Pokemon: Close Combat/Falinks: Difference between revisions
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| '''Archetypes:''' || Zoner; Puppet | | '''Archetypes:''' || Zoner; Puppet | ||
|- | |- | ||
| '''Health:''' || | | '''Health:''' || 39 | ||
|- | |- | ||
| ''' | | '''Endurance:''' || 14 (No Retreat: 6) | ||
|- | |- | ||
| '''Walk Speed:''' || 2.8 / -2 (No Retreat: 4 / -1) | | '''Endurance Refresh:''' || 4 | ||
|- | |||
| '''Walk Speed:''' || 2.8 / -2 (No Retreat: 4 / -1) (Running: 4.8 / -4.8) | |||
|- | |- | ||
| '''Prejump Frames:''' || 6f | | '''Prejump Frames:''' || 6f | ||
Line 34: | Line 36: | ||
*'''Tactical Trade-offs:''' Having Links deployed means Falinks' attacks that utilize the whole squadron will generally have weaker range and damage. | *'''Tactical Trade-offs:''' Having Links deployed means Falinks' attacks that utilize the whole squadron will generally have weaker range and damage. | ||
*'''Combat Fatigue:''' Falinks has a lot going on - some players will prefer a more straightforward character. | *'''Combat Fatigue:''' Falinks has a lot going on - some players will prefer a more straightforward character. | ||
*'''Heavy Casualties:''' While No Retreat allows Falinks to dramatically improve their somewhat weak offense, it also makes their | *'''Heavy Casualties:''' While No Retreat allows Falinks to dramatically improve their somewhat weak offense, it also makes their Endurance the worst in the game, setting you up for potential disaster. | ||
*'''Corner Reliant:''' Falinks requires the corner to gain the most out of their confirms. This can be seen by their somewhat underwhelming midscreen damage potential. | *'''Corner Reliant:''' Falinks requires the corner to gain the most out of their confirms. This can be seen by their somewhat underwhelming midscreen damage potential. | ||
}} | }} | ||
Line 52: | Line 54: | ||
|grddamage = 0 | |grddamage = 0 | ||
|guard = Mid | |guard = Mid | ||
|cancel = 6A | |cancel = 4A, 6A | ||
|invul = | |invul = | ||
|property = | |property = | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 7 | ||
|active = | |active = 1 | ||
|recovery = 8 | |recovery = 8 | ||
|advantage = + | |advantage = +7 [+9] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = | |startup = 7 | ||
|active = | |active = 1 | ||
|recovery = 8 | |recovery = 8 | ||
|specialRecovery = | |specialRecovery = | ||
Line 73: | Line 73: | ||
*If the deployed Link lands its attack (even on block) it will automatically retreat to the Captain. | *If the deployed Link lands its attack (even on block) it will automatically retreat to the Captain. | ||
*The startup of this move can be canceled into other moves such as specials, allowing you to attack in unison with deployed Links. | *The startup of this move can be canceled into other moves such as specials, allowing you to attack in unison with deployed Links. | ||
* | *During No Retreat: One of the little Links will follow up with a tackle after the Captain's jab. | ||
}} | }} | ||
}} | }} | ||
Line 91: | Line 91: | ||
{{AttackData-PKMNCC | {{AttackData-PKMNCC | ||
|damage = 1 | |damage = 1 | ||
|grddamage = | |grddamage = 1 | ||
|guard = Mid | |guard = Mid | ||
|cancel = 2A, 3A, Special | |cancel = 2A, 3A, Special | ||
Line 98: | Line 98: | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 8 | ||
|active = | |active = 6 | ||
|recovery = 14 | |recovery = 14 | ||
|advantage = -4 | |advantage = +1 [-4] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = | |startup = 8 | ||
|active = 6 | |active = 6 | ||
|recovery = 14 | |recovery = 14 | ||
|specialRecovery = | |specialRecovery = | ||
Line 137: | Line 135: | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 11 | ||
|active = 7 | |active = 7 | ||
|recovery = 15 | |recovery = 15 | ||
|advantage = 1 [-4] | |advantage = 1 [-4] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = | |startup = 11 | ||
|active = 7 | |active = 7 | ||
|recovery = 15 | |||
|recovery = | |||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
Line 192: | Line 188: | ||
* Can only be performed when Big Link is following the Captain. | * Can only be performed when Big Link is following the Captain. | ||
* On the upward part of the arc the move is treated a Mid, however as Big Link descends they become a High. | * On the upward part of the arc the move is treated a Mid, however as Big Link descends they become a High. | ||
* Big Link only deals endurance damage during its descent. | |||
* Unchangeable anti-air option, covers a much more vertical angle where Upward Chainspear would fail. | * Unchangeable anti-air option, covers a much more vertical angle where Upward Chainspear would fail. | ||
* Deploys Big Link on the field, causing them to perform a slow attack whenever 5A, 2A, or j5a are used. After one of Big Link's attacks hits an opponent, they will return to following the Captain. | * Deploys Big Link on the field, causing them to perform a slow attack whenever 5A, 2A, or j5a are used. After one of Big Link's attacks hits an opponent, they will return to following the Captain. | ||
Line 206: | Line 203: | ||
|data = | |data = | ||
{{AttackData-PKMNCC | {{AttackData-PKMNCC | ||
|damage = | |damage = 3 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = Mid | |guard = Mid | ||
Line 240: | Line 237: | ||
|subtitle = [[File:PKMNCC_A.png]] OR [[File:PKMNCC2.png]][[File:PKMNCC_A.png]] | |subtitle = [[File:PKMNCC_A.png]] OR [[File:PKMNCC2.png]][[File:PKMNCC_A.png]] | ||
|image = PKMNCC_Falinks_BLA.png | |image = PKMNCC_Falinks_BLA.png | ||
|imageSize = 130px | |||
|caption = | |caption = | ||
|hitbox = PKMNCC_Falinks_BLAHitbox.png | |hitbox = PKMNCC_Falinks_BLAHitbox.png | ||
Line 294: | Line 292: | ||
|active = | |active = | ||
|recovery = 49 | |recovery = 49 | ||
|advantage = +54 [- | |advantage = +54 [-31] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 15 | |startup = 15 | ||
Line 353: | Line 351: | ||
|subtitle = [[File:PKMNCC_A.png]] OR [[File:PKMNCC2.png]][[File:PKMNCC_A.png]] | |subtitle = [[File:PKMNCC_A.png]] OR [[File:PKMNCC2.png]][[File:PKMNCC_A.png]] | ||
|image = PKMNCC_Falinks_LLA.png | |image = PKMNCC_Falinks_LLA.png | ||
|imageSize = 115px | |||
|caption = | |caption = | ||
|hitbox = PKMNCC_Falinks_LLAHitbox.png | |hitbox = PKMNCC_Falinks_LLAHitbox.png | ||
Line 410: | Line 409: | ||
|startup = 10 | |startup = 10 | ||
|active = 15 | |active = 15 | ||
|recovery = | |recovery = 6 | ||
|advantage = +12 [+7] | |advantage = +12 [+7] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
Line 592: | Line 591: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = Mid | |guard = Mid | ||
Line 632: | Line 631: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 4 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = Mid | |guard = Mid | ||
Line 655: | Line 654: | ||
|description= | |description= | ||
*Will be performed when Big Link is following the Captain and Lil Link is deployed. | *Will be performed when Big Link is following the Captain and Lil Link is deployed. | ||
*It's important to note that for all variants of Clawspear whilst Big Link is following: Clawspear will deal an additional point of damage to both regular health (3 damage) and | *It's important to note that for all variants of Clawspear whilst Big Link is following: Clawspear will deal an additional point of damage to both regular health (3 damage) and endurance (2 damage). | ||
*This variant is identical to the variant with Full Links with a slightly lesser range. | *This variant is identical to the variant with Full Links with a slightly lesser range. | ||
}} | }} | ||
Line 672: | Line 671: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 4 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = Mid | |guard = Mid | ||
Line 711: | Line 710: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = Mid | |guard = Mid | ||
Line 751: | Line 750: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 789: | Line 788: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 4 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 803: | Line 802: | ||
|startup = 22 | |startup = 22 | ||
|active = 12 | |active = 12 | ||
|recovery = 45 | |recovery = 45 | ||
|specialRecovery = | |specialRecovery = | ||
Line 827: | Line 824: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 4 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 841: | Line 838: | ||
|startup = 18 | |startup = 18 | ||
|active = 12 | |active = 12 | ||
|recovery = 45 | |recovery = 45 | ||
|specialRecovery = | |specialRecovery = | ||
Line 865: | Line 860: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 906: | Line 901: | ||
|damage = 1x | |damage = 1x | ||
|guard = Mid | |guard = Mid | ||
|cancel = 5B, 6B, 24B, Forward Dash | |cancel = 5B, 6B, 24B, 268B, Forward Dash | ||
|invul = 1-10 | |invul = 1-10 | ||
|property = | |property = | ||
Line 925: | Line 920: | ||
|description= Falinks regroups, calling back all deployed Links and briefly assuming a guarded position. | |description= Falinks regroups, calling back all deployed Links and briefly assuming a guarded position. | ||
*Deployed Links start returning instantly and are active hitboxes even if Defensive Formation is interrupted. | *Deployed Links start returning instantly and are active hitboxes even if Defensive Formation is interrupted. | ||
*Retreating Links do not hit ground opponents, but can hit opponents in the air to allow for juggles. | |||
*This move can be cancelled into specials or dashes: allowing Falinks to escape danger or even punish opponents trying to capitalize on the noticeably end lag. | *This move can be cancelled into specials or dashes: allowing Falinks to escape danger or even punish opponents trying to capitalize on the noticeably end lag. | ||
* | *Invulnerability starts '''after''' the startup and then last for 10 frames. | ||
}} | }} | ||
}} | }} | ||
Line 944: | Line 940: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = 1, 1, 1, | |damage = 1, 1, 1, 3 | ||
|grddamage = | |grddamage = 0, 0, 0, 2 | ||
|guard = Mid | |guard = Mid | ||
|cancel = C-Cancel, 22B | |cancel = C-Cancel, 22B | ||
Line 955: | Line 951: | ||
|active = 6 | |active = 6 | ||
|recovery = 37 | |recovery = 37 | ||
|advantage = +76 [- | |advantage = +76 [-11] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 6 | |startup = 6 | ||
|active = 6 | |active = 6 | ||
|recovery = 37 | |recovery = 37 | ||
|specialRecovery = | |specialRecovery = | ||
Line 1,007: | Line 1,001: | ||
}} | }} | ||
== | ==Hyper Moves== | ||
{{MoveData | {{MoveData | ||
|name = Hoplite Thrust | |name = Hoplite Thrust | ||
Line 1,013: | Line 1,007: | ||
|input = [[File:PKMNCC6.png]][[File:PKMNCC2.png]][[File:PKMNCC3.png]][[File:PKMNCC_B.png]] | |input = [[File:PKMNCC6.png]][[File:PKMNCC2.png]][[File:PKMNCC3.png]][[File:PKMNCC_B.png]] | ||
|image = PKMNCC_Falinks_623B.png | |image = PKMNCC_Falinks_623B.png | ||
|caption = | |caption = Invincible startup and surprisingly good cross-up option | ||
|hitbox = | |hitbox = | ||
|hitboxcaption = | |hitboxcaption = | ||
Line 1,021: | Line 1,015: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = 2 | |damage = 2 (x3) | ||
|grddamage = 0 | |grddamage = 0 | ||
|guard = Mid | |guard = Mid | ||
Line 1,033: | Line 1,027: | ||
|recovery = 2 | |recovery = 2 | ||
|advantage = [] | |advantage = [] | ||
|description= Falinks dashes diagonally upward from the ground, then performs up to two more aerial dashes. | |description= Falinks dashes diagonally upward from the ground, then performs up to two more aerial dashes depending on the direction held. | ||
*This is undeniably one of the best options for Falinks as an antiair or wakeup option: | *The length and duration of the dash is proportional to the number of attached Falinks in the troop. | ||
* | *This is undeniably one of the best options for Falinks as an antiair or wakeup option: The start up is completely invincible and is an easy confirm into followup | ||
*On block this move fails and Falinks is tumbles through the air. Blocking this unsafe options allows the opponent a huge punish. | |||
*Example Followup: Hoplite Hop > 6 > 3 > Chainspear (easier to land with Big Link deployed) | *Example Followup: Hoplite Hop > 6 > 3 > Chainspear (easier to land with Big Link deployed) | ||
}} | }} | ||
Line 1,053: | Line 1,048: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 8 | ||
|guard = Unblockable | |guard = Unblockable | ||
|cancel = | |cancel = | ||
Line 1,067: | Line 1,062: | ||
|startup = 18 | |startup = 18 | ||
|active = 14 | |active = 14 | ||
|recovery = 47 | |recovery = 47 | ||
|specialRecovery = | |specialRecovery = | ||
Line 1,092: | Line 1,085: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 6 | ||
|guard = Unblockable | |guard = Unblockable | ||
|cancel = | |cancel = | ||
Line 1,106: | Line 1,099: | ||
|startup = 18 | |startup = 18 | ||
|active = 14 | |active = 14 | ||
|recovery = 47 | |recovery = 47 | ||
|specialRecovery = | |specialRecovery = | ||
Line 1,131: | Line 1,122: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5 | ||
|guard = Unblockable | |guard = Unblockable | ||
|cancel = | |cancel = | ||
Line 1,145: | Line 1,136: | ||
|startup = 18 | |startup = 18 | ||
|active = 14 | |active = 14 | ||
|recovery = 47 | |recovery = 47 | ||
|specialRecovery = | |specialRecovery = | ||
Line 1,183: | Line 1,172: | ||
|startup = 18 | |startup = 18 | ||
|active = 14 | |active = 14 | ||
|recovery = 47 | |recovery = 47 | ||
|specialRecovery = | |specialRecovery = | ||
Line 1,209: | Line 1,196: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 8 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 1,249: | Line 1,236: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 6 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 1,288: | Line 1,275: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 1,325: | Line 1,312: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 1,339: | Line 1,326: | ||
|startup = 18 | |startup = 18 | ||
|active = 14 | |active = 14 | ||
|recovery = 47 | |recovery = 47 | ||
}} | }} | ||
Line 1,379: | Line 1,363: | ||
|recovery = -3 | |recovery = -3 | ||
|advantage = | |advantage = | ||
|description= Falinks enters No Retreat mode, causing the Links to perform follow up strikes after most normals. This mode also increases Falinks' forward movement, at the cost of decreasing their backwards movement and | |description= Falinks enters No Retreat mode, causing the Links to perform follow up strikes after most normals. This mode also increases Falinks' forward movement, at the cost of decreasing their backwards movement and endurance. | ||
*2A (with Big Link), 3A (with Lil Link), and all variations of j.8A will not cause the Links to perform follow up attacks. | *2A (with Big Link), 3A (with Lil Link), and all variations of j.8A will not cause the Links to perform follow up attacks. | ||
*A great option off Forward Throw or 3A (+LL). It's recommended to be used in conjuction with oki rather than a neutral tool. | *A great option off Forward Throw or 3A (+LL). It's recommended to be used in conjuction with oki rather than a neutral tool. | ||
*Staggering between normals such as 4A (which moves Falinks forward as well as now having a disjointed followup) and the spammable 5A: its very hard for opponents to guess where the gap is. Mix up your timing with 6A and 3A to punish parry and mash options. | *Staggering between normals such as 4A (which moves Falinks forward as well as now having a disjointed followup) and the spammable 5A: its very hard for opponents to guess where the gap is. Mix up your timing with 6A and 3A to punish parry and mash options. | ||
}} | }} | ||
}} | }} | ||
Line 1,415: | Line 1,398: | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = 41 | |recovery = 41 | ||
|specialRecovery = | |specialRecovery = | ||
Line 1,422: | Line 1,403: | ||
|description= The Links toss the opponent into the air, letting the Captain deliver a flying headbutt. | |description= The Links toss the opponent into the air, letting the Captain deliver a flying headbutt. | ||
* | *Provides a very threatening corner presence for Falinks allowing them to threaten their strong damage output off either 3A(+LL) or an instantaneous Hoplite Hop. | ||
*Typically the option you're threaten off strike throw option from 6A along with Defensive Formation and Chainspear Variants | |||
}} | }} | ||
}} | }} | ||
Line 1,453: | Line 1,435: | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = 41 | |recovery = 41 | ||
}} | }} | ||
|description= The Links throw the opponent back toward the Captain, who bashes them further backwards into the air with a horn strike. | |description= The Links throw the opponent back toward the Captain, who bashes them further backwards into the air with a horn strike. | ||
* If Big Link is following the Captain, they will perform an extra attack at the end of the throw. | * If Big Link is following the Captain, they will perform an extra attack at the end of the throw. | ||
* In the corner: this move threaten a meaty 2A(+BL) that leaves to devastating pressure. The timing is tight however, a late Big Link Throw results in an easy parry punish for an aware opponent. | |||
}} | }} | ||
}} | }} | ||
==Combos== | ==Combos== | ||
For Notation Purposes: | For Notation Purposes: | ||
W(+FL) - Refers to move W all Falinks are | W(+FL) - Refers to move W all Falinks are attached to the Captain<br> | ||
X(+BL) - Refers to move X when Big Link is attached to the Captain<br> | X(+BL) - Refers to move X when Big Link is attached to the Captain<br> | ||
Y(-LL) - Refers to move Y when Little Link is NOT attached to the Captain.<br> | Y(-LL) - Refers to move Y when Little Link is NOT attached to the Captain.<br> | ||
Z(-BL/+LL) - Refers to move Z when Big Links is NOT attached to the Captain but Little Links is attached to the Captain.<br> | Z(-BL/+LL) - Refers to move Z when Big Links is NOT attached to the Captain but Little Links is attached to the Captain.<br> | ||
-------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------- | ||
'''Easy Go To Combos'''<br> | '''<big>Easy Go To Combos</big>'''<br> | ||
5A > | 5A > 6A > Chainspear<br> | ||
{{Combos-PKMNCC | |||
|normal1=5 | |||
|normal2=6 | |||
|special3=5 | |||
}} | |||
5A (2x) > 6A > Frontline Push<br> | 5A (2x) > 6A > Frontline Push<br> | ||
{{Combos-PKMNCC | |||
|normal1=5 | |||
|normal2=5 | |||
|normal3=6 | |||
|special4=6 | |||
}} | |||
4A > 4A > 3A(-LL)<br> | |||
{{Combos-PKMNCC | |||
|normal1=4 | |||
|normal2=4 | |||
|normal3=3 | |||
}} | |||
3A(+LL) > Defensive Formation > Chainspear<br> | 3A(+LL) > Defensive Formation > Chainspear<br> | ||
{{Combos-PKMNCC | |||
|normal1=3 | |||
|special2=2 | |||
|special3=5 | |||
}} | |||
2A(+BL) > 5A > 6A > Chainspear<br> | 2A(+BL) > 5A > 6A > Chainspear<br> | ||
2A(+BL) > 4A > Frontline Push<br> | {{Combos-PKMNCC | ||
|normal1=2 | |||
|normal2=5 | |||
|normal3=6 | |||
|special4=5 | |||
}} | |||
2A(+BL) > 4A > 2A(-BL) Frontline Push<br> | |||
{{Combos-PKMNCC | |||
|normal1=2 | |||
|normal2=4 | |||
|normal=4=2 | |||
|special4=6 | |||
}} | |||
'''Corner Combos'''<br> | '''<big>Corner Combos</big>'''<br> | ||
5A (2x) > 6A > Frontline Push > 6A (2x) > Frontline Push <br> | 5A (2x) > 6A > Frontline Push > 6A (2x) > Frontline Push <br> | ||
[1 | {{Combos-PKMNCC | ||
2A (+BL) short distance > 4A > 2A (Big Link Followup) > 6A (Big Link Return Hitbox) > 6A (2x) > Frontline Push <br> | |normal1=5 | ||
3A ( +LL) | |normal2=5 | ||
|normal3=6 | |||
|special4=6 | |||
|normal5=6 | |||
|normal6=6 | |||
|special7=6 | |||
}} | |||
'''[1 Meter]'''<br> | |||
2A (+BL) > 4A > 6A (2x) > Frontline Push > C-Cancel > 6A (2x) > Frontline Push <br> | |||
''Note: you must be far enough away for the thrown Big Link to end up in the corner for any followup.'' <br> | |||
{{Combos-PKMNCC | |||
|normal1=2 | |||
|normal2=4 | |||
|normal3=6 | |||
|normal4=6 | |||
|special5=6 | |||
|c6=5 | |||
|normal7=6 | |||
|normal8=6 | |||
|special9=6 | |||
}} | |||
2A (+BL) short distance > 4A > 2A (-BL) > (Big Link Followup) > 6A (Big Link Return Hitbox) > 6A (2x) > Frontline Push <br> | |||
''Note: you must be far enough away for the thrown Big Link to end up in the corner to extend the combo. Furthermore, a Upward Clawspear can be cancelled into after 2A (-BL) to optimize the route, although the timing is strict'' <br> | |||
{{Combos-PKMNCC | |||
|normal1=2 | |||
|normal2=4 | |||
|normal3=2 | |||
|normal4=6 | |||
|normal5=6 | |||
|normal6=6 | |||
|special7=6 | |||
}} | |||
3A ( +LL) not pointblack > 5A (Lil Link Followup) > 6A (Lil Link Return Hitbox) > 2A (+BL) > 6A > Frontline Push > Defensive Formation (Big Link Return Hitbox) > Frontline Push<br> | |||
{{Combos-PKMNCC | |||
|normal1=3 | |||
|normal2=5 | |||
|normal3=6 | |||
|normal4=2 | |||
|normal5=6 | |||
|special6=6 | |||
|special7=2 | |||
|special8=6 | |||
}} | |||
Optimal meterless: | |||
3A ( +LL) pointblank > 5A (Lil Link Followup) > 6A (Lil Link Return Hitbox) > 8 > j.8a > 66 4A> 2A (+BL) > 6A (2x)> Frontline Push > Defensive Formation (Big Link Return Hitbox) > Frontline Push<br> | |||
{{Combos-PKMNCC | |||
|normal1=3 | |||
|normal2=5 | |||
|normal3=6 | |||
|none4=8 | |||
|normal5=8 | |||
|none6=66 | |||
|normal7=4 | |||
|normal8=2 | |||
|normal9=6 | |||
|normal10=6 | |||
|special11=6 | |||
|special12=2 | |||
|special13=6 | |||
}} | |||
Frontline Push > 6A > Upward Chainspear (+FL) > Upward Clawspear (+FL) | |||
{{Combos-PKMNCC | |||
|special1=6 | |||
|normal2=6 | |||
|special3=4 | |||
|special4=24 | |||
|none4=8 | |||
}} | |||
'''Anti Air Punish'''<br> | '''<big>Anti Air Punish</big>'''<br> | ||
Upward Chainspear> Chainspear<br> | Upward Chainspear > Chainspear<br> | ||
{{Combos-PKMNCC | |||
|special1=4 | |||
|special2=5 | |||
}} | |||
Upward Clawspear (-BL) > jA8 (-BL) <br> | |||
{{Combos-PKMNCC | |||
|special1=24 | |||
|none2=8 | |||
|normal3=8 | |||
}} | |||
'''[CORNER ONLY / 1 METER]'''<br> | |||
jA8 > Upward Chainspear> Chainspear<br> | jA8 > Upward Chainspear> Chainspear<br> | ||
{{Combos-PKMNCC | |||
|normal1=8 | |||
|special2=4 | |||
|special3=5 | |||
}} | |||
'''[CORNER ONLY / 2 METER]'''<br> | |||
Upward Clawspear (-BL) > Upward Clawspear (-BL) > Chainspear (Style Points!)<br> | Upward Clawspear (-BL) > Upward Clawspear (-BL) > Chainspear (Style Points!)<br> | ||
{{Combos-PKMNCC | |||
|special1=24 | |||
|none2=8 | |||
|special3=24 | |||
|none4=8 | |||
|special5=5 | |||
}} | |||
'''No Retreat Combos'''<br> | '''<big>No Retreat Combos</big>'''<br> | ||
4A > 5A > 6A> Frontline Push<br> | 4A > 5A > 6A > Frontline Push<br> | ||
{{Combos-PKMNCC | |||
|normal1=4 | |||
|normal2=5 | |||
|normal3=6 | |||
|special4=6 | |||
}} | |||
5A > 6A > 3A(+LL)<br> | 5A > 6A > 3A(+LL)<br> | ||
{{Combos-PKMNCC | |||
|normal1=5 | |||
|normal2=6 | |||
|normal3=3 | |||
}} | |||
'''[Corner Only]'''<br> | |||
Frontline Push > 4A > 2A(+BL) > Frontline Push | |||
{{Combos-PKMNCC | |||
|special1=6 | |||
|normal2=4 | |||
|normal3=2 | |||
|special4=6 | |||
}} | |||
==Colors== | ==Colors== |
Latest revision as of 09:27, 28 June 2024
Archetypes: | Zoner; Puppet |
Health: | 39 |
Endurance: | 14 (No Retreat: 6) |
Endurance Refresh: | 4 |
Walk Speed: | 2.8 / -2 (No Retreat: 4 / -1) (Running: 4.8 / -4.8) |
Prejump Frames: | 6f |
Fastest Attack: | 5A (5f) |
Pon-Pon-Pata-Pon
Introduction
Pata-Pata-Poké-MON!
Rally the troops! The Brass Spartans march into combat! Falinks is a complex character that blurs the line between a zoner and a puppet character. The main Falink, whose brave leadership qualities have earned them the title of "Captain," strategically employs their brethren in versatile ways to control space and disrupt the opponent's game plan. The troops boast several powerful keep-away tools, such as j.2A, Chainspear, and Upward Chainspear, which you'd expect from a zoner. These moves are potent and have disjointed hitboxes away from the Captain, making them challenging to punish in neutral. Furthermore, the Captain displays strong tactical flexibility by deploying some of their troops (Private Lil Link and Lieutenant Big Link) who detach from the main troop. The moves 3A (deploying Lil Link) and 2A (deploying Big Link) change properties after tossing their comrades. The deployed troops can be commanded to attack via 5A and to retreat using Defensive Formation. Any troops not attached to the main stallion cannot be attacked, leading to scenarios where opponents must carefully navigate past them to reach the Captain. However, do not underestimate the strength in numbers: keeping the troops deployed can limit the range and alter the properties of Falinks's zoning tools. Falinks requires a delicate balance between these two aspects of zoning and disruption to use efficiently.
Outside of the troop nuances, Falinks has other shortcomings. Their own short-range normal attacks and vulnerabilities in disadvantage can lead to a swift defeat for Falinks in combat. Falinks excels in neutral but relies on metered options to perform well in advantage and to escape disadvantage. The sweep 3A variants (with and without Lil Links deployed) require different setups to confirm into, making meter gain somewhat of a hassle at times. Falinks has a vast amount of different approaches to playing; no two Falinks players will play Falinks the same. All this nuance comes together to create a combat troop that is challenging to pick up and play but satisfying to master. Tally-ho!
Falinks is an unique character who can control the battlefield with deployable units before using their install super to rush down the opponent. |
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Normals
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Specials
Hyper Moves
Super
Throws
Combos
For Notation Purposes:
W(+FL) - Refers to move W all Falinks are attached to the Captain
X(+BL) - Refers to move X when Big Link is attached to the Captain
Y(-LL) - Refers to move Y when Little Link is NOT attached to the Captain.
Z(-BL/+LL) - Refers to move Z when Big Links is NOT attached to the Captain but Little Links is attached to the Captain.
Easy Go To Combos
5A > 6A > Chainspear
5A (2x) > 6A > Frontline Push
4A > 4A > 3A(-LL)
3A(+LL) > Defensive Formation > Chainspear
2A(+BL) > 5A > 6A > Chainspear
2A(+BL) > 4A > 2A(-BL) Frontline Push
Corner Combos
5A (2x) > 6A > Frontline Push > 6A (2x) > Frontline Push
[1 Meter]
2A (+BL) > 4A > 6A (2x) > Frontline Push > C-Cancel > 6A (2x) > Frontline Push
Note: you must be far enough away for the thrown Big Link to end up in the corner for any followup.
2A (+BL) short distance > 4A > 2A (-BL) > (Big Link Followup) > 6A (Big Link Return Hitbox) > 6A (2x) > Frontline Push
Note: you must be far enough away for the thrown Big Link to end up in the corner to extend the combo. Furthermore, a Upward Clawspear can be cancelled into after 2A (-BL) to optimize the route, although the timing is strict
3A ( +LL) not pointblack > 5A (Lil Link Followup) > 6A (Lil Link Return Hitbox) > 2A (+BL) > 6A > Frontline Push > Defensive Formation (Big Link Return Hitbox) > Frontline Push
Optimal meterless:
3A ( +LL) pointblank > 5A (Lil Link Followup) > 6A (Lil Link Return Hitbox) > 8 > j.8a > 66 4A> 2A (+BL) > 6A (2x)> Frontline Push > Defensive Formation (Big Link Return Hitbox) > Frontline Push