appropriate moves, and punishing your mistakes hard is what Falcon mains do best. Tracking this small space within Falcon’s fast dash-dance is very difficult, but it put you in a safe and comfortable spot for punishing his moves.Īs said before, Falcon is a momentum based character. Here is a visual representation of Falcon’s pocket:Įither hanging well outside his dashed aerial range and baiting him with dash-dance camping or spacing within his pocket puts you out of threat of a surprise knee. Tracking the pocket and shielding an incoming unsafe attack will put you at an advantage to punish the Falcon that lands behind you after an attack with a b-air or wavedash OoS grab. Falcon makes up for this awkward space with his incredible dash-dance, which is constantly moving this pocket back and forth. Spacing yourself inside this pocket will give you an edge over Falcon in the neutral game. ![]() This pocket especially punishes Falcon’s best KO move, f-air (knee) because the hit-box is too high to connect with the majority of the cast when inside this pocket. Falcon can throw out a d-air or n-air that can sometimes connect with taller characters in this pocket, but it is usually not a solid hit and can be punished right after. Spacing inside this pocket gives you a huge advantage because you’re far enough away from Falcon to punish a whiffed in-place aerial, and too close for the dashed aerial to connect with your character. The drastic difference in space where the two types of aerials actually land leaves an empty pocket where Falcon cannot cover much at all. While this is a great advantage in some ways, it is also a disadvantage as well. This allows Falcon to control the space and punish the mistakes of opponents who are spaced far from him. Falcon’s dashed aerials (or momentum aerials) however, propel Falcon far passed the space that in-place aerials control. The longest hitting aerial falcon has is n-air, so knowing the length of this move and spacing just outside this move’s hitbox will help you in your spacing game against Falcon. Slight aerial drift can be applied to these aerials to hit an opponent who might me slightly out of range, but they generally control the space just within his f-air range. Falcon’s in-place aerials hit obviously, the space right in front of him. Couple this with his exceptionally strong dash-dance, and Falcon can weave back and forth to vary the range and placement of his moves, most infamously the knee (f-air).Įven though Falcon has incredible range with his SHFFL aerials, they hit in two very specific places, each far from each other. Falcon’s speed boosts his short hop with insane range as he can literally attack you from the other side of the stage. Falcon can take any character from 0% to 80% in the matter of seconds and finish the stock right then and there. However, there are very valuable tactics to employ in your play against Captain Falcon that can help give you the edge in tournament.Ĭaptain Falcon’s greatest strength is his incredible speed in terms of both raw movement speed and combo follow-ups. He dominates the Melee cast through sheer speed and destructive kill set-ups. Falcon is a heavily momentum based character who’s punish game is extremely strong and compounds on itself very well.
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