Falco (SSBM): Difference between revisions
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===Pillaring=== | ===Pillaring=== | ||
''See [[pillaring]]'' | |||
===Offense=== | ===Offense=== |
Revision as of 17:41, August 3, 2006
Falco is a character in SSBM, unlocked by beating the 100-Man Melee mode with any character. He is also unlocked after playing 300 vs. matches.
Falco's Advantages
Falco is a very offensive character. Combined with the SHL and pillaring, he can be a mighty force.
SHL/B
SHL/B stands for "Short-Hop Laser/Blaster" and is very disruptive to your opponent. In order to do a SHL/B, like the name describes, you short-hop, fast-fall, and shoot a laser. This way, there is no lag and you are free to move about while shooting. You can send flurries of SHL/Bs while approaching your opponent. This can somewhat subtsitute Falco's rather slow Dash. SHL/B is also considered to be the best approach tactic in the game as well as one of the most annoying moves in the game. SHL/B is imperative for Falco players to learn since it's Falco's main method of opening up their opponent's defense for an easy attack.
Pillaring
See pillaring
Offense
Falco's ADA is one of the best Spikes in the game, and can usually kill at around 50%. His Up tilt can be used to start combos. His Down Tilt can usually kill at high percentages. His Fsmash is fast, comboable into from a laser and kills at pretty low percentages. His ABA is also considered a Sex Kick.
Falco's Disadvantages and Ways to Stay Alive
The Disadvantages
Falco has a very poor recovery, meaning that if he is knocked off of the stage, chances are that you will not return.
Falco is also combo'd fairly easily, and chaingrabbed by Marth and other characters at certain percentages.
Falco is a fast faller, this is both good and bad. Its bad because once he is knocked off the edge from a Semi-spike or if the player has crappy DI, and it makes him easy to combo and chaingrab.
How to Not Die
Directional Influence is key with Falco. A foolish Falco is one who does not intelligently use directional influence. Using it unintelligently can end in a lost life.
If a Marth starts to chaingrab you, start DIing to either side and switch it up in order to try to fool the Marth. Although the Marth isn't likely to be fooled, it's smarter than doing nothing. Once you're at around 40 percent in damage from chaingrabs, it's foolish to DI because it leaves you open for a fatal tipper from the Marth's F-Smash; not DIing can give you a chance to get an attack in before the Marth strikes, such as your ADA or a shine .
Now, on the other hand, escaping from Fox's chaingrabs is very hard. It's really on luck until your damage is too high. Bold text