Pokemon: Close Combat/Falinks

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PKMNCC Falinks Stats.png
PKMNCC Falinks Portrait.png
Archetypes: Zoner, Trapper
Health: 39
Endurance: 14 (No Retreat: 6)
Walk Speed: 2.8 / -2 (No Retreat: 4 / -1) (Running: 4.8 / -4.8)
Prejump Frames: 5
Fastest Attack: 5A (7f)

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 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
PKMNCC Falinks NavboxIcon.png 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
PKMNCC A.png
PKMNCC Falinks 5A.png
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
PKMNCC4.pngPKMNCC A.png
PKMNCC Falinks 4A2.png
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
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Falinks 6A.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid Special - Anti-Projectile
Startup Active Recovery Advantage Cost Unique
11 7 15 1 [-5] - -
Total: 32

Falinks thrusts forward with a shield-arm.

  • Moves Falinks forward, can be used in conjunction with deployed troops to control space
  • Frametraps with 5B if you have at least one Link, allowing for potent strike/throw mix (though 5B itself is unsafe on block)
  • Good for comboing into 6B, but be sure to hitconfirm it
  • No Retreat: A Link will tackle the opponent, allowing the Captain to close the gap while maintaining its offense
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, Anti-Projectile
Startup Active Recovery Advantage Cost Unique
12 37 47 +97 [+16] - -
Total: 95

The Captain throws Big Link in an aerial arc.

  • Deploys Big Link on the field
  • Can only be performed when Big Link is following the Captain
  • Does not command Lil Link to attack
  • Hits mid on the initial toss and high as Big Link descends
  • Big Link only deals endurance damage during its descent
  • Crucial for vertical anti-airing, which 4B notably fails at
  • No Retreat: Cancels into its Big Link-less version
2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Falinks 2A.png
Damage Endurance Damage Guard Cancel Invul Property
3 2 Mid Special, C Cancel - -
Startup Active Recovery Advantage Cost Unique
22 5 31 +1 [+2] - -
Total: 63

Falinks strikes downwards with its horn, rushing forward.

  • Commands deployed Links to attack
  • Can only be performed when Big Link is deployed on the field
  • Very useful pressure reset as it outranges most jabs and leaves you plus enough for tick throws while confirming into specials
  • Kara cancels into specials, allowing you to attack in unison with deployed Links or add forward movement to moves like Chainspear
Toggle Hitboxes
Toggle Hitboxes
5A/2A/j5A while Big Link is Deployed
PKMNCC A.png OR PKMNCC2.pngPKMNCC A.png
PKMNCC Falinks BLA.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid - - Knockdown
Startup Active Recovery Advantage Cost Unique
41 5 70 +113 [+33] - -
Total: 115

Big Link strikes upward with its horn.

  • Can only be performed when Big Link is deployed on the field
  • After connecting with its attack, it will return to the Captain, knocking down air opponents
  • Sends the opponent directly upwards for combos
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 - - Sweep, Knockdown (Air), Anti-Projectile
Startup Active Recovery Advantage Cost Unique
15 35 49 +54 [-31] - -
Total: 98

The Captain commands Lil Link to dash forward.

  • Deploys Lil Link on the field
  • Can only be performed when Lil Link is following the Captain
  • Heavily disjointed and typically the start of your offense
3A
PKMNCC3.pngPKMNCC A.png
PKMNCC Falinks 3A.png
Damage Endurance Damage Guard Cancel Invul Property
1 1 Low 22B - Sweep
Startup Active Recovery Advantage Cost Unique
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 after 2A(BL))
  • Easy to gatling into, allowing Falinks to gain essential meter
  • Very practical way to start No Retreat pressure thanks to its knockdown
  • No Retreat: A Link will tackle the opponent, allowing for combos at the cost of the move's meter gain
Toggle Hitboxes
Toggle Hitboxes
5A/2A/j5A while Lil Link is Deployed
PKMNCC A.png OR PKMNCC2.pngPKMNCC A.png
PKMNCC Falinks LLA.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid - - Anti-Projectile (passively)
Startup Active Recovery Advantage Cost Unique
11 5 54 +31 [+33] - -
Total: 69

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

  • Can only be performed when Lil Link is deployed on the field
  • After connecting with its attack, it will return to the Captain, knocking down air opponents
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC Falinks j5A1.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 High jB - -
Startup Active Recovery Advantage Cost Unique
10 15 6 +16 [+17] - -
Total: 30

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

  • Commands deployed Links to attack
  • Can hit as an instant overhead on taller characters, making Falinks's mix much more threatening
  • Does not kara cancel into specials, unlike the grounded attack commands
  • No Retreat: All Links following the Captain will perform an additional attack (+1 additional attack for each), allowing for side switch combos
Toggle Hitboxes
Toggle Hitboxes


Specials



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 - Launch, Knockdown (Air)
Startup Active Recovery Advantage Cost Unique
8 6 37 +76 [-11] - -
Total: 50

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

  • Functions independently of Big and Lil Link
  • Midscreen combo ender, corner juggle starter
  • Solid whiff punish, with faster startup than all Chainspear variants
  • Unsafe on block


Defensive Formation
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Falinks 2B.png
Damage Endurance Damage Guard Cancel Invul Property
1+1 - Mid 5B, 6B, 24B, 268B, Forward Dash 23-33 Anti-Projectile. Retreating Falinks: Knockdown (Air)
Startup Active Recovery Advantage Cost Unique
23 42 25 +6 [+1] - -
Total: 89

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 only hit aerial opponents
  • Whiff cancellable into specials or dash


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 (Ground Only)
Startup Active Recovery Advantage Cost Unique
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
  • The first dash can only be in the 6, 2, or (by default) 3 directions
  • You can't do two upward (or diagonally upward) dashes in a row
  • If no direction is input, Falinks will end the attack early
  • Additional dashes can be performed with 5B for 1 meter each
  • Hitting 5A during the attack will command your deployed Links to attack
  • Ending near the ground can lead to follow-ups

Hyper Moves

Hoplite Thrust
623B
PKMNCC6.pngPKMNCC2.pngPKMNCC3.pngPKMNCC B.png
PKMNCC Falinks 623B.png
Damage Endurance Damage Guard Cancel Invul Property
2 (x3) 0 Mid - Full (1-30) Knockdown (First Hit Only)
Startup Active Recovery Advantage Cost Unique
20 8+(2xL) 2 - 1 -

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

  • Basic DP, though relatively slow
  • On block this move fails and Falinks tumbles through the air, liable to eat a punish
  • Transitions into the last 2/3rds of jB after the initial jump



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
- - - - Full Install
Startup Active Recovery Advantage Cost Unique
45 (-45 Super Freeze) - -3 - 2 -

Falinks gets serious.

  • Falinks enters No Retreat mode for 20 seconds, causing the Links to perform 1 damage follow up strikes after most normals
  • The follow-ups don't do endurance damage
  • This mode also increases Falinks' forward movement, at the cost of decreasing its 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
  • Recommended after a hard knockdown like forward throw or either 3A
  • Stagger between 4A and 5A to exert your pressure, throwing in the occasional 6A and 3A to mix up the timing

Throws

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

The Links toss the opponent into the air, letting the Captain deliver a flying headbutt.

  • Takes advantage of plus frames from moves like 2A(-BL) to grant Falinks corner oki


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Falinks 4C.png
Damage Endurance Damage Guard Cancel Invul Property
2 + (With Big Link) 1 - Unblockable (Throw) - - Knockdown
Startup Active Recovery Advantage Cost Unique
8 2 41 - - -
Total: 50

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

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


Double Jab Confirm
5A 5A x 6A x 6B

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

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)

PKMNCC5.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png

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

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


Big Link BnB
2A(+BL) 5A x 6A x 6B

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

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

PKMNCC2.pngPKMNCC A.png>> PKMNCC9.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

Note: Only works off the overhead hit.


Big Linkless Corner Carry
5A 5A x 4A x 2A(-BL) x 6B

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


Anti-Air
4B 5B

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


Full Links Air-to-Air
j8A(FL) 66 6A x 5B

PKMNCC9.png>> PKMNCC8.pngPKMNCC A.png>> PKMNCC66.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

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

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


Big Link Juggle
2A(+BL) j5A 6A (BL) x 4B (BL return) j8A(-BL) 6A x 6B

PKMNCC2.pngPKMNCC A.png>> PKMNCC9.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC B.png>> PKMNCC9.png>> PKMNCC8.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

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

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

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

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


Corner Air-to-Air
j8A(FL) 4B(FL) 5B(FL)

PKMNCC9.png>> PKMNCC8.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC B.png


Colors

A
B
C
D


General
Controls
FAQ
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Training Mode
Netplay
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System
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Content
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Characters
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Blaziken
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Chesnaught
Falinks
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Kommo-o
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Medicham
Mienshao
Poliwrath
Primeape
Scrafty
Slither Wing
Toxicroak
Tyrogue