2/2/2024 0 Comments Captain falconA combo starter that combos into itself to death while still being a devastating combo ender, being plus on block, and massive active frames to be used for edge guarding. One of the best moves in the entire game, this is Falcon's defining move as a character. First hit is vulnerable to being traded with, but the low recovery means it's challenging to whiff punish.Generally want the 2nd hit to hit as low to the ground as possible to maximize combo potential and safety.Be wary of crouch cancelling, generally safe against CC but it can catch you unawares.Can combo into grab at low % and knee at higher %.Relatively quick start up and long active frames make it a great choice to throw out as a safe wall.Unpunishable on block when performed correctly at -2, being particularly safe when spaced.This is a solid, go-to option in neutral in many matchups as it's often low risk, medium reward. Generally, a character's ability to make Falcon hesitate when using this move is what makes them win or lose the match up and is a defining interaction for the characters. It is a swiss army knife of a move and helps form the foundation of his neutral and combo game. Jab 1 useful as a jab reset, can generally be escaped but but is still usefulįalcon's god button. Jab1 grab can be mashed out of, but is a powerful check on an opponent as it's quite fast and difficult to react to. Often, low profile has to be defeated indirectly, by reading what the opponent will do after it, or preemptively covering itįalcon's main rebuttal to opponent's attempting to abuse his lack of quick moves, his jab is heavily used by Falcon's despite its flaws. Low Profile - Falcon heavily struggles to deal with low profile as his grab often whiffs and his aerials that hit low to the ground take a long time to startup and can be blocked on reaction.This emphasizes the need for proper positioning Startup - While Doug himself is quite fast, his moves have a significant amount of startup, leading to them having a propensity to be interrupted before the hitbox has come out.Defense and Recovery - Falcon has notoriously limited options when forced to block pressure as well as being very limited in recovering once he's knocked offstage, even at low %s.Linear Toolset - Falcon's lack of powerful grounded moves can make him predictable in how he approaches various situations and forces Falcons to think outside of the box to get an opening.Massive Aerials - Very few characters can consistently directly beat Falcon's aerial attack hitboxes, forcing many characters to instead call out his jumps or pressure his landing instead.Heavy Fast faller - His combination of high weight and fast falling speed makes him one of the most resilient characters to stray hits in the game, making dropped edge guards vs him particularly punishing.Powerful Combos - The Captain has some of the deadliest and most explosive combos in the game off a full combo starter, giving him significant comeback potential.Extremely Fast and Mobile - Unrivaled combination of ground and air mobility allows for Falcon to fly across the screen and reposition nigh instantaneously, allowing for him to exert threat from far distances while being difficult to whiff punish himself.Like a wise man once said, everyone has a plan until they’re kneed in the face. You run around spacing his gigantic aerials or try to grab the other guy. Make no mistake however, when zoomed out far enough Falcon's plan is quite simple. And, like all melee characters, he has limitless depth with new tech and strategies being discovered to this day. Once he gets a solid hit or grab, he can feel truly unstoppable. However, no character is able to take a little momentum in a match and run with it quite like Falcon. This is made all the more difficult by how unwieldy his excessive speed, both in the air and on the ground, make him. Given his relatively linear moveset, he has to creatively use his movement to dance around his opponent and position his moves appropriately. A character of extreme strengths and weaknesses. His noticeable flaws include a lack of powerful grounded moves, slower than average start up on his otherwise incredible aerial attacks, along with the weakest defensive options of the top tiers. He has a simple, strong toolset with some of the best moves in the game along with being able to tank a lot of hits due to his weight. Fast as lightning, nigh impossible to control at first, almost always jumping around, and incomparably flashy. Douglas Jay Falcon, or Captain Falcon, is everything defining about melee turned up to 12.
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