allshort17
Smash Ace
Good write up, however you did say some things I can't really agree with.
1. Dair is a good move to appraoch him: Sure, I like to use Dair too. However, it's benefits aren't that great. Dair has little horizontal range, so it's very easy to whiff the move. Even if you were close enough where the start up has the ability to hit Falco, that means you got to close and that's exactly what he wants. Also, dair requires you to commit to it. So, you can't really run away with it or pressure very well because Dedede doesn't have the air mobility to make it safe. Even with multiple jumps, Dedede has to land sometime and it will be close to Falco. So, he got the advantage. I personally like to just pivot grab and ftilt for damage and throw in a few inhales and bairs if I feel like he won't laser me. Dair is only good as a situational mix-up, but outside of that it's actually unsafe.
2. Falco doesn't have good approach options: Falco's laser are one of the few moves in the game that have positive frame advantage on shield. He can do as many as he wants and you can't do much about it. If you jump or attack you get hit. Wanna power shield? He sees you shielding and he get's a free dash grab. His nair isn't a bad option for approaching and his roll is fast enough where if it isn't abused he can get away with is easily.
3. Falco's kill moves are Upsmash and Fsmash: That's correct, just don't forget about Dsmash, bair, and dair spike. Bair's easy to get if you like to jump and Dsmash can be used to punish you landings. Dair spike is easy to get on Dedede because
*He is big
*He has little air mobility to escape them
*His UpB gives Falco a big chance to get one
*Lasers allow Falco to take away Dedede's jumps offstage, forcing him to UpB.
4. Fox deals damage faster than Falco: Slightly, but Falco's lasers set up for combos and frame traps at all percents. Falco has an easy to get jab lock, and even after CG % Falco's Dthrow still sets-up great opportunities for follow ups. Oh, and don't forget jab cancel combos.
I also think that Yoshi's island can be used more as a CP. If the platform is tilted down, then it will absorb laser, forcing Falco to only be able to do very low lasers or making him after to go under the platform. Either way, it makes approaching a little easier. Did you also know that our short hopped bair goes over his jab? Try it when you are close to him. I also think the MU is -2 even if played perfectly.
1. Dair is a good move to appraoch him: Sure, I like to use Dair too. However, it's benefits aren't that great. Dair has little horizontal range, so it's very easy to whiff the move. Even if you were close enough where the start up has the ability to hit Falco, that means you got to close and that's exactly what he wants. Also, dair requires you to commit to it. So, you can't really run away with it or pressure very well because Dedede doesn't have the air mobility to make it safe. Even with multiple jumps, Dedede has to land sometime and it will be close to Falco. So, he got the advantage. I personally like to just pivot grab and ftilt for damage and throw in a few inhales and bairs if I feel like he won't laser me. Dair is only good as a situational mix-up, but outside of that it's actually unsafe.
2. Falco doesn't have good approach options: Falco's laser are one of the few moves in the game that have positive frame advantage on shield. He can do as many as he wants and you can't do much about it. If you jump or attack you get hit. Wanna power shield? He sees you shielding and he get's a free dash grab. His nair isn't a bad option for approaching and his roll is fast enough where if it isn't abused he can get away with is easily.
3. Falco's kill moves are Upsmash and Fsmash: That's correct, just don't forget about Dsmash, bair, and dair spike. Bair's easy to get if you like to jump and Dsmash can be used to punish you landings. Dair spike is easy to get on Dedede because
*He is big
*He has little air mobility to escape them
*His UpB gives Falco a big chance to get one
*Lasers allow Falco to take away Dedede's jumps offstage, forcing him to UpB.
4. Fox deals damage faster than Falco: Slightly, but Falco's lasers set up for combos and frame traps at all percents. Falco has an easy to get jab lock, and even after CG % Falco's Dthrow still sets-up great opportunities for follow ups. Oh, and don't forget jab cancel combos.
I also think that Yoshi's island can be used more as a CP. If the platform is tilted down, then it will absorb laser, forcing Falco to only be able to do very low lasers or making him after to go under the platform. Either way, it makes approaching a little easier. Did you also know that our short hopped bair goes over his jab? Try it when you are close to him. I also think the MU is -2 even if played perfectly.