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Retreating perfect pivot Ftilts and Dtilts. For Ftilt, it's your standard spacing and footsie tool, so retreating with a hitbox is just normal, but with Dtilt, you're throwing out a disjoint and retreating with it. Falco and Ike perfect pivot Dtilts probably should be looked into for close combat neutral options.I don't think anyone has really messed around with PP off his dthrow because you can still land a nair/fair/bair off it just as easily. At low percent like that you can reset the string with another grab and go to town with an up-throw into a up-air > fair, or just up-air them to 50-60% like Capt would, then try to end it with a well read bair or fair.
I feel like PP'ing could be somewhat useful, but the ways you stated seem to be perfectly viable if you land the grab at that early a percent.
Also another idea, wouldn't fthrow PP>face forward>up-tilt/ftilt be a good follow-up around probably 30% or so?
He can also do Nair, Bair, or Blaster out of D-throw. It's dependent on your opponent's DI, but to be safe, Bair since it has low landing lag and you can auto-cancel it. Landing on the stage with Fair isn't exactly safe even though there's a landing hitbox and the landing lag was reduced by 7 frames from patch 1.0.7 to 1.0.8 - it used to be 32 and now it's 25. Dash attack can cause a 50/50 for Falco where if the opponent techs, then it's a whiff or some characters like Luigi or Fox will just use an aerial instead since it's telegraphed - Falco's running up, so what's he going to do? Most people new to Falco will D-throw to dash attack, so it's a known setup and one that's not a true combo. Bair also gets more reward, so there's that too; 13% clean hit or 7% late versus dash attack's 9% clean or 6% late.Since Falco can use both Dash attack and F-air out of his D-throw, I was wondering, which option is better?
This was more or less a day one patch 1.0.8 finding for Falco when people noticed how Nair would always send people the way Falco's facing. Examples being these videos from @I Am Normal (IAN) right after the patch was live: https://www.youtube.com/watch?v=5FXzYeU1TJA and: https://www.youtube.com/watch?v=5qVL_i2WCJY. Or this one: https://www.youtube.com/watch?v=6DtulmpL2-c#t=0m36s. Also, note that Falco's Nair does not have a windbox; it's just the autolink angles interacting weirdly with his high jump and the game trying to figure out how to connect a rising Nair.We all know that falco's neutral air is an amazing combo tool. something i decided to try out before was applying RAR(reverse aerial rush) to extend falco's combos. Basically what i mean is, instead of just always moving across the stage with nairs, you can turn around and nair. its hard to explain, but i hope you understand.
d throw-RAR nair is guaranteed and sets up for multiple RAR nairs. Multiple RAR nairs keep you and your opponent stuck in the same area of the stage instead of slowly going offstage. d throw>multiple RAR nairs can do up to 50 on big characters!
i could see this being applied to quickly rack up damage, but dont want opponents offstage quite yet. eventually i'll upload a video of this to youtube and post a link here. i hope you understand what i meant by this.
(also, nair>RAR bair is a kill confirm)
Pre-patch 1.0.8 Falco Nair lacked autolink angles found on moves like his Fair, Fox's Fair, Zelda's Nair - which is what Falco's Nair is basically now except for a lack of different hitboxes, being 3 frames faster than hers in startup, and having 4 frames less of landing lag, but a slightly worse auto-cancel window -, Ike's Aether spin part, Yoshi's patch 1.1.0 Bair, and more that allows multi-hit moves to connect easily. Autolink angles drag opponents into you allowing hits to connect, but people can exploit that and cause semi-spikes like with Fox's Fair.Isn't the last N-air kinda unreliable? I haven't used it much because of that. I'll keep an eye out and try to use this combo.
I dont think we have the frames to do that unfortunately. Maybe i read it wrong but it looks like were slightly safer on bair, weak dair, tipper dtilt but nothing on + advantagesooooooo, anyone as found any shieldlocks or shieldhitsstun that lead to grabs for falco?
Based on my FG experience (so take it with a grain of lag salt), nair still isn't safe. For fair, I sometime can get away if I space it really well, but it's still pretty punishable considering the landing lag.With the new shield changes, are nair and fair reliable approach options? Are they safe on shield now?
I've managed to get a decent number of tournament matches with the new patch. Honestly, at least for me, nair and fair are pretty much the same as before. I feel like nair doesn't have enough multi hits to take advantage of the patch and fair has too much landing lag for it to be useful for attacking shield.With the new shield changes, are nair and fair reliable approach options? Are they safe on shield now?
Falcos upsmash is kind of unsafe and hard to kill with, it dosent pack the same power as foxes, but the hitbox is active much longer, its good to cover dodges and wake ups, but very unsafe, its also good as anti air but it sometimes wifes the second hit :/I found myself lately using jab oos as my main punish tool but i should probably start implementing usmash oos since its a frame quicker. Ever since the big falco patch I hardly kill off the top anymore if at all. What are the best uses/situations for usmash?
It does the same amount of damage, 16%, if both hits connect while Fox has 3 hitboxes that does 16%, 14%, and 11% (late) on his. Falco's Up Smash is active for 13 frames vs. Fox's 4 and Falco recovers 6 frames earlier than Fox; Falco's Up Smash has 49 total frames to Fox's 55. Of course, being a multi-hit, the second hit's lower damage does hurt its kill ability. Fox's sweet-spotted Up Smash will do 16% with 30 base, 94 growth, and send you up 80 degrees while Falco's second hit of Up Smash will do 12% with 30 base, 98 growth, and send you up at 80 degrees. Yeah, that 4% more on the single hit of Fox's kills like 30% earlier than Falco's. The only issue is that it can sometimes drop the second hit...Falcos upsmash is kind of unsafe and hard to kill with, it dosent pack the same power as foxes, but the hitbox is active much longer, its good to cover dodges and wake ups, but very unsafe, its also good as anti air but it sometimes wifes the second hit :/
whoa! always thought foxes upsmash had a faster recovery, but still foxes has a lot more knockback and its more reliable :/It does the same amount of damage, 16%, if both hits connect while Fox has 3 hitboxes that does 16%, 14%, and 11% (late) on his. Falco's Up Smash is active for 13 frames vs. Fox's 4 and Falco recovers 6 frames earlier than Fox; Falco's Up Smash has 49 total frames to Fox's 55. Of course, being a multi-hit, the second hit's lower damage does hurt its kill ability. Fox's sweet-spotted Up Smash will do 16% with 30 base, 94 growth, and send you up 80 degrees while Falco's second hit of Up Smash will do 12% with 30 base, 98 growth, and send you up at 80 degrees. Yeah, that 4% more on the single hit of Fox's kills like 30% earlier than Falco's. The only issue is that it can sometimes drop the second hit...
With Utilt's 10 active frames and Up Smash's 13, Falco can cover the regular getup and jump getup options at the ledge pretty well.
Falco's Up Smash always had lower recovery than Fox's. In Melee? and Brawl, it had 40 total frames which made sense since it only did like 10%. Imagine Falco with an Up Smash that did 16% with 40 total frames. Yeah...whoa! always thought foxes upsmash had a faster recovery, but still foxes has a lot more knockback and its more reliable :/
Takes some practice but basically when you rar bair you don't wanna land in front of them you wanna keep his momentum moving away from the opponent.Okay, clearly I need to be directed to some more videos or get some tips on how I should be spacing bair so I don't get shieldgrabbed every time I try to approach. His only aerial approach options seem to just be bair itself, but even if I do it quickly, I seem to just get grabbed out of it, and it makes it very hard to get anything going. Any tips for a very new Smash 4 Falco?
That's an issue with not having base or weighted knockback like Fox's Ftilt which has 10 base or say, Ike's jab 2, the kick, which has 40 or 25 or 50 weighted depending on where you hit. (10) Base knockback would be a boon for Falco at low percents and make his Ftilt safer while weighted knockback could be good for Falco's jab to make it not be stupid at low percents due to jab causing low hit stun, especially at low percents and noticeably if you try for jab mixups against a button-happy player. At the same time, just outright lower total frames leading to lower recovery for both Ftilt and jab would be fine too.F tilt scares me because it has like no kb at low percents so i feel on like theyre going to punish me on hit for it
Times like this makes me wished Falco could hold jab to continually jab 1 like Little Mac, Captain Falcon, Fox, Ike, and Mario. It'd look silly though since Falco's jab is kind of unorthodox.Then mash that 2frame jab of yours
Weighted knockback is essentially set knockback. Reason why it's called "weighted" is that Smash uses weight to calculate set knockback unlike other games. Examples of moves with set knockback are Falco's Blaster and most multi-hit moves like Zelda's Nair, Fox's Uair, and Captain Falcon's Up Smash. Set knockback lets the looping like the first 5 hits of Zelda's Nair or a part of multi-hit moves like Sonic's Utilt to do damage and setup the last hit without doing too much knockback and fail to connect at all.Can you explain the concept of weighted knockback in a bit more detail please
Yeah, but that's still situational really - and that's not even considering that your opponent can watch for it and potentially punish. It's still impressive and useful, no doubt - with a good read I bet this could turn into an easy stock - but it's not gonna be something you can just throw out any time is my point. lolIt's situational but when Falco is hanging on the ledge, you have a good chance to perfectly set up the combo after DJ > Airdodge from the ledge into the enemy (who's most likely standing near the ledge) and U-Air him.
Yep. Still doesn't guarantee the second/last hit will connect for whatever reason. I'm going to guess it has to do with how knockback works in Smash compared to other fighting games.I assume you mean the first hit of fox up air, falcon up smash and sonic up tilt that combo into the second hit with all the knockback.
So the first hit of those three moves have knockback values based on the weight of the other character so that the first hit combos each individual character into the secondnhit consistently.
Am im understanding that right?
Yeah falling, upair its not something you can spam, but, its not really so unsafe either, if spaced it correctly its realatibely safe on shield....also, you can set up these combos with dtilt as well instead of falling upair, but you have to hit them with the hitbox closest to Falcos body...on other characters like DK and C.falcon, you can combo d-throw into full hop upair and then fair or bair, but i think it depends on DI, it wont kill but its a lot of free damage....Yeah, but that's still situational really - and that's not even considering that your opponent can watch for it and potentially punish. It's still impressive and useful, no doubt - with a good read I bet this could turn into an easy stock - but it's not gonna be something you can just throw out any time is my point. lol