![]() *Short hop into Nair, try an it with JUST the 1st of the 2 kicks, if you do, you can against MOST characters, opponent must be set up on the ground or near the ground.this can be setup from a good read on a whiffed projectile, like mario fireballs (the dummy i used) Opponents tend to want to 'chase' CF with an attack of some sort, catches them off guard often. Run past the opponent, turn and Fspecial. My advice for fellow falcon pawwwwnchers:Ībuse speed, not many combatants can keep up with CF, your setups are : Best used against overly aggressive opponents that don't have a counter. ARFP is more likely to hit than a straight AFP or RFP because you have control over momentum while charging ARFP. An opponent predicting you falling in one place will be surprised with that ARFP hits them in the back. a more straightforward approach is to jump offstage, and fast fall a Dair to kill.įalcon Punch really relies on deception and close calls. Use a Nair there, then if possible, follow with a Dair closer to the stage after a jump. Falcon needs to identify which point, if any, where the opponent cannot air dodge or fall out of the stage. Back air also helps for a low recovering opponent, but dair will guarantee a kill if it connects. If done right, this will hurt quite a bit.ĭsmash helps when punishing forward rollers, but backrollers and sidesteppers will have a field day with you if you use this too often.įalcon's go-to offstage move is now Dair, due to uair's tendency to have more vertical knockback than horizontal, and Fair's lagginess (unless you've got nerve). If you see someone using a powerful projectile that lags upon firing, you can punish that by going into the air, inputting a knee, and fast falling. He might fall to the ground- your best option to punish this is another Falcon Kick or go to Raptor Boost for a kill. Rush them down with his dash, but be wary of characters with Nairs that hang around like Mario and Link He may jump away- This can be done by reflex, unless you're reading an approach. Overly aggressive opponents will not like that FSmash elbow in their face. He may Approach you- Punishing this well requires reading it. It does punish backorders though, so if someone's feinting a bit too much, input Falcon Kick when they start to run towards you.Īfter landing a successful Falcon Kick, your opponent will do one of 3 things. Falcon Kick is a decent poke move at the start of the match, but using it several times will lead an opponent to read it and punish. Falcon's Out-of-shield game isn't something to brag about, but he has a few gimmicks. Honestly, what sets apart a Captain Falcon from a Crapton Falcon is really how well you can read an opponent and your offstage game. Up air can hit 2-3 times without any platforms, and Bair comes out quickly. Dair is a spike, similar to Ganon's but comes out faster and is safer to use beyond the ledge of the stage. In the air it can spike, but unlike in Brawl you must be properly spaced above your opponent, or it will just do a pathetic diagonally upwards knockback with no kill power.įair acts as a great kill move near the blast zone if you land the early 'clean' hitbox. ![]() Raptor boost acts as a get out of jail free card, coming out fairly quickly with good range and decent knockback, it should also be noted that it is an instant kill in horde battles. Up tilt has some emergency kill power, and can spike airborne opponents as his leg is coming down, useful at the ledge on opponents with limited recovery options. Down tilt has no follow ups, regardless of percents, but is a semi-spike, so is very useful against opponents with poor recovery. His side tilt is similar to Mario's, but has more range, however has less follow ups at lower percents than Mario's. Rapid jab can do more damage, but leaves almost no follow up options, even at lover percents. His jab attack has two variants: gentleman and rapid jab. Additionally, the aerial version is less powerful, and the reduced knockback scaling from Brawl (93 -> 90) means it kills a little later, so use wisely. Unlike in previous iterations of the series, the falcon punch is actually (somewhat) easy to land a hit with, particularly in the air, however it's 30 base knockback from Brawl has been removed, resulting in the move not being safe on hit until around 20% when reversed and 25% when not. Captain Falcon is blessed with having a decent dash attack coupled with a high dash speed, however you will become predictable if you keep using it, and at higher percents, follow-ups become impossible.
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