Falcon Punch: Difference between revisions
No edit summary |
No edit summary |
||
Line 20: | Line 20: | ||
===G-Regulate's Falcon Punch Combo=== | ===G-Regulate's Falcon Punch Combo=== | ||
Named after [[G-Regulate]], this combo works similarly to the Tapion Punch Combo, but uses a [[platform]]. Captain Falcon must l-cancel a down aerial onto a platform so that it hits an enemy below him. Against some [[character]]s at some damages (notably [[Marth]] at 65%), Falcon can combo his down aerial into Falcon Punch. It can be avoided with Directional Influence. | Named after [[G-Regulate]], this combo works similarly to the Tapion Punch Combo, but uses a [[platform]]. Captain Falcon must l-cancel a down aerial onto a platform so that it hits an enemy below him. Against some [[character]]s at some damages (notably [[Marth]] at 65%), Falcon can combo his down aerial into Falcon Punch. It can be avoided with Directional Influence. | ||
===Sacred Combo=== | |||
A 100% killer if done right. Make sure your opponent is between 65-80%. Anywhere before 65% will help your opponent recover and anything after 80 will make the combo inaccurate. Once your opponent is at 65-80%, land a "Knee of Justice" to him/her. Make sure the electric shock comes out of it. Once your opponent is sent away, dash towards the edge of the arena and jump before you are next to the edge. Right after jumping, immediately charge up a Falcon Punch in the air. While your opponent tries to recover, he/she will be sent away by the Falcon Punch. In other words, knee your opponent, jump, charge a Falcon Punch, and let it rip when your off screen. You will have a 25% chance to make it back alive, but who cares when your opponent is already dead. DO NOT USE AGAINST LIGHT-WIEGHT CHARACTERS SUCH AS JUGGLYPUFF. | |||
==Trivia== | ==Trivia== | ||
*If used correctly, it can knock off all the bases of a [[Gamyga]] | *If used correctly, it can knock off all the bases of a [[Gamyga]] |
Revision as of 22:04, May 7, 2008
Falcon Punch refers to Captain Falcon's neutral B attack. It is one of SSBM's most powerful moves, with the highest knockback of any of Falcon's attacks (including charged smashes). This move is one of the few attacks in the game that is more powerful than the Home-run Bat at high damages (combined with the fact that Captain Falcon's home run attack flies upwards rather than sideways), and thus players use it in Captain Falcon's world record Home-run Contest strategies. Falcon Punch is also very slow, with a start-up time of 52 frames. As with all neutral B attacks, this move can be redirected by tapping the analog stick in a direction, returning it to neutral, and pressing B quickly.
In Brawl, Captain Falcon can turn around during the start-up of the punch. It does slightly more damage.
Strategies
Double-jump facing away from your opponent and right before you fall, Reverse Falcon Punch. As you tilt the motion towards your opponent you reduce the time it takes to charge on the ground, strengthen the punch by reversing it, and use the attack just as you hit the ground. Best to use it on off-guard opponents that are expecting you to flee.
- Tip: It will take a couple tries to get used to, but when you do, your opponent won't know what hit them.
Combos into Falcon Punch
Despite the slowness of Falcon Punch, there are a few situations where a launcher (namely, down aerial) can combo into Falcon Punch.
Tapion Punch Combo
Named after Tapion, this two-hit combo leads into Falcon Punch after an l-canceled down aerial. It works on Fox as low as 75% damage, Falco as low as 78%, and C. Falcon as low as 80%. It can be avoided with Directional Influence.
G-Regulate's Falcon Punch Combo
Named after G-Regulate, this combo works similarly to the Tapion Punch Combo, but uses a platform. Captain Falcon must l-cancel a down aerial onto a platform so that it hits an enemy below him. Against some characters at some damages (notably Marth at 65%), Falcon can combo his down aerial into Falcon Punch. It can be avoided with Directional Influence.
Sacred Combo
A 100% killer if done right. Make sure your opponent is between 65-80%. Anywhere before 65% will help your opponent recover and anything after 80 will make the combo inaccurate. Once your opponent is at 65-80%, land a "Knee of Justice" to him/her. Make sure the electric shock comes out of it. Once your opponent is sent away, dash towards the edge of the arena and jump before you are next to the edge. Right after jumping, immediately charge up a Falcon Punch in the air. While your opponent tries to recover, he/she will be sent away by the Falcon Punch. In other words, knee your opponent, jump, charge a Falcon Punch, and let it rip when your off screen. You will have a 25% chance to make it back alive, but who cares when your opponent is already dead. DO NOT USE AGAINST LIGHT-WIEGHT CHARACTERS SUCH AS JUGGLYPUFF.
Trivia
- If used correctly, it can knock off all the bases of a Gamyga