Editing Falco (SSBB)/Down throw

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 2: Line 2:


==Overview==
==Overview==
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, 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.)


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.
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}}.


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.
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.


Even when the throw puts opponents into tumble, the throw is still highly useful due to its low ending lag along with Falco's tool kit. Depending on the opponent's DI, Falco can land {{mvsub|Falco|SSBB|Neutral attack/Hit 1|alt=the first hit of his neutral attack}} which is unavoidable. Below 60%, the jab will cancel the opponent's tumble state, which can then lead into Falco's [[jab cancel]] setups. Above 60%, the jab will no longer cancel the opponent's tumble state and if they DI 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. Falco can also go for another grab as a mixup when the opponent is in tumble, resetting the situation if he lands the grab. At higher percents, Falco can finish off his opponent with a [[DACUS]] which when performed perfectly, requires a fast [[air dodge]] in order to avoid, making it a solid setup. These setups can be avoided however by DIing up although if Falco reads this DI, he can predict his opponents landing and potentially punish it with either another grab, one of his aerials or even a smash attack.  
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.


The only downside Falco's down throw has compared to a few other down throws is that it is not capable of reliably [[0-death]]ing any characters as it sends opponents into tumble once they reach around 25%-50% (depending on the opponent’s weight and the staleness of down throw), while still being completely ineffective as a KO move (although as mentioned before, a down throw into BDACUS is an effective followup at high percents depending on the opponent's DI).
{{competitive expertise}}
 
{{technical data}}
Overall, Falco's down throw is easily his best throw as well as one of the best throws in the game due to its high damage racking potential, low knockback, low ending lag (leading to its excellent chain grabbing potential) and high versatility, as well as working very well with Falco's moveset.
==[[Chain throw]] list==
 
Here is a list of how much Falco can get with his chain throws with the whole cast, made by [[Smasher:DEHF|DEHF]]. This list goes by least chained character to greatest. It should be noted though, that this list likely does not factor in [[DI]] or escape techniques such as Marth's [[Dolphin Slash]]. However, if one can correctly buffer all of Falco's grabs, this issue is, for the most part, negligible.
==Throw data==
===Laser===
{{BrawlHitboxTableHeader|special=y}}
{{BrawlSpecialHitboxTableRow
|bn=0
|id=0
|damage=2%
|angle=50
|fkv=0
|ks=80
|sd=0
|bk=60
|r=576000
|xpos=0
|ypos=0
|zpos=240000
|trip=0
|ff=15000
|sdi=60000
|rawflags=00000110010000110000001001000011
|rehit=0
|rawflags2=00000001110011111111111111000001
}}
|}
 
===Throw===
{{BrawlThrowTableHeader}}
{{BrawlThrowTableRow
|id=0
|damage=1%
|af=3
|angle=50
|bk=45
|ks=130
|fkv=0
|bn=0
|noff=true
|trip=0
|ff=60000
|sdi=60000
|type=Throwing
|effect=Normal
|slvl=S
|sfx=None
}}
{{BrawlThrowTableRow
|id=1
|damage=3%
|af=3
|angle=361
|bk=60
|ks=100
|fkv=0
|bn=0
|noff=true
|trip=0
|ff=60000
|sdi=60000
|type=Throwing
|effect=Normal
|slvl=S
|sfx=None
}}
|}
 
==Timing==
{|class="wikitable"
!Invincible
|1-8
|-
!Blaster shot 1
|23
|-
!Blaster shot 2
|25
|-
!Blaster shot 3
|28
|-
!Blaster shot 4
|31
|-
!Throw Release
|33
|-
!Animation length
|43
|}
 
{{FrameStripStart}}
|-
|Throw {{FrameStrip|t=Lag|c=22|e=LagPropS}}{{FrameStrip|t=Lag|c=2|s=LagPropE|e=LagPropS}}{{FrameStrip|t=Lag|c=3|s=LagPropE|e=LagPropS}}{{FrameStrip|t=Lag|c=3|s=LagPropE|e=LagPropS}}{{FrameStrip|t=Lag|c=2|s=LagPropE|e=LagThrowS}}{{FrameStrip|t=Lag|c=11|s=LagThrowE}}
|-
|Hurtboxes {{FrameStrip|t=Invincible|c=8}}{{FrameStrip|t=Vulnerable|c=35}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|vulnerable=y|invincible=y|prop=y|throw=y}}
 
==Gallery==
<center>
<gallery>
File:SSBB Falco Chaingrab to Gatling Combo.gif|Falco following up his chaingrab with a Gatling Combo.
File:SSBB Falco Chaingrab Meteor.gif|Down throw followed by a down aerial meteor smash.
File:
</gallery>
</center>
 
==[[Chain grab]] list==
This is a list of how many chaingrabs Falco can get on the whole cast, made by {{Sm|DEHF}}. This list goes by least chained character to greatest. There are certain escape techniques such as {{SSBB|Marth}}'s [[Dolphin Slash]] which can be used to avoid the chaingrab. However, if one can correctly buffer all of Falco's grabs, this issue is, for the most part, negligible.
<center>
<center>
{| class="wikitable sortable" style="text-align:center"
{| class="wikitable sortable" style="text-align:center"
! Throws!!Character!!Damage
! Throws!!Character!!Damage
|-
|-
|'''2'''||{{SSBB|Jigglypuff}}<sup><small>W</small></sup>||0-17
|'''2'''||[[Jigglypuff (SSBB)|Jigglypuff]]<sup><small>W</small></sup>||0-17
|-
|-
|'''3'''||{{SSBB|Samus}}<sup><small>W</small></sup>, {{SSBB|Peach}}<sup><small>W</small></sup>, {{SSBB|Lucario}}<sup><small>W</small></sup>||0-25
|'''3'''||[[Samus (SSBB)|Samus]]<sup><small>W</small></sup>, [[Peach (SSBB)|Peach]]<sup><small>W</small></sup>, [[Lucario (SSBB)|Lucario]]<sup><small>W</small></sup>||0-25
|-
|-
|'''4'''||{{SSBB|Kirby}}||0-31
|'''4'''||[[Kirby (SSBB)|Kirby]]||0-31
|-
|-
|'''5'''||{{SSBB|Mr. Game & Watch}}<sup><small>W</small></sup>, {{SSBB|Squirtle}}||0-37
|'''5'''||[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]<sup><small>W</small></sup>, [[Squirtle (SSBB)|Squirtle]]||0-37
|-
|-
|'''6'''||{{SSBB|Diddy Kong}}, {{SSBB|Meta Knight}}, {{SSBB|Pit}}, {{SSBB|Ice Climbers}}, {{SSBB|R.O.B.}}<sup><small>W</small></sup>, {{SSBB|Fox}}, {{SSBB|Falco}}, {{SSBB|Pikachu}}, {{SSBB|Marth}}, {{SSBB|Zelda}}<sup><small>W</small></sup>, {{SSBB|Sheik}}, {{SSBB|Zero Suit Samus}}<sup><small>D</small></sup>, {{SSBB|Ness}}, {{SSBB|Lucas}}, {{SSBB|Toon Link}}, {{SSBB|Sonic}}||0-43
|'''6'''||[[Diddy Kong (SSBB)|Diddy Kong]], [[Meta Knight (SSBB)|Meta Knight]], [[Pit (SSBB)|Pit]], [[Ice Climbers (SSBB)|Ice Climbers]], [[R.O.B. (SSBB)|R.O.B.]]<sup><small>W</small></sup>, [[Fox (SSBB)|Fox]], Falco, [[Pikachu (SSBB)|Pikachu]], [[Marth (SSBB)|Marth]], [[Zelda (SSBB)|Zelda]]<sup><small>W</small></sup>, [[Sheik (SSBB)|Sheik]], [[Zero Suit Samus (SSBB)|Zero Suit Samus]]<sup><small>D</small></sup>, [[Ness (SSBB)|Ness]], [[Lucas (SSBB)|Lucas]], [[Toon Link (SSBB)|Toon Link]], [[Sonic (SSBB)|Sonic]]||0-43
|-
|-
|'''7'''||{{SSBB|Ike}}, {{SSBB|Ganondorf}}, {{SSBB|Charizard}}, {{SSBB|Ivysaur}}, {{SSBB|Olimar}}, {{SSBB|Wolf}}, {{SSBB|Wario}}, {{SSBB|Link}}, {{SSBB|Yoshi}}, {{SSBB|Mario}}, {{SSBB|Luigi}}, {{SSBB|King Dedede}}, {{SSBB|Captain Falcon}}||0-48
|'''7'''||[[Ike (SSBB)|Ike]], [[Ganondorf (SSBB)|Ganondorf]], [[Charizard (SSBB)|Charizard]], [[Ivysaur (SSBB)|Ivysaur]], [[Olimar (SSBB)|Olimar]], [[Wolf (SSBB)|Wolf]], [[Wario (SSBB)|Wario]], [[Link (SSBB)|Link]], [[Yoshi (SSBB)|Yoshi]], [[Mario (SSBB)|Mario]], [[Luigi (SSBB)|Luigi]], [[King Dedede (SSBB)|King Dedede]], [[Captain Falcon (SSBB)|Captain Falcon]]||0-48
|-
|-
|'''8'''||{{SSBB|Donkey Kong}}, {{SSBB|Snake}}, {{SSBB|Bowser}}||0-53
|'''8'''||[[Donkey Kong (SSBB)|Donkey Kong]], [[Snake (SSBB)|Snake]], [[Bowser (SSBB)|Bowser]]||0-53
|}
|}
</center>
</center>
Line 148: Line 39:
==Related moves==
==Related moves==
*{{mvsub|Fox|SSBB|down throw|poss=y}}
*{{mvsub|Fox|SSBB|down throw|poss=y}}
{{MvSubNavFalco|g=SSBB}}


[[Category:Falco (SSBB)]]
[[Category:Falco (SSBB)]]
[[Category:Down throws (SSBB)]]
[[Category:Down throws]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)