BlueTerrorist
Smash Ace
MUH BREAD >:O!!!!
Gonna look up stuff for this character. I find him interesting.
Gonna look up stuff for this character. I find him interesting.
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i find that at 0% its a lot better to do dthrow to dash atack and then follow up, or my personal favorite dthrow to bair, at 0%~15% the bair wont knock him down or push him too far, he will land in his feet and close to you allowing for a follow up grab that works almost everytime, almost like a chaingrab, you do this 2 times, after that they will be at around 35%, at this point dthrow to bair will still combo but only if opponent dosent DI away, so here its much better to do like 2 or 3 pummel hits then the up throw to up air to bair or to another uair, if done succesfully it will rack up a good 66% or so.If you use any other throw bar Up-throw (except in stage position situations), you've been doing it terribly wrong.
Up Throw Up-Air true combos at kill percent due to throw-laser + rage mechanics.
at high% they can DI away from the laser shot, this apply on his bthrow as well, if the laser from the uthrow dosent hit then the hitstun wont be as long and you wont be able to true combo into uair, but you can still get a dodge read, to combo uthrow to up air the laser must hit and you must be fast with the follow up, at high % its not really a true combo since the laser hit launches them too far up, ill say the best % to start doing this combo is at 20%.I figure most people do down throw on first grab at 0%, though on some characters I think you can get up throw to up tilt to another grab. Is there any trick to the up throw follow up at high percents? Whether the laser hits or not seems random, and if it misses they'll have already recovered before you can up air.
You can hit sh bair on characters as small as mario but tou have to be fast with the input, you can do pivot sh to bair on tall characters, or try and read a sh, bair air comes out at frame 4 i think and it has good priority so it will beat/trade many aerials. You can also fullhop and fastfall behind oponent into bair but its kinda ovbious, its also good to gimp with it, you can fullhop into fair your oponent will think you gonna land with lag but the animation finishis just in time to throw a bair before landing, it tricks a lot of ppl.How do people generally land back air? Do you try to use it on the ground, or most of its use is a surprise in the air?
And what are Falco's best punishes?
Sort of, it doesn't need to be height, but since height and falling are related, then yes. So, let's say Character X's Fair comes out at frame 10 and lasts until frame 20. So, that's a move that lasts for 11 frames - you count frame 10 as well. X also falls at an average speed and X's jump is average as well. So, from a jump, X's Fair will completely execute, but from a shorthop, it won't. Now, X like everyone else can fast fall meaning X can jump, Fair, and fast fall to negate the landing lag of say, 27 frames.So you're talking about executing the move at a height where the hitbox is out until he lands but he suffers no landing lag? Is that correct?
You don't want to fastfall when autocanceling D-air. You do this at a specific height in the air to cover options either when juggling your opponent or landing. And if they get hit at low percents by the end of the move as you get close to the ground, you can get combos.
PreciselySo I'm trying to jump high enough to Dair, let the sour hitbox come out, then FF?
Optional: Some frame data analysis and comparison.Move Hit Frames|||
Jab|2-4, 10-12, 18-22, 23-27, 28-32, 33-37, (infinite), 42-43|2-5, 9-???, ???, (infinite)|2-3, 6-7, 7-8, 13-14, 19-20, 25-26, 31-32, (infinite)
Dash Attack|8-11 or 12-17|4-17|4-17
Ftilt|6-8|6-8|5-9
Utilt|5-9, 12-16|4-9, 12-16|5-11
Dtilt|7-9|7-9|7-9
Side Smash|17-19 or 20-20|16-20 or 21-21|12-21
Up Smash|8-12, 14-19|8-17|7-15
Down Smash|7-9|7-9|6-10
Nair|3-5, 6-9, 14-17, 21-23|3-5, 6-9, 14-17, 21-24|4-31
Fair|12-17, 18-23, 24-29, 30-34, 35-36|6-33 (multi-hits), 34-35|6-8, 16-18, 24-26, 33-35, 43-45
Bair|4-5 or 7-11|4-7 or 8-19|4-19
Uair|10-14|10-14|8-9, 11-14
Dair|16-18 or 19-31|5-7 or 8-21|5-24
Grab|8-9|6-7|7-8
Dash Grab|10-11|11-12|12-13
Pivot Grab|11-12|9-10|N/A
Yeah that I do love but have you tried b reversing in the air after a meaty bair?? I've been practicing it and the extra 3 to 6 percents not to mention the gimping is funnyWe can use Falco's U-throw at higher percents to bring THE FEAR.
Seriously, Falco's either going to murder you with Uair, Bair, Reflector Void, or bait with Up, Side, Down Smash, Dtilt, etc.
I think Falco can use B-throw to Blaster early on, especially if someone doesn't expect it.Also swag combo.
Down throw -> short hop lazer.
Absolutely no reason to use this,
Aside from when down throw or up throw combos don't work. But really,just swag combo
You wanna hit the opposite direction your facing then let go of the analog stick then hit B quickly. @pawclaw uses it a lot I think i saw it from him not too sureHmm... Nope. I don't really know how to B-reverse and I just figured out RAR Bair. Most of the reason is that I don't want to wreck the Circle Pad - only have a 3DS, unfortunately. Anyway, I remember someone mentioned using Blaster after a throw:
I think Falco can use B-throw to Blaster early on, especially if someone doesn't expect it.
Fox and Falco's rapid jabs can be DI'd out and you could DI and hold shield and I think the Pits' rapid jabs and Greninja's are like this as well. Those Rapid Jabs shouldn't be prolonged unless say, someone's away and don't know what to do, so they rush in or something which means a rapid jab finisher can catch. Little Mac, Palutena, Rosalina - especially if she can have Luma hit you back meaning you're getting ping ponged -, and I think Captain Falcon's rapid jabs are the most difficult to get out of - don't quote me on this. Also, don't rapid jab Jigglypuff since rapid jabs have a tiny window where anyone can act and in Jigglypuff's case, a Bair or Rest will come out as a punish. This goes for a lot of characters and not just Falco.If you hit Dtilt I've had it kill game and watch at 105, I know it's a lightweight charachter but Dtilt kills earlier then 140, I even once killed paulatana with an Utilt at 147 percent.
So what exactly are we supposed to do as he bird when cought in say a falcon or fox rapid jab? Or a Mario bros down throw combo?
Captain Falcon's rapid jab finisher is disjointed and is probably the most disjointed move in the game, but it's not like 64 Kirby Utilt, Melee Marth's grab, or Snake's Utilt size of disjointed and it's not that insane like theirs. For reference, Snake's Utilt can do this: https://www.youtube.com/watch?v=xYOHlpMqJcI.Falcon's jab you need to DI out of and jump over him, because it the finisher has really good horizontal range.
In Melee, Falco's recovery was bad and I think it was the same in Brawl. Now, it's a bit better despite Falco Phantasm not having a hitbox at the end of its travel since Falco can act out it Phantasm and its customs and there's no edge hogging. Still, by default, Fire Bird is gimpable, but Fast Fire Bird isn't even though it sacrifices some distance and control since it launches fast, but remember, Falco has a wall jump which makes up for Fast Fire Bird's travel distance.This problem combined with falco's light weight and imperfect recovery is raising a lot of concern with me for how viable this character can be in a tournament setting, i'm a new smasher but i've been playing a lot and am hoping to eventually start doing tourneys.
im hesitant to keep pouring time into a character when it feels like it could be better spent elsewhere if im really focused on improving and how to play the game vs good people correctly right now.
You know, this could mitigate for Falco's loss of Dacus and improve his approach game tremendously. Really interested to see how this move will play out in competitive play.sup falco mains I finally found a way to consistenly get the perfect landing on fast fire bird but isn't as useful as the ground version of the falco somersault but its much easier.
we all know falco can perform a perfect landing by landing right after the end of falco's somersault, this can be done by doing an angled input of fast fire bird but honestly the direction is really strict and its not easy to do.
the perfect landing will end in falco landing with no lagg and carrying the momentum from the fast fire bird abling falco to get attacks instantly with increased range right after landing.
Today I found a way to consistently get the aerial version of the falco somersault perfect landing with no dificult inputs just short hop double jump with falco right after the animation of the second jump start input fast firebird to the side, this will end with falco performing a falco somersault and landing perfectly ready to attack or grab.
Anyways a small video where it shows how much distance falco travels after getting a perfect landing after somersault, usmash is first then 2 dsmash, I've been trying this for 3 hours and my success rate of getting this right is like 70%.
I can do the grounded version too but it's much harder.
There's more info in this thread: http://smashboards.com/threads/official-standard-custom-moveset-project-falco.380331/.You know, this could mitigate for Falco's loss of Dacus and improve his approach game tremendously. Really interested to see how this move will play out in competitive play.
well it's like a DACUS that works on titls,grabs and specials too but I found some attacks don't carry the momentum from the fast fire bird but they are still instant for example ftilt stops falcos momentum.You know, this could mitigate for Falco's loss of Dacus and improve his approach game tremendously. Really interested to see how this move will play out in competitive play.