Captain Falcon (SSBM): Difference between revisions

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*[[Down tilt]] - Does a quick round kick. Is a great vertical launcher, if difficult to land. Compared to Falcon's other launchers, it has relatively high ending lag. However, it can combo at most percentages into a SHFFLed neutral aerial, which can lead into other combos. Fox and Falco can often be regrabbed from a down tilt at medium percentages, and their side special moves can be intercepted by Falcon's down tilt if they try to sweetspot the ledge. The down tilt can also combo into a Knee Smash and the up aerial, depending on [[knockback]] and [[DI]]. 12% damage.
*[[Down tilt]] - Does a quick round kick. Is a great vertical launcher, if difficult to land. Compared to Falcon's other launchers, it has relatively high ending lag. However, it can combo at most percentages into a SHFFLed neutral aerial, which can lead into other combos. Fox and Falco can often be regrabbed from a down tilt at medium percentages, and their side special moves can be intercepted by Falcon's down tilt if they try to sweetspot the ledge. The down tilt can also combo into a Knee Smash and the up aerial, depending on [[knockback]] and [[DI]]. 12% damage.
*[[Forward tilt]] - Kicks his foot out in front of him. Fast with decent range. There are not a significant amount of combo options from an forward tilt because of its horizontal hit trajectory, low knockback and stun time, and wind-down lag. One can try to follow up with a up aerial or a [[Jump-canceled grab]], and even a dash-canceled down tilt or Raptor Boost, but they are not true combos and can be countered by every character. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance or used after a pivot as a surprise attack to keep enemies away. A forward tilt, angled upward, can stun enemies long enough from an up/down throw that it can lead to a Knee Smash. 11% damage
*[[Forward tilt]] - Kicks his foot out in front of him. Fast with decent range. There are not a significant amount of combo options from an forward tilt because of its horizontal hit trajectory, low knockback and stun time, and wind-down lag. One can try to follow up with a up aerial or a [[Jump-canceled grab]], and even a dash-canceled down tilt or Raptor Boost, but they are not true combos and can be countered by every character. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance or used after a pivot as a surprise attack to keep enemies away. A forward tilt, angled upward, can stun enemies long enough from an up/down throw that it can lead to a Knee Smash. 11% damage
*[[Up tilt]] - Brings his leg up and brings it down in an axe-like way. Same Up tilt as Samus's. His up tilt has horizontal knockback as well, and, like the forward tilt, is difficult to combo from. Due to its low trajectory, one can often follow off the edge of a [[platform]] or stage with a falling neutral aerial or non-sweetspotted forward aerial edgeguard, but this is not a true combo. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance. Most players use up tilts as an edgeguard technique since the heel can extend below the platform. 11% damage.
*[[Up tilt]] - Brings his leg up and brings it down in an axe-like way. His up tilt has horizontal knockback as well, and, like the forward tilt, is difficult to combo from. Due to its low trajectory, one can often follow off the edge of a [[platform]] or stage with a falling neutral aerial or non-sweetspotted forward aerial edgeguard, but this is not a true combo. It may be a good idea to wavedash slightly forward to maintain pressure, and enter a defensive stance. Most players use up tilts as an edgeguard technique since the heel can extend below the platform. 11% damage.


=====[[Smash attack]]s=====
=====[[Smash attack]]s=====
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