Can this turn into a more general falco discussion as well? Cause I want to share the approaches/tricks/set-ups I have too.
Anyways combos and set ups.
First offffff the most important combo is the chain grab. You probably know this stuff but I'll put it down.
Grab Set-ups:
Shield grab (obvious)
The 2 most important ways to get this other than an opponent blunder are: Walk forward then shield, run then shield. The objective is to change the spacing so that their previously safe aerial now lands them in shield grab range. Walk forward applies when they are in the range were your dash forward animation makes it so you can't shield.
similar but better
Run->spot dodge-> grab:
This is a variation on attacking with a shield. I picked it up from Anther after the last tournament. Basically it's a counter to them attacking with their shield, them spot dodging (as you animation should end first) and push away move. Considering most moves push away moves put you out of shield grab range, this also allows you stay inside grabbing range.
SHL -> grab
This is difficult as you have to 1) make them shield 2) make sure they don't spot dodge/roll. The best way to do this apply SHL -> grab when they are coming down from a jump. This will usually stop their aerial/whatever and put them into shield right as they land. This is similar to when Falco's SHL to fsmash in melee.
Jab -> Grab or Jab, Jab -> Grab
Good trick that works. I'd rather put this under it's own category as it has many variations...so I will.
Empty shorthop -> grab
This works usually because I like to punish by SH Dairing out of shield. Usually I time it low, so this is a variation for if they stay in their shield.
Approaching by just flat out grabbing:
The free grab I usually get are. 1) When they just return from the edge. This is usually a shield grab off of a Ledgehop aerial. 2) Walk forward and grab. This one is pretty ballzy and oddly it works.
Throw combos:
After whatever %age your opponent gets out of Dthrow, there are a couple alternatives.
Dthrow->walk forward->shield grab
This works because you opponent cannot jump until they are close to the ground. So they are forces to either airdodge or attack. This beats the airdodge
Dthrow->DashAcanceled Usmash
I'm not sure of the official name. But this is where you press Down on the C-stick during a run then immediately press Up + Z. This 'combos' if you opponent doesn't DI or DI's away. It boosts you far enough forward to make up for the distance the Dthrow puts them. If they airdodge just charge the Upsmash slightly. If they DI in you will overshoot.
Dthrow->Nair
This covers the DI in.
Upthrow->Fair
The lasers have to hit for this to work, so it's kind of iffy. I like to put the Fair over their head hoping they DJ into it.
Chain grab finishers:
This should be old news but there are 2 main finishers to the chain grab I use.
Dair Spike:
Ftw
DashAttack Upsmash:
This is the Gatling combo or whatever it's called. If you space the Dash attack so that the tip of your toe hits. The upper back part of the Upsmash is a guaranteed hit. I use this if I can't spike them. This results in them being about 55-65% damage. Too good. Plus if there's platforms you basically get another free hit.
Jab set-ups:
Basically Falco's initial Jab is beautiful. Spaced correctly it is not shieldgrabable (by most), and basically not punishable in anyway. That being said, you usually can't do more than 2 as it will move you forward.
Anyways, if you jab their shield properly you are in control. You here are the options i've been using so far.
Jab Combo
I seriously need to stop doing this because there are much better options. Anyways, This covers Spot Dodge/Hold shield/Jump.
Considering that Roll Away/Roll into are the only safe options. (well other than powershield, jab)
Jab -> DashA + Usmash
This one is fun. After you jab run into them.
If they Roll away: Free DashA + Usmash. If they late roll away: Jab again (DashA usually puts you back into the same spot)
If they stay in their shield: SH Bair their backside
If they shield grab, you haven't been Jab comboing enough.
Jab-> charge a Dsmash
If they don't roll into you, you look like a ******. But if they do.... This usually results in a kill.
The best time to do this one is right after they stand up from the edge. Almost EVERYONE rolls into you after a jab. It's beautiful.
Alternatively, jab and slightly walk away. This is safer but looks less cool.
Here's a picture of the flow
__________/- -(roll into)-- Dsmash
Jab Combo<
~~~~~~~~ \__(roll away)--DashAttack
Jab -> Grab:
As stated from above. This only works if they hold shield. This is basically used only after you scare them into their shield.
Jab->Slightly Charged Fsmash
I say Slightly Charged Fsmash because this stems from Jab->Grab. Basically you want them to spot dodge. If you don't slightly charge it/delay it, it won't hit. Make them feel dumb.
Dair combos:
Basically it goes like this. (These aren't hard and fast, but they generally work.)
<50% : Grab/Utilt (I don't like Utilt)
50-60%: Usmash/Fair
70%: Bair/Nair
80%+: Bair (if they airdodge) into Bair/Dair
110%ish: uair
Dair actually combos like a fiend. At higher percents they cannot jump away. If you hit a Dair you have lots and lots of control. Use it.
On Edge tactics:
These are the ones I use pretty much in order of likeliness.
1) Ledgehop Side B
This is the best and most common one. Change your timing based on their movements.
2) Ledgehop Double Lasers
This is if they space themselves out of your Side B range.
3)Roll
I still like it
3) Ledgehop Shine, Regrab edge.
This is more occasional, but if you LH double lasers, they usually come close. This pushes them back to the medium range. The timing on this is tricky. Too soon you go over their head, too late and you can't re grab the edge. Also important is to Pull away (then back) as soon as you Shine. The move is laggy as hell and you want more space between you and your opponent.
4) Ledgehop Nair
This is usually used to punish some stupid attack
5) Get up attack
Sometimes you just gotta.
Stage Tricks:
Battlefield trick:
This is to be used occasionally. But, usually on stages with platforms the best initial move is to fall through the platform and lazer. On battlefield, you can SideB as soon as the match start and land on their platform.
If they choose to run forward off the platform, you get a free hit.
If they choose to fall through the platform (90% of the time). You can fall through turn around laser (depends on how ballzy you are). Fall through Dair/Bair.
If I feel unsafe: SideB back to the other platform.
This can throw your opponent off dramatically. Few people expect an attack immediately. And it land you a grab (that is if you dair).
Delfino Plaza:
Under Delfino:
This is pretty cool but you can go under delfino plaza. This is the main section that has 1-3 platforms, before you stop off at whatever part of delfino isle.
Let go of the edge (tap back), immediately float forward, jump (under the stage), SideB, immediately hold back. If don't correctly you can go from edge to edge without touching the stage.
Stupid Lips:
There are a couple retardedly good lips on Deflino Isle. Basically stand under them, and you can SH double laser at ground height.
Water:
Water is good. There is an initial lag when people return to the surface. Spike them! This results in fun chains, were you repeatedly spike them, and then they die.
Luigi's Mansion:
The middle platform:
These 2 middle platforms are at the perfect height to SHDL onto, then fall through single laser. You have to isai-drop to make it work, but it looks cool. Basically the platform gives you SH triple lasers.
Jungle Japes:
If you dont already know JJ is **** for falco. So many edges to SideB into. Water to spike them into. The Edge platforms are at the perfect height for immediate SHDL.
Anyways I wrote a lot. Sweet!