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- OKAY SO
- Falcon v Snake
- Falcon's main combo starters are grabs and aerials, typically nair or u-air but also fair and dair as well as bair on occasion
- crouch already basically invalidates grab in that falcon has to dash grab to even hope of getting snake iirc, which is a considerable nerf to say the least
- so aerials become the main concern here
- I'm checking frame data to be explicit here
- so assuming they're perfect with stomp, it's -3 on shield, which means you can at the very least trade jab with Cypher and get a techchase
- considering you can react to jump with shield, this is entirely reasonable
- bair and nair have similar data but longer reach
- but inevitably you can go for shield grab to beat falcon's, and then option select an ASDI down on the jab
- Venom did the same thing to my jabs which really got me thinking about that
- moreover CC can do some work on nair, uair, and bair
- so REALLY knee is the only aerial you should worry about
- but again, you can react to knee, and then you're in a shield pressure scenario, which is bad, but it's not a combo
- and more importantly, the falcon begins to realize how important it is to throw a knee out, since crouch shield does a number on most of the other options here
- since he has to hit the knee at a specific time due to how low your hurtbox is, the timing for a perfect shield on the knee is pretty easy, as is the timing for a u-tilt to stuff the knee
- u-tilt has really good anti-air hitboxes and starts a techchase on falcon, which is HUGE
- this is what I mean by conditioning, baiting, and punishing aerials from falcon with crouch
- it's well within your reaction time to see a jump from the falcon and shield
- if he doesn't do anything and baits this from you, grenade pull makes him afraid of you again
- so SH grenade pull OOS
- from there you can roll it, lob it, throw it at him, or hold it
- and the mixups there are versatile and so you can cater it to your situation
- you can also Cypher OOS if he's invading your space for a grab, then Cancel Cypher with nair dair or grenade since they're all relatively fast and safe options
- like yes, Falcon's movement is really good against Snake but he has super limited options in neutral which you can quantify and abuse really easily
- his combos also aren't as good as yours since he doesn't have a chaingrab
- throw into throw is better than throw into aerial
- and while he gets combos on you, you can DI and SDI them whereas he can't do that on chaingrab
- SDI on nair actually invalidates it; SDI on u-air makes the followups really tricky, SDI on knee can help you survive it a lot better, SDI on stomp can put you where he doesn't expect you to be
- and yeah he has mixups and they're crazy but the fact he can't just do an airtight, guaranteed combo is a big thing
- and the fact he only has a handful of options in neutral, and that Snake can react to all of them, is a big thing
- is it this easy in practice? no. That's why Snake doesn't win the MU
- but it's doable and it makes Falcon have to play smarter than otherwise, which asks quite a bit
- so recap: condition falcon by punishing everything on shield but knee, where you play passive and try to escape the pressure until they develop a habit of going for the knee more often
- at that point, you eliminate the likelihood of them using other tools, which means you can start covering knee harder via stuffing it or forcing a whiff or even perfect shield f-tilt (in an ideal world)
- and I guess in a sense doing that as a falcon would be considered a "mistake" but in the moment the falcon probably would believe it to be the right call, which is playing directly into the Snake's hand
- if he does something else, Snake has answers for that, too
- THE END
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