Zonderion
Smash Ace
TABLE OF CONTENTS
1. Preface
2. Introduction
3. History
4. The Beginner
PREFACE
INTRODUCTION
HISTORY
THE BEGINNER
[collapse="General Knowledge"]
[COLLAPSE="Pros and Cons"]
[collapse="The Basic Moves"]
Example Layout [We will use 's to rate each move. 1 is the lowest, and 5 is the highest.]
[/collapse]
THE INTERMEDIATE
[COLLAPSE=Match-Ups]
[COLLAPSE=Videos]
THE PROFESSIONAL
Chain Grabbing (CGing)
[COLLAPSE=Advanced Competition]
Adapting
[COLLAPSE=Preparation for Tournaments]
Food
CLOSING
1. Preface
2. Introduction
3. History
4. The Beginner
- Terminology
- General Knowledge
- The Pros and Cons
- The Basic Moves
- Stages
- Match-Ups
- Videos
- Advanced Techniques
- Advanced Competition
- Preparation for Tournaments
PREFACE
I would like to thank [The-Cake-is-a-spy] for providing us the image you see above. I also want to thank [Enochuout] for 90% of the information in this guide. I want to thank [-DR3W-] for the inspiration and the lead on rewriting this guide. Finally, I would like to thank the creators of ["The NEW Peach Guide"]. The guide that you guys created is incredible. Much of our inspiration came from yours.
INTRODUCTION
This guide is desgnied to take a player who is brand new to Falco, and give him/her the tools to become a professional player. This guide will be your best tool in developing your Falco. If you have any tips or suggestion not included in this guide, post them and we'll do our best to include them.
HISTORY
History is important when choosing a character. Is your character a hero or a villain? And does this character line up with your moral beliefs? I've always chosen a character that has lined up with my moral beliefs. It allows me to connect to my character on a personal level. I believe that in doing so, we will strive to play a better character. So take some time and learn the history of Falco Lombardi:
THE BEGINNER
So you're new to Falco? Great! The more Falco's the better. This section will outline terminology associated with Brawl, general knowledge of Falco and other characters, the pros and cons to playing with Falco, and Falco's basic moves.
[collapse="Terminology"]Here you will find a list of the most common terminology and their abbreviations. Learn these, not only for the knowledge, but to help better understand when reading other people's posts. The Terms marked with an "*" will be covered in detail in the Advanced Techniques Section.
General Brawl TerminologyAdvanced Techniques (ATs)
- Advanced Techniques refer to attacks or other inputs that go beyond the basic moves and controls.
- It is essential to learn some, if not all, of the Advanced Techniques. This will provide more options in a battle with a difficult opponent.
Camping
- Camping refers to staying on one side of the stage, usually opposite the opponent, and constantly using projectiles to keep the opponent from approaching.
- Falco's lasers are one of the best tools to use for camping. They are quick and provide just enough knockback to disrupt the opponents' attacks.
- Camping is a significant part of Falco's game.
Cancel
- Cancel refers to interrupting a move or action with another input from the controller.
- Cancelling moves usually allow you to gain the speed of one move, while having the effect of another.
- Ex: Dash Attack Cancel Grab (DACG) This lets you use the speed and some of the distance from a dash attack, but the attack part is cancelled and replaced with a grab. This Advanced Technique allows a much longer reaching grab.
Chain Grab (CG)*
- Chain Grab refers to a technique in which one character repeatedly grabs an opponent who is helpless.
- Using the Chain Grab on an opponent at a low %, will allow you to execute more Chain Grabs.
- This move can be frustrating against an opponent, as they cannot do anything until a certain damage % is reached (varies by character). When your opponent is frustrated, they may make more mistakes.
Dash Attack Cancelled Up-Smash (DACUS)*
- Dash Attack Cancelled Up-Smash refers to using a dash attack, but cancelling it with an up-smash. This allows characters being able to use their up-smash faster and with a greater range.
- This can be a very surprising attack, and if your opponent is not ready for it, it could be lethal. Falco has one of the better DACUS's in the game.
- Also known as Boost Smashing.
Directional Influence (DI)
- Directional Influence refers to pressing on the control stick in a direction while your character is in mid-air. This will cause your character to move slightly in that direction.
- Directional Influence is needed for a high level competition. This allows proper spacing for offensive and defensive maneuvers.
Frames
- An imaging device produces unique consecutive images called Frames. Typically there are 60 frames per second. That means in one second of game play, 60 frames have passed.
- Often you'll see things such as "Shield drop takes 7 frames" or "Falco's jab comes out on frame 2." These examples are referring to the frames in the game. It takes about 16.667 milliseconds to execute 1 frame. So if Falco's jab comes out on frame 2, your opponent has about 33 milliseconds to respond from the time you executed Falco's jab.
Input Buffering*
- Input Buffering refers to inputting an action before the previous action is finished.
- What this allows, is the execution to be faster than normal. The game takes the next input from the control and buffers it, so that the very moment the previous action finishes, it will execute the action in the buffer.
Mind Games
- Mind Games refer to actions in a match to try and bait your opponent into a certain offensive or defensive maneuver.
- Mind Games are techniques that are usually done in mid-game and are usually based on how the opponent is playing.
- Ex: Shooting a laser to force the opponent to bring up their shield, and then rushing in and grabbing them before they can drop their shield.
Momentum Canceling
- Momentum Canceling refers to canceling the momentum received from being hit in one direction.
- This is achieved by performing any aerial attack, or air dodging. To maximize the effect of Momentum Canceling, use this technique in conjunction with Smash Directional Influence. This will allow you to stay alive well above 150%.
Pivoting
- Pivoting is the use of the frame at which a character turns during a dash-dance, during which any normal ground options are available as if the character were standing still.
- To perform a Pivot, dash in one direction then quickly tap the control stick in the opposite direction.
- This will allow you to execute smashes, grabs, tilts, or jumps without the lag that usually comes from using these attacks after a dash.
Reverse Aerial Rush (RAR)
- Reverse Aerial Rush allows a character to approach with an aerial attack while facing away from the opponent.
Short Hop (SH)
- A Short Hop is the act of pressing the jump button and letting go before the character leaves the ground. This will result in a jump that is shorter than the normal jump.
- The Gamecube controller cannot measure sensitivity of a button press (meaning how hard or how light you press the button), but can measure the amount of time you hold the button.
- Short hopping is essential for higher levels of competition, as it lets you execute aerial attacks much faster, and much closer to the opponent.
Smash Directional Influence (SDI)
- Smash Directional Influence refers to smashing the control stick and the C-Stick at the appropriate time. This will gain much more distance than a normal Directional Influence.
- Smash Directional Influence is recommended any time you are flying towards the edge of the screen, or to get out of a combo from the opponent.
Spacing
- Spacing refers to the space in between you and your opponent. The goal of spacing is to put more space between you and your opponent when they launch an offensive attack, and less space when you launch an offensive attack.
- Proper spacing can mean the difference of landing a KO move, or getting hit with a KO move.
Gatling Combo*
- Gatlin Combo refers to attacking an opponent and then up-smashing immediately before the opponent has a chance to respond.
- This allows for extra damage when the opponent is low on %.
Instant Aerial Phantasm (IAP)*
- Instant Aerial Phantasm refers to jumping and using Falco's Phantasm (Illusiion, Side B) at almost the same instant.
- Falco's aerial Phantasm has less start-up lag and less ending lag than his grounded Phantasm. However, Falco will free-fall after using his aerial Phantasm.
- IAP gives Falco the fastest Phantasm possible.
Laser Locking*
- Laser Locking refers to Falco shooting lasers at an opponent who is prone on the ground. The knock back from the lasers causes the opponent to bounce and suffer from hit lag.
- Continually hitting them with lasers will lock them down until they fall off the edge of the platform, or the stage.
Short Hop Laser (SHL)
- Short Hop Laser refers to executing a short hop, and then firing one laser before returning to the ground.
- This is significant for Falco, because if done correctly, Falco suffers no landing lag and is free to follow up with another attack.
- Falco can use this technique to camp and approach opponents.
Short Hop Double Laser (SHDL)*
- Short Hop Double Laser refers to executing a short hop and firing two lasers before returning to the ground.
- This increases Falco's ability to camp opponents because it limits them in the air and on the ground.
Illusion Canceling*
- Illusion Canceling refers to using Falco's Illusion and then canceling it before reaching it's max distance.
- The Illusion can be canceled in three places: At the beginning, mid-flight, and at the end. All of these cancellations will result in Falco keeping some of the momentum from the point of cancellation.
- This technique can be used in conjunction with IAP.
[collapse="General Knowledge"]
This section will give you some basic knowledge about Falco.
Air Speed: 0.89- Fastest: Yoshi (1.32)
- Slowest: King DeDeDe (0.66)
- Falco is ranked #24
- Fastest: King DeDeDe (2.73)
- Slowest: Jiggly Puff (1.37)
- Falco is ranked #6
- Fastest: Sonic (3.5)
- Slowest: Jiggly Puff (1.10)
- Falco is ranked #22
- Fastest: Marth (1.5)
- Slowest: Jiggly Puff (0.70)
- Falco is ranked #7
- Heaviest: Bowser (120)
- Lightest: Jiggly Puff (68)
- Falco is ranked #30
Credit: ["The NEW Peach Guide"]
[/collapse][COLLAPSE="Pros and Cons"]
These are the Pros and Cons to playing Falco. His pros far out way his cons, but you should still review them to see if they line up with your playstyle.
The Pros:- Incredible Horizontal Recovery
- Quick aerial movement
- Great ground game
- Incredible approach options
- Spammable projectiles
- Amazing Spike
- Chain Grab
- Great Reflector
- Ability to wall jump
- Incredible Jab
- Suffers very little to no lag from a majority of moves
- Ability to use several Advanced Techniques
- Suffers in Killing power
- Horrible Up Special (Up-B)
- Very difficult to recover from spikes
- Relatively Light
[collapse="The Basic Moves"]
Example Layout [We will use 's to rate each move. 1 is the lowest, and 5 is the highest.]
- Damage: If an attack varies in damage depending on where you hit, each variable will be labeled and reported in a separate parentheses. If an attack hits multiple times, each hit’s damage will be separated by commas within the parentheses. For smashes, fully charged damage will be reported as (10%-21%).
- Priority: The level of precedence the attack has (1-10).
- Range: How far away the attack will hit (1-10).
- Knockback: How far the attack can send an opponent, and in what direction.
- 0-3 (doesn’t kill)
- 4 (kills around 150%+)
- 5 (kills around 130%-150%)
- 6 (kills around 110%-130%)
- 7 (kills around 90%-110%)
- 8 (kills around 90% and below)
- 9-10 (Falco doesn't have these)
- Notes: Any other relevant information about the attack.
Frame Breakdown
- Hits on: The frame the attack first hits.
- Shield hit lag: The number of frames you suffer from hitting their shield
- Shield stun: The number of frames the opponent suffers from you hitting their shield.
- Total: The total number of frames the attack takes.
- Advantage:The number of frames the opponent has to respond (usually recorded as a negative number).
- Other relevant information about the frame data.
_______________
Neutral Attack (Jab) [ ]- Damage: (4%, 2%, 1%, 1% ...)
- Priority: 8
- Range: 7
- Knockback: 0, None
- Notes: Falco's jab is Amazing! You can throw them out to disrupt almost any attack your opponent can throw at you. This is invaluable when you need to slow the pace of the game and regain control of the situation. You can jab cancel into grab, which can open up many more damage opportunities. It's odd, but whenever I'm doing poorly in tournament, people cheering me on are yelling "more jab, jab that fool, jab him!" as opposed to any of the flashy techniques. Seriously though, more jab.
Frame Breakdown
- Hits on: 2
- Shield hit lag: 6
- Shield stun: 7
- 1st jab total: 16
- 1st jab advantage: -13
- 2nd jab hits on: 10 (counting frame 1 as first frame of 1st jab)
- Linking to 2nd jab advantage: -7
_______________
Dash Attack [ ]- Damage: End of the attack (6%) Everything else (9%)
- Priority: 4
- Range: 5
- Knockback: 4, Vertical-Up/Horizontal
- Notes: Because of the duration, this can be a great attack for punishing spot-dodges. It also works very well in conjunction with d-throw in that after your opponent is past the re-grabbing threshold, you can dash attack after them and it'll often last long enough to hit them even if they air dodge. Also see the “DACUS” and “Gatling Combo” in “The Advanced Techniques” section to see some neat ways of utilizing this attack.
Frame Breakdown
- Hits on: 4
- Shield hit lag: 8
- Shield stun: 10
- Advantage: -29
- Total: 35
- Linking to Usmash hitbox advantage: -6
_______________
Up Tilt (Utilt) [ ]- Damage: (4%, 5%)
- Priority: 4
- Range: 3
- Knockback: 3, Vertical-Up
- Notes: This is a great attack for juggling or setting up into aerials. The duration and multiple hits of the attack can catch spot-dodging opponents off guard. Also note that this reaches up to platforms above you, meaning you have a 4 frame attack to punish people above you and send them up into the air where you can quickly follow combo them with your fantastic aerials.
Frame Breakdown
- Hits on: 4
- Second hit on: 12
- Shield hit lag: 6 (second hit)
- Shield stun: 11 (second hit)
- Total: 36
- Advantage: -19 (second hit)
_______________
Down Tilt (Dtilt) [ ]- Damage: Tip of the tail (9%) Up close (12%)
- Priority: 2
- Range: 4
- Knockback: 4, Vertical-Up
- Notes: You almost always have better options than this for damage and knockback. You can sometimes slip it in under your opponent's shield, but since it has a very small hitbox, it has little utility overall.
Frame Breakdown
- Hits on: 7
- Shield hit lag: 9
- Shield stun: 13
- Total: 27
- Advantage: -16
_______________
Forward Tilt (Ftilt) [ ]- Damage: (9%)
- Priority: 5
- Range: 7
- Knockback: 5, Horizontal
- Notes: This is a great attack for spacing and positioning. It has nice horizontal knockback, so when you're near an edge, don't underestimate the usefulness of simply putting your opponent off the stage, even if it's not far out there. Falco has tons of options to inhibit recovery, so if anything else, you'll have the opportunity to rack up some decent damage.
Frame Breakdown
- Hits on: 6
- Shield hit lag: 8
- Shield stun: 11
- Total: 26
- Advantage: -17
_______________
Up-Smash (Usmash) [ ]- Damage: Above on a platform or behind him (12%-16%) Everywhere else (14%-19%)
- Priority: ?
- Range: 6
- Knockback: 6, Beginning: Vertical-Up, Mid-End: Horizontal
- Notes: Falco’s best smash by far. Look for more information in “The Advanced Techniques” section to see how to fully utilize this attack.
Frame Breakdown
- Hits on: 8
- Shield hit lag: 9
- Shield stun: 13
- Total: 44
- Advantage: -32
_______________
Down-Smash (Dsmash) [ ]- Damage: (15%-21%)
- Priority: ?
- Range: 4
- Knockback: 5, Horizontal
- Notes: The range on this drops its utility a lot. The up side is that if you do happen to get this out at higher percentages, its horizontal knockback can help quite a bit against some characters. I've recently found that the hit-box behind you is slightly longer, and almost seems disjointed. I've got no way of actually testing this, so if someone can prove me wrong, please do.
Frame Breakdown
- Hits on: 7
- Shield hit lag: 11
- Shield stun: 15
- Total: 46
- Advantage: -35
_______________
Forward-Smash (Fsmash) [ ]- Damage: At the very tip (10%-14%) Everywhere else in front or right behind (15%-21%)
- Priority: 6
- Range: 8
- Knockback: 8 with the main swipe, 5 with the tip, Horizontal
- Notes: The range on this attack makes it one of those smashes you can hold down and hope your opponent drops their shield, spot dodges, or runs right at you. The range on this smash also allows you to hit opponents hanging on the edge, often without them being able to throw out an aerial to disrupt you.
Frame Breakdown
- Hits on: 16 – 18 at least
- Shield hit lag: 5
- Shield stun: 14
- Total: 49
- Advantage: -22
_______________
Neutral Air (Nair) [ ]- Damage: (3%, 3%, 2%, 4%)
- Priority: 7
- Range: 5
- Knockback: 4, Horizontal
- Notes: This attack is incredible. It will drag your opponent in and sends them flying if you hit with the last attack. If you fast-fall it so as to avoid the last hitbox, you can often follow up with just about anything, including grabs, jabs. It's also great for attacking opponents standing above you on platforms.
Frame Breakdown
- Hits on: 3
- Shield hit lag: 6
- Shield stun: 7
- Landing lag: 9
- Total: ?
- Advantage: -8
_______________
Up Air (Uair) [ ]- Damage: (11%)
- Priority: 4
- Range: 5
- Knockback: 6, Vertical-Up
- Notes: Falco has many ways of getting the opponent into the air. Never underestimate this attack as a kill move, it's a great follow up. Try using this move after popping them in the air with an Illusion. Be mindful of their Air-dodge.
Frame Breakdown
- Hits on: 10
- Shield hit lag: 9
- Shield stun: 12
- Landing lag: 15
- Total: ?
- Advantage: -12
_______________
Down Air (Dair) [ ]- Damage: Initial hit at feet or near middle of your body (13%) Later or outside your body (8%)
- Priority: 6
- Range: 2
- Knockback: Beginning: 7, Vertical-Down. Mid-End: 4, Horizontal
- Notes: In order to get the spike, you need to initiate the attack almost on top of your opponent. As long as the part you hit with is covering them right when you do the attack, it’ll spike. This applied to the toes, the legs, or right at his waist. If you can get a grounded Down Air in on an opponent, you can often bait their tech/get-up-attack with another short-hopped d-air.
Frame Breakdown
- Hits on: 5
- Shield hit lag: 10
- Shield stun: 14
- Landing lag: 12
- Total: ?
- Advantage: -8
_______________
Forward Air (Fair) [ ]- Damage: (2%, 2%, 2%, 2%, 3%)
- Priority: 5
- Range: 3
- Knockback: 3, Horizontal
- Notes: Not much damage, not much knockback, and if you miss, you can easily be punished. However, if you connect with this against a DK or Bowser using their up-b, it can gimp them pretty nicely. You can throw out full-hopped Forward Air to act as a susstaining hitbox wall.
Frame Breakdown
- Hits on: 6
- Shield hit lag:
- Shield stun:
- Landing lag: 33
- Total: ?
- Advantage: lol
_______________
Back Air (Bair) [ ]- Damage: Initial attack (13%) Later in the attack (7%)
- Priority: 7
- Range: 4
- Knockback: 6, Horizontal
- Notes: If you hit with the latter portion of the attack, the knockback is substantially diminished. Great for everything. One of the best options Falco has for edgeguarding is to grab the edge and drop down air jump to the Bair. Another thing to make note of is that you can jump off the ledge (not drop down double jump) and then DI away from the stage to meet the recovering opponent. This way, you still have a second jump with which you can use at your leisure. Also note that hitting with the softer second hit-box can lead into jab/grab/etc.
Frame Breakdown
- Hits on: 4
- Shield hit lag: 10
- Shield stun: 14
- Landing lag: 15
- Total: ?
- Advantage: -11
_______________
Neutral B (Laser) [ ]- Damage: (3%, 1%, etc.)
- Priority: 10
- Range: 10
- Knockback: 0, Stuns
- Notes: One of Falco's best attacks. Allows for a great camping game. Look for more information in “Learning the Advanced Techniques” to see how to fully utilize this attack.
Frame Breakdown
- Hits on: 10-12
- Shield hit lag: 0
- Shield stun: 5
- Landing lag: 2
- Total: ?
- Advantage: +3
_______________
Side B (Illusion, Phantasm) [ ]- Damage: While opponent is in midair (6%) While opponent is on the ground (7%)
- Priority: ?
- Range: 10
- Knockback: 4
- Notes: This attack can't kill a grounded opponent. When you hit an opponent midair with it, it spikes. Look for more information in “Learning the Advanced Techniques” to see how to fully utilize this attack.
Frame Breakdown
- Hits on: 17
- Shield hit lag: ?
- Shield stun: ?
- Landing lag: ?
- Total: ?
- Advantage: ?
_______________
Down B (Reflector, Shine) [ ]- Damage: (6%)
- Priority: ?
- Range: 10
- Knockback: 2, Horizontal
- Notes:You can still change (or keep) aerial momentum when using this attack in the air. There is a about a 50% chance of tripping your opponent if this hits. The hitbox is the smallest of the hexagons and only hits going outward, not inward. It can be used to hit through walls. All of the hexagons will reflect as long as they are visible, including the first and last few frames of the attack (which cover behind him). Reflected projectiles do 1.5x damage. If your opponent's attack can reach you before the reflector reaches them, your attack will be canceled.
- Short Hop reflector works great as a low level anti-air
- It can give platform campers a lot of problems.
- Works great for edge-stalling (somewhat risky, but it's an option for punishing people who commit in their edge-trapping)
- Works great for edge-guarding high recoveries that are out of range of B-air
- Can be used for edge-trapping (although F-smash and B-air usually works better)
Frame Breakdown
- Hits on: 4 – 6 at least
- Shield hit lag: 0
- Shield stun: 9
- Total: 51
- Advantage: -34
_______________
Up B (Fire Bird) []- Damage: (2%-20%) **Unsure about this as I couldn’t get the whole thing to ever hit**
- Priority: ?
- Range: Very little for an up B
- Knockback: 3
- Notes: If you have to use this in recovery, do your best to sweet spot it because while you are flaming, your reach is extended. Also be aware that if you're recovering from directly below the ledge, you should face away from the stage because after you start falling, your feet stick out behind you and can land on the edge. This helps a lot when people are trying to edge hog you.
Frame Breakdown
- Hits on:
- Shield hit lag: ?
- Shield stun: ?
- Landing lag: ?
- Total: ?
- Advantage: ?
_______________
Grabs [ ]- Pummel Damage: (2%)
- Up-Throw Damage: (8%)
- Down-Throw Damage: (9%)
- Forward-Throw Damage: (7%)
- Back-Throw Damage: (8%)
- Notes: Down-Throw is used to chain grab. Look for more information in “Advanced Techniques” to see how to fully utilize this attack.
Frame Breakdown
- Standing Grab Hits on: 6
- Standing Grab Total: 29
- Dash Grab Hits on: 11
- Dash Grab Total: 39
- Pivot Grab Hits on: 9
- Pivot Grab Total: 35
_______________
Miscellaneous Frame Data- Jump is airborne on: 7
- Short Hop airborne for: 37
- Short Hop fast fall airborne for: 27
- Spot Dodge Total: 22
- Spot Dodge Invincble: 2 - 20
- Forward Roll Total: 31
- Forward Roll Invincible: 4 -19
- Backward Roll Total: 31
- Backward Roll Invincible: 4-19
- Air Dodge Total: 49
- Air Dodge Invincible: 4 - 31
Information: [Enochuout]
Frame Data: [3GOD]
Rating System: [-DR3W-]
[/collapse]
THE INTERMEDIATE
So you've got the basics of Falco down and you want to advance more with him? You've come to the right place. In this section of the guide we'll teach you about the stages you'll battle on, and the opponents you'll battle against. I think this section is underestimated. Everyone is like, "I just want to know how to DACUS!" Patience is key. Learning the stages and opponents will benefit you more than knowing how to DACUS.
[COLLAPSE=The Stages]Due to time constraints please refer to this thread for the stages. Eventually we would like to compile all the information regarding the stages in this guide.
- [Stages]
[COLLAPSE=Match-Ups]
Due to time constraints please refer to this thread for the Match-Ups. Eventually we would like to compile all the information regarding the Match-Ups in this guide.
[/COLLAPSE][COLLAPSE=Videos]
Videos become important at this stage of development in your Falco. It is at this time that you start to develop your play style and your habits. Make them good habits. Watch what the professionals do and incorporate those techniques into how YOU play Falco.
[/COLLAPSE]THE PROFESSIONAL
Welcome to the Professional section. Now that you know your stages and you know your opponents, here we'll give you some aces to put up your sleeve. We're glad that you've enjoyed Falco so far and that you want to learn even more about him. Let's begin!
[COLLAPSE=Advanced Techniques]Chain Grabbing (CGing)
- Chain Grab refers to a technique in which one character repeatedly grabs an opponent who is helpless.
- Using the Chain Grab on an opponent at a low %, will allow you to execute more Chain Grabs.
Controls: Grab opponent > Down throw > Walk, Dash, or Pivot Grab opponent > Repeat - During the end of the down throw animation, you can buffer the next grab. This can allow for more chain grabs where the opponent would normally be able to respond.
- For a list of characters that can be chain grabbed and percentages, check this thread out:
_______________
Laser Locking- Laser Locking refers to Falco shooting lasers at an opponent who is prone on the ground. The knock back from the lasers causes the opponent to bounce and suffer from hit lag.
- Continually hitting them with lasers will lock them down until they fall off the edge of the platform, or the stage.
- There will be opportunities to employ Laser Locking; however, against high levels of competition, this is very rare to happen. But always be on the look out for the chance to Laser Lock.
_______________
Short Hop Double Laser (SHDL)- This technique allows you to SHDL so that your lasers don’t always go over your opponent’s head. This method will hit taller characters twice and most small characters at least once (can’t hit some characters when they are crawling).
- To use the technique, SH and wait until the pinnacle of the jump, then tab B twice. If you want to change direction before you shoot the lasers, simply tap the opposite direction immediately before you start tapping B. If you don’t start tapping B until after the peak, or you tap B more than twice, you’ll shoot another laser on the ground.
Controls: Short Hop > Press B > Press B - My best advice for getting the timing down for a SHL is to SH, then tap B on the way down when Falco’s gun is where his beak normally is when he stands.
- As you land after performing a SHDL or SHL, you can hold the shield button down to shield immediately. This can protect from both melee and projectile counter attacks. It can also allow you to grab instantly upon landing by tapping the attack button while still holding up your shield. Because you can jump out of your shield, using this method doesn't inhibit your lasering speed whatsoever.
_______________
Gatling Combo- Gatling Combo refers to dash attacking an opponent and then up-smashing immediately before the opponent has a chance to respond.
- This allows for extra damage when the opponent is at low %.
- The Gatling Combo is similar to the DACUS in that you use an up-smash to cancel a dash attack. The difference is that you let the dash attack hit before you cancel into the up-smash.
Controls: Press forward on analog stick (initiate dash) > C-Stick down (initiate dash attack) > C-Stick up (to cancel last few frames of dash attack with an up-smash) - Hit someone with the first few frames of your dash attack, and as soon as you hit them, immediately up-smash. If you hit too late with the dash attack, or don't initiate the up-smash fast enough, you won't be able to follow into the Gatling Combo.
- Be weary though, because it is possible to be shield grabbed before the up-smash comes out.
- If your opponent is at higher %, do not use this technique because the dash attack will knock your opponent too far away for the up-smash to connect. It will make your up-smash stale and less useful for killing.
_______________
Illusion Canceling- Illusion Canceling refers to using Falco's Illusion and then canceling it before reaching it's max distance.
- The Illusion can be canceled in three places: At the beginning, mid-flight, and at the end. All of these cancellations will result in Falco keeping some of the momentum from the point of cancellation.
- This technique can be used in conjunction with IAP.
Controls: Side B > Quickly press B again (to cancel the illusion) - The technique can create different recovery options and is great for applying mind games on your opponent.
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Instant Aerial Phantasm (IAP)- Instant Aerial Phantasm refers to jumping and using Falco's Phantasm (Illusiion, Side B) at almost the same instant.
- Falco's aerial Phantasm has less start-up lag and less ending lag than his grounded Phantasm. However, Falco will free-fall after using his aerial Phantasm.
- IAP gives Falco the fastest Phantasm possible.
Controls: Jump +> Side B (Illusion immediately after jumping) - IAP can also be used in conjunction with Illusion Canceling.
- You will need very fast fingers to do this technique. An alternative is to remap your control buttons so that you can use two separate fingers to perform this AT.
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Reverse Aerial Rush (RAR)- Reverse Aerial Rush allows a character to approach with an aerial attack while facing away from the opponent.
Controls: Press forward on analog stick (initiate dash) > Tap backwards on analog stick (initiate pivot) > Jump > Aerial attack (usually with C-stick ) - A Reverse Aerial Rush allows you to quickly turn and jump so that you are facing backwards as you move through the air. Although RARing is one of the easier AT's to implement, it can be put to great use by Falco because of his fantastic back air.
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Pivot Grabbing- This refers to running towards an opponent and pivoting, which allows you to slide through them, and grabbing at the same time. This technique utilizes a similar technique as the DACUS.
- A couple disadvantages to this technique is that the range is actually reduced and the opponent has a little longer to re-act than a normal dash grab.
Controls: Dash > Smash analog stick in opposite direction + Grab at the same time. - The advantage of this technique is that it can allow you to start a chain grab against a character that is camping on the edge of a platform. You can also use this technique to continue a chain grab if you've reached the edge and haven't finished.
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Reversed Jump Canceled Up-Smash (RJC Up-Smash)- Reversed Jump Canceled Up-Smash refers to executing a reversed Up-Smash but maintaining forward momentum. This allows you to hit your opponent with a different part of the attack resulting in different damage and knock back.
Controls: Dash > Pivot +> Jump (to cancel the lag from the pivot) +> Up-Smash (to cancel the jump) - You must Dash towards your opponent, pivot, cancel the pivot with a jump, then cancel the jump with an Up-Smash.
- Take a look at this video:
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Dash Attack Canceled Up-Smash (DACUS)- Dash Attack Cancelled Up-Smash refers to using a dash attack, but cancelling it with an up-smash. This allows characters to be able to use their up-smash faster and with a greater range.
- This can be a very surprising attack, and if your opponent is not ready for it, it could be lethal. Falco has one of the better DACUS's in the game.
- Also known as Boost Smashing.
Controls: Press forward on analog stick (initiate dash) > C-Stick down (initiate dash attack) > Analog stick up + attack (usually with R or Z set to attack) - To perform this, turn tap jump off. The idea is to do a dash attack and then immediately up-smash. How long you have been running has no influence on the speed or distance of the boost smash. The key is canceling the dash attack with the up-smash. The quicker they are done in succession, the faster and further your boost smash will come out. The reason tap jump should be off is so that if you hit up on the analog stick too soon, you don't accidentally jump instead of up-smash.
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Input Buffering- Input Buffering refers to inputting an action before the previous action is finished.
- What this allows, is the execution to be faster than normal. The game takes the next input from the control and buffers it, so that the very moment the previous action finishes, it will execute the action in the buffer.
- The reason this is such a valuable tool is because if you're on the offensive using input buffering, it means that in order to defend or counter attack, your opponent must be able to predict and react just as fast, which isn't likely since your attacks are coming out the instant they are possible.
- A great example of this is using input buffering to turn yourself around after short hopping an aerial. If you approach your opponent with an aerial attack and land in front of them, you can be shield grabbed. To avoid this, you can attempt to land the aerial attack behind them, but then you will need to turn around before you can attack again. Buffering the turn can shave off enough time to land an attack or grab before your opponent can react to the situation. For Falco, this is particularly important because it often allows you to continue a chain grab past the usual 45% damage threshold.
- Check out these videos for a better understanding:
- Go to this thread to learn how to properly use Input Buffering:
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Buffered Dash Attack Canceled Up-Smash (BDACUS)- The DACUS can be buffered from a previous action. This is known as Buffered Dash Attack Canceled Up-Smash (BDACUS).
- The Buffered DACUS is actually performed differently than the DACUS.
Controls: Press forward on analog stick (initiate dash) > Let analog stick return to neutral position > C-Stick up (initiate dash attack) > C-Stick up (cancel dash attack with up-smash) - This tutorial will teach you everything you need to know about the BDACUS:
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[/COLLAPSE][COLLAPSE=Advanced Competition]
Adapting
- Change. Adapting is probably the most important tool you'll ever use. Both in Smash Brothers and in Life. Adapting is about studying your challenges and figuring ways to overcome them. It requires a sharp eye, a keen mind, and great puzzle solving skills.
- Brawl. In Brawl specifically, it's about studying your opponent. Watching what they do in a given situation and changing the way you play. Do they capitalize on your spot dodging? Quit spot dodging so much. Do they always approach with a Dair? Punish them for it.
- Playstyle. Adapting on the spot is going to be your key to victory. I can guarantee your playstyle will clash with someone else's playstyle out there. Being able to change it in the middle of the match will be the deciding factor. Be open to changing the way you play.
- Offensive or Defensive? Approaching is a technique that will vary from opponent to opponent. The key here is learning when to approach, when not to, and what type of approaching should be done. Approaching can be very difficult, because when you approach, you are committing to an action. If your opponent reads your approach, you can be punished. Falco has many approach options, which is good, but forcing opponents to approach is key. Check this guide out on approaching options:
- Experts. Find someone who is an expert with Falco. Ask them questions. Tons of questions. The experts won't mind you asking for advice. If they do, they're jerks. If not, you've just gained valuable information. Take to heart what they tell you.
If you are considered an expert, (not a self-claimed expert) by others Smash players and you would like to offer your advice, let me know and I will add your name to the list: - Names go here
- Trickery.Mind Games are about tricking your opponent into a predictable situation to allow you the advantage. Now this may be done in the actual match, but it can also be done outside of the match.
In-game example: Grabbing the ledge of the stage > Jumping away from the stage > Using Falco's Illusion to grab the stage edge again > Attacking from the ledge. - Explanation: Jumping away from the ledge is used to bait the opponent closer to try and gimp you. Then using the Illusion, you grab the edge again and then attack from the ledge. Now this is a very basic mind game, but it is an example to help you really understand what mind games are.
Out-of-game example: Scenario: Your opponent has racked up a lot of damage on you, but can't seem to kill you. They finally land a killing blow. You simply utter the following word: "Finally." - Explanation: This can give your opponent low self esteem and maybe lead to more mistakes. This also is a very basic mind game. The object with mind games is to force mistakes by your opponent, wether in-game or out-of-game.
- Post. Post some examples of Mind Games and I'll include them in the guide.
- Quality Over Quantity. You might think of training as playing as much Smash as possible. While this is good to an extent, quantity is not always better than quality. Just because you play the computer for 10 hours a day, doesn't mean you are going to get any better. Playing different people, and playing people that are better than you will be the only way for you to become better.
- Videos. Watch tons of videos. Watch videos that show Falco winning and losing. What did Falco do to win? What caused Falco to lose? Study the videos and incorporate what you learn into your playstyle.
- Visualize. Statistics show that people who visualize their goals are much more likely to be successful. Think about how you play and making improvements. Think about mind games and strategies. Visualize how you are going to win.
- Finger Dexterity. You may think finger dexterity is stupid, but you don't play with your feet do you? Finger dexterity is about increasing the speed and accuracy of your fingers. Did you ever accidentally hit B when you meant to hit A? It happens. Did you ever feel like you couldn't get your fingers to the buttons fast enough? Increase your finger dexterity with these exercises, which can be done at work or at school:
[COLLAPSE=Preparation for Tournaments]
Food
- Hungry? The last thing you want in the middle of a tournament is hunger pains. When you're in a tournament you'll want to be warmed-up as much as possible. Leaving in the middle of a tournament for food, or anything can create a cool-down in your playing. Staying warmed-up is key. Staying full will help.
- Eat healthy. Foods high in protein and vegetables help stimulate the body and mind. While greasy, unhealthy foods like burgers and fries can make you feel sluggish. Try and eat something about 30 minutes to an hour before the start of the tournament.
- Caffeine. This is something that will vary from individual to individual. For some people caffeine will give them the energy they need to perform. For other people, it can make them jittery. You will have to determine if caffeine is right for you, and to drink an appropriate amount. The effects of caffeine last about 6 hours. Once the caffeine wears off, your body will want to crash. Be wary of these effects when taking caffeine. Plan accordingly with all of your food.
- Nervous? Nerves can make or break you in a match. That butterfly feeling you get right before you play can be devastating. Your hands are sweaty, and you can barely grip the controller. Your fingers won't seem to react to what you are telling them. Your brain is frazzled. You can't think. What do you do?
- Deep breaths. Deep breaths helps the flow of oxygen to your brain and to your muscles. It has a calming effect and can help you focus. It may not cure you of your nervousness, but it will help.
- Experience. The more people you play, the more tournaments you play in, the less effect your nerves will have on you. If you have the money, I suggest playing in Money Matches. When playing in those types of matches, there is something on the line. It's not just a friendly match anymore. You'll lose your money if you lose. This too will help you overcome your nerves. So what if you lose a few bucks. You'll gain control over your nerves which could help you win a tournament.
- Rest. In the words of Shikamaru Nara from Naruto, "Resting is training." The human body performs at it's best with about 7 to 9 hours of sleep. Every person may require different amounts of sleep. What's your magic number? It would be better for you to get 5 or 6 hours of sleep the night before a tournament rather than staying up all night "training."
- Reaction. Not having enough sleep can make your reaction times slower. That is something that you cannot afford in a high level tournament.
CLOSING
Got any tips, suggestions or critiques on what we can do to improve the guide? Let us know. Post them in this thread, or you can PM me, [Zonderion]. We look forward to hearing from you and we hope you found this guide useful.