Street Fighter V/Falke

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Falke

SFV-Falke Portrait.jpg
VITALS
Health: 975 Stun: 1000
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, an amazing 1 button anti-air, 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 spacing is her specialty, she can also go on the offensive and whittle down the opponents with some especially damaging combos and great corner carry. However having her fastest normal being 4f button and a 12f reversal can make getting sticky opponents away from her difficult; this is further compounded by her 4f normals hitting Low.png to the ground meaning moves such as Dhalsim's drills or Cammy's divekicks can be especially tough to deal with. If you like long ranged normals and don't crack under pressure, Falke is a good choice.


Players To Watch
Rompepollo, TheLifeOfKB, The4Phizz, nycfurby

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

Bafael's At a Glance

YouTube Playlist with previous season changes

Other Resources

Falke Compedium By Light

Hitboxes for Falke^. Might be a little outdated, but has most moves.

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

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 5 7 30 70 H ["sp","su","vs1","vs2","vt1","vt2"] - - - - 36 84
Stand MP MP 6 3 15 3 8 10 60 100 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 9 72 120
Stand HP HP 10 3 22 -3 4 6 80 150 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 13 96 180
Stand LK LK 5 2 11 3 4 6 40 70 H ["sp","su","vs1","vs2","vt1","vt2"] - - - - 48 84
Stand MK MK 8 3 16 -2 2 4 60 100 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 9 72 120
Stand HK HK 12 3 23 -4 4 26 80 150 H ["vt1","vt2"] - - - 13 96 180
Crouch LP d+LP 4 3 10 2 3 5 30 70 H ["sp","su","vs1","vs2","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 9 2 18 -2 4 6 70 100 H ["vt1","vt2"] - - - 11 84 120
Crouch HP d+HP 8 3 27 -8 -2 0 80 150 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 13 96 180
Crouch LK d+LK 4 2 9 2 3 5 20 70 L ["ch","vt1","vt2"] - - - - 24 84
Crouch MK d+MK 7 2 17 -2 2 4 60 100 L ["su","vt1","vt2"] - - - 9 72 120
Crouch HK d+HK 10 2 24 -12 KD KD 90 150 L ["vt1","vt2"] 73 24 29 14 108 180
Jump LP u+LP 4 6 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 9 4 - - - ? 70 100 M - - - - 11 84 120
Jump HP u+HP 12 3 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 3 5 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 7 5 - - - ? 60 100 M - - - - 9 72 120
Jump HK u+HK 9 5 - - - ? 90 150 M - - - - 14 108 180
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 ~(1) ~(7) ? 60 100 M - - - - 9 72 120
Blaukraehe df+HK 15 6 14 3 6 8 70(40) 150(100) L ["vt1","vt2"] 60 11 16 CHIP CH_DAMAGE CH_STUN
Psycho Spitze f+HP 14 2 25 -10 0 KD 90 150 H ["vt1","vt2"] 94 35 40 14 108 180
Zweitrit MK > HK 8+12 5 36 -15 KD KD 60*63 (123) 100*90 (190) H*H ["vt1","vt2"] 96 37 42 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 KD 140 150 T - 60 11 11 ? 168 180
Luftstrom b+LP+LK 5 3 17 - KD KD 150 200 T - 68 19 19 ? 180 240
Windstoss LP+LK (air) 5 2 6 - KD KD 140 200 T - 56(60) 7(11) 7(11) ? 168 240
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 (VT1) 1 - 5(10) - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Psycho Angriff HP+HK (VT2) 10(2) 3(17)3 31 -28 KD KD 40*100 (140) 200 H - 93 34 39 ? CH_DAMAGE 240
Psycho Seele MK > HK > VS2 8+12+28 7 24 -42 KD KD 60*63 (123) 100*90 (190) H*H - 68 9 14 ? CH_DAMAGE CH_STUN
Psycho Trombe MP+MK (VS1) 13 4*4*4*3 22 -10 KD KD 10x3*30 (60) 20x3*40 (100) H ["su","vt1","vt2"] 87 28 33 ? CH_DAMAGE CH_STUN
Psycho Mine N.png or B.png or D.png or Db.png + MP+MK (VS2) 28 7 24 34 KD KD 70 100 H - 133 74 79 ? 84 120
Psycho Impulse f+PPP 17 2 32 -2 KD KD 60 - H - 78 19 24 ? 72 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
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Psycho Kugel hold punch button + release (standing) 16 2(2)2(1)2 26 2 7 9 20*20*20 (60) 40x3 (120) H ["su","vt1","vt2"] - - - ? CH_DAMAGE CH_STUN
Psycho Kanonen hold punch button + release (crouch) 24 20 30 -3 4 6 60 150 H ["su","vt1","vt2"] - - - ? 72 180
Psycho Feder hold punch button + release (air) 16 - 9 - - ? 80 120 H - - - - ? 96 144
Psycho Schneide PP 8 6 39 -17 KD KD 50*70 (120) 70*80 (150) H ["su","vt2"] 86 27 32 ? CH_DAMAGE CH_STUN
EX Psycho Schneide PPP 12 4(1)3 44 -25 KD KD 40*40*60 (140) 60*60*80 (200) H - 77 18 23 ? CH_DAMAGE CH_STUN
Katapult KK 16 4 31 -10 KD KD 90 150 H ["su","vt2"] 75 16 21 ? 108 180
EX Katapult KKK 20 4 22 -10 KD KD 40x2 (80) 80*70 (150) H - 111 52 57 ? 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 KD 340 0 H - 13 13 13 ? 408 0
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 KD 30+30x3 (120) 60+30x3 (150) H ["su"] 101 42 47 ? CH_DAMAGE CH_STUN
Psycho Panzer d+HP+HK 20 20 33 -6 KD KD 50x2 (100) 100x2 (200) H ["su"] 96 37 42 ? CH_DAMAGE CH_STUN
Psycho Jaeger HP+HK (air) 15 - 9 - - ? 20x2*40 (80) 50x3 (150) H ["su"] - - - ? 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 KD 100 150 H ["su"] 88 29 34 ? 120 180
Psycho Klinge d+HP+HK 33 5 7+5 3 7 9 90 150 M - - - - ? 108 180
Psycho Trombe MP+MK (VS1) 13 4*4*4*3 22 -10 KD KD 10x3*40 (70) 20x3*40 (100) H ["su","sp","vt2"] 87 28 33 ? CH_DAMAGE CH_STUN
Notes
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

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

  • MP →
    • crHP xx Psycho Kanonen, MK →
      • xx Psycho Schneide
      • EX Katapult, Psycho Kugel, Psycho Schneide

In VT1

  • f+HP →
    • xx Psycho Schrot, f+HP xx Psycho Schrot, f+HP xx Psycho Schrot, Katapult (xx CA)

Requires tip of f+HP to hit and cancel of Psycho Schrot to not knockdown, can end with Katapult at any time. In VT2

  • MP →
    • crHP xx Psycho Kanonen xx Psycho Klinge, MP, MK xx Psycho Schneide xx Psycho Klinge

Counter

  • LP →
    • , MP, MK xx Psycho Schneide
  • LK →
    • ,MP, MK xx Katapult or EX Katapult
  • MP →
    • ,HP xx Katapult or EX Katapult -> Ender
  • crMP →
    • MP, MK xx Psycho Schneide
  • crMK →
    • crLP xx Psycho Schneide
  • HP →
    • MP, MK xx Katapult or EX Katapult (most damaging combo route)
  • df+HK →
    • MK xx Psycho Schneider or other special

Crush Counter

  • HK →
    • dash MP, MK xx Katapult
  • crHK →
    • df+HK (hits OTG)
  • f+HP →
    • xx CA (depends on distance)
    • xx Psycho Angriff

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 1

Falke's V-Skill 1, Psycho Trombe, causes her to spin her staff in Front.png 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 Skill 2

V-Skill 2, Psycho Mine, creates a small ball of psycho energy that explodes as a projectile shortly after any of her staff moves (any punch button) overlaps the mine, any of her charged shots touch the mine, or automatically after 300 frames (5 seconds). Because the staff must connect, LP and crLP cannot detonate the High.png mine, while stand MP cannot detonate the Low.png shot. If Falke is hit before the mine explodes, the mine will go away. The mine can be placed in two spots, one at chest level by pressing MP+MK and one at her feet by pressing d+MP+MK, both of which will cause the mine to slowly move forward. By pressing b+MP+MK or db+MP+MK, the mine will remain stationary. The mine can also be placed as part of her MK > HK > MP+MK target combo. The mine is incredibly plus once it explodes; when placed at her feet and detonated with her HP it leaves her at +23 with other moves offering more advantage. Due to the long startup it can be difficult to place the mine, however once done Falke can more effectively control neutral against characters such as Chun-Li or Abigail, or setup oki. It can also be used in the corner after a stun to make her already damaging corner combos hurt even more.

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.png into them from her V-Skill for big damaging combos, and also Cancel.png her ground shots into the either (Psycho Shrot xx Psycho Panzer or vice versa). Psycho Shrot is her standing Shot.png 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.png and slower. Psycho Jaeger is her air projectile, she can Cancel.png air HP into this for big damage. Unlike her normal air Shot.png 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 many projectile (even multi-hit) and Cancel.png 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 or f+HP. 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 on hit. The Knockdown.png provides enough advantage to dash up afterwards and do a meaty of throw. crMP and f+HP have an extended window to Cancel.png into VT2, meaning being able to one hit confirm them into it is especially important when choosing this trigger. Other common routes are after any special at the end of a combo or after a Psycho Schneide anti-air (even if VT2 activation does not hit, Falke is still at advantage). One strategy if against fireball characters if getting the activation is proving difficult 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

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