https://www.youtube.com/watch?v=fDZSD66Sm3M
General / Neutral
- Expected value (EV) should be in every part of your play
- For example: if you’re approaching Falco in the corner and hit him with shine the EV is low as they’ll grab ledge whereas landing a drill or grab in the same spot has a high EV because
- Separate your options around if Falco will be in the air (jumping) or the ground (dash)
- Examples:
- If the Falco plays around only aerials and lasers, then you can dashdance grab or call it out with upsmash and shine
- If the Falco plays around a lot of laser into dashdance, you can overshoot upsmash to punish the dashdance
- Use fullhops to mix up the timings of your grounded options
- “You’re telling me if he jumps and I upsmash or shine he’s dead and if I fullhop 70% of the time I can get away if I guess wrong, but if I guess right he dies? That’s pretty obnoxious to deal with.”
- Use platforms to stalemate
- Don’t feel bad as Falco uses laser to stalemate you
- When up close, don’t worry about the threat of laser
- Instead of thinking about what the Falco can do to you, think about what you can hit Falco with
- Platforms can be used to attack from, more often than that they are used to get to a better neutral spot than where you were before
- Think of them as a “Get Out of Jail Free” card
- Running powershield is insane against Falco
- Dashing powershield creates a stalemate
Punish
- Fox’s big combo openers are:
- Shine
- Grab
- Drill
- Upsmash
- At KD%: Nair
- Hitting Falco when he’s landing from a jump is a strong way to get big openers
- Upsmash and shine (from center stage) are good for calling out jumps
- When grounded, drill and grab are stronger
Edgeguard
- SDI Falco’s dair down or away
- SDI down is very good when you’re closer to the ground
- SDI out is easier when higher up
Non-Matchup Stuff