All the numbers are post numbers in this thread that I'm responding to, as quoting all the posts would make my post huge.
#1
Yay for being voted manliest.
Yes his jab is awesome, and the unexpectedness of it sometimes leads to moves that don't combo out of it but your opponent was too surprised to avoid it.
#2
Most of those will fail miserably on real people because NAir has bad priority and you have to wait till you are pretty close to sweetspot with the Knee, which gives the opponent more time to hit you or dodge before then.
Side-B is pretty unsafe because if you miss you die, its priority isn't very good, and the sound it makes at the start of the move gives it away so that a person who know's Falcon's moves will just reflexively dodge any time they hear it (causing you to die if over a pit).
#3
Without going into any details (there is a thread that hasn't gotten a sticky that has collected good killing percent data), rest assured that DSmash, FSmash, USmash, Nipple, UTilt, and offstage NAirs, UAirs, and Falcon Dives all kill at very reasonable percents.
Falcon Kick vs projectiles doesn't do too well since it clanks with a bunch of the ones it doesn't beat, stopping you right where you would have if you had gotten hit, which means an opponent can follow up even if you don't get hitstun.
#5
Nipple does kill as well as an uncharged DSmash, but to land it on someone on the ground you have to eat major landing lag, so if you miss you get punished, and it doesn't have much range so in the air you might as well use Knee most of the times you'd consider using Nipple, since Knee still kills better.
#10
DThrow chaingrab? Since when?
2 pages for a character does not make a good guide.... is this whole post sarcasm or just the last bit?
#11
It's nice that he won, but way too much Raptor Boost, which gets shield-grabbed easily. Against IC getting grabbed is death if they get the chaingrab right, so you have to attribute his win to Melee1's mistakes.
#14
If you mean offstage up-B, it will fail most of the time unless you bait an airdodge or lower-priority attack first.
If you mean up-B to knock someone offstage, yes it works but it needs to be used defensively or after a jab or two.
#18
USmash does KO, but the hitbox isn't too good on it since it is mostly in front of you and doesn't protect you from aerial assault too well, since opponents can just DI behind it. Also, the first kick will sometimes knock the opponent out of reach of the second kick, which will at best do a lot less damage and knockback (it hits like a jab) and at worst get you punished hard.
#21
I'll take hitstun over a chaingrab any day.
#22
DTilt has too much startup time to actually combo from jab, even though it does land often, and it definately doesn't combo to Knee.
His Tilts and BAir are only underrated by people who havn't seen them in action.
#24
He can't officially combo, but there are several situations in which you can predict your opponent's response and punish, and even though you can't chase to combo, you can chase to bait a move and then punish (example: DThrow, pretend to chase, opponent airdodges or FAirs/NAirs/DAirs, Falcon Dive them)
#27
Yes I would agree that he is better than Sonic, and I think Sonic is often considered not-so-bad just because it is hard to distinguish between some of his moves and it is not very well known how to counter some of them.
#28
UAir sends your opponent forward if you hit them before your feet reach the top, and backward if at the top or above; I'm not sure what you think is so hard to figure out how to DI.
If you bait an airdodge, you may land a Knee, but your UAir and Falcon Dive are the only moves they should be trying to airdodge, as the low priority on the other moves makes them very beatable for most characters. If you do bait an aerial, then your opponent will usually be able to recover before they get Knee'd, unless they suffer landing lag.
#30
Yes he is chaingrabbed pretty easily by IC, Falco, Marth, and Pikachu (I might be forgetting someone), which are all in his 10 hardest matchups.
DAir is situational due to it's startup time, which means you have to anticipate where your opponent is going to be by the time it comes out. It's doable, but difficult, and is not very safe to use unless right after your first or second jump since you'll fall a ways during the move.
#31
No it isn't a guaranteed death, but it is very unsafe in almost every situation (the opponent grabs the ledge before you, you miss, they hit you first, or they airdodge).
#33
Falcon Kick getting dodged at relatively close range isn't so bad, although they can sometimes dash attack or dash grab you afterwards, but shielding pwns the Kick since it slows you down and makes the distance less far, meaning you can often get FSmashed in the back.
People often shield it instead of spot-dodging it because if they don't know the timing they will usually spot-dodge too early and get hit. They usually won't roll behind you in fear of a reverse, but if they roll away they can punish the ending lag, or they can jump over it and punish. Falcon Punch is rarely safe, and when I'm not punished it's usually just because the character I was playing against jumped and tried to DAir me, but missed because the Falcon Punch moves me forward.
As a mindgame, Falcon Punch works alright if they are trying to recover, as they are scared to death of it and will sometimes suicide trying to avoid it.
#34
I might be a Brawl noob, but at least I main Falcon. Also, the SBR has had this for a week already, so they probably don't have much else to say anyways.
#35
It shouldn't work more than a cycle or two, and if it did it was probably due to the opponent underestimating Falcon's jab or not knowing how to escape.
#36
Falcon is cool, but I havn't resigned him to bottom tier.
#37
Dash attack makes a decent approach, and the shield pushback will push off opponents near the edge, making it safer than some of your other options.
Dash grab>dthrow>utilt/spotdodge>further followup ---- That only will work at low percents and your opponent DI's back towards you, which shouldn't be the case because they should be expecting followup and should be DI'ing away, since none of Falcon's throws kill.
Running autocancelled DAirs usually do alright vs shields and spotdodges because they land you too far away for quick enough punishment, but they get interrupted by attacks fairly easily.
Falcon Kicks are alright, but are best as punishment instead of approaches; shield and roll backwards pwn it, and even if the roll doesn't put them out of range, they will get hit with the weaksauce hitbox and punish you immediately during your ending lag, which outdoes the hitstun.
For spacing, I have similar trouble, as the initial Dash animation plus sliding will sometimes put you farther than you want to go so you have to walk. As for sliding to a stop at a specific point, with enough practice you'll get the timing down to know how far before where you want to be you have to stop your dash.
For attack speed, jab is AMAZING and almost unpunishable if you just throw out one to see if your opponent dodges/rolls, or to interrupt your opponent's move.
Falcon Dive is easily countered by spotdodge/airdodge/roll, leaving you stuck in the air with nothing but landing lag to look forward to. You shouldn't use it unless you are 90% sure your opponent is going to be shielding or performing a lower-priority move.
I wouldn't recommend reserving the UAir, since it is such a useful move for racking up damage. If you think you need it to kill, spam some jabs before you use it.
Nipple kills at surprisingly low percents, but is extremely difficult to hit with intentionally (a lot of my hits with it are attempts to hit with the feet hitbox, but the opponent jumps or I time it wrong). I consider it a bonus to DAir, since the Knee is stronger and has similarly poor range.
I'm disappointed you've said nothing about the usefulness of his tilts, smashes, or Falcon Dive, but oh well.
#40
I'm not sure if it's common knowledge that you can DI during the reverse but not the normal aerial Falcon Punch. Either way, yes if you keep in mind that you can DI 'backwards' (forwards compared to your original facing), you can destroy someone who was trying to interrupt your punch but can't reach you anymore.
#41
Falcon Punch still makes a great ledgegaurd, but requires precise timing.
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Some short stuff that I think needs to be said here, even though it's been said elsewhere:
UTilt is a kill move, hits people hanging on the ledge, and hits people on short platforms above you (side platforms of Battlefield, side platforms of Lylat, don't remember what else)
DTilt seems to like to shieldpoke at characters' feet. It is also nice for ducking certain FAirs, and is good for poking.
FTilt is also good for poking, and an up-angled one is good against certain characters trying to SH approach you.
FSmash's leanback allows it to counter poked aerials such as Kirby's BAir extremely well.
Jab-Jab leads to a lot of moves because people are afraid of getting hit by 20%+ infinite jabs, so they DI away and hold shield most of the time, and then roll away at earliest opportunity. You can punish the shield with Falcon Dive or a shield-poking DTilt, and you can also throw out FSmash, DSmash, or UTilt and it will sometimes poke through or you will hit them in the opening frames of the roll, or they will have tried to do a NAir or airdodge or something after the jabs and land with lag so they can't do anything. The back end of the roll can be punished with dash attack, dashing grab, Falcon Kick, or Raptor Boost.
NAir and UAir are your midair jabs; use them often. The 2 kicks on NAir make it harder for the opponent to dodge than UAir. Oh and all the jab followups pretty much work the same with NAir kick 1 on a grounded opponent, although since NAir combos to jab you might as well still do the jabs first anyways.
And Falcon Dive does great damage; use it often.
I'm probably forgetting stuff but oh well, this is a lengthy read already.