Hey, I'm mainly a falcon play in sm4sh but I do play Falco as a secondary. I was wondering what combo he has and what I should do while playing him. Here is what I know:
Combos:
Low%'s:
Down throw - Nair
Down throw - Fair
Down throw - Dash attack
Down throw - Bair (I know this is posable but not sure how to preform)
All%:
Up throw - Up air
Thats really it. Any help is awesome!
Please check the stickied threads next time. I'm merging your thread with the gameplay discussion since it's the general discussion and Q&A thread and you're asking abut more general combos rather than specific stuff or approaches like in this thread which I also highly recommend checking out:
http://smashboards.com/threads/falco-approaches-and-combos-strings.372417/.
When it comes to throws, Falco's generally going to use D-throw at low percents, sometimes F-throw at low percents, and U-throw for pretty much all percents. Problem is that after low percents, they become setups rather than combos. You're pretty much going to have to read DI at that point.
For D-throw to Bair (or Bair in general), you need to pivot, jump, and input Bair. People call this "RAR", "reverse aerial rushing", but I find that too bothersome of a term. Pivoting Falco's Bair is essential in this game not only because he doesn't have a front hitbox like in Brawl and Melee, but the back hitbox is the strong hit like in all games. It's something you should learn not just for Falco, but pretty much all characters; Captain Falcon's Bair for instance is a powerful tool which if you can land, can be a useful kill and edgeguarding tool. All it takes is positioning which for Bairs as they're generally back hits, means you have to face the "wrong" way. Pivoting is easy, walk or run in a direction and move the stick in the opposite direction. For walking, your character will just turn around and walk, but for running, your character will slide a bit before running again. Practice the input since if you can finely input a pivot, you can pivot in the tightest of situations like how Larry Lurr can immediately pivot from the ledge for a Fox Bair or how Nairo's usage of ZSS's pivot Bairs are godly.
If you can get pivot Bair inputs consistently, then I recommend not using dash attack out of D-throw. Dash attack should be your "last resort" if you know your opponent is going to land and tech or they're too low to the ground for a Bair to work. The problem with dash attack is you'll have to deal with the recovery frames, the end lag, after it which is higher than the landing lag of Nair and Bair. If you auto-cancel Nair and Bair, then dash attack's even higher recovery compared to them. Even if you miss with Bair, you can still Ftilt or dash attack to catch them rather than having to deal with dash attack's entire animation, hitbox and no hitbox. Also, if you can get pivot inputs consistently, then I recommend learning to use pivot Nairs and Uairs.
Nair has a property that forces characters to be launched where Falco is facing, so if you want to control where they launch, then choose between hitting with front or back hit. Uair's reasoning is covered below.
U-throw generally is used for Uair, but you can use Nair if you want. Fair and Dair won't really work because of the higher startup and Bair won't work because it hits purely behind instead of above like Uair or around and on Falco like Nair. Which part you hit with Uair matters; hitting with the back part can confirm a Bair while hitting with the front part can confirm a Nair or Fair. Of course, you could just Uair again. Remember this: of the flip kick Uair users, Bayonetta, Falco, and Pikachu hit with the back part first while everyone else like Captain Falcon, Kirby, Mario, Pac-Man, and ZSS hit with the front part. That doesn't mean you can't do a back hit Uair with ZSS to setup her Bair, but it's something to note.
F-throw's really low percent stuff. You can get a dash attack and Falco Phantasm from it, but it's more likely they'll DI out or just tech. It's not really useful for setups, but for positioning and pure damage, it's a good throw, especially at higher percents when the lasers on U-throw and B-throw can miss. For U-throw, that's half the total damage; it does 8% total, 4% from the throw and 4% from the laser. For B-throw, you're just missing the 3% laser since the throw does 6%.
Now, non-throw related setups. This is the fun part about playing Falco: you can combo with almost everything and funny enough, most of them are kill moves. Uair was covered as it can setup Nair, Fair, Bair, or another Uair. Nair itself can setup into Fair at times or chain into itself at lower percents.
You'll need to fast fall it before the last, fourth hit, though. The video linked has Falco land with the fourth hit, but if you land before it, you can immediately jab; it's an in-game tip: "
Standard Air Attack – If you land just before the final attack in Falco's midair combo, you can move straight into a standard combo on the ground. "
For ground moves, Utilt and Dtilt are your launchers. Uair's more of an anti-air since it hits mostly above Falco. At low percents, it can chain into itself and with fast fallers, that means more Utilts can be chained. Just make sure to not overdo them as people can escape after a certain point. Now, if you feel like they are going to escape, but not in the next hit, then try for Up Smash for a finisher. Up Smash can sometimes confirm into itself at really low percents, but it's a done deal when you do 2 Up Smashes in a row at really low percents, but if they all connect, that's free 32%. Dtilt's going to launch diagonally up which means Falco can try for Nair, Uair, Fair, and Bair. Dtilt's also your safest on-shield move meaning it's safe move to poke people. It's not plus on frame advantage and it can't hit anyone in the air, but on the ground, it's a good tool to poke people. Ftilt's going to be your other poke tool and anti-air poke tool since you can angle it unlike Dtilt. Another launcher is Falco's Dair. It's really situational because of how slow it is, but if you manage, especially on an opponent on the ground, it'll launch with enough hit stun that you can followup with it. Even more situational is perfect landing with it which just lowers the landing lag drastically because of how hit lag interacts with landing lag or something, but you're better off perfect landing Nair and Fair which are faster and safer moves.
TL;DR: There is this video:
https://www.youtube.com/watch?v=ZXax_0687ok. I don't really recommend cookie cutting at all, but having a visual and seeing what can be done is a good thing. The better thing is integrating and making it your own.