I don't care if you know these or not, but I'm going to post them here for everyone else to see. Advanced tech meaning either it takes practice to do or you can get punished hard if you mess up.
Tech #1 Firebird Cancelling...kinda.
Part one: This was in melee. You can grab the ledge with the firebird angled down. The only trick to it is you must let go of the control stick before you reach the ledge. Plays out as a pretty nice unpredictable mindgame to get back onto the stage. You can do it straight downwards too. If timed right, you can do one angled straight down to push someone off the ledge. Depending on how far you were it'll either just push them down into a ledge drop footstool or the final hit of the firebird will come out before you grab the ledge a stage spike them pretty hard.
[highlight]Why it's advanced: You mess up=you die. It's not very difficult though.[/highlight]
Part two: If you use firebird to the floor and time it so it ends as you hit the floor there will extremely little lag at the end of it. Same concept as horizontal firebirds.
[highlight]Why it's advanced: Hard to time the distance in between firebird bounce and freefall lag[/highlight]
Tech #2 IAPC-Immediate aerial phantasm canceling.
This is known that all Falco mains are able to cancel their phantasm anywhere. The reason why this is a pretty advanced tech is when you begin canceling it in specific points for approaches, comboing, or mindgames.
[highlight]Why it's advanced: Hard to stop exactly where you want every time.[/highlight]
Tech #3 Jab cancel shield pressure. This is something I've never seen any falco do.
A move in Brawl that allows for shield pressure?!?!?!
This move is either one jab or two jab into ground cancel into jab over and over again. If timed fast enough, the shielding opponent can not do anything other than roll, sidestep, or jump. They cannot attack out of shield. I had a friend of mine use MK's down smash out of shield and it couldn't come out fast enough. The only things that might beat it is bad timing, power shielded crazy attack reactions, or invulnerable attacks like MK's up B or Marth's up B.
Rolling behind allows you to turn around and start it all over again.
Rolling away sets up as neutral or defensive status...which is good for Falco.
Sidestep will mess up your timing in a good way. It will automatically make you triple jab combo, punishing the sidestep. Problem solved.
Jumping out of it takes disgusting timing. I've only seen computers do it. Besides you should grab them anyways before they roll or jump. I've only seen them jump at high %s.
Higher percentages allow for a slight bit more hitstun. That can help you jab into upsmash or down smash.
Falco's initial jab pulls him forward, so you can use the first jab to space and ground cancel it all of the way next to him to grab.
[highlight] Why it's advanced: The timing for it takes some practice. If you're even slightly off, you'll get punished[/highlight]
Tech #1 Firebird Cancelling...kinda.
Part one: This was in melee. You can grab the ledge with the firebird angled down. The only trick to it is you must let go of the control stick before you reach the ledge. Plays out as a pretty nice unpredictable mindgame to get back onto the stage. You can do it straight downwards too. If timed right, you can do one angled straight down to push someone off the ledge. Depending on how far you were it'll either just push them down into a ledge drop footstool or the final hit of the firebird will come out before you grab the ledge a stage spike them pretty hard.
[highlight]Why it's advanced: You mess up=you die. It's not very difficult though.[/highlight]
Part two: If you use firebird to the floor and time it so it ends as you hit the floor there will extremely little lag at the end of it. Same concept as horizontal firebirds.
[highlight]Why it's advanced: Hard to time the distance in between firebird bounce and freefall lag[/highlight]
Tech #2 IAPC-Immediate aerial phantasm canceling.
This is known that all Falco mains are able to cancel their phantasm anywhere. The reason why this is a pretty advanced tech is when you begin canceling it in specific points for approaches, comboing, or mindgames.
[highlight]Why it's advanced: Hard to stop exactly where you want every time.[/highlight]
Tech #3 Jab cancel shield pressure. This is something I've never seen any falco do.
A move in Brawl that allows for shield pressure?!?!?!
This move is either one jab or two jab into ground cancel into jab over and over again. If timed fast enough, the shielding opponent can not do anything other than roll, sidestep, or jump. They cannot attack out of shield. I had a friend of mine use MK's down smash out of shield and it couldn't come out fast enough. The only things that might beat it is bad timing, power shielded crazy attack reactions, or invulnerable attacks like MK's up B or Marth's up B.
Rolling behind allows you to turn around and start it all over again.
Rolling away sets up as neutral or defensive status...which is good for Falco.
Sidestep will mess up your timing in a good way. It will automatically make you triple jab combo, punishing the sidestep. Problem solved.
Jumping out of it takes disgusting timing. I've only seen computers do it. Besides you should grab them anyways before they roll or jump. I've only seen them jump at high %s.
Higher percentages allow for a slight bit more hitstun. That can help you jab into upsmash or down smash.
Falco's initial jab pulls him forward, so you can use the first jab to space and ground cancel it all of the way next to him to grab.
[highlight] Why it's advanced: The timing for it takes some practice. If you're even slightly off, you'll get punished[/highlight]