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falco [2023/04/01 23:13] – created bombchu_link | falco [2023/05/02 00:46] (current) – [Link's Goals] tpn | ||
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===== Breakdown ===== | ===== Breakdown ===== | ||
- | Falco aka Mr. Netplay. | + | Falco is one of the most used characters in Melee. His punish on most of the cast is relatively simple thanks to pillaring (shine -> dair -> repeat) and has access to one of the best tools for his neutral game (lasers). Many newer players often find Falco to be a very difficult matchup because of these, however thankfully Link has relatively decent counterplay to his options. As you level up as a player you'll find Falco to be one of your more comfortable matchups. |
==== Link's Goals ==== | ==== Link's Goals ==== | ||
+ | Alright chances are if you're here and you're new, you're probably wondering "how do I deal with Falco lasers?" | ||
+ | |||
+ | Next is dealing with getting comboed by Falco. After a laser Falco is generally going to want to nair -> shine you (or dair -> shine you) to start his pillar combo. What you'll want to do is avoid getting hit by shine. If you see Falco using his aerial to overshoot and go behind you, SDI it inwards. If his aerial allows him to land in front of you, SDI away from him. Both of these options will make Falco' | ||
+ | |||
+ | ==== Knockdowns ==== | ||
+ | |||
+ | Below is your list of moves that will cause knockdown on Falco: | ||
+ | |||
+ | < | ||
+ | U-tilt - 15% | ||
+ | D-smash - 23% | ||
+ | U-air - 18% | ||
+ | Dash attack - 36% | ||
+ | </ | ||
+ | |||
+ | ==== Flowchart ==== | ||
+ | |||
+ | Finally, below is what your basic flowchart vs Falco should look like. Every sequence ideally should lead into you techchasing Falco with a regrab to continue your combo and 0 to death him. For example, first it says to go for a bomb throw -> grab -> pummel at 0%, this will put Falco at 13%. Next it says to Uthrow -> Utilt which will cause knockdown and allow you to techchase Falco (if he misstechs, perform a jab reset by doing doublejab while he's downed and regrab him). Continue the flowchart to the next sequence etc. | ||
+ | |||
+ | < | ||
+ | Bomb Grab - 0-20% | ||
+ | Bomb grab -> pummel = 13% | ||
+ | If you U-throw between 13-16% U-throw U-tilt will cause knock down | ||
+ | If you U-throw past 17% U-throw will knock down | ||
+ | If you U-throw past 17% follow up with D-smash. | ||
+ | U-throw D-smash from 17-39% | ||
+ | U-throw dash attack from 40-80% | ||
+ | From 40-60% U-throw dash attack forced tech chase on DI away. All other DIs you get U-air/dash attack. | ||
+ | Ideally you want to dash forward as much as possible before dash attack. | ||
+ | From 80+ D-throw -> Up-B is a true combo | ||
+ | From 90-110 U-throw D-air is a true combo | ||
+ | </ | ||
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===== Kill setups ===== | ===== Kill setups ===== | ||
< | < | ||
- | Week U-air -> Early D-Air...... 70s-120s Kill~90s | + | Weak U-air -> Early D-Air...... 70s-120s Kill~90s |
U-Throw -> Running D-air....... 60s-120s Kills~90s | U-Throw -> Running D-air....... 60s-120s Kills~90s | ||
D-Throw -> Up-B................ 70s-200s Kills~120s | D-Throw -> Up-B................ 70s-200s Kills~120s |