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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. While the d-throw →daircombo 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]].
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.


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}}.
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 10 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.


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.
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]] (especially at lower percentages), along with the opponents 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]]. 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.


Also, if the throw is used and followed by the {{mvsub|Falco|SSBB|neutral attack 1|alt=first hit of his neutral combo}} 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.
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 buffered [[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 potential punish it with either another grab or one of his aerials or even an up smash.  


{{technical data|Chain data}}
The only downside Falco's down throw has compared to a few other downthrows is that it is not capable of [[0-death]]ing any characters as it sends opponents into tumble once they reach around 50%, 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.
 
Overall, Falco's down throw is easily one of the best throws in the game due to its high damage racking potential, low knockback, low ending lag and high versatility, as well as working very well with Falco's moveset.
 
{{technical data|Missing hitbox data}}


==Throw data==
==Throw data==

Revision as of 05:44, April 22, 2020

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 back throw and 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 10 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 dash attack, an up smash, a neutral aerial or a 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 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 (especially at lower percentages), along with the opponents ability to SDI back onto the stage, it is very effective on Wolf in particular, due to his 60 frame meteor cancel delay along with his poor vertical recovery, allowing an easy edgehog. 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. Down aerial can also be used onstage to lead into a followup at lower percents or to start a tech-chase at higher percents.

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 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 buffered 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 potential punish it with either another grab or one of his aerials or even an up smash.

The only downside Falco's down throw has compared to a few other downthrows is that it is not capable of 0-deathing any characters as it sends opponents into tumble once they reach around 50%, 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.

Overall, Falco's down throw is easily one of the best throws in the game due to its high damage racking potential, low knockback, low ending lag and high versatility, as well as working very well with Falco's moveset.


Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Missing hitbox data
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Throw data

Throw

ID Damage Angle BK KS FKV Bone SDIx FFx T% Type Effect Sound
#! 1% AngleIcon50.png Standard 45 130 0 bn! 1.0x None 0% File:TypeIcon(Throw).png EffectIcon(Normal).png ?! ...!
#! 3% Sakurai angle Standard 60 100 0 bn! 1.0x None 0% File:TypeIcon(Release).png EffectIcon(Normal).png ?! ...!

Blaster shots

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Blockable Reflectable Absorbable Flinchless Heedless Piercing Strechy ?2 ?5 ?6 ?11 Hit Bits
0 0 0 2% 0 AngleIcon50.png f2! 60 80 0 9.6 0 0.0 0.0 4.0 1.0x 0.25x 0% no flags 1 data specified no flags 2 data specified

Timing

Invincible 1-8
Blaster shot 1 23
Blaster shot 2 25
Blaster shot 3 28
Blaster shot 4 31
Throw 33
Animation length 43
Throw  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagPropS).png FrameIcon(LagPropE).png FrameIcon(LagPropS).png FrameIcon(LagPropE).png FrameIcon(Lag).png FrameIcon(LagPropS).png FrameIcon(LagPropE).png FrameIcon(Lag).png FrameIcon(LagPropS).png FrameIcon(LagPropE).png FrameIcon(LagThrowS).png FrameIcon(LagThrowE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Hurtboxes  FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Invincible).png
Invincible
FrameIcon(BlankPropS).pngFrameIcon(BlankPropE).png
Prop event
FrameIcon(BlankThrowS).pngFrameIcon(BlankThrowE).png
Throw point


Gallery

Chain throw list

This is a list of how many chain throws Falco can get on the whole cast, made by 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.

Throws Character Damage
2 JigglypuffW 0-17
3 SamusW, PeachW, LucarioW 0-25
4 Kirby 0-31
5 Mr. Game & WatchW, Squirtle 0-37
6 Diddy Kong, Meta Knight, Pit, Ice Climbers, R.O.B.W, Fox, Falco, Pikachu, Marth, ZeldaW, Sheik, Zero Suit SamusD, Ness, Lucas, Toon Link, Sonic 0-43
7 Ike, Ganondorf, Charizard, Ivysaur, Olimar, Wolf, Wario, Link, Yoshi, Mario, Luigi, King Dedede, Captain Falcon 0-48
8 Donkey Kong, Snake, Bowser 0-53

W = must walk in order to get max chain grabs possible

D = must dash grab in order to get max chain grabs possible

Related moves