Pokemon: Close Combat/Falinks

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PKMNCC Falinks Portrait.png
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!


Playstyle
PKMNCC Falinks NavboxIcon.png Falinks is an unique character who can control the battlefield with deployable units before using their install super to rush down the opponent.
Pick if you like Avoid if you dislike
  • Deploying the Troops: Falinks can place two of their 'Links' to perform attacks on command, making areas unsafe for the enemy to pass through.
  • Unorthodox Tactics: Falinks is an oddball fighter whose battle plans can change on a dime, keeping your opponent guessing.
  • No Retreat!: Falinks' super enables them to charge forward and overwhelm opponents in a flurry of follow-ups.
  • 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.
  • 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.

Normals

5A
PKMNCC A.png
PKMNCC Falinks 5A.png
PKMNCC Falinks 5AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid 4A, 6A - -
Startup Active Recovery Advantage Cost
7 1 8 +7 [+9] -
Total: 15

Falinks quickly jabs with a shield-arm which can absorb projectiles. This move also commands any deployed Links to attack.

  • 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.
  • During No Retreat: One of the little Links will follow up with a tackle after the Captain's jab.
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
PKMNCC Falinks 4A2.png
PKMNCC Falinks 4A1Hitbox.png
PKMNCC Falinks 4A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid 2A, 3A, Special - -
Startup Active Recovery Advantage Cost
8 6 14 +1 [-4] -
Total: 27

Falinks strikes upwards with their horn.

  • This move is not recommended as an anti-air due to its stubbiness. It is a decent mash option on defense.
  • 4A is much more suitable to block strings and hit confirms as 4A can cancel into both versions of 3A (with or without Lil Links).
  • No Retreat: 4A becomes an even better pressure tool and combo starter

(Tip: using 5A after (NR)4A will extend the tackle distance of the disjointed Link)

Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Falinks 6A.png
PKMNCC Falinks 6AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid Special - -
Startup Active Recovery Advantage Cost
11 7 15 1 [-4] -
Total: 32

Falinks thrusts forward with ashield-arm which can absorb projectiles.

  • Moves Falinks forward, can be used injunction with deployed troops to control space.
  • This move can lead to strong throw game by following up with either throw or Chainspear to keep your opponent on their toes.
  • A decent tool to combo into 6B however this move is not recommended on block as it leads to options that are unsafe on block.
  • This move truly shines during No Retreat: helping Falinks close the gap while the follow-up Lil Link tackle is largely disjointed, allowing for safe pressure.
Toggle Hitboxes
Toggle Hitboxes


2A (with Big Link)
PKMNCC2.pngPKMNCC A.png
PKMNCC Falinks 2A (throwLink).png
Watch your Head
Damage Endurance Damage Guard Cancel Invul Property
1 1 Mid -> High - - Knockdown
Startup Active Recovery Advantage Cost
12 37 47 +97 [+17] -
Total: 95

The Captain throws Big Link in an aerial arc.

  • 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.
  • 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.
2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Falinks 2A.png
PKMNCC Falinks 2AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 2 Mid Special, (On Whiff) C Cancel - -
Startup Active Recovery Advantage Cost
18 5 31 1 [-4] -
Total: 59

Falinks strikes downwards with their horn.

  • Can only be performed when Big Link is deployed on the field.
  • Moves Falinks forward.
  • Very useful block string option as it beats mashing and confirms into specials.
  • Has the unique property of being C cancellable on whiff: allowing Falinks strong tick-throw options.
  • The startup of this move can be canceled into other moves such as specials, allowing you to attack in unison with deployed Links.
  • No Retreat: Fantastic pressure option that moves Falinks into a favorable tick-throw situation.
Toggle Hitboxes
Toggle Hitboxes
5A/2A/j5A while Big Link is Deployed
PKMNCC A.png OR PKMNCC2.pngPKMNCC A.png
PKMNCC Falinks BLA.png
PKMNCC Falinks BLAHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid - - -
Startup Active Recovery Advantage Cost
41 5 70 +113 [+33] -
Total: 115

Big Link strikes upward with their horn.

  • Can only be performed when Big Link is deployed on the field.
  • After landing a strike on the opponent (on hit or block), will return to the Captain (an active hitbox that is a low and deals 1 damage).
  • Big Link has the property of launching grounded opponents or juggling airborne ones directly vertically, allowing for strong combo opportunity.
  • NR Big Link: The knockback of Big Link's strike great increases and automatically combos into it's return hitbox.
Toggle Hitboxes
Toggle Hitboxes


3A (with Lil Link)
PKMNCC3.pngPKMNCC A.png
PKMNCC Falinks 3A (throwLink).png
Watch your Toes
Damage Endurance Damage Guard Cancel Invul Property
1 1 Low - - Knockdown
Startup Active Recovery Advantage Cost
15 - 49 +54 [-31] -
Total: 63

The Captain commands Lil Link to dash forward.

  • Can only be performed when Lil Link is following the Captain.
  • Deploys Lil Link on the field, causing them to perform a fast attack whenever 5A, 2A, or j5a are used. After one of Lil Link's attacks hits an opponent, they will return to following the Captain.
  • The most disjointed sweep in the game and the deployed Lil Link covers a lot of ground. Getting a knockdown off this move is what generally starts the Falinks offense.
3A
PKMNCC3.pngPKMNCC A.png
PKMNCC Falinks 3A.png
PKMNCC Falinks 3AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 1 Low - - Knockdown
Startup Active Recovery Advantage Cost
20 5 25 +58 [-12] -
Total: 49

Falinks swipes low with a shield-arm.

  • Can only be performed when Lil Link is deployed on the field.
  • Can ground aerial opponents (such as following up to 2A (+Big Links)
  • Strong tool in advantage due to the being canceled into by most normals, allowing Falinks to gain essential meter.
Toggle Hitboxes
Toggle Hitboxes
5A/2A/j5A while Lil Link is Deployed
PKMNCC A.png OR PKMNCC2.pngPKMNCC A.png
PKMNCC Falinks LLA.png
PKMNCC Falinks LLAHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid - - -
Startup Active Recovery Advantage Cost
11 5 54 +31 [+33] -
Total: 69

Lil Link lashes out a headbutt with what's left of their horn.

  • Can only be performed when Lil Link is deployed on the field.
  • After landing a strike on the opponent (on hit or block), will return to the Captain (an active hitbox that is a low and deals 2 damage).
  • NR Lil Link: The Lil Link will headbutt twice instead of once.
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC Falinks j5A1.png
PKMNCC Falinks j5A1Hitbox.png
Absolutely TERRIFYING after a Super. Literal Rain of Hitboxes upon the enemy
PKMNCC Falinks j5A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 High jB - -
Startup Active Recovery Advantage Cost
10 15 10 +12 [+7] -
Total: 34

Falinks swipes their horn through the air in a downward arc.

  • Advantage assumes done at the lowest possible height.
  • Similar to 5A: This move also commands any deployed Links to attack.
  • If blocked by a grounded opponent you should always cancel into j.5B as this move by itself on block is a guarantee punish.
  • Allows for instant overheads versus taller opponents: making Falinks pressure much more dangerous.
  • No Retreat: All Links following the Captain will perform an additional attack (+1 additional attack for each).
Toggle Hitboxes
Toggle Hitboxes


j8A (with Full Links)
PKMNCC8.pngPKMNCC A.png PKMNCC J.png
PKMNCC Falinks j8A (+BL +LL).png
PKMNCC Falinks j8AHitbox (+BL +LL).png
Damage Endurance Damage Guard Cancel Invul Property
5 2 Mid - - Knockdown
Startup Active Recovery Advantage Cost
20 8 19 +73 [+12] -
Total: 46

The Captain swings all following Links in a hammer-like formation. This attack has multiple variations based on the number of Links following the leader when used.

  • Will be performed when both Big Link and Lil Link are following the Captain.
  • Advantage assumes done at lowest possible height.
  • Excellent aerial option that is nearly impossible for non-invincible moves to contest, the huge arc create on hitting an aerial opponent allows for excellent combo opportunity (it can even combo into itself).
Toggle Hitboxes
Toggle Hitboxes
j8A (with Big Link)
PKMNCC8.pngPKMNCC A.png PKMNCC J.png
PKMNCC Falinks j8A (+BL).png
PKMNCC Falinks j8AHitbox (+BL).png
Damage Endurance Damage Guard Cancel Invul Property
4 2 Mid - - Knockdown
Startup Active Recovery Advantage Cost
18 8 18 +74 [+13] -
Total: 43
  • Will be performed when Big Link is following the Captain and Lil Link is deployed.
  • Advantage assumes done at the lowest possible height.
  • Nearly identical to j8A with Full Links but with a smaller hitbox and slightly faster startup.
Toggle Hitboxes
Toggle Hitboxes
j8A (with Lil Link)
PKMNCC8.pngPKMNCC A.png PKMNCC J.png
PKMNCC Falinks j8A (+LL).png
PKMNCC Falinks j8AHitbox (+LL).png
Damage Endurance Damage Guard Cancel Invul Property
4 1 Mid - - Knockdown
Startup Active Recovery Advantage Cost
16 8 17 +75 [+7] -
Total: 40
  • Will be performed when Lil Link is following the Captain and Big Link is deployed.
  • Advantage assumes done at the lowest possible height.
  • Still strong and disjointed but loses combo potential due to the smaller arc on hit.
Toggle Hitboxes
Toggle Hitboxes
j8A
PKMNCC8.pngPKMNCC A.png PKMNCC J.png
PKMNCC Falinks j8A.png
PKMNCC Falinks j8AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid - - Knockdown
Startup Active Recovery Advantage Cost
12 8 16 +76 [+8] -
Total: 35
  • Will be performed when both Big Link and Lil Link are deployed.
  • Advantage assumes done at the lowest possible height.
  • Unlike the other j8A variants, this version is pretty easy to contest. However, its fast startup allows it to be a long distance instant overhead that leads to knockdown.
Toggle Hitboxes
Toggle Hitboxes

Specials

Chainspear (with Full Links)
5B
PKMNCC B.png
PKMNCC Falinks 5B (+BL +LL).png
Falinks Neutral in a nutshell
Falinks Neutral in a nutshell
Damage Endurance Damage Guard Cancel Invul Property
5 2 Mid - - Knockdown
Startup Active Recovery Advantage Cost
23 12 45 +51 [-10] -
Total: 79

The Captain thrusts the Links forward into enemy lines in a spear-like formation. This attack has multiple variations based on the number of Links following the leader when used.

  • Will be performed when both Big Link and Lil Link are following the Captain.
  • An essential zoning tool for Falinks that is generally safe even on blocking, allowing Falinks to chip away at opponents' health guard.
  • Great combo ender to moves such as Upward Clawspear and j8A.
Chainspear (with Big Link)
5B
PKMNCC B.png
PKMNCC Falinks 5B (+BL).png
Also Falinks Neutral in a Nutshell
Also Falinks Neutral in a Nutshell
Damage Endurance Damage Guard Cancel Invul Property
4 2 Mid - - Knockdown
Startup Active Recovery Advantage Cost
22 12 45 +51 [-17] -
Total: 78
  • 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 endurance (2 damage).
  • This variant is identical to the variant with Full Links with a slightly lesser range.
Chainspear (with Lil Link)
5B
PKMNCC B.png
PKMNCC Falinks 5B (+LL).png
A move that reminds one of Falinks' neutral~
A move that reminds one of Falinks' neutral~
Damage Endurance Damage Guard Cancel Invul Property
4 1 Mid - - Knockdown
Startup Active Recovery Advantage Cost
18 12 45 +51 [-17] -
Total: 74
  • Will be performed when Lil Link is following the Captain and Big Link is deployed.
  • Weaker than variants with the Big Links, but its decreased startup time is notably due to turning 6A > Clawspear into a frame trap.
Chainspear
5B
PKMNCC B.png
PKMNCC Falinks 5B.png
Are you sick of this move? Great! *Chainspears Again*
Are you sick of this move? Great! *Chainspears Again*
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid - - Knockdown
Startup Active Recovery Advantage Cost
12 12 45 +51 [-24] -
Total: 68
  • Will be performed when both Big Link and Lil Link are deployed.
  • While this is the fastest variant of Clawspear it comes with the downside of being short-ranged and punishable on block. It is highly suggested that you use this variant in junction with your deployed Links to cover it's weaknesses.


Upward Chainspear (with Full Links)
4B
PKMNCC4.pngPKMNCC B.png
PKMNCC Falinks 4B (+BL +LL).png
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
Damage Endurance Damage Guard Cancel Invul Property
5 - - - Upper Body Knockdown
Startup Active Recovery Advantage Cost
23 12 45 +77 -
Total: 79

The Captain thrusts the Links diagonally upwards in a spear-like formation. This attack has multiple variations based on the number of Links following the leader when used.

  • Will be performed when both Big Link and Lil Link are following the Captain.
  • Widely regarded as one of if not the best anti-air option in the entire game. It's large, in charge, and entirely disjointed.
  • Hash combo potential as followup or you can choose to close the gap and use the great oki this move provides you.
  • Upward Chainspear isn't a complete catchall: there is a blindspot directly vertical to Falinks (in which can use 2A[+BL]).
Upward Chainspear (with Big Link)
4B
PKMNCC4.pngPKMNCC B.png
PKMNCC Falinks 4B (+BL).png
Damage Endurance Damage Guard Cancel Invul Property
4 - - - Upper Body Knockdown
Startup Active Recovery Advantage Cost
22 12 45 +77 -
Total: 78
  • Will be performed when Big Link is following the Captain and Lil Link is deployed.
  • Almost identical to the Full Links Upward Clawspear with a near unnoticeable loss in range.
Upward Chainspear (with Lil Link)
4B
PKMNCC4.pngPKMNCC B.png
PKMNCC Falinks 4B (+LL).png
Damage Endurance Damage Guard Cancel Invul Property
4 - - - Upper Body Knockdown
Startup Active Recovery Advantage Cost
18 12 45 +77 -
Total: 74
  • Will be performed when Lil Link is following the Captain and Big Link is deployed.
  • Fast but weaker variant than the Upward Clawspears that include Big Link.
Upward Chainspear
4B
PKMNCC4.pngPKMNCC B.png
PKMNCC Falinks 4B.png
THANK ARCEUS we can finally move to the next move
THANK ARCEUS we can finally move to the next move
Damage Endurance Damage Guard Cancel Invul Property
3 - - - Upper Body Knockdown
Startup Active Recovery Advantage Cost
12 12 45 +77 -
Total: 68
  • Will be performed when both Big Link and Lil Link are deployed.
  • This is technically the fastest variant, but the lack of range means that this option is only a good antiair (instead of an excellent one). This variant is also very difficult to follow up.


Defensive Formation
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Falinks 2B.png
Damage Endurance Damage Guard Cancel Invul Property
1x - Mid 5B, 6B, 24B, Forward Dash 1-10 -
Startup Active Recovery Advantage Cost
27 - 55 -25 [-37] -
Total: 81

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.
  • 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.
  • Invulnerability starts after the startup and then last for 10 frames.


Frontline Push
6B
PKMNCC6.pngPKMNCC B.png
PKMNCC Falinks 6B.png
CHARGE!
CHARGE!
Damage Endurance Damage Guard Cancel Invul Property
1, 1, 1, 3 0, 0, 0, 2 Mid C-Cancel, 22B - Knockdown
Startup Active Recovery Advantage Cost
6 6 37 +76 [-11] -
Total: 48

The Captain commands three Links to charge forward, then follows up with an upward horn strike.

  • This maneuver only makes use of the three middle Links - Big Link and Lil Link are not involved regardless of whether they are following the leader.
  • A good launcher on C Cancel combos.
  • A very good disjoint move to punish certain options.
  • A very situational option on block even with a C-Cancel: this move is very unsafe on block and easy to recognize and punish.


Hoplite Hop
jB
PKMNCC B.png PKMNCC J.png
PKMNCC Falinks j5B.png
The Surprise Cross Up Tool
The Surprise Cross Up Tool
Damage Endurance Damage Guard Cancel Invul Property
2 1 Mid - - Knockdown
Startup Active Recovery Advantage Cost
22+(2xL) 6 4 +46 [-] -

Falinks pauses briefly in midair before dashing up to three times in quick succession.

  • Each dash can be in a different direction. However, the first will only accept 6, 2, or 3 as inputs, with other inputs defaulting to 3.
  • If no direction is input, Falinks will end the attack early.
  • Additional dashes can be performed with 5B at the cost of a meter.
  • Press 5A will command deployed troops similarly to 5A and jA.
  • Ending near the ground can lead to follow ups (such as 5B).

Hyper Moves

Hoplite Thrust
623B
PKMNCC6.pngPKMNCC2.pngPKMNCC3.pngPKMNCC B.png
PKMNCC Falinks 623B.png
Invincible startup and surprisingly good cross-up option
Invincible startup and surprisingly good cross-up option
Damage Endurance Damage Guard Cancel Invul Property
2 (x3) 0 Mid - Full Knockdown
Startup Active Recovery Advantage Cost
10 8+(2xL) 2 [] 1

Falinks dashes diagonally upward from the ground, then performs up to two more aerial dashes depending on the direction held.

  • 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)


Clawspear (with Full Links)
24B
PKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC Falinks 214B (+BL +LL).png
T H E C L A W
T H E C L A W
Damage Endurance Damage Guard Cancel Invul Property
8 - Unblockable - - Knockdown
Startup Active Recovery Advantage Cost
18 14 47 - 1
Total: 78

The Captain grabs at the enemy with the Links in a claw-like formation. This attack has multiple variations based on the number of Links following the leader when used.

  • Will be performed when both Big Link and Lil Link are following the Captain.
  • Throws the enemy backward.
  • Allows for strike throw at a considerable distance when paired with Clawspear.
Clawspear (with Big Link)
24B
PKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC Falinks 214B (+BL).png
Damage Endurance Damage Guard Cancel Invul Property
6 - Unblockable - - Knockdown
Startup Active Recovery Advantage Cost
18 14 47 - 1
Total: 78
  • Will be performed when Big Link is following the Captain and Lil Link is deployed.
  • Throws the enemy backward.
  • Nearly identical to the full Links version
Clawspear (with Lil Link)
24B
PKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC Falinks 214B (+LL).png
Damage Endurance Damage Guard Cancel Invul Property
5 - Unblockable - - Knockdown
Startup Active Recovery Advantage Cost
18 14 47 - 1
Total: 78
  • Will be performed when Lil Link is following the Captain and Big Link is deployed.
  • Throws the enemy forward in a way such follow ups are possible (such as Upward Chainspear).
Clawspear
24B
PKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC Falinks 214B.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Unblockable - - Knockdown
Startup Active Recovery Advantage Cost
18 14 47 - 1
Total: 78
  • Will be performed when both Big Link and Lil Link are deployed.
  • Throws the enemy forward in a way such follow ups are possible (such as Upward Chainspear).
  • This move deals a base damage of 2 and deals more damage and gains more range with each additional Links attached to the main troop. Big Links +3, Lil Links +2 (total Maximum of 7 damage)


Upward Clawspear (with Full Links)
24B8
PKMNCC2.pngPKMNCC4.pngPKMNCC B.pngPKMNCC8.png
PKMNCC Falinks 2148B (+BL +LL).png
A E R I A L C L A W
A E R I A L C L A W
Damage Endurance Damage Guard Cancel Invul Property
8 - - - - Knockdown
Startup Active Recovery Advantage Cost
18 14 47 - 1
Total: 78

The Captain grabs at an aerial enemy with the Links in a diagonal claw-like formation. This attack has multiple variations based on the number of Links following the leader when used.

  • Will be performed when both Big Link and Lil Link are following the Captain.
  • Throws the enemy backward.
  • Cannot hit a grounded opponent.
  • Tip: use the input 214B8
Upward Clawspear (with Big Link)
24B8
PKMNCC2.pngPKMNCC4.pngPKMNCC B.pngPKMNCC8.png
PKMNCC Falinks 2148B (+BL).png
Damage Endurance Damage Guard Cancel Invul Property
6 - - - - Knockdown
Startup Active Recovery Advantage Cost
18 14 47 - 1
Total: 78
  • Will be performed when Big Link is following the Captain and Lil Link is deployed.
  • Throws the enemy backward.
  • Cannot hit a grounded opponent.
Upward Clawspear (with Lil Link)
24B8
PKMNCC2.pngPKMNCC4.pngPKMNCC B.pngPKMNCC8.png
PKMNCC Falinks 2148B (+LL).png
Loop de doo
Loop de doo
Damage Endurance Damage Guard Cancel Invul Property
5 - - - - Knockdown
Startup Active Recovery Advantage Cost
18 14 47 - 1
Total: 78
  • Will be performed when Lil Link is following the Captain and Big Link is deployed.
  • Throws the enemy forward at arc allowing for Chainspear followup (Or it even loops into itself for style points at the cost of horrible meter efficiency).
  • Cannot hit a grounded opponent.
Upward Clawspear
24B8
PKMNCC2.pngPKMNCC4.pngPKMNCC B.pngPKMNCC8.png
PKMNCC Falinks 2148B.png
Damage Endurance Damage Guard Cancel Invul Property
3 - - - - Knockdown
Startup Active Recovery Advantage Cost
18 14 47 - 1
Total: 78
  • Will be performed when both Big Link and Lil Link are deployed.
  • Throws the enemy forward.
  • Cannot hit a grounded opponent.
  • This move deals a base damage of 2 and deals more damage and gains more range with each additional Links attached to the main troop. Big Links +3, Lil Links +2 (total Maximum of 7 damage)

Super

No Retreat
22B
PKMNCC2.pngPKMNCC2.pngPKMNCC B.png
PKMNCC Falinks 22B.png
Never Back Down Never What?
Never Back Down Never What?
Damage Endurance Damage Guard Cancel Invul Property
1 (Follow ups) 0 (Follow ups) - - - Install
Startup Active Recovery Advantage Cost
-45 - -3 - 2

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.
  • 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.

Throws

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC Falinks 6C.png
Damage Endurance Damage Guard Cancel Invul Property
2 - Unblockable - - Knockdown
Startup Active Recovery Advantage Cost
8 2 41 - -
Total: 50

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


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Falinks 4C.png
Damage Endurance Damage Guard Cancel Invul Property
2 / (With Big Link) 3 - Unblockable - - Knockdown
Startup Active Recovery Advantage Cost
8 2 41 - -
Total: 50

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.
  • 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

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.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

5A (2x) > 6A > Frontline Push

PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

4A > 4A > 3A(-LL)

PKMNCC4.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png

3A(+LL) > Defensive Formation > Chainspear

PKMNCC3.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC B.png

2A(+BL) > 5A > 6A > Chainspear

PKMNCC2.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

2A(+BL) > 4A > 2A(-BL) Frontline Push

PKMNCC2.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png


Corner Combos
5A (2x) > 6A > Frontline Push > 6A (2x) > Frontline Push

PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC 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.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC C.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC 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.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC 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.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC 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

PKMNCC3.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC8.png>> PKMNCC8.pngPKMNCC A.png>> PKMNCC66.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC B.png

Frontline Push > 6A > Upward Chainspear (+FL) > Upward Clawspear (+FL)

PKMNCC6.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC B.png>> PKMNCC24.pngPKMNCC B.png>> PKMNCC8.png


Anti Air Punish
Upward Chainspear > Chainspear

PKMNCC4.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC B.png

Upward Clawspear (-BL) > jA8 (-BL)

PKMNCC24.pngPKMNCC B.png>> PKMNCC8.png>> PKMNCC8.pngPKMNCC A.png

[CORNER ONLY / 1 METER]
jA8 > Upward Chainspear> Chainspear

PKMNCC8.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC B.png

[CORNER ONLY / 2 METER]
Upward Clawspear (-BL) > Upward Clawspear (-BL) > Chainspear (Style Points!)

PKMNCC24.pngPKMNCC B.png>> PKMNCC8.png>> PKMNCC24.pngPKMNCC B.png>> PKMNCC8.png>> PKMNCC5.pngPKMNCC B.png


No Retreat Combos
4A > 5A > 6A > Frontline Push

PKMNCC4.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

5A > 6A > 3A(+LL)