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|{{SSBM|Donkey Kong}}||*Donkey Kong's cargo {{Mvsub|Donkey Kong|SSBM|forward throw}} true combos into jump followed by [[Giant Punch]] on characters with medium falling speed, such as Marth and Sheik, at mid percents. | |{{SSBM|Donkey Kong}}||*Donkey Kong's cargo {{Mvsub|Donkey Kong|SSBM|forward throw}} true combos into jump followed by [[Giant Punch]] on characters with medium falling speed, such as Marth and Sheik, at mid percents. | ||
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|{{SSBM|Falco}}||*A point blank autocancelled aerial [[laser]] can combo into almost any fast move, most commonly {{Mvsub|Falco|SSBM|forward smash}} or {{Mvsub|Falco|SSBM|down tilt}}.<br/> *Falco can combo a [[shine]] into {{Mvsub|Falco|SSBM|back aerial}} at high percents, but the technique must be done extremely quickly to combo successfully. The opponent can also escape the combo by DI'ing to the side when hit by the shine. <br/> *An L-canceled {{Mvsub|Falco|SSBM|down aerial}} (clean or late hit) pops a grounded opponent slightly upward, which can lead to a forward smash. *Falco can shoot a opponent lying down (after a missed tech) with a laser to force a [[reset|jab reset]], which can lead into a charged forward smash. | |{{SSBM|Falco}}||*A point blank autocancelled aerial [[laser]] can combo into almost any fast move, most commonly {{Mvsub|Falco|SSBM|forward smash}} or {{Mvsub|Falco|SSBM|down tilt}}.<br/> *Falco can combo a [[shine]] into {{Mvsub|Falco|SSBM|back aerial}} at high percents, but the technique must be done extremely quickly to combo successfully. The opponent can also escape the combo by DI'ing to the side when hit by the shine. <br/> *An L-canceled {{Mvsub|Falco|SSBM|down aerial}} (clean or late hit) pops a grounded opponent slightly upward, which can lead to a forward smash. *Falco can shoot a opponent lying down (after a missed tech) with a laser to force a [[reset|jab reset]], which can lead into a charged forward smash. |