Toon Link is incredibly OP in this version. Attached is a video of two tournament-level players playing as ZSS and TL.
As you can see, TL's traps make it almost impossible for ZSS to land...
TL OP!
I've had the opinion for an long time that TL is actively making this game worse. He's just straight up infuriating. I see hardly any counter-play against his arrows unless you have a reflector. You're forced to tiptoe around his arrows and whenever you get hit by one he'll just put down another. Snake is fine because at least he has to spend time putting down his traps and that he's put in danger himself by them. If we had to keep TLs arrows like this I'd just buff the arrows individually and make it a max 1 count. I imagine TLplayers just having an all right time doing whatever they're doing while the players that they're playing against have no fun at all.
I'm just gonna divulge my Falcon game here because I'm bored
Offensive Tools (neutral game):
- Dash->Crouch->Sliding Jabs: Covers sidesteps completely but is punished by shield. Good for catching your opponent off guard because mach speed jabs op.
- Dash->Crouch->Grab: Covers shield but is beat if they call you out and just put out a good hitbox for you to run into.
- Dash Attack: Generally unsafe on block but if you space it correctly, you can end up behind them and they won't be able to punish you. The caveat is that if you consistently delay your dash attack to do this and they call you out on it, they can call you out and just hit you.
- Dash->Shorthop uair/nair: Both mostly serve the same purpose but cover different areas. Loses to shield. Can beat or get beaten by sidestep depending on timing. Not too different from dash attack, but is nice just as another tool to get in.
- Dash Dancing: Just run around like an idiot and wait for your opponent to freak and and be an idiot and then tackle him.
- Falcon Kick: Big damage and kill potential if they're high enough %. Use when they're not expecting it and you don't think they can react to it. You can be shield grabbed out of this. They can also tech the ending of it, denying you your follow up. Follow ups is usually dair, but bair works too if they're DIing behind you. Falcon Kick-> Knee works on bigger targets if they dont DI behind you, like Bowser/DK (and is also pretty damn sick to just see in general). Falcon Kick -> Usmash works too but is hard to hit.
- Raptor boost: Pretty simple, punish a projectile or kill them if they're at high %. Careful though, for a lot of characters and depending on your spacing even if they throw a projectile and you intend to punish with this move, they can just block and then punish you back. The rule of thumb is that if they expect raptor boost, don't use it because it won't work.
Defensive/Recovery Tools
- Raptor Boost: If you can sideb to get back onto the ledge or stage without being punished, do it.
- Falcon Kick: If you're offstage and being actively threatened and you can Falcon Kick without killing yourself, do it then jump and up-b. Likely they won't be able to hit you and you'll make it back.
- Uair: You can try this to get them off your ass offstage, but beware if it trades with a meteor you're pretty done (damn you Falco).
Edge Guarding:
- Utilt: *mostly* safe and can net you an easy kill if they get hit by it. Use to call them out on dropping off the ledge and jumping back on.
- Runoff bair: Most of the time they expect a dair so this can catch them off guard and stage spike them if they're not ready for it.
- Dair: If you're opponent is smart they'll recover low so you won't get to use this but otherwise go for it.
- Against some characters (cough cough Falco), edge guarding (especially if you go ham and go down there with them) is extremely dangerous and probably more trouble than it's worth.
Miscellaneous:
- Utilt true comboes into your jab3 which leads into your bnb so if for whatever reason you can manage to hit this attack go for it.
- Downsmash is surprisingly more useful than it first seems. Pretty much safe on block but punishable otherwise.
- Pivot Fsmash can be used to straight up call dash attacks and some other things. You should be dash dancing a lot so there may be opportunities to get this in.
- Dash-> Sliding Usmash is a thing but I wouldn't advise using it often.
General Gameplay:
So you want to be on the offensive (as you do in general in this game imo). Use your offensive tools to mixup your opponent. Most if not all of them lead into your bnb, which is some combination of tackles, nairs, uairs, and knee(s). With all the hitstun at your disposal, you can basically freestyle however you like after you've hit them with something. Run around a lot, because if you didn't notice half the tools I listed up there involve dashing. More or less there's an advantage triangle between the defensive options your opponent has and your offensive options. You basically choose an options based on if you think they're going to sidestep, shield, or attack.
Weaknesses:
Falcon is the perfect weight to get comboed, so either he's doing the comboes or he's getting comboed. It's pretty easy for him to eat a string that gets him off the stage and then mercilessly gimped/meteor smashed. Learn to pocket your jump if you want to survive in these situations. Despite having raptor boost, Falcon still has not much of an answer to projectile zoning so you kind of just have to take it up the butt until they mess up and you can get in.
Falcon Punch:
Falcon Punch.
Bad matchups:
I don't know most of the matchup chart for what I do know:
Sheik: Will ftilt you for years and then fair chain you to death. Is hard to catch and when she catches you you're pretty much done.
Falco: Will dair chain you if you're caught offstage for deaths no matter what % you're at. You don't have a good answer to his lasers or reflector, or most of the time his side-b.
Toon Link: Most of your game revolves around mobility, and his arrows completely shut this down. Do not play Falcon against this character.
Pit: I haven't explicitly played this but I feel like Pit has all the tools to gimp Falcon to hell and back.
Gripes:
Falcon's jump cancel on Falcon Kick is problematic. This attack is hard to react to, hard to punish (albiet possible), and has a lot of payoff. The risk/reward is simply not there (and I feel like this is present in a lot of characters in Brawl Minus). I would change the jump cancel to be on hit so at least he can't just jump out of it when he misses.
Falcon Punch charge taunt is silly and it makes Captain Falcon stronger than he needs to be because of a random gimmick. I just don't find this necessary. Admittedly, part of this is that I'm too lazy to input the stupid taunt so if this needs to be there I'd appreciate it if it was at least a bit easier to do. I feel like there shouldn't be an arbitrary execution barrier here.
Usmash: I feel like there's little reason to use Usmash. The hitbox on this attack is just pathetic now. I wouldn't say revert it to pre-nerf levels because that was silly, but perhaps (before+after)/2? I would trade Falcon Kick to only on hit jump cancel and Falcon's charge taunt for a better Usmash.