[QUOTE="Sonick54"][QUOTE="Dark_Link142"]Facts? Let's see, where shall I start...
As I mentioned before in my previous statement, Captain Falcon is more of a hit and run character. But that doesn't mean he doesn't have combos. His up air attack (back flip kick thing) is excellent in providing a quick and powerful surprise attack which can potentially KO an opponent (usually around 100% damage). This attack can be used after doing a running tackle or a grab attack (up grab or down grab) and can usually be done twice.
His neutral air attack allows for a quick double kick which has fast recovery upon landing allowing to make several choices. Grab, Neutral A attack, roll, or repeat double kick. This creates a potentially powerful combo depending on how you proceed from there.
But as I said, he's not really a character you can do a lot of combos with. His hit-and-run style of combat is useful for faking opponents out. His fast speed mixed with his powerful attacks can be deadly. Almost every move Falcon has can be used to KO an opponent. That's why doing hit and run attacks is so key in building up damage. Completing the KO isn't hard to do since he's so powerful. The easiest move to KO and enemy is his standard up air attack (backflip kick). His standard back air attack (surprise punch from the back) is also very useful. By running at an enemy, then quickly turning back and doing his back air attack, your opponent probably woudn't be expecting such an attack and can be KO'ed.
At the same time, doing this hit and run style combat can make Falcon a predictable character. That's why when your opponent begins to catch on to this pattern of attack, throwing in random attacks like Falcon Kick (bad recovery but quick to launch) can mess your enemy up.
The Falcon Dive is useful for setting up combos and is a handy suprise meteor attack. Once your opponent is knocked off the edge, wait for them to return a certain distance. Jump over them and do the Falcon Dive when the other character is about to perform their recovery attack. Your enemy will be meteored and Captain Falcon can make a safe return to the edge since a successful Dive in the air allows an automatic short hop to occur.
Falcon's tilt smashes can be helpful depending on how they're used. His down tilt is a sweeping ground kick which hits the opponent into the air and can be followed by a short hop and neutral air attack (double kick). This is useful when your opponent is at lower damage so they don't get launched too high. His forward tilt is a quick kick (try saying that 10 times :P ) and isn't very useful. His up tilt though, is surpisingly handy. Opponents who get launched up by a grab attack or the down tilt can be attacked by this move since it can hit your opponent before they have a chance to recover. It's also fairly powerful and can KO opponents roughly around 125%.
Captain Falcon is a difficult character to master. Admittedly, most of his moves have bad recovery times but once you get to properly use him, he can be incredibly powerful.
Another attack, "The Knee" ( :P ), is difficult to connect but is useful. When a character who can't recover from one of Falcon's attacks (down tilt, Falcon Dive, etc) is in the air, a swift knee attack is handy here.
Key points:
Hit and run style attacks to build up damage
Several short and effective combos
Many surprise attacks
Powerful and speedy but not used for direct combat
Dark_Link142
hit and run-didn't i just tell you he has next to no priority? how do you expect him to even land his hits well when all of his smashes have start up lag, knee can barely connect annymore and most of his tilts have crappy range? And what will running away do when he can be punished easily by people who can spam projectiles all day, forcing him to approch anyway which will punish him further by him having moves that be stopped with a simple mario punch.
several short and effective combos-what combos do you speak of? Good luck starting any with no hitstun and hard to land air game.
surprise attacks which are what? All of his smash attacks are slow, his b moves have ending lag, recovery is easily gimped to hell and back. and him not being in direct combat is a good thing? he has no choice but to fight at close range, he has no projectiles. his down tilt ino no way can push a foe up for an immediate neutral air. anyone who can DI there way out will make that combo useless each time.
also, you arguing with me over falcon not being the worst character proves our point that tiers do exist.
Your argument is incredibly broken. You're re-asking questions of the things I already explained. Did you just skim through my post?
Priority has little to do with what I'm saying about hit and run. Faking out opponents and hitting and running means you hit enemies when they're open, not when they're attacking which means you shouldn't use Falcon in direct combat.
"several short and effective combos-what combos do you speak of?" You clearly didn't read the examples I gave about the Falcon Dive, double kick, backflip kick, and grabs.
"surprise attacks which are what?" Once again, read my post thoroughly. His up air (backflip kick) is quick and powerful, his back air is a surprising punch, the Falcon Dive meteor, etc.
Fighting an enemy with projectiles is the same as using other characters like Ike, Marth, and Donkey Kong. Jump around lots, air/ground dodge when necessary, and roll. You'll have to change to a more defensive combat way to go up against projectiles. It's really not as bad as you make it out to be. On a stage like Final Destination, two double jumps can get you very close to where you want to be. But at the same time, it's essential that you don't land right in front of your enemy so that they can knock you out. Dodging is key and timing necessary. As I said before, it's the same with other characters who don't have projectiles.
And me arguing with you about Falcon not being the worst has absolutely nothing to do with tiers being valid. That statement you made is completely false and makes absolutely no sense. I'm saying Captain Falcon has his strengths and weaknesses just like any other character.
Hit and run isn't effective for falcon because he can be punished quite easily due to, again, low priority. how can he pull off this hit and run tactic when he has a horrible approching method? other character's have bigger hitboxes that can pierce through his attacks before he can even pull them off. also, faking out can be performed by any character. mind games exist for every character not just falcon. another thing, how else are are you supposed to use falcon other than in close range? you can't possibly tell me he can attack from a good distance without being predictable. his moves have startup and ending lag.
the thing about enemies with projectiles is that you can't dodge them all damn day. you have to approch at some point to KO them, something falcon is not good at because of, again, low priority and other horrible flaws that crippled what was once an amazing combo machine in melee. his uair is incredibly hard to land and really doesnt;t have knockback. you give it way too much credit. bair is hardly that quick and you need to be at a good close range for it to have knockback. his dair is hard to land pretty damn easy to dodge. you act as if it's easy to pull off effectively like in melee, which is not the case. his nair can't connect properly anymore and is pretty useless anyway.falcon kick is way to slow and leaves him open long enough to be hit. use it from long range and you're basically asking yourself to be hit.
the thing about falcon is that he has far too many weakness compared to other characters. that is what makes him worse than others. he doesn't have as many advatanges as other characters. if you honestly believe that marth=falcon or snake=falcon then all i can say is you really don't understand brawl's competitive nature. Fighting games can never be truly balanced, if they were then that would mean every single character in the game has the same moveset, priority, range, speed, weight, KOing potential, which really is not the case in brawl whatsoever.
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