Yeah I usually just keep walking people towards the corner with something low commitment like her s.LK or if I’m in range s.HP. s.HP is harder to land a clean jump on so I usually end up blocking if they jump or sometimes catch them early trying to jump.
I only have like less than a page worth of notes with Falke. These are my notes.
_Good buttons: _
_s.LK (plus 3 on block), _
c.LK - combos into c.LP into V Skill. On counter hit can get 2 c.LK’s into c.LP into V skill
c.MP - seems like great whiff punisher, minus 4 on block, get VT fireball cancels
c.HP - great anti air, cancelable
s.MP - plus 3 on block, counter hit into s.HP
s.HP - long ass button, minus 3 on block, cancelable
c.MK - basically her version of Kolin’s c.MK, minus 2 on block. Looks good for VTC
s.MK - minus 2 on block, links into shit
s.HK - standing CC, allows jump in combos on hit
f+HP - minus 10 but huge range. Much better in VT1 with cancels
j.MP, j.HP, j.HK - all good jump buttons for different reasons. Can cancel punch jump buttons in VT1
df+HK - standing low, plus 2 on block
_Stuff: _
Charged zonks all day. Not sure if you can charge multiple zonks or the charge time is just super fast
_Can air fireball and dive kick in all directions. No EX versions of fireballs. _
V Skill only absorbs one hit regular fireballs, does not build v gauge on absorb
https://gifs.com/gif/falke-vt1-loops-kZNo5E
Shotgun and PP anti air combo into super.
PP okis into dash s.MP on regular rise or dash micro walk s.HP/dash f+HP on backrise (be careful of block punishments for f+HP)
_Things to remember in battle: _
Use c.LK to let go of charge in neutral. Sometimes you are in a situation where you are holding MP but need to let go of the charge to use your j.MP to close a round. c.LK is the safest thing to do it with since it does not cancel into anything and is pretty much impossible to whiff punish on reaction.
Do not whiff f+HP too often in mid range. It is pretty much a free jump in combo if you whiff it as they jump. s.HP is safer on block and safer on whiff vs jumps. Occasionally throw out a f+HP to fish for CC’s and keep the opponent from poking or jumping from a range, but once you are at a certain distance towards them or they start to close the gap stick to s.HP, s.MK or s.LK. s.HP you can at least still block occasionally if you whiff when they jump.
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It’s only like the last 2 notes that are anything from recent. There are some other things I need to remember though so I’ll start writing those down in the google doc once I get back into her. Gonna take a break and run some more ninja in ranked and do a day or 2 with Cody first.
The note about c.LK helped me a lot also as I started to learn how good j.MP is in neutral. The only issue is that MP is normally the button I hold to charge since her other medium buttons are very situational to use at best and you have to hold one of the punches to charge. It’s just sometimes I’d be in a situation where I need to be able to use her j.MP or EX PP and using c.LK lets me whiff and let go of the charge to open up a j.MP or EX PP safely.