Falco CG Guide. *New Info in Misc Notes.*

1PokeMastr

Smash Champion
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Dec 10, 2009
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#1
:falco: FALCO CHAINGRAB GUIDE :falco:

*The following information is assuming that our Down Throw is fresh and that we are starting the Chaingrab from one side of the stage and going to the opposite end.

JIGGLYPUFF :jigglypuff:

Maximum Grabs: 2. Damage: 17%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash.
Additional Notes: After 17% a regrab is no longer guaranteed. The Chaingrab must be walking.

[collapse=Follow up Damages - 2 CG's]Dair - 31%
Uair - 28%
Fair - 29%
Nair - 29%
Bair - 31%
Usmash - 32%
Fsmash - 33%
[/collapse]

PEACH/SAMUS/LUCARIO :peach: / :samus2: / :lucario:

Maximum Grabs: 3. Damage: 25%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash.
Additional Notes: This Chaingrab must be walking. Peach can Nair out of your Chaingrab, if you are not frame perfect.

[collapse=Follow up Damages - 3 CG's.]Dair - 38%
Uair - 36%
Fair - 37%
Nair - 37%
Bair - 38%
Usmash - 39%
Fsmash - 40%
[/collapse]

KIRBY :kirby:

Maximum Grabs: 4. Damage; 31%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash.

[collapse=Follow up Damages - 4 CG's.]
Dair - 44%
Uair - 42%
Fair - 43%
Nair - 43%
Bair - 44%
Usmash - 45%
Fsmash - 46%
[/collapse]

GAME AND WATCH/SQUIRTLE/R.O.B :gw: / :squirtle: / :rob:

Maximum Grabs: 5. Damage: 37%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash.
Additional Notes: For Squirtle, you can buffering a standing re-grab after the first Down-Throw. For the rest of the Chaingrab, you can do Walking or Dashing. GaW must be walking or he can Up B out of it. Due to recent testing, R.O.B has been put as 5 grabs because I have never been able to get the 6th regrab no matter how much I try, also, Rob must be frame perfect walk.

[collapse=Follow up Damages - 5 CG's]Dair - 51%
Nair - 49%
Fair - 49%
Uair - 48%
Bair - 51%
Usmash - 52%
Fsmash - 53%
[/collapse]

LARGE GROUP #1:
:diddy: / :metaknight: / :pikachu2: / :pit: / :popo: / :falco: / :toonlink: / :sonic: / :lucas: / :ness2: / :sheik: / :zelda: / :zerosuitsamus:

Maximum Grabs: 6. Damage: 43%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash. (only at ending Chaingrab percents)
Additional Notes: For Falco, the first three grabs can be standing buffered grabs. Zelda's Chaingrab must be Walking. ZSS's must be a buffered Dashing. Pikachu cannot be Dashing Chaingrabbed. He is able to Dair you if you attempt it.


MARTH :marth:

Maximum Grabs: 6. Damage: 43%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash. (only at ending Chaingrab percents)
Additional Notes: The first two grabs can be Walking grabs. Or you can buffer Dashing grabs for the first 2. However all re-grabs after that must be frame perfect boost grabs or Marth can Dolphin Slash you.


FOX :fox:

Maximum Grabs: 6. Damage: 43%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash, buffered Standing Up-Smash, buffered walk > Down Smash.
Additional Notes: You can buffered Standing re-grab Fox or do Walking Chaingrab for all of the grabs on Fox.


[collapse=Follow up Damages - 6 CG's.]Dair - 56%
Nair - 55%
Uair - 54%
Fair - 55%
Bair - 56%
Usmash - 57%
Fsmash - 58%
U-Throw - 51%
B-Throw - 51%
F-Throw - 50%
D-Throw - 48%
[/collapse]

OLIMAR :olimar:

Maximum Grabs: 6. Damage: 43%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash.
Additional Notes: First re-grab can be Walking. All grabs after must be Boost Grabbed.


[collapse=Follow up Damages - 6 CG's.]Bair - 56%
Uair - 54%
Fair - 55%
Nair - 55%
Dair - 56%
Usmash - 57%
Fsmash - 58%
U-Throw - 51%
B-Throw - 51%
F-Throw - 50%
D-Throw - 48%
[/collapse]


LARGE GROUP #2:

:ike: / :ganondorf: / :charizard: / :ivysaur: / :falcon: / :wario: / :link2: / :yoshi2: / :mario2: / :luigi2: / :dedede: / :wolf:

Maximum Grabs: 7. Damage: 48%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash. (only at ending Chaingrab percents)
Additional Notes: You can do Walking or Dashing Chaingrab for all of these characters, As well, Wolf can be standing CG's for all of his Chain Grabs.




DONKEY KONG/SNAKE/BOWSER :dk2: / :snake: / :bowser2:

Maximum Grabs: 8. Damage: 53%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash. (only at ending Chaingrab percents)
Additional Notes: The other three can be either Walking Chaingrabbed or Dashing Chaingrabbed.
Notes: Snake can pull a Nade to interrupt the CG if your timing is off, this is why it is recommended to aim for the Lower port against anyone. ( Port 4 is the best Port to have )


[collapse=Follow up Damages- - 8 CG's.]Bair - 66%
Nair - 65%
Uair - 64%
Fair - 65%
Dair - 66%
Usmash - 67%
Fsmash - 68%
U-Throw - 61%
B-Throw - 61%
F-Throw - 60%.
D-Throw - 57%
[/collapse]



[collapse=Important Misc. Notes]


- D-Throw should be used over any throws in Singles. After Each D-Throw Past CG percent, it is recommended that you do a Jab because if they Di Down + Away, Down, Down + Toward you or just away, Jab will hit them works up until ~100%. This is great for setting up Laser locks as they will sometimes miss the tech from it because of the Jab.

- In Doubles Your B-Throw/ U-Throw are amazing for walling opponents. The lasers may miss the thrown person, but they'll mostly hit the other opponent anyway, netting damage and interrupting them and keeping you safe. It's good for beating out when someone tries to attack Falco from behind. The lasers are incredibly fast, much faster than SHDL/ SHL. It is recommended to use these throws when they're past D-Throw follow up damage in Doubles.

- Doing a Non Fast falled Dair on a CG as the follow up gives the opponent an 8 frame adavantage over Falco IF it doesn't knock them into the ground. ( Oli's Usmash for example ( Frame 8 ), or Snake's Utilt ( Frame 6 ).

- You MUST stutter step the Fsmash for it it sweet spot.

- You can buffer a Standing Usmash on these Characters out of the final grab, as the follow up: :samus2: / :mario2: / :dk2: / :fox: / :luigi2: / :wolf: / :metaknight: / :ivysaur:

- Follow ups will always hit when they're not in tumble.

- Dash attack is also a follow up, However, it will mostly sour spot.

- Using Fair isn't reccomended. They can attack you through it.

- Boost Pivot Grab when nearing an edge to complete a CG if it hasn't been already.

- Walls extend the CG/ make it easier.

- Don't attempt to Chain Grab on a Large Downward slant.
[/collapse]

Thanks to Technical_Chase for the formatting Job!
 

1PokeMastr

Smash Champion
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Dec 10, 2009
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#3
Thanks,
I had at it for a while.
Just like how I have all of Marth's kill %'s on all his moves ( With Di ) somewhere in my room.

I could do Falco too if you'd like.
 

clowsui

Brawl Backroom Member
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#4
something of note w falco's cg on snake is that it's actually preferable to get less grabs on him -> dair given that you are close enough to get him offstage in the first place. more grabs sets him up in a position where it's harder for you to gimp him. optimal amount of grabs vs snake is 3 + dair so you can get a double/triple dair

good guide, though i have to ask what a boost dair is lol. is it just forward -> sh dair?
 

ZTD | TECHnology

Developing New TECHnology
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#5
Good content. Gonna make this guide a little bit more pretty and easier to read for ya..Give me a few.

And.....we're done. Feel free to use this if you want. I just brushed up some grammatical/spelling errors and added more color and spacing to make it more visually appealing. Content wise, that's still all you and I'm not taking credit or anything.

:falco:FALCO CHAINGRAB GUIDE:falco:

*The following information is assume that our Down Throw is fresh and that we are starting the Chaingrab from side of the stage and going to the opposite end

JIGGLYPUFF :jigglypuff:

Maximum Grabs: 2 - 17%
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash.
Additional Notes: After 17% a regrab is no longer guaranteed. From 20-35% you can follow up with the moves listed above. The Chaingrab must be walking.

PEACH/SAMUS/LUCARIO :peach:/:samus2:/:lucario:

Maximum Grabs: 3 - 25%
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash.
Additional Notes: This Chaingrab must be walking. Followups can work from 20% to 40% depending how stale Down-Throw is. Peach can Nair out of your Chaingrab, if you are not frame perfect.

KIRBY :kirby2:


Maximum Grabs: 4 - 31%
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash.



GAME AND WATCH/SQUIRTLE :gw: / :squirtle:

Maximum Grabs: 5 - 37%
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash.
Additional Notes: For Squirtle, you can buffering a standing re-grab after the first Down-Throw. For the rest of the Chaingrab, you can do Walking or Dashing.


LARGE GROUP #1
[COLLAPSE="These Characters"]:diddy: :metaknight: :pikachu2: :pit: :popo: :rob: :falco: :ness2: :toonlink: :lucas: :sheik: :zerosuitsamus: :zelda: :sonic: [/COLLAPSE]

Maximum Grabs: 6 - 43%
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash. (only at ending Chaingrab percents)
Additional Notes: For Falco, the first three grabs can be standing buffered grabs. Zelda's and ROB's Chaingrab must be Walking. ZSS's must be a buffered Dashing. Pikachu cannot be Dashing Chaingrabbed. He is able to Dair you if you attempt it.


MARTH :marth:

Maximum Grabs: 6 - 43%
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash. (only at ending Chaingrab percents)
Additional Notes: The first two grabs can be Walking grabs. Or you can buffer Dashing grabs for the first four. However all re-grabs after that most be frame perfect boost grabs or Marth can Dolphin Slash you.


FOX :fox:

Maximum Grabs: 7 -48%
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash, buffered Standing Up-Smash, buffered walk > Down Smash, Jab. (anywhere up until the 6th grab)
Additional Notes: You can buffered Standing re-grab Fox or do Walking Chaingrab for all of the grabs on Fox.


LARGE GROUP #2
[COLLAPSE="These Characters"]:ike: :ganondorf: :charizard: :ivysaur: :falcon: :warioc: :link2: :yoshi2: :mario2: :luigi2: :dedede: [/COLLAPSE]

Maximum Grabs: 7- 48%
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash. (only at ending Chaingrab percents)
Additional Notes: You can do Walking or Dashing Chaingrab for all of these characters.

OLIMAR :olimar:


Maximum Grabs: 7- 48%
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash. (only at ending Chaingrab percents)
Additional Notes: First re-grab must can be Walking. All grabs after must be Boost Grabbed.


WOLF/DONKEY KONG/SNAKE/BOWSER :wolf:/ :dk2:/:snake:/:bowser2:


Maximum Grabs: 8- 53%
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash. (only at ending Chaingrab percents)
Additional Notes: For Wolf, just like with Fox you can buffered Standing Chaingrab him for the entire chaingrab. Walking also works on Wolf. The other three can be either Walking Chaingrabbed or Dashing Chaingrabbed.

Snake can pull a Grenade if you are not frame perfect. If you do not notice this and Down-Throw while the Grenade is out, the lasers from Down-Throw will detonate the Grenade and damage both of you. Snake will generally get the grab break animation while you go flying.

For Donkey Kong, you can buffer a Standing Up-Smash out of the final grab.

[COLLAPSE="Misc. Notes"]If you follow up with a Dair on a Character who is at 30%, otherwise known as "Ending it early". It can end at 40% for some characters. If you end at 30% and they don't get knocked into the ground and go into the bounce animation, know this, if they SDi down, or not, if they have a move that's 7 frames or Faster, they CAN Punish you with it, most notable is they can grab you, so, if you go for the Dair early on stage, make sure to boost dair the full length so that you end up behind them, making it more difficult to punish you.
Know all your follow ups after a D-Throw after the CG, don't always use the same one, use a follow up that best suits your situation.

Fair is not recommended, but, it does a good amount of damage, as well as confuses them as to why you used it.
Walls do extend the CG Damages on Characters who can't be CG'd 8 times.


All follow ups work after a D-Throw up until 53%, then they can Di away and dodge, but most people don't, meaning, attempt a follow up anyway. Or attempt to read them.

Oh, right, you can follow up with Dash attack at low damages too.

Also. If you, for Example grab Snake at 20%, you'll only be able to pull of three grabs, know the damages you grabbed at, and know how much longer of a CG you have, and know when and what follow up to use, Changing the follow up each time is a nice way to keep your other moves fresh.

If you follow up with a Dair at the end of the CG for Characters that have + 5 CG's. You can attempt to read them, with a follow up jab, shield their get up attack, Usmash their get up attack. Hold 'away' from them when you Dair if you think they'll input a roll towards you, when you land after the Dair, F-Smash, can leave a nice 0-72% on Diddy and who ever else is in his category.

The Dair at the end has different properties when used on Fox/ Sheik. It usually ends up popping them up, thus bouncing them off the ground with the Dair, this proves an, at least 13 Frame advantage after D-Throwing when they're in a non tumble state.

If you Dair on a Slant for most, it will pop them up like Fox/ Sheik.

Boost Pivot Grab if you want a Max CG when you're nearing an Edge, It's Guaranteed on ZSS (They can't down b out of it, haha )[/COLLAPSE]

 
Joined
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#11
Have you tried private messaging Teran? If he says no, then you might be able to go over his helmet by talking to some other mod. If not, then no luck.
 

Teran

Through Fire, Justice is Served
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#13
For what it's worth I did my part to try and sort out a mod for this place like a million years ago.

People being...

a little...

slow...
 

-DR3W-

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#17
Why not just combine them and have one legit chaingrab guide.

Or at LEAST put the thread URL in the OP.
 
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#20
It certainly does, but I am not sure if you can generalize it at all. By that I mean, are all floaty characters affected the same versus heavy characters.
 

AmKhokar

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#21
Why not just combine them and have one legit chaingrab guide.

Or at LEAST put the thread URL in the OP.
Combining seems fine. The info in both conflict in certain areas though and this guide, aside from being more aesthetically pleasing :-p, seems to be more correct. If anything, this is a neater, more detailed, and more current post on everyone's understanding of Falco CGs.

:phone:
 
Joined
May 26, 2012
Messages
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#22
Thank you for the new update in the misc, all of this is great information.
But, there is an option to DI upwards so the BDACUS will not hit, or the jab.
So what you were implying was use jab because of the success rate?
 

1PokeMastr

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#23
I stated that if they Di down or any variation of it, even no Di.
Jab is good because it keeps them in tumble at certain percents, which still allows for the chase.

And.. the BDacus thing is really obvious.
 
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