Sorry this should have been up a couple hours ago but the descriptions was too long so it didn't upload. I have some tips that even the best of you all might learn from, so I'd recommend all Falcon mainers watch it. As per the usual, no comments about it not being epic or about the music.
It seems there's not a high quality version, perhaps since it's so long. The high quality button has magically appeared.
Epic Footage 3
Since the comments were so dang long I can't put them in the description as per the usual, so here they are; I suggest having 2 windows open so you can look back and forth between them
#01 At low percents opponents will sometimes fall into an USmash after DashA
#02 Opponents knocked down at the edge of the stage are pretty limited, so if you Falcon Punch from a little too far away they will often think they're going to get hit and roll into it. If you're closer to the edge the roll will go behind you
#03 A similar time to Falcon Punch is when someone reaches the ledge and you Falcon Punch. Make sure you're far enough away to not get hit by ledge attack, but will hit them if they try it, which they often will if they think you're jumping within it's range. Spaced properly, it will also catch ledge get-ups and ledge rolls most of the time
#04 By knowing your opponent's maximum range of his air moves assuming forward DI you can land a lot of FSmashes with it's leanback. For UTilt, when spaced well (especially with the shield pushback given here) UTilt keeps opponents at a range from which a roll is easily punished. It also works pretty well with DSmash
#05 Notice the odd hitbox on UTilt
#06 If you pull away on your followups your opponent will sometimes do silly stuff that you can punish
#07 Random Falcon Punches don't work, and it's sometimes better to let your opponent go for the first attack
#08 BAir seems very chainable at low percents, once again FSmash pwns if you know your opponent's aerial range, and don't Raptor Boost from that high up
#09 Jabs and FSmash are especially sexy on Kirby because of his short range
#10 Falcon Punch isn't very punishable if they shield because of shield pushback. Opponents who expect Falcon to be aggressive and meet them half way will get pwnd if you just wait patiently. Avoid that type of suicide by waiting to Falcon Dive so that it sweetspots
#11 Nice kill, but if it causes you a suicide at 0% and costs you the game, probably not worth it. Knee has a lot of lag after the sweetspot part, so it's not very safe below the stage if you're falling at full speed. Use DAir instead or use the Knee right after the second jump so you don't lose tons of vertical distance. UAir is also usually safer and better, which we will see later
#12 People NEVER expect shield pushback, so shield-grabbers will hate you if you do stuff like this
#13 It's a bit hard to hear the sound with the music, but he accidentally uses his second jump right away (you can tell by the way he curls up also). Using a move after such will often suicide you as is seen here. It's better to just recover right away if you accidentally do this (I recommend Raptor Boost for the potential meteor)
#14 More expectations of a non-existant followup getting punished, Falcon Kick being a non-approach, and the best part is the last part. The jump over them makes them do something, because if they stay there they can get stagespiked with BAir (if you want to do that though it's better to just dash off the stage and BAir immediately). Falcon's second jump curls him up over the ledge attack perfectly for a Knee, and if they ledge hop something instead you can punish similarly. Ledge jumps can be punished with UAir. I wouldn't recommend trying to punish ledge roll with Raptor Boost because you'll do the whole bounce/landing lag thing
#15 This Falcon Punch works because people often instinctually want to punish Falcon Punch quickly, so I space it so that the only move that will reach me that fast is aerial Kick, but I'm at an angle where it puts him right in the Punch; Kick is too slow
#16 Non-existant followup baits another punishable move, shield pushback confuses him as he thought I went through him so goes the wrong way to grab, and right between the arrows is perfect positioning to punish most ledgehopped aerials
#17 Standing at about the same spot also works great for punishing ledge attacks
#18 Don't use DAir like that, and no random Falcon Punches. Note the not-often seen reverse Falcon Dive knocking him offstage. Don't Falcon Dive from that close to the stage, since nonsweetspotting the ledge will get you killed (unless you're sure you're going to land it on someone)
#19 More random Falcon Punches; don't do that, seriously. Note how easily avoided aerial Kick is
#20 Note the first hit of DSmash hitting shield and the second hit landing. When you trip and your opponent is near enough to punish any getup, take advantage of invincibility frames. NAir is the best way to stop strong attacks when you're in the air because of it's double hit and no landing lag, so if it misses you havn't really lost anything. Refrain from using the Knee to try to punish startup lag
#21 First, note how I dodge the DashA but since I'm at the ledge it holds him there, so I get hit by the end of the move. Shielding would shield-pushback me off, so rolling is the only decent option against it. Therefore DashA is a pretty good move when your opponent is at the edge. Don't use your second jump straight towards the stage if you don't have to, because many players try to spike you during your second jump. Jumping away and Raptor Boosting punishes this tactic very well. For his second life, running off the stage and using his second jump to try to hit me is a very bad choice. Falcon Dive doesn't make it back onto the stage, so if you miss and your opponent grabs the edge, you're going to die. 3rd life: Another DSmash double hit (there was one in #20 with the first hit shielded). If someone is really close to you the first Kick will hit them (even when slightly behind you), and at low percents it hits them into the back kick. 31% damage with one move: sweet. The easiest way to catch an opponent in this is if you get them to try to roll behind you, do a DSmash when they're right in the middle of you. For the last part, notice how he grabs my foot during the DSmash(he still gets hit though). That's one of the problems with nondisjointed hitboxes
#22 Obvious approaches like that are easily countered using Falcon Dive (if they arn't going to attack they won't DI straight towards you like that). Then notice the early Knee hit setting up for an FSmash perfectly. It's not a trip knee and bad DI may have been a part of it, but non-sweetspotted Knees can set up for kill moves so it's sometimes worth it because you won't get massive landing lag when you miss.
#23 When people shield and you don't do a move right away, they will usually drop their shield pretty quickly (and sometimes roll away), which can be punished with Falcon Kick pretty well. Rarely will someone hold a shield more than 1/2 second. Notice the BAir comboing/chaining to grab (at 0% here). Then there's a roll after a shield that eats a Raptor Boost, and watch how obvious, avoidable and punishable aerial Kick is
#24 Like earlier, someone committed to an approach like that can be countered with Falcon Dive (assuming their move doesn't outprioritize it). Waiting for the right moment makes it latch on almost instantly. Also notice how he doesn't realize right away that he doesn't have his second jump back, which gives him a suicide
#25 DTilt chains to FSmash pretty well unless they jump away, and a Falcon Dive intercepts his landing
#26 Falcon Dive stagespike to Raptor Boost: an easy killer at low percents (higher percents kills with the Falcon Dive stagespike)
#27 Using his second jump offstage to try and get me: he can't even recover if I wasn't on the edge. First off use UAir because it easily kills offstage at those percents, and second it's better to just wait until your opponent is closer so you can actually recover if you miss
#28 The very top of UAir has some sort of sweetspot spike that rarely hits (you have to be spaced much farther apart than I usually am when I UAir), but it hits your opponent off at a tremendously sexy angle
#29 Falcon Diving that close to the stage doesn't sweetspot the ledge and will get you punished hard
#30 More running off the stage and using a second jump, only to miss and be unable to recover with someone on the ledge. Seriously don't do that
#31 My favorite new tactic for Falcon Punch: when your enemy is falling towards you from around full jump height, short hop towards them and reverse Falcon Punch in a manner tha passes underneath them, while they thought you wanted to go head to head with FAirs or something, so they attack while you go under them and end up getting hit. I'll call this the Backdoor Punch for now, and you'll see a couple more attempts in this vid
#32 Another great tactic for the Falcon Punch is just a straight up short hop when an enemy is using a move that will strike down where your feet were. It works great for DAirs like G&W's or aerial Falcon Kicks, where you know the angle at which they'll come in. I'll just call it a SH Punch for now, although I think it needs a cooler name
#33 The only weakness I've noticed in G&W's recovery: his aerials are way long and he can't use them to grab the edge with, so he's somewhat vulnerable if using an aerial will prevent him from making it back on the stage. Otherwise his up-B is top tier, and you'll see him use it all the time onstage instead of his second jump because he won't lose it if you knock him offstage
#34 Another spaced Punch that the opponent simply can't punish, even though he really wants to. Whenever you know your opponent's DI + attack range can't get you, go for it
#35 A G&W specific thing, Raptor Boost can hit G&W's head over his FAir. If you go straight into his FAir you will lose though, so be careful
#36 Backdoor Punch again. Sexy
#37 Notice how laggy his sausage is (har har har)
#38 I messed up on this Backdoor Punch but wanted to show it anyways, as I think it's a really great Falcon Punch tactic to try
#39 I used to think USmash sucked until I noticed this... It sucks him in or we have a wierd disjointed hitbox like Snake's UTilt or something. Backdoor Punch doesn't work if they're not coming towards you
#40 Surprising recoveries
#41 UTilt apparently ***** his DTilt, which is extra good because most G&W's seem to do 2 or more DTilts in a row when they do them
#42 Don't Raptor Boost recover into projectiles, as this really sucks
Ganon thing: yeah stuff like that keeps me from thinking he's an easy matchup, even though I won the match
Pillow360 thing: DThrow to run off the edge Knee; may not work on short opponents and was most likely escapable, but it sure killed me