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Link to original post: [drupal=1713]ZSS Tech Blog 005: Grounded Grab Release on Falco[/drupal]
Falco's grab release defaults to ground. This has two interesting properties:
1. His "flinch" animation is longer than yours, allowing you to follow up with a buffered attack (like, say, a Daz Attack).
2. Falco doesn't sweetspot the edge when falling back. If you grab and release Falco near the edge, he will fall, forcing him to use his double jump or up+b to recover.
3. #2 is a guaranteed kill on falco. If you grab him near the edge facing the edge, simple release. If he jumps, use dsmash and then the alternate down-b spike introduced by (I believe) Nick Riddle. If he uses up+b, just edgehog.
Falco's grab release defaults to ground. This has two interesting properties:
1. His "flinch" animation is longer than yours, allowing you to follow up with a buffered attack (like, say, a Daz Attack).
2. Falco doesn't sweetspot the edge when falling back. If you grab and release Falco near the edge, he will fall, forcing him to use his double jump or up+b to recover.
3. #2 is a guaranteed kill on falco. If you grab him near the edge facing the edge, simple release. If he jumps, use dsmash and then the alternate down-b spike introduced by (I believe) Nick Riddle. If he uses up+b, just edgehog.