Street Fighter V/Falke

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Falke

SFV-Falke Portrait.jpg
VITALS
Health: 950 Stun: 950
WALKING THROWS
Forward Walk Speed: 4 Throw Range: 0.85
Back Walk Speed: 3 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 20 Jump Height Apex: -
Back Dash Total Frames: 25 Jump Total Frames: ?(4+?+4)
Forward Dash Distance: 149.4 Forward Jump Distance: 205.2
Back Dash Distance: 101.5 Back Jump Distance 205.2
NOTABLE MOVE CLASSES
Overheads: - Hard Knockdowns: crHK (CH)
Low Attacks: crLK, crMK, crHK, df+HK Crush Counters: f+HP, HK, crHK

Summary

Bio

Created to be another clone for M. Bison, Falke was trapped and experimented on by Shadaloo spending years training and honing her psycho powers. Eventually she is rescued by Ed, and the two of them team up to form Neo Shadaloo with the mission of finding and helping others like them.


Why Pick Falke?

Compared to most of the Street Fighter V cast, Falke is much slower paced and footsie oriented. With some of the longest ranged normals in the game and the only character with an air fireball she can use jumping in any direction, Falke is great at controlling space and wearing down her opponents. While defense is her specialty, she can also go on the offensive with her dfHK


Players To Watch
Ginonyanko, Rompello, BedtimeBuddy

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Added as part of Season 3 DLC (April 2018)

Season 3 (Arcade Edition)

  • N/A


Move List

Unique Attacks

SFV-Falke-Unique.jpg

Special Moves

SFV-Falke-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Falke-Vsystem.jpg

Critical Art

SFV-Falke-Critical.jpg

Falke Discussions

Discussions regarding Falke

Falke Shoryuken Forum

Falke Discord Link

Falke Discord

Video Guides

Capcom Fighters' Character Introduction

Shoryuken's Rising Up Guides

Nyasha's Falke Tech Compliation

Other Resources

Monogatari's Falke Guide (from Falke Discord)

Frame Data

- Season 1 Data courtesy of @gilley3d, Season 3.5 onward courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, and BananaCyclone. - Huge thanks for their efforts! - Season 4 data coming soon!

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
stand LP LP 4 3 9 2 3 FILL_ME_IN_COUNTER_HIT 30 70 - sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MP MP 6 3 15 3 8 FILL_ME_IN_COUNTER_HIT 60 100 - vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP HP 10 3 22 -3 4 FILL_ME_IN_COUNTER_HIT 80 150 - sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand LK LK 5 2 11 3 4 FILL_ME_IN_COUNTER_HIT 40 70 - sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MK MK 8 3 16 -2 2 FILL_ME_IN_COUNTER_HIT 60 100 - sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK HK 12 3 22 -3 4 FILL_ME_IN_COUNTER_HIT 80 150 - vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 4 3 10 2 3 FILL_ME_IN_COUNTER_HIT 30 70 - sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 10 2 20 -4 2 FILL_ME_IN_COUNTER_HIT 60 100 - sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 8 3 25 -6 -2 FILL_ME_IN_COUNTER_HIT 90 150 - sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LK d+LK 4 2 9 2 3 FILL_ME_IN_COUNTER_HIT 20 70 - ch/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MK d+MK 7 2 17 -2 2 FILL_ME_IN_COUNTER_HIT 60 100 - vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HK d+HK 10 2 24 -12 KD FILL_ME_IN_COUNTER_HIT 90 150 - vt1/vt2 73 24 29 CHIP CH_DAMAGE CH_STUN
jump LP u+LP 4 6 - - - FILL_ME_IN_COUNTER_HIT 40 70 - - - - - CHIP CH_DAMAGE CH_STUN
jump MP u+MP 9 4 - - - FILL_ME_IN_COUNTER_HIT 70 100 - - - - - CHIP CH_DAMAGE CH_STUN
jump HP u+HP 12 2 - - - FILL_ME_IN_COUNTER_HIT 90 150 - - - - - CHIP CH_DAMAGE CH_STUN
jump LK u+LK 3 5 - - - FILL_ME_IN_COUNTER_HIT 40 70 - - - - - CHIP CH_DAMAGE CH_STUN
jump MK u+MK 7 5 - - - FILL_ME_IN_COUNTER_HIT 60 100 - - - - - CHIP CH_DAMAGE CH_STUN
jump HK u+HK 9 5 - - - FILL_ME_IN_COUNTER_HIT 90 150 - - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Luftjagd d+MK (air) 16 - 15 - - FILL_ME_IN_COUNTER_HIT 60 100 - - - - - CHIP CH_DAMAGE CH_STUN
Blaukraehe df+HK 15 6 14 2 6 FILL_ME_IN_COUNTER_HIT 70(40) 150(100) - sp/su/vs/vt1/vt2 60 11 16 CHIP CH_DAMAGE CH_STUN
Psycho Spitze f+HP 14 2 25 -10 0 FILL_ME_IN_COUNTER_HIT 90 150 - vt1/vt2 94 35 40 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Wirbel Wind LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 140 150 - - 60 11 11 CHIP CH_DAMAGE CH_STUN
Luftstrom b+LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 150 200 - - 68 19 19 CHIP CH_DAMAGE CH_STUN
Windstoss LP+LK (air) 5 2 6 - KD FILL_ME_IN_COUNTER_HIT 140 200 - - 56(60) 7(11) 7(11) CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Staerken HP+HK 1 - 5(10) - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Psycho Angriff HP+HK 10(4) 3(17)3 35 -42 KD FILL_ME_IN_COUNTER_HIT 40*100 (140) 200 - - 83 24 29 CHIP CH_DAMAGE CH_STUN
Psycho Trombe MP+MK 13 4*4*4*3 22 -10 KD FILL_ME_IN_COUNTER_HIT 10x3*30 (60) 20x3*40 (100) - vt1/vt2 87 28 33 CHIP CH_DAMAGE CH_STUN
Psycho Impulse f+PPP 17 2 32 -2 KD FILL_ME_IN_COUNTER_HIT 60 - - - 78 19 24 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Psycho Kugel hold punch button + release (standing) 13 2(2)2(1)2 26 -3 1 FILL_ME_IN_COUNTER_HIT 40*20*20 (80) 40x3 (120) - su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Psycho Kanonen hold punch button + release (crouch) 25 20 30 -3 4 FILL_ME_IN_COUNTER_HIT 60 150 - su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Psycho Feder hold punch button + release (air) 16 - 9 - - FILL_ME_IN_COUNTER_HIT 60 120 - - - - - CHIP CH_DAMAGE CH_STUN
Psycho Schneide PP 8 2(1)2 39 -17 KD FILL_ME_IN_COUNTER_HIT 50*70 (120) 70*80 (150) - su 86 27 32 CHIP CH_DAMAGE CH_STUN
EX Psycho Schneide PPP 12 4(1)3 44 -25 KD FILL_ME_IN_COUNTER_HIT 40*40*60 (140) 60*60*80 (200) - - 77 18 23 CHIP CH_DAMAGE CH_STUN
Katapult KK 16 4 31 -10 KD FILL_ME_IN_COUNTER_HIT 90 150 - su 75 16 21 CHIP CH_DAMAGE CH_STUN
EX Katapult KKK 20 4 22 -10 KD FILL_ME_IN_COUNTER_HIT 40x2 (80) 80*70 (150) - - 111 52 57 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Psycho Fluegel qcf,qcf+P 1+3 4 58 -35 KD FILL_ME_IN_COUNTER_HIT 340 0 - - 13 13 13 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Psycho Schrot HP+HK 14(16) 3(14) 23 4 KD FILL_ME_IN_COUNTER_HIT 30+30x3 (120) 60+30x3 (150) H su 101 42 47 CHIP CH_DAMAGE CH_STUN
Psycho Panzer d+HP+HK 20 20 33 -6 KD FILL_ME_IN_COUNTER_HIT 50x2 (100) 100x2 (200) H su 96 37 42 CHIP CH_DAMAGE CH_STUN
Psycho Jaeger HP+HK (air) 15 ~ 9 ~ ~ FILL_ME_IN_COUNTER_HIT 20x2*40 (80) 50x3 (150) H su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Psycho Strum HP+HK 15 2 26 -11 KD FILL_ME_IN_COUNTER_HIT 100 150 - su 88 29 34 CHIP CH_DAMAGE CH_STUN
Psycho Klinge d+HP+HK 33 5 7+8 3 7 FILL_ME_IN_COUNTER_HIT 90 150 - - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Psycho Trombe MP+MK 13 4*4*4*3 22 -10 KD FILL_ME_IN_COUNTER_HIT 10x3*40 (70) 20x3*40 (100) - sp/su 87 28 33 CHIP CH_DAMAGE CH_STUN
Notes:

Combos

BnB

  • MP
    • crHP xx Psycho Schneide
    • MK xx Kapult for corner carry
    • MK xx Psycho Schneide for damage
  • LK
    • xx Psycho Schneide
    • xx EX Psycho Schneide at max range
  • df+HK
    • MP, MK xx Kapult
  • HP
    • xx Kapult
    • xx Kugel, crMK
  • In VT1
    • jHP xx Psycho Jager, MP, MK xx Psycho Trombe xx Psycho Panzer xx Psycho Schrot
  • In VT2
    • crMK xx Klinge, MP, MK xx Psycho Trombe xx Kapult xx Psycho Strum
    • After Schneide, end with Klinge for best oki option

With Meter

  • xx EX Katapult
    • V-Skill for V-Meter gain
    • Psycho Schneide for damage
    • Psycho Kugel for more damage and decent setup
    • Dash twice, df+HK. If timed correctly will cover both wake-ups at +2/+7 OB

Corner

Counter

  • MP, HP xx Katapult or EX Katapult
  • LK, MP, MK xx Katapult or EX Katapult
  • HP, MP, MK xx Katapult or EX Katapult (most damaging combo route)
  • dfHK, MK xx Psycho Schneider or other special

Crush Counter

  • HK
    • dash MP, MK xx Kapult

V-Trigger Cancels

  • VT1
    • MK (+9)
      • VTC
  • VT2
    • Cancel into VT2 after any special ender; because of the animation there is no follow up outside of CA

V System

V Reversal

A 17f strike V-Reversal, knocks down on hit. Currently it's the only 2-hit V-Reversal in the game, which can allow it to break through armor in some situations.

V Skill

Falke's V-Skill causes her to spin her staff in front of her, absorbing 1 hit projectiles. As of Season 4, ff Falke absorbs a projectile with it, she does gain V-Meter. If Falke absorbs a projectile, she recovers much faster than she normally would on a hit or on whiff; due to its startup it can still be difficult to use this way however. On a full hit it gains a significant amount of V-Gauge, and is a good ender after light attacks if are nearing V-Trigger.

V Trigger 1

Staerken is a 2 bar V-Trigger gives Falke access to greatly improved versions of all her shots by pressing HP+HK either in the air, standing, or while holding down. If used quickly she can get up to 3 shots total. She can cancel into them from her V-Skill for big damaging combos, and also cancel her ground shots into the either (Psycho Shrot xx Psycho Panzer or vice versa). Psycho Shrot is her standing shot which fires 3 projectiles and is great for breaking armor; it is also +4 on block allow her to keep up pressure. Psycho Panzer is the grounded version, and mostly only used as a combo ender as it is more - than her regular shot and slower. Psycho Jaeger is her air projectile, she can cancel air HP into this for big damage. Unlike her normal air shot Psycho Feder, Jaeger bounces off the ground if it does not hit the opponent allowing it to be a sort of shield. It hits 3 times; however unlike some fireballs if it collides with a 2 hit fireball then hits the opponent it will still do the full 3 hits instead of only 1.

V Trigger 2

Psycho Angriff is a 2 bar V-Trigger powers up her V-Skill allowing it to reflect any projectile (even multi-hit) and cancel it into other special moves for larger damage combos (Psycho Trombe xx EX Katapult for example). Note that while in Psycho Angriff, using Trombe will take about 1/3 of her V-Gauge. It also gives her access to two new moves: Psycho Klinge which is a slow overhead that is +3 on block, +7 on hit allowing further combo on hit, and Psycho Strum which is a short strike attack that is mostly used as a combo ender. Both of these are cancelable into from moves that normally aren't such as crMK. In addition when activating this V-Trigger. Something unique to this V-Trigger is upon activation Falke performs a large sweeping attack that on hit causes a knockdown, but on block is -28 making it difficult to activate outside of a combo. Because of this. one common strategy against fireball characters is to activate it as a fireball is coming your way; you will take the damage from the fireball (~60, less when GUTs is factored in for most regular ones) but safely get into V-Trigger state. In Season 4 with it being 2 bars, she gets about 3 uses of any special while the V-Trigger is activated


Strategy

Playing as Falke

Fighting Against Falke