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 it the title of "Captain," strategically employs its brethren in versatile ways to control space and disrupt the opponent's game plan. The troops boast several powerful keep-away tools, such as j8A, 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 its 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 it tosses its comrades. The deployed troops can be commanded to attack via 5A and to retreat using Defensive Formation. Any troops not attached to the main batallion 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. The Captain's 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
Falinks is a unique character that controls the battlefield with deployable units before rushing the opponent down with its formidable stagger pressure.
Pick if you like
Avoid if you dislike
Space Control: Falinks can cover a lot of space with either Chainspear or the Links, making areas unsafe for the enemy to pass through.
Unorthodox Tactics: Falinks is an oddball fighter whose battle plans can change on a dime, easily adapting to the opponent's game plan.
Corner Commander: Falinks has surprisingly robust damage and pressure in the corner, rewarding it for denying the opponent space.
No Retreat!: Falinks' super enables it 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.
Corner Reliant: Falinks requires the corner to gain the most out of its confirms. This can be seen by its somewhat underwhelming midscreen damage potential.
Normals
5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
0
Mid
4A, 6A
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
7
1
8 (No Retreat: 9)
+7 [+4]
-
-
Total: 16
Falinks quickly jabs with a shield-arm.
Commands deployed Links to attack
If the deployed Link lands its attack (even on block) it will automatically retreat to the Captain
Kara cancels into specials, allowing you to attack in unison with deployed Links
No Retreat: One of the little Links will follow up with a tackle after the Captain's jab; it will go farther after using 4A
Toggle Hitboxes
Toggle Hitboxes
4A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
1
Mid
2A, 3A, Special
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
8
8
14
+1 [-5]
-
-
Total: 29
Falinks strikes upwards with its horn.
Not recommended as an anti-air due to its stubbiness, but makes for a decent mash option on defense
Suitable for block strings and hit confirms as it can cancel into both versions of 3A (with or without Lil Links)
No Retreat: A Link will tackle the opponent, making 4A an even better pressure tool and combo starter
The Links throw the opponent back toward the Captain, who bashes it further backwards into the air with a horn strike.
If Big Link is following the Captain, it will perform an extra attack at the end of the throw
Allows you to meaty 2A(+BL) in the corner
Combos
Notation:
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(LL): Refers to move Z when Big Link is NOT attached to the Captain but Little Link is attached to the Captain
V(NL): Refers to move V when no links are attached to the Captain
(BL): Refers to Big Link's attack when deployed
(LL return): Refers to Little Link's hitbox as it runs to the captain after its attack or during Defensive Formation
Meterless BnBs
Midscreen
Basic Jab Confirm
5A x 6A x 6B
>>>>
Double Jab Confirm
5A 5A x 6A x 6B
>>>>>>
Note: Does extra damage but requires Falinks to be closer. Consistent in the corner, where an up-close Falinks can link 3 jabs together.
Jab into Meter Gain
5A x 4A x 3A(-LL)
>>>>
Note: Works with the +LL sweep as well, but only in the corner or during No Retreat.
Little Link BnB
3A(+LL) 2B x 5B
>>>>
Big Link BnB
2A(+BL) 5A x 6A x 6B
>>>>>>
Note: Works off either the initial toss or (if Falinks dashes up to the opponent) the overhead hit.
Big Link Air Combo
2A(+BL) j5A x 6A x 6B
>>>>>>>>
Note: Only works off the overhead hit.
Big Linkless Corner Carry
5A 5A x 4A x 2A(-BL) x 6B
>>>>>>>>
Anti-Air
4B 5B
>>
Full Links Air-to-Air
j8A(FL) 66 6A x 5B
>>>>>>>>
Note: j8A must connect at near-max height. A 6B ender is sometimes possible, but 5B is more consistent.
Corner
Frontline Push Juggle
5A 5A x 6A x 6B 6A 6A x 6B
>>>>>>>>>>>>
Big Link Juggle
2A(+BL) j5A 6A (BL) x 4B (BL return) j8A(-BL) 6A x 6B
>>>>>>>>>>>>>>>>
Note: 4B must hit late enough for the (BL) to hit first, but early enough for the (BL return) to hit after. Overhead hit only.
Big Link Return Juggle
2A(+BL) 6A 6A x 6B 2B x 6B
>>>>>>>>>>
Note: Overhead hit only.
Little Link Juggle
3A(+LL) (slightly spaced) 5A (LL) x 6A (LL return) 2A(+BL) 6A x 6B 2B (BL return) x 6B
>>>>>>>>>>>>>>
Corner Air-to-Air
j8A(FL) 4B(FL) 5B(FL)
>>>>>>
One Meter Combos
Claw Launcher
24B(-BL) j8A(-BL)
>>
Claw Launcher Corner Carry
24B(-BL) 66 6A x 6B
>>>>>>
Corner
Frontline Push Juggle into Claw
5A 5A x 6A x 6B 6A 6A x 4B(FL) 24B8 (FL)
>>>>>>>>>>>>>>>>
Note: Loses the corner. Other versions of Clawspear don't reach.
Corner Big Link Juggle
2A(+BL) 4A 24B8(-BL) 6A 6A x 6B 2B x 6B
>>>>>>>>>>>>>>>>
Note: Overhead hit only.
Two Meter Combos
Note: It's often better to pop No Retreat for 2 bar damage.
Corner
Double Claw Juggle
24B(-BL) 24B8(-BL) 5B
>>>>>>>>
Frontline Push Juggle with Double Claw
5A 5A x 4A x 2A(-BL) x 6B 6A 6A 24B8(-BL) 66 6A 6A 24B8(-BL) 66 6A 6A 6B
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>
Note: Big Link must be in a spot where it can't interfere with the combo.
No Retreat Combos
Note: NR routing is extremely open-ended, these are just a small example of what you can do.
Midscreen BnB
5A x 6A 4A x 2A(+BL) x 2A(-BL) x 2B x 6B
>>>>>>>>>>>>
If you don't have big link, the combo is the same, except you cancel 4a directly into 2A(-BL).
Should you wish to stay without Big Link after the combo is finished, the 2B can be omitted.
Corner
Big Link Loop
6B 6A 4A x 2A x 2A 6A...
>>>>>>>>
Note: Simple No Retreat damage option, can be used after any combo with a 6B ender (such as one of the midscreen combos above)