Falco (SSBB)/Down throw: Difference between revisions

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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 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. The d-throw -> dair combo is very effective on other Falcos and {{SSBB|Wolf}}, due to the former having a slow and poor vertical recovery, and the latter suffering a 60 frame [[meteor cancel]] delay, allowing an easy [[edgehog]]. (While {{SSBB|Fox}} also has a rather slow vertical recovery, his rising fair is enough to prevent an edgehog.)
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. While the d-throw -> dair combo isn't too reliable due to [[meteor cancelling]] (especially at lower percentages), it is very effective on other Falcos and {{SSBB|Wolf}}, due to the former having a slow and poor vertical recovery, and the latter suffering a 60 frame [[meteor cancel]] delay, allowing an easy [[edgehog]]. (While {{SSBB|Fox}} also has a rather slow vertical recovery, his rising fair is enough to prevent an edgehog.) Down aerial can also be used onstage to start a [[tech-chase]]. The chaingrab is overall useful for racking up damage, being able to achieve as much as 50% using a [[Gatling Combo]].


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}}.
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.
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.
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