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it matters how you do it, if you do it right it wont kill,( must agree sux too much) but it'll knockback a littleyes, it is horrible. lots of lag, no knockback, and its bad for use during recovery.
You basically just have to switch to C-stick or become Isai. And you CANNOT become Isai no matter how hard you try.Hey angelo, this really was a great guide, thanks a lot. But I have trouble chaining uairs, and I think it is because I use the analog and a for it, and it's hard not to use the second jump. Should I switch to the c-stick? I'd hate to relearn my game, is there any training advice you have?
With any aerial besides Nair, it can be summed up like this. Consider there are 2 parts to an aerial. The part in which you're flying through the air(Before or after an aerial), and the part in which the attack is connecting with the opponent. You CANNOT fastfall while you're in the middle of connecting with an attack. Fastfall right after the animation of you hitting the opponent ends. Hit L/R/Z almost immediately after (No other real way to explain when to hit it. Maybe 0.25 seconds after). You'll get the hang of it. You can FF before an attack since there will be no lag time when you land. Maybe do this if you think that your aerial is going to get shielded or when you land you'll be in a crappy position if the aerial does not connect for whatever reason (Insert wavelanding here).i SHFFL......badly. i want to know when I should down, and what the animation for the L/R pull hsoiuld look like ( if the shield is supposed to come up after the fast land)
http://smashboards.com/showthread.php?t=68307This noob ( me ) has a few questions.
with the Uair- Uair- Knee combo where would you be to your opponent, and at what percentages?
You made falcownage?
Do you have a link to it?
You can wait and extra second depending on percentages. If they're too low Uair with basically serve the same purpose if you hit them with the tip of your foot when they're coming down. They're just sent more upwards obviously"Sometimes when you’re comboing someone with Nairs, like a Link or something, you’ll notice that they’ll DI up or whichever way… This is when your Falcon comboing skills are truly tested. Don’t go straight after them, wait until they go into what I’m going to refer to as the “Nair zone”. The Nair zone is basically the spot where you can SHFFL Nairs and send them just high/far enough to land another one. Obviously if you Uthrow your opponent and hit them at the top of your first jump with a Nair, you’re not going to combo into another one. Wait until someone is in the Nair zone if you plan to juggle them with Nairs only. Here’s a picture of what I consider the Nair zone."
um, I hope that simply by me quoting this section you'll get the point that this makes no sense at all. it doesn't count as a combo if you have to wait for them to fall... you don't want people recovering =p
Uthrow to dtilt to regrab works at around 70% (from there the obvious next move is uthrow nair knee ****in darkrain that ****). So many Falcon players I see forget about the dtilt as a combo continuer from the uthrow, it enables you to start ****** a solid 20-30% earlier if they don't DI out of range.Nice I must say. You should add that Falcon can chaingrab space animals with uthrow (not sure if he can CC himself) at mid-high % (around 70 or 80 you can start I believe). You can even get some downtilts (+100%) to knees. I must say this is essential against space animals, since if you grab around 60% and do things right it's the end of their stock.