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Falco (SSBB)/Down throw: Difference between revisions
(New Page: {{ArticleIcons|ssbb=y}} ==Overview== Falco throws his opponent to the ground, dealing 3% damage, then shoots them with his Blaster, dealing 6% more damage for a total of 9%. Unlike his...) |
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==Overview== | ==Overview== | ||
Falco throws his opponent to the ground, dealing 3% damage, then shoots them with his Blaster, dealing 6% more damage for a total of 9%. Unlike his {{mvsub|Falco|SSBB|back throw}} and {{mvsub|Falco|SSBB|up throw}}, the laser shots are guaranteed to hit unless Falco is interrupted during the throw animation. The throw does very weak horizontal knockback, and can [[chaingrab]] most characters at low percentages. This can be ended with | Falco throws his opponent to the ground, dealing 3% damage, then shoots them with his Blaster, dealing 6% more damage for a total of 9%. Unlike his {{mvsub|Falco|SSBB|back throw}} and {{mvsub|Falco|SSBB|up throw}}, the laser shots are guaranteed to hit unless Falco is interrupted during the throw animation. The throw does very weak horizontal knockback, and can [[chaingrab]] most characters at low percentages. This can be ended with a [[DACUS]] (or just an {{mvsub|Falco|SSBB|up smash}} on its own) or, if the opponent is knocked offstage, a {{mvsub|Falco|SSBB|down aerial}} [[meteor smash]], though it is possible to [[SDI]] the knockback back onto the stage. | ||
On [[floaty]] characters a regrab is possible from 0-20%, on characters with moderate [[falling speed]]s a regrab is possible from 0-40%, and on characters with fast falling speeds, a regrab is possible from 0-~50%. Followups possible include a down aerial, [[BDACUS]], and [[Gatling Combo]] - on floaties this can be done from 20-30%, on characters with moderate falling speeds this can be done from 40-50%, and on fastfallers this can be done from 50-60%. However, the possible followups may be character dependant - for example, on {{SSBB|Peach}}, dair and Gatling Combo are not possible, but a BDACUS is. Also, past 50%, a [[read]] is required for an actual followup due to the opponent being able to [[DI]] easily, or simply [[air dodge]] after the grab. Trivial followup options that aren't nearly as effective include jab, {{mvsub|Falco|SSBB|forward tilt}}, and {{mvsub|Falco|SSBB|dash attack}}. | |||
A very situational technique is the DFS (Drill Footstool Spike) - in which Falco performs a down aerial followup to the throw offstage and it is [[meteor cancel]]led, he can use a [[footstool jump]] off of the opponent. However, the opponent can usually [[edge sweetspot]] while jumping, unless they meteor cancel too late or delay their jump. | |||
Also, if the throw is used and followed by the {{mvsub|Falco|SSBB|neutral attack 1|alt=first hit of his neutral attack}} while [[buffer]]ed at above 80% and the opponent DIs down, there is a chance to knock the opponent onto the ground, opening a [[laser lock]] opportunity. However, this is too situational and difficult to perform to be effective. | |||
{{competitive expertise}} | |||
{{technical data}} | {{technical data}} | ||
Revision as of 13:13, August 29, 2013
Overview
Falco throws his opponent to the ground, dealing 3% damage, then shoots them with his Blaster, dealing 6% more damage for a total of 9%. Unlike his back throw and up throw, the laser shots are guaranteed to hit unless Falco is interrupted during the throw animation. The throw does very weak horizontal knockback, and can chaingrab most characters at low percentages. This can be ended with a DACUS (or just an up smash on its own) or, if the opponent is knocked offstage, a down aerial meteor smash, though it is possible to SDI the knockback back onto the stage.
On floaty characters a regrab is possible from 0-20%, on characters with moderate falling speeds a regrab is possible from 0-40%, and on characters with fast falling speeds, a regrab is possible from 0-~50%. Followups possible include a down aerial, BDACUS, and Gatling Combo - on floaties this can be done from 20-30%, on characters with moderate falling speeds this can be done from 40-50%, and on fastfallers this can be done from 50-60%. However, the possible followups may be character dependant - for example, on Peach, dair and Gatling Combo are not possible, but a BDACUS is. Also, past 50%, a read is required for an actual followup due to the opponent being able to DI easily, or simply air dodge after the grab. Trivial followup options that aren't nearly as effective include jab, forward tilt, and dash attack.
A very situational technique is the DFS (Drill Footstool Spike) - in which Falco performs a down aerial followup to the throw offstage and it is meteor cancelled, he can use a footstool jump off of the opponent. However, the opponent can usually edge sweetspot while jumping, unless they meteor cancel too late or delay their jump.
Also, if the throw is used and followed by the first hit of his neutral attack while buffered at above 80% and the opponent DIs down, there is a chance to knock the opponent onto the ground, opening a laser lock opportunity. However, this is too situational and difficult to perform to be effective.