After soul searching and reflecting on my gameplay, I realized the error of my ways. As a Falcon main, I've put too much focus on true combos. This has crippled my use of Falcon's kit, which thrives off of mix-ups and unpredictability. While training in the mountains, I rediscovered the usefulness of the Reverse Aerial Rush (RAR) and learned some new tricks along the way.
During my time of solitude, I took interest in old school SSBM Falcon and Ganon play. These players were carrying their opponents offstage in an up airing windmill of death. Tommy Tipman's application of Ganon's reverse up air impressed me, so much so that I knew I had to carry it over to SSB4.
Transitioning to Smash 4, I first realized the Tipman hitbox was active as Falcon's leg became parallel to the stage. After much experimentation, I perfected the use of Falcon's Tipman up air. I was intrigued most by its semi-spiking, horizontal trajectory. Not only can this attack be used for offstage-play, but it can also be used as a frame trapping combo extender.
*All tests were done in training mode on a Sheik CPU
Down Throw to RAR Up Air: Timing is strict, but it registers as true if done fast enough. Short hop connects reliably from 20%-60%. Falcon seems to maintain frame advantage after the up air, which allows for quick followups. Opponents DI'ing away can actually help, as it allows the tip of Falcon's toe to connect.
RAR Back Air to Falling Up Air: Strong mix-up out of down throw. Can be true, especially when done out of a dash grab. Falling Tipman up air sometimes registers as true, but can also act as a frame trap. It can catch jumps, attacks, and you can punish airdodges on landing.
Here's what it looks like.
Let me know what you think. I hope I did this correctly.
During my time of solitude, I took interest in old school SSBM Falcon and Ganon play. These players were carrying their opponents offstage in an up airing windmill of death. Tommy Tipman's application of Ganon's reverse up air impressed me, so much so that I knew I had to carry it over to SSB4.
Transitioning to Smash 4, I first realized the Tipman hitbox was active as Falcon's leg became parallel to the stage. After much experimentation, I perfected the use of Falcon's Tipman up air. I was intrigued most by its semi-spiking, horizontal trajectory. Not only can this attack be used for offstage-play, but it can also be used as a frame trapping combo extender.
*All tests were done in training mode on a Sheik CPU
Down Throw to RAR Up Air: Timing is strict, but it registers as true if done fast enough. Short hop connects reliably from 20%-60%. Falcon seems to maintain frame advantage after the up air, which allows for quick followups. Opponents DI'ing away can actually help, as it allows the tip of Falcon's toe to connect.
RAR Back Air to Falling Up Air: Strong mix-up out of down throw. Can be true, especially when done out of a dash grab. Falling Tipman up air sometimes registers as true, but can also act as a frame trap. It can catch jumps, attacks, and you can punish airdodges on landing.
Here's what it looks like.
Let me know what you think. I hope I did this correctly.