If there's one thing I love as much as Falco's B-air it's his N-air. It does good damage, it's a multi-hit move that was fixed in 1.0.8, and it only has 15 frames of landing lag! This is an amazing aerial for combos, frame-traps, and gimps as many of you may know, but has anyone ever noticed just how well it can carry said combos?
Here is a video showing some things I've found with it recently. (Combos may be shorter in actual matches with proper DI and depending on the character if you want this all to true combo, and I don't think training mode registers an attack to a grab as a true combo, or maybe it does, not sure.)
https://www.youtube.com/watch?v=hje5obVFDXc
Feel free to share any other info, thoughts, uses, anything you have related to this move.
Moved to here since Nair combos, setups, and the like are more appropriate.
Kind of common knowledge when patch 1.0.8 came... Well, we knew how Nair changed while what you could do after that was being figured out. I remember someone asking about how and when to fast fall Nair, but I don't remember in what thread or who. Hopefully, they see your post and video. Also this person's post too:
http://smashboards.com/threads/falco-approaches-and-combos-strings.372417/page-9#post-19626909.
How do you head into battle? Dash attacking isn't the best idea I do SHFL U-airs.
Moved your thread to here since this is the dedicated approach and combo thread.
Yeah, dash attacking's not a good idea since you commit to 39 frames and Falco's not exactly a speedster on the ground. Dash attack is more for punishment and combo setups. What I can say is fight like a boxer. No, not like Little Mac, but in a way like him, Marth, Link, Mario, Zelda, and pretty much the entire cast. The thing with Falco is that (as of now) he has no major approach tool like Sheik's Needles, Luigi's Fireballs, Pikachu's Thunder Jolts and Mario's Fireballs to cover approaches or do retreating hitbox placement, or something like raw speed that Captain Falcon, Roy, and Lucina have, something difficult to challenge and react to like Sonic's Spin Dash/Charge or Shulk and Ike's large disjoints, or even simple harassment tools like Fox's Blaster or Greninja's Water Shuriken because of the major end lag on Falco's Blaster or the small hitbox since while Ryu has the same end lag, he can vary the speed of his Hadouken and even change the way it hits by using Shakunetsu.
Falco essentially uses movement to approach and it's in a way similar to what Little Mac can probably do since he is a boxer. Short hop fast falls (SHFF), walking, fox trot, perfect pivot, dash dancing, and dashing are all things Falco makes a use of. It helps that his walking speed is fast, but it hurts because his running speed is slow. When it comes to putting out hitboxes on the ground, jab, Ftilt, and Dtilt are good for measuring space and poking. Sometimes Reflector, but make sure to hit or else you'll deal with a lot of end lag. In the air, Nair is good for putting out a lingering hitbox on Falco, Uair for frame trapping, Bair for a short, instant wall and punish, especially if you do something like SHFF while facing away from your opponent, and retreating Fair might work. When people approach you, Falco can anti-air with Utilt, Ftilt, Side Smash, and Up Smash, but the last two are risky if you miss. Or he could meet them head on with Nair, Uair, Fair, or Bair before they hit or Reflector from a safe distance.
So, walk around, be a presence and pressure them. Don't go all in until you see an opening. Falco doesn't have to run unless he really needs to cover distance.