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Oh ok thanksThere's no best, it's all about the DI mix ups. You can basically DI out every falco throw set up so you gotta be smart and mix up your follow ups. SSBM Tutorials has a video on some weird set ups: https://www.youtube.com/watch?v=QWHjjztkAQ0
Personally like to upthrow fast fallers and then jump and shine them to start the pillar. You can trick them and back throw to grab again if they're caught off guard too.
For floaties Upthrow to Fair works nice to rack up some damage.
I play PAL version so rip that wont work but thanks for the other help you gave meSomething I like to do against Fox is down throw and then quickly follow up with an up throw to back air. Fox can't get out of down throw due to his weight letting him only tech in place (NTSC Version) and can only tech out if they wake up shine. So you catch them off guard by quickly following up with up throw which also mixes their DI.
ur right about it being about mixups but falco actually has throw followupsSince nothing is guaranteed on throw, you just have realize that grab is a mix-up.
If you never grab or shine grab what stops the from just holding shield and buffering roll? Now you are just kinda stuck in a tech chase guessing game. Grab keeps them honest any %, edgeguards, or combos you get off it are bonus. Irs the mix up that makes it good on falco.
Maybe I have to lab it but I'm pretty sure if you smash DI the lasers on uthrow your pretty safe and everything else is tech chase?ur right about it being about mixups but falco actually has throw followups
ive seen ppmd up throw up air opponents as if he were fox. also up throw shine bair seems to work most of the time. if they Di behind you then obviously bair works best. I know he doesnt have too many followups off of grab but they are thereMaybe I have to lab it but I'm pretty sure if you smash DI the lasers on uthrow your pretty safe and everything else is tech chase?
Can you give me some stuff that you think is guaranteed?