Hey.
You know, If you're having a hard time approaching in the air with that predictable float to get your down-airs in.. you can sneak them in by short hopping a d-air over Falco and right before you hit the ground you can retain your float and continue to d-air air him. D-air will connect the majority of the time if you land somewhat in between but behind him. The only reason why I suggested you land somewhat in between but behind him is so you stay out of the grab range and so you kick his (usually) vulnerable feet once you retain your float. This technique works on many characters and usually connects into a continuation of d-air's that connect into (float canceled) u-air then finish the combo with a n-air. Its a scary and very effective combo. Try to kick the opponents feet when they're shielding. As to how it works on Falco, try spot dodging a laser then juming towards him with the short hop d-air to float approach. This works for the most part on most characters, especially heavies and larger bodied characters (Rob/DDD) whos bodies stick out of their shield.. Its a better alternative to N-air out of shield because it keeps you closer to the ground which keeps you out of the air where you can be pretty slow and easy to out prioritize.
Stages this technique doesn't work so well on would be Lylat and Yoshis only because of how the stage shifts making it hard to keep your float before you land.. and the ground on Yoshi's is lumpy so the elevation levels are pretty complicated, though its achievable in the center of that stage because it sinks in. The ground has to be flat in order to connect the combo effectively. Props to Edrees on teaching me this initially. I use this somewhat inescapable combo a lot.
You know, If you're having a hard time approaching in the air with that predictable float to get your down-airs in.. you can sneak them in by short hopping a d-air over Falco and right before you hit the ground you can retain your float and continue to d-air air him. D-air will connect the majority of the time if you land somewhat in between but behind him. The only reason why I suggested you land somewhat in between but behind him is so you stay out of the grab range and so you kick his (usually) vulnerable feet once you retain your float. This technique works on many characters and usually connects into a continuation of d-air's that connect into (float canceled) u-air then finish the combo with a n-air. Its a scary and very effective combo. Try to kick the opponents feet when they're shielding. As to how it works on Falco, try spot dodging a laser then juming towards him with the short hop d-air to float approach. This works for the most part on most characters, especially heavies and larger bodied characters (Rob/DDD) whos bodies stick out of their shield.. Its a better alternative to N-air out of shield because it keeps you closer to the ground which keeps you out of the air where you can be pretty slow and easy to out prioritize.
Stages this technique doesn't work so well on would be Lylat and Yoshis only because of how the stage shifts making it hard to keep your float before you land.. and the ground on Yoshi's is lumpy so the elevation levels are pretty complicated, though its achievable in the center of that stage because it sinks in. The ground has to be flat in order to connect the combo effectively. Props to Edrees on teaching me this initially. I use this somewhat inescapable combo a lot.