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| The other reason why Falco's approach is very good. This means Short Hop Fast Fall L-cancel, so while running, you short hop, then do an L-canceled aerial while fastfalling to the ground. A good idea is to do an nair. This move has high duration and if it hits late, you can follow up with a grab, shine, another nair, and so on. And if it hits clean and you're close to the ledge, you can basically quickly set up an edgeguard from an approach. | | The other reason why Falco's approach is very good. This means Short Hop Fast Fall L-cancel, so while running, you short hop, then do an L-canceled aerial while fastfalling to the ground. A good idea is to do an nair. This move has high duration and if it hits late, you can follow up with a grab, shine, another nair, and so on. And if it hits clean and you're close to the ledge, you can basically quickly set up an edgeguard from an approach. |
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| ====Waveshining====
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| Waveshining is wavedashing out of a shine - shine, jump, air dodge into the ground. Falco cannot waveshine combo like Fox can, since his shine sends opponents straight up. The waveshine is generally used to aid in Falco's vertical dair and shine combos. It gives Falco the added horizontal distance such that he can jump up and catch up with his opponent. You can also SHL out of a waveshine.
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| ====Pillaring====
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| It involves using the shine repeatedly while jump-canceling it to wear down the opponent's shield. Against a shielding opponent, the easiest way to pillar is to SHFFL a dair and immediately shine. The shine is then jump-canceled into another SHFFL'd down aerial, and the cycle continues. Pillaring can pressure an opponent in a shield, forcing them to roll out of it, which can be tech-chased. It is possible for Falco's dair pillar to be shield-grabbed, but it requires very good timing. If the opponent is not good at defending against pillaring, their shield may be broken. While this technique is commonly used in high level play, shield breaks are very rare.
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| ===Combos=== | | ===Combos=== |