Pokemon: Close Combat/Falinks: Difference between revisions
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| '''Health:''' || 39 | | '''Health:''' || 39 | ||
|- | |- | ||
| ''' | | '''Endurance:''' || 14 (No Retreat: 6) | ||
|- | |||
| '''Endurance Refresh:''' || 4 | |||
|- | |- | ||
| '''Walk Speed:''' || 2.8 / -2 (No Retreat: 4 / -1) (Running: 4.8 / -4.8) | | '''Walk Speed:''' || 2.8 / -2 (No Retreat: 4 / -1) (Running: 4.8 / -4.8) | ||
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 206: | Line 202: | ||
|data = | |data = | ||
{{AttackData-PKMNCC | {{AttackData-PKMNCC | ||
|damage = | |damage = 3 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = Mid | |guard = Mid | ||
Line 295: | Line 291: | ||
|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 412: | Line 408: | ||
|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 594: | Line 590: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = Mid | |guard = Mid | ||
Line 634: | Line 630: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 4 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = Mid | |guard = Mid | ||
Line 657: | Line 653: | ||
|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 674: | Line 670: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 4 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = Mid | |guard = Mid | ||
Line 713: | Line 709: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = Mid | |guard = Mid | ||
Line 753: | Line 749: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 791: | Line 787: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 4 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 805: | Line 801: | ||
|startup = 22 | |startup = 22 | ||
|active = 12 | |active = 12 | ||
|recovery = 45 | |recovery = 45 | ||
|specialRecovery = | |specialRecovery = | ||
Line 829: | Line 823: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 4 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 843: | Line 837: | ||
|startup = 18 | |startup = 18 | ||
|active = 12 | |active = 12 | ||
|recovery = 45 | |recovery = 45 | ||
|specialRecovery = | |specialRecovery = | ||
Line 867: | Line 859: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 908: | Line 900: | ||
|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 927: | Line 919: | ||
|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 946: | Line 939: | ||
|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 957: | Line 950: | ||
|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 1,009: | Line 1,000: | ||
}} | }} | ||
== | ==Hyper Moves== | ||
{{MoveData | {{MoveData | ||
|name = Hoplite Thrust | |name = Hoplite Thrust | ||
Line 1,015: | Line 1,006: | ||
|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 1,023: | Line 1,014: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = 2 | |damage = 2 (x3) | ||
|grddamage = 0 | |grddamage = 0 | ||
|guard = Mid | |guard = Mid | ||
Line 1,035: | Line 1,026: | ||
|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 1,055: | Line 1,047: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 8 | ||
|guard = Unblockable | |guard = Unblockable | ||
|cancel = | |cancel = | ||
Line 1,069: | Line 1,061: | ||
|startup = 18 | |startup = 18 | ||
|active = 14 | |active = 14 | ||
|recovery = 47 | |recovery = 47 | ||
|specialRecovery = | |specialRecovery = | ||
Line 1,094: | Line 1,084: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 6 | ||
|guard = Unblockable | |guard = Unblockable | ||
|cancel = | |cancel = | ||
Line 1,108: | Line 1,098: | ||
|startup = 18 | |startup = 18 | ||
|active = 14 | |active = 14 | ||
|recovery = 47 | |recovery = 47 | ||
|specialRecovery = | |specialRecovery = | ||
Line 1,133: | Line 1,121: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5 | ||
|guard = Unblockable | |guard = Unblockable | ||
|cancel = | |cancel = | ||
Line 1,147: | Line 1,135: | ||
|startup = 18 | |startup = 18 | ||
|active = 14 | |active = 14 | ||
|recovery = 47 | |recovery = 47 | ||
|specialRecovery = | |specialRecovery = | ||
Line 1,185: | Line 1,171: | ||
|startup = 18 | |startup = 18 | ||
|active = 14 | |active = 14 | ||
|recovery = 47 | |recovery = 47 | ||
|specialRecovery = | |specialRecovery = | ||
Line 1,211: | Line 1,195: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 8 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 1,251: | Line 1,235: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 6 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 1,290: | Line 1,274: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 1,327: | Line 1,311: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 1,341: | Line 1,325: | ||
|startup = 18 | |startup = 18 | ||
|active = 14 | |active = 14 | ||
|recovery = 47 | |recovery = 47 | ||
}} | }} | ||
Line 1,381: | Line 1,362: | ||
|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 1,417: | Line 1,397: | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = 41 | |recovery = 41 | ||
|specialRecovery = | |specialRecovery = | ||
Line 1,424: | Line 1,402: | ||
|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 | *Typically the option you're threaten off strike throw option from 6A along with Defensive Formation and Chainspear Variants | ||
}} | }} | ||
}} | }} | ||
Line 1,456: | Line 1,434: | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = 41 | |recovery = 41 | ||
}} | }} | ||
Line 1,475: | Line 1,450: | ||
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) | 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> | ||
[Corner Only] Frontline Push > 4A > 2A(+BL) > Frontline Push | {{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 20:43, 25 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!
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Pick if you like | Avoid if you dislike |
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Normals
Toggle Hitboxes Toggle Hitboxes
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Watch your Head
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Watch your Toes
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Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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Absolutely TERRIFYING after a Super. Literal Rain of Hitboxes upon the enemy
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Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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Specials
Falinks Neutral in a nutshell Falinks Neutral in a nutshell
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Also Falinks Neutral in a Nutshell Also Falinks Neutral in a Nutshell
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A move that reminds one of Falinks' neutral~ A move that reminds one of Falinks' neutral~
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Are you sick of this move? Great! *Chainspears Again* Are you sick of this move? Great! *Chainspears Again*
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Nice jump in, would be a real shame if I were to invalidate that entirely Nice jump in, would be a real shame if I were to invalidate that entirely
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THANK ARCEUS we can finally move to the next move THANK ARCEUS we can finally move to the next move
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CHARGE! CHARGE!
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The Surprise Cross Up Tool The Surprise Cross Up Tool
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Hyper Moves
Invincible startup and surprisingly good cross-up option Invincible startup and surprisingly good cross-up option
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T H E C L A W T H E C L A W
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A E R I A L C L A W A E R I A L C L A W
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Loop de doo Loop de doo
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Super
Never Back Down Never What? Never Back Down Never What?
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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
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
5A (2x) > 6A > Frontline Push
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
4A > 4A > 3A(-LL)
![PKMNCC4.png](/images/2/2d/PKMNCC4.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC4.png](/images/2/2d/PKMNCC4.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC3.png](/images/d/d6/PKMNCC3.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
3A(+LL) > Defensive Formation > Chainspear
![PKMNCC3.png](/images/d/d6/PKMNCC3.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC2.png](/images/c/cb/PKMNCC2.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
2A(+BL) > 5A > 6A > Chainspear
![PKMNCC2.png](/images/c/cb/PKMNCC2.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
2A(+BL) > 4A > 2A(-BL) Frontline Push
![PKMNCC2.png](/images/c/cb/PKMNCC2.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC4.png](/images/2/2d/PKMNCC4.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
Corner Combos
5A (2x) > 6A > Frontline Push > 6A (2x) > Frontline Push
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
[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.
![PKMNCC2.png](/images/c/cb/PKMNCC2.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC4.png](/images/2/2d/PKMNCC4.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC C.png](/images/a/a9/PKMNCC_C.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
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
![PKMNCC2.png](/images/c/cb/PKMNCC2.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC4.png](/images/2/2d/PKMNCC4.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC2.png](/images/c/cb/PKMNCC2.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
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
![PKMNCC3.png](/images/d/d6/PKMNCC3.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC2.png](/images/c/cb/PKMNCC2.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
![PKMNCC2.png](/images/c/cb/PKMNCC2.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
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