N7S
Smash Journeyman
Gentleman > Dair
Video Sample: https://youtu.be/fD715z_ArUQ
This can lead into MANY new follow ups for Falcon on fast fallers and heavy weights with this new setup. I do not recommended doing this on lighter/floaty characters. Even though it's possible on almost the whole cast don't do it on them. It's not likely to ever happen unless they have bad DI or miss the easy tech window. It's much easier for lightweight/floaty characters to get out or even act out in time because they get popped way too high in the air and it's easy for them to react afterwards. I'll have some video footage up sometime later this week.
On heavy weights and fastfalling characters though, this is a tool that can throw many players off if they miss the tech off of the gentleman. It's a much slimmer window for them to tech in time to the gentleman so it's a good mixup to do around 0-10% because they don't get popped up too high or too far away to where DI becomes any sort of issue. This can be followed up extremely hard and possibly to death like Nair to footstool. Here are some follow ups to do after Gentleman > Dair.
Gentleman > Dair > Downwards Angled Forward Tilt
A pretty basic follow up tool. Just like Nair footstool and other jab locks that can be done with Falcon. Mostly good to tap on some percent. You can get a 2nd Forward Tilt if you're fast enough and their % is under 29% because the jab lock stops at that % on most characters.
Gentleman > Dair > Downwards Angled Forward Tilt > Up Air > Up Tilt/Dair > Dair
This can be a death setup on certain characters if their hurt box is big enough for Falcon to get his falling Up Air out to pop them up. This can be extremely dangerous on heavies like DK, Ganon, and Falcon for not having the best recovery. Also if you do Up-Air to Up-Tilt on stage and they tech it, try to react to their tech afterwards to keep your crazy combo/tech chase going. Your opponent will be so overwhelmed by your quick follow ups that it'll be difficult to find out what you'll do next.
Gentleman > Dair > Knee
A good punish after a jab lock and can rack up some big percent. If you frame cancel it you maybe able to get a grab out afterwards in time to follow up after it.
Gentleman > Dair > Charged Forward Smash
This takes some timing to pull off due to the invincibility when your opponent gets up. If you're too late they'll shield it before you can hit them and it'll be unsafe on shield so they'll probably punish you afterwards. If you're too early, it'll whiff due to their invincible getup or hurt box being to low for for Falcon to hit them even with the lower angled portion of the move. Much like the Knee, good for racking up percent.
Gentleman > Dair > Falcon Punch
This is more of a stylish option, but if timed right like Forward Smash, this can connect. I wouldn't recommend it, but it's funny to do on occasions.
Here's some character data on this setup:
NOTE: On Fox, Falco, and Greninja getting the Dair to lock on them is impossible because they get knocked too far away after the third hit of the gentleman and they fall too fast for the Dair to connect and lock them after their missed tech.
Gentleman > Dair Data
Mario: Yes
Luigi: Yes
Peach: Yes
Bowser: Yes
Yoshi: Yes
Rosalina: Yes
Bowser Jr: Yes
Wario: Yes
DK: Yes
Diddy Kong: Yes
Game & Watch: Yes
Little Mac: Yes
Link: Yes
Zelda: Yes
Sheik: Yes
Ganon: Yes
Toon Link: Yes
Samus: Yes
Zero Suit Samus: Yes
Pit: Yes
Palutena: Yes
Marth: Yes
Ike: Yes
Robin: Yes
Duck Hunt: Yes
Kirby: Yes
King Dedede: Yes
Meta Knight: Yes
Fox: No
Falco: No
Pikachu: Yes
Charizard: Yes
Lucario: Yes
Jigglypuff: Yes
Greninja: No
ROB: Yes
Ness: Yes
Captain Falcon: Yes
Villager: Yes
Olimar: Yes
Wii Fit: Yes
Shulk: Yes
Dr. Mario: Yes
Dark Pit: Yes
Lucina: Yes
Pac-Man: Yes
Mega Man: Yes
Sonic: Yes
Mewtwo: No
Lucas: Yes
Roy: Yes
Ryu: Yes
Miis: Yes
Cloud: Yes
Corrin: Not Tested
Bayonetta: Not Tested
I hope this helps aspiring Falcons everywhere. Let's keep discovering some new moves.
~NathanSandwich
Video Sample: https://youtu.be/fD715z_ArUQ
This can lead into MANY new follow ups for Falcon on fast fallers and heavy weights with this new setup. I do not recommended doing this on lighter/floaty characters. Even though it's possible on almost the whole cast don't do it on them. It's not likely to ever happen unless they have bad DI or miss the easy tech window. It's much easier for lightweight/floaty characters to get out or even act out in time because they get popped way too high in the air and it's easy for them to react afterwards. I'll have some video footage up sometime later this week.
On heavy weights and fastfalling characters though, this is a tool that can throw many players off if they miss the tech off of the gentleman. It's a much slimmer window for them to tech in time to the gentleman so it's a good mixup to do around 0-10% because they don't get popped up too high or too far away to where DI becomes any sort of issue. This can be followed up extremely hard and possibly to death like Nair to footstool. Here are some follow ups to do after Gentleman > Dair.
Gentleman > Dair > Downwards Angled Forward Tilt
A pretty basic follow up tool. Just like Nair footstool and other jab locks that can be done with Falcon. Mostly good to tap on some percent. You can get a 2nd Forward Tilt if you're fast enough and their % is under 29% because the jab lock stops at that % on most characters.
Gentleman > Dair > Downwards Angled Forward Tilt > Up Air > Up Tilt/Dair > Dair
This can be a death setup on certain characters if their hurt box is big enough for Falcon to get his falling Up Air out to pop them up. This can be extremely dangerous on heavies like DK, Ganon, and Falcon for not having the best recovery. Also if you do Up-Air to Up-Tilt on stage and they tech it, try to react to their tech afterwards to keep your crazy combo/tech chase going. Your opponent will be so overwhelmed by your quick follow ups that it'll be difficult to find out what you'll do next.
Gentleman > Dair > Knee
A good punish after a jab lock and can rack up some big percent. If you frame cancel it you maybe able to get a grab out afterwards in time to follow up after it.
Gentleman > Dair > Charged Forward Smash
This takes some timing to pull off due to the invincibility when your opponent gets up. If you're too late they'll shield it before you can hit them and it'll be unsafe on shield so they'll probably punish you afterwards. If you're too early, it'll whiff due to their invincible getup or hurt box being to low for for Falcon to hit them even with the lower angled portion of the move. Much like the Knee, good for racking up percent.
Gentleman > Dair > Falcon Punch
This is more of a stylish option, but if timed right like Forward Smash, this can connect. I wouldn't recommend it, but it's funny to do on occasions.
Here's some character data on this setup:
NOTE: On Fox, Falco, and Greninja getting the Dair to lock on them is impossible because they get knocked too far away after the third hit of the gentleman and they fall too fast for the Dair to connect and lock them after their missed tech.
Gentleman > Dair Data
Mario: Yes
Luigi: Yes
Peach: Yes
Bowser: Yes
Yoshi: Yes
Rosalina: Yes
Bowser Jr: Yes
Wario: Yes
DK: Yes
Diddy Kong: Yes
Game & Watch: Yes
Little Mac: Yes
Link: Yes
Zelda: Yes
Sheik: Yes
Ganon: Yes
Toon Link: Yes
Samus: Yes
Zero Suit Samus: Yes
Pit: Yes
Palutena: Yes
Marth: Yes
Ike: Yes
Robin: Yes
Duck Hunt: Yes
Kirby: Yes
King Dedede: Yes
Meta Knight: Yes
Fox: No
Falco: No
Pikachu: Yes
Charizard: Yes
Lucario: Yes
Jigglypuff: Yes
Greninja: No
ROB: Yes
Ness: Yes
Captain Falcon: Yes
Villager: Yes
Olimar: Yes
Wii Fit: Yes
Shulk: Yes
Dr. Mario: Yes
Dark Pit: Yes
Lucina: Yes
Pac-Man: Yes
Mega Man: Yes
Sonic: Yes
Mewtwo: No
Lucas: Yes
Roy: Yes
Ryu: Yes
Miis: Yes
Cloud: Yes
Corrin: Not Tested
Bayonetta: Not Tested
I hope this helps aspiring Falcons everywhere. Let's keep discovering some new moves.
~NathanSandwich
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