Source: https://www.youtube.com/watch?v=I3jgyOVKgLQ
Notes by PurpleZ / Nanami
Opening Thoughts
- This is the most popular matchup in melee. But many Foxes struggle/dislike this matchup.
- This video teaches the basics of the matchup to help you find success in the matchup. If there is anything you want to add after mastering the tactics in the video, please do so.
Neutral Game
- This is a very different matchup in neutral from his other matchups.
- Fox has faster movement speed, and 2f faster jump squat than Falco.
- The last two points would usually mean that Fox can dash dance camp, and wait for his opponent to approach him... But unfortunately... Falco breaks this rule with the best zoning projectile in the game.
- This really limits the DD camp plan
- Laser has no lag, minimal startup, and puts Fox in 12 frames of lag on hit
- The speed of laser, plus the amount of frames of stun it puts you in, gives Falco control over neutral
- This is because Fox often needs to play reactively to deal with the lasers
- This requires Fox players to learn laser specific counterplay to even have a chance against a good Falco
- Falco is really good at dealing with Foxes dash dance camping... But the same cannot be said for Foxes greatly superior speed
- Fox can escape situations faster due to his better speed, and faster shine oos
- Fox overall has better speed that makes him more threatening in closer spacings than Falco
- As soon as Fox gets close to Falco, is when Fox gets a big advantage as laser falls off the table
- How does Fox get close?
- It requires a good understanding of what options Fox has versus laser, and what beats Falco's common follow up moves
- Laser comes out on frame 18
- If you find yourself close enough to Falco, you can often times read his laser with a dash attack, running shine or up-smash
- Unfortunately if you fail to catch him going for a laser, and it connects with you, he can whiff punish you with a shine or a grab during your 12 frames of hitstun (Falco is +5-7 traditionally off laser)
- A common counter play to lasers is to FH above them
- It's really good because you can wall him out OR approach out of it
- It also will allow you to fall on top of him if he mindlessly fires another laser
- However, Fox players often rely to much on FH, while it's good, it doesn't solve the problems of lasers completely and becomes predictable.
- If you're predictable, and the Falco knows you will jump, he'll have an advantage and can focus on covering your fall with a whiff punish, laser, up-tilt, or aerial.
- Another option you can do is shield the laser, this lowers your stun frames from 12 to 7. This makes his best case scenario +3 now instead of +8. This lets you avoid every option out of laser aside from instant shine!
- Shield does limit your options... But does open up the possibility of a power shield! Which reflects the projectile and gives you the advantage instead.
- Going for PS when shielding lasers is ALWAYS worth going for if you were already going to shield. Load up uncle punch and start training!
- If you don't shield, and get hit by a laser, you can often move before Falco can hit you. If you think he's going to approach this lets you up-tilt, dash dance grab or aerial. If you think he's going to laser again, you can often dash into him to either gain stage position or attempt to interrupt it.
- Take laser up-tilt is very strong. It's incredibly hard to punish because of the low end lag, has super high reward on hit, and in general should be one of your own most used moves in the matchup.
- Trades or wins against most of Falco's kit