Editing Falco (SSBB)/Down throw

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Falco throws his opponent to the ground, shooting them with his Blaster four times with each shot dealing 2% each. Falco then throws his opponent which deals 1% 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 as unlike those throws, Falco shoots his lasers before he throws his opponent.
Falco throws his opponent to the ground, shooting them with his Blaster four times with each shot dealing 2% each. Falco then throws his opponent which deals 1% 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 as unlike those throws, Falco shoots his lasers before he throws his opponent.


The throw does very weak horizontal knockback, sending opponents at a 50° angle and not sending them into [[tumble]] until around 30%-50% (depending on the opponent's weight and how [[stale]] the throw is). The throw also has very low ending lag, only having 11 frames of cooldown. These factors make the throw an excellent combo tool. At low percents, the move can be used to [[chaingrab]] opponents. The effectiveness of the chain grab depends on the [[falling speed]]/[[gravity]] of Falco's opponent (as well as if his opponent has any strong options to escape the chain grab) although even if the opponent cannot be chaingrabbed, Falco can still followup into a {{mvsub|Falco|SSBB|dash attack}}, an {{mvsub|Falco|SSBB|up smash}}, a {{mvsub|Falco|SSBB|neutral aerial}} or a {{mvsub|Falco|SSBB|down aerial}}, with his most damaging followup being his gatling combo (dash attack into up smash). Against floatier characters, Falco can usually build up around 30%-40% although on fast fallers and hevayyweights, he can build up to 65% damage with a 0% chaingrab into a gatling combo.
The throw does very weak horizontal knockback, sending opponents at a 50° angle and not sending them into [[tumble]] until around 30%-50% (depending on the opponent's weight and how [[stale]] the throw is). The throw also has very low ending lag, only having 11 frames of cooldown. These factors make the throw an excellent combo tool. At low percents, the move can be used to [[chaingrab]] opponents. The effectiveness of the chain grab depends on the [[falling speed]]/[[gravity]] of Falco's opponent (as well as if his opponent has any strong options to escape the chain grab) although even if the opponent cannot be chaingrabbed, Falco can still followup into a {{mvsub|Falco|SSBB|dash attack}}, an {{mvsub|Falco|SSBB|up smash}}, a {{mvsub|Falco|SSBB|neutral aerial}} or a {{mvsub|Falco|SSBB|down aerial}}, with his most damaging followup being his gatling combo (dash attack into up smash). Against flaotier characters, Falco can usually build up around 30%-40% although on fast fallers and hevayyweights, he can build up to 65% damage with a 0% chaingrab into a gatling combo.


If the opponent is near the edge at lower percents, Falco has two options. He can either perform a [[boost grab|boost pivot grab]] to turn around and continue the chaingrab or, he can perform a down aerial and [[meteor smash]] the opponent offstage (though the opponent can [[SDI]] back onto the stage). While the down throw down aerial isn't too reliable due to [[meteor cancelling]] (assuming the opponent receives enough knockback to meteor cancel the down air), along with the opponent's ability to SDI back onto the stage, it is very effective on {{SSBB|Wolf}} in particular, due to his 60 frame [[meteor cancel]] delay along with his poor vertical recovery, allowing an easy [[edgehog]] if he fails to SDI back onto the stage. 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. Down aerial can also be used onstage to lead into a followup at lower percents or to start a [[tech-chase]] at higher percents.
If the opponent is near the edge at lower percents, Falco has two options. He can either perform a [[boost grab|boost pivot grab]] to turn around and continue the chaingrab or, he can perform a down aerial and [[meteor smash]] the opponent offstage (though the opponent can [[SDI]] back onto the stage). While the down throw down aerial isn't too reliable due to [[meteor cancelling]] (assuming the opponent receives enough knockback to meteor cancel the down air), along with the opponent's ability to SDI back onto the stage, it is very effective on {{SSBB|Wolf}} in particular, due to his 60 frame [[meteor cancel]] delay along with his poor vertical recovery, allowing an easy [[edgehog]] if he fails to SDI back onto the stage. 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. Down aerial can also be used onstage to lead into a followup at lower percents or to start a [[tech-chase]] at higher percents.

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