Some of the Falcon R and D bot commands (not all), decided to make a Smashboards thread of them so they could be more easily viewed!20gx!WELSH****TARD!airretreatFalcon's retreating hitboxes!aiconcept!avoidtipshine!bairslideofffox can slide off vs bair at 20% with just ASDI down and grab ledge,ASDI down and hold in, around 30%!beginnerneutral!cc!cooking!dairTotal: 44Hit: 16-20IASA: 38Auto cancel: <3 36>Landlag: 24Lcanceled: 12!damage!dashattackTotal: 39Hit: 7-16IASA: 38!djaerialdj aerial: if someone tries to stop you from simply jumping to stage or ledge, you sometimes have to double jump aerial to keep them honest. Stops them from simply jumping out and hitting you!djffmixup!djhorizontalA favored tactic of wizzrobe, if you jump straight up from this distance or closer and drift in, you can horizontally sweetspot the ledge and dodge basically any attack not done on a read. It's a strong default option to mix in with your many others as this will dodge almost everything people do to cover your recovery without commitment and can even mix in fast falls to make it a mix up in and of itself.!doublepoofIf Sheik double poof recoveries, just roll up onstageif they go straight up at ledge, you have time to uair them or even knee themif they go onstage straight down, you have time to SH backwards bair them or grab themif they go to platforms, you can FH stomp, don't SH, nipple spike can be double stick DI'dand then if they go straight into stage, you can stomp themif they go just onstage and straight up, they can sometimes autocancel upon landing, so hit them out with a dash SH uair!downbHit (from ground): 14-32Hit (from air): 15-29Recovery time (from ground): 29Recovery time (from air): 28NOTE: landing during the air recoverytime causes the ground hitGround hit lag: 45Ground hit damaging: 1-2Wall hit lag: 60!dropzoneuair!dsmashTotal: 49Hit: 19-22, 29-32IASA: 45Charge frame: 14!dtiltTotal: 35Hit: 10-15IASA: 35!dumbmovement!dwdvsdash!fairTotal: 39Hit: 14-30IASA: 36Auto cancel: <6 35>Landlag: 19Lcanceled: 9!falcodu!falcolaser1!falcolaserdbIf you are hit by a laser and are not CCing, you can dash back and avoid an aerial from this close and get a free DD grab!falcolbairA safer anti-approach option vs laser, cc into dash back bair!falcolordstompIf you CC a laser, you have time to lord stomp either a follow up low laser or aerial and not just grab. CCing is necessary because CC reduces laser stun from 12 to 7 frames. You do not need to dash back out of crouch, simply release the stick to neutral during laser stun and then dash back normally. CC dash back sh instant bair is a safer, lower reward option worth exploring especially in case they decide to approach with a following high laser but you are not comfortable calling it out!falcomixupwipif they might approach and you can cc:cc laser into lord stomp, beats approaching low laser or aerial, gets hit but not true comboed out of vs high laser, can also cc dash back instant bair to cover that as well but it has a lower potential reward if correctly guessing in exchange for covering more optionsif you can't cc:shield stop uair/nair is good if you expect laser into approaching laser. catches approaching laser and trades with aerial (not a bad trade usually). Must have a little bit of space to get a trade on aerial however unless you have a read on laser If you're unsure and you're too close, can always do laser dash back. Do nair as a read on laser at low % in order to nair grab the airborne falcotake laser dash back gives a free grab vs laser at any spacing further than the one shown in !falcolaserdb!falconknee!falconpivotbair!falconplay!falcothrowFalcon uthrow earliest combo %s on FalcoNo DI:Uthrow regrab- 40%Uthrow fsmash- 72%Uthrow knee- 85%DI down and away: (rough %s as it depends on notch position)Uthrow regrab- ~65%Uthrow dash SH uair- ~65%uthrow dash SH knee- ~105%DI away:Uthrow dash SH uair- 117%Uthrow dash SH knee- 139%!falcowdcc!firefoxreactthis is about the max distance you can react to firefox realistically and still cover all angles with uair!fodaerials!fox1stnair!foxbaircc!foxdaOP!foxdsdi!foxfhcorner!foxldnair!foxlowuair!foxlowupb!foxoptionselect!foxplat!foxplatuair37% dl, 30% ys, 32% bf 32% psplease note that the jump on ps is BUFFERABLE, which is why i chose to jump straight up, and therefore you can get it every time np!foxrunoffuair!foxshieldpokethis is consistent even at full shield!foxstompoos!foxthrowFalcon uthrow earliest combo %s on FoxNo DI:Uthrow regrab- 42%Uthrow fsmash- 78%Uthrow knee- 88%DI down and away: (rough %s as it depends on notch position)Uthrow regrab- ~70%Uthrow dash SH uair- ~67%uthrow dash SH knee- ~100%DI away:Uthrow dash SH uair- 110%Uthrow dash SH knee- 133%exact ranges aren't needed since you just go from 1 to the nextwhen the % is right!foxupbreactthis is about the max distance you can react to firefox realistically and still cover all angles with uair!foxuthrowEscaping fox uthrow punish flowchart0-13% (NTSC), 0-20% (PAL): Wiggle out, ASDI down tech in place grab. You land and ASDI down tech in place the usmash (it comes out before you can shield). If they go for nair you can ASDI down pseudo CC that too! Stops working after these %s as fox can usmash before you land and usmash breaks the tech in place ASDI down. If they go for a regrab then you'll either have to tech or DJ away (which usmash catches), but no fox does that at this low a %.20-36%: DJ airdodge, avoids usmash while gets caught by nair. However, nair won't knock down until 37% pre throw, so it's fine. If they punish the airdodge after a late nair then you'd have to mixup with wiggle out land or DJ which would lose to usmash, making it a 50/50.37%+: Uthrow nair combos and knocks down, DI for an edgecancel or to minimize the punish!foxuthrow2!foxuthrowjab!foxuthrownair!frame!fsmashTotal: 64Hit: 18-21IASA: 60Charge frame: 10!ftiltTotal: 29Hit: 9-11!ftiltdown!ftiltupTotal: 29Hit: 9-11Total: 29Hit: 9-11!****tard!genericinfoJump: airborne on frame 5Air time: 49Earliest FF: 26FF air time: 36SH air time: 31Earliest FF: 17SH FF air time: 202nd jump earliest FF: 23Landing lag: 4 framesDash becomes run at frame 16Turn-jump Threshold: 16Run turnaround: 28!gentleman!geruyopluigi!gravymarth!grab!grabledgethis is approximately the max distance you can be from ledge and retain the ability to dash -> pivot wavedash to ledge. Otherwise, something like this may be necessary to quickly grab the ledge!gucci!hax!haxdash!highpercentlandAmsah teching/slide offs:Basically utilizing falcon's weight combined with the asdi down mechanic to allow for insane survivability. This concept is two fold, one is teching in place or missing the tech to allow for you to "slide off" vs common moves like Fox bair and both avoid being comboed whilst avoid dying. However, at high %s this is way too risky as you'll simply go too far off stage. This is where Amsah teching comes into play. My attempt at a gfycat is here to show what amsah teching looks like.!icsgrabIf you grab shielding Ice Climbers, Nana will go through a shield dropping animation before being able to act again, e.g shield.This means that if you can put out something quick enough, you can hit the shield dropping animation.Foxes often do this with fthrow, falcon can do it with uthrow.If you immediately uthrow Popo, it'll hit Nana before she's able to shield. You can then abuse her AI and get a kill on her from it, like this:If you grab Nana though, then you're kinda ****ed.!icskneeftilt!icskneestomp!icsshielddrop!icsstomp!ikdIkneedata.com!index!instantuair!jab1Total: 21Hit: 3-5Window of the second punch: 3-25Second punch starts: 9!jab2Total: 20Hit: 5-7Window of the knee: 2-25Knee starts: 8!jab3Total: 32Hit: 6-12IASA: 23Rapid Jabs Start: 13!kneegrabnot only does it beat shield grab, it also successfully catches wd oos!kneerange!laserdashbackIf you are hit by a laser and are not CCing, you can dash back and avoid an aerial from this close and get a free DD grab!laserdashuair!laserlordstompIf you CC a laser, you have time to lord stomp either a follow up low laser or aerial and not just grab. CCing is necessary because CC reduces laser stun from 12 to 7 frames. You do not need to dash back out of crouch, simply release the stick to neutral during laser stun and then dash back normally!laserlordstomp2!lasermixupwipif they might approach and you can cc:cc laser into lord stomp, beats approaching low laser or aerial, gets hit but not true comboed out of vs high laserif you can't cc:shield stop uair/nair is good if you expect laser into approaching laser. catches approaching laser and trades with aerial (not a bad trade usually). Must have a little bit of space to get a trade on aerial however unless you have a read on laser If you're unsure and you're too close, can always do laser dash back. Do nair as a read on laser at low % in order to nair grab the airborne falcotake laser dash back gives a free grab vs laser at any spacing further than the one shown in !laserdashback!ledgehopnaircc!lord!lordstompThe stomp shown, dash away stomp and drift back in as the hitbox comes out. Useful for dodging moves and stomping the endlag. I like to describe it as a "dd grab in read form" to make it easier to understand!luigizhenni1!mango!map!marthccgrab!marthdthrowthis is vs very good di from the marth player from the dthrow itself!marthdthrowuairif they DI in, DJ uairif they DI away, non FF double uairstarts working 21%!marthfthrow!marthfthrowgimp!marthgravy!marthjabresetyou can buffer getup roll vs Marth jab reset from 26%so 22% pre Marth fthrowyou can hold control stick (NOT CSTICK!!!!) up to ASDI out of jab reset at 29%or 25% pre Marth fthrow!marthos!marthrecovery!marthsideb!marththrow(WIP!)Falcon vs Marth optimal flowchart (no platforms, assumed FD):Lower port0-7%: Dthrow regrab on DI down and away, Regrab on no DI and instant DJ nair on DI in7-20%: Dthrow uair on DI down and away (no combo from it though, if they DI/SDI correctly), regrab no DI and instant DJ nair DI in. Use nair techchase if you want to make it difficult for the Marth, since you get no true combo if not.-Or go for uthrow uair to start a juggle, might be worth(12%+: dthrow knee works on DI in, reactible at later %s)21-26%: Dthrow uair on DI down and away, combo to grab on DI away on the uair and nairs/uairs if they DI in. Regrab or dash SH uair no DI on the dthrow and either SH knee or instant DJ nair DI in on the dthrow.-https:// www.youtube.com/watch?v=p7zikFVo8Eg if they SDI and DI up and in on the uair, you can't combo to grab, so you do another uair (which they can't avoid) and combo to uair, grab or a techchase.27%+: Dthrow uair on DI down and away, it'll force them into tumble and so if they DI down and away on the uair, you go to where they land and techchase them. Otherwise, react to their DI and combo accordingly with uairs and nairs.-On no DI from dthrow you can dash SH uair and combo. On DI in you SH knee or instant DJ nair.-From 23% you can dthrow knee Marth on no DI (and DI in ofc)Uthrow knee does not combo on DI away.Dthrow knee does not combo at any relevant %sto see what having the higher port gives you, type !marththrow2!marththrow2Higher port (4)0-19%: Dthrow regrab on DI down and away, Regrab on no DI and instant DJ nair on DI in(2%+: dthrow knee works on DI in, reactible at later %s)20%: Dthrow uair on DI down and away, no combo. regrab no DI, instant DJ nair DI in. Nair techchase if they can't get around it.21-26%: Dthrow uair on DI down and away, combo to grab on DI away on the uair and nairs/uairs if they DI in. Regrab or dash SH uair no DI on the dthrow and either SH knee or instant DJ nair DI in on the dthrow.-https:// www.youtube.com/watch?v=p7zikFVo8Eg if they SDI and DI up and in on the uair, you can't combo to grab, so you do another uair (which they can't avoid) and combo to uair, grab or a techchase.27%+: Dthrow uair on DI down and away, it'll force them into tumble and so if they DI down and away on the uair, you go to where they land and techchase them. Otherwise, react to their DI and combo accordingly with uairs and nairs.-On no DI from dthrow you can dash SH uair and combo. On DI in you SH knee or instant DJ nair.-From 12% you can dthrow knee Marth on no DI (and DI in ofc)78-86%: uthrow knee!marththrowold0-31% D-throw. Off of dthrow you can regrab any DI away (including down and away as proven in my thread here for those curious) at 0% and previously I have reacted to DI in with sh nair. However, this is relatively hard. An easier way may be to simply nair off of dthrow and if it fails to connect you still have a more or less guaranteed (due to marths being lazy), fairly easy tech chase set up. This is very common atm.12%- On di in you can now knee from 12%-infinity. Very useful31-65~% Uthrow uair. Nothing much else to say. Follow di in with more aerials or a regrab into another uthrow uair. Pretty easy stuff65-90~% Uthrow knee. Pretty free if you just believe in it honestly. Sometimes I'll go for an uair knee if I know knee won't kill but honestly just take the knee. Your edge guards against Marth are relatively free as far as Falcon edge guards go. You can dthrow knee if you think they will di in, dthrow is easier but less guaranteed often times.~95%+ D throw knee. I go for dthrow knee here because DI away seems to make me settle for uair when I uthrow. Haven't tested this much since I'm not usually worried about any Marth I play living this long usually but it is something I should work on. Can also uthrow uair either is fine!marthuthrow!marthuthrowfdSlight DI behind on uthrow, 50/50 mixup between jump which beats grab and loses to utilt.... and DI down and away (no jump) which beats utilt but loses to grab.then from like 39-45%, do no DI on the uthrowsince turn utilt will set up combos thenafter 45%, they can SH back uair the no DI on uthrow without having to do bull**** pivot grab, so they get a good combo (dash SH fair on Dis, SH uair on no DI) regardlessso you can get out of their stuff pre 45% basicallyafter that, pray for good combo DI rofl!marthwiggle!moneymike!moonwalk!n0ne!nairTotal: 44Hit: 7-12, 20-29Auto cancel: <3 34>Landlag: 15Lcanceled: 7!nairrecovery2!neutralbTotal: 99Hit: 52-56threaten to create fast fall mix up by drifting at them, then if they seem like they'll respect it you can simply drift back and horizontal sweetspot ledge!notchesHow to make your own shield drop notches:If you have the latest 20XX, a triwing screwdriver, and some small files or sandpaper then you can do it yourself!The videos i use areThis for pretty much everythingAnd this to see how Kadano handles his controller and how hard he goes when he does it. It's a good instructional video before you start.!onshield!paparach!paparachvol2!paprachvol3!paparachvol4!paparachvol5!peachairdodge!peachmagusit is worth noting that this is off a grab at 0. reference !peachuthrow for what i do off grabs in the middle range before it's worth going for dthrow knee (which is never guaranteed but worth trying for most of the time)!peachrecovery!peachtechchase!peachthrow0-14%: DTHROW, dash immediately.-DI in: Instant DJ nair FF and combo into uair and go for a combo from there.-No DI: Regrab-DI away: Regrab15-20%: DTHROW, dash immediately.-DI in: Instant DJ nair and combo from it.-No DI: SH uair in your dash, if they DI the uair away then regrab them.If they DI the uair in or no DI then throw out a hitbox and punish their airdodge: https://gfycat.com/RingedTameBaldeagle OR: Instant DJ nair the no DI and combo from it, kinda hard.-DI away: RegrabOR: Instant DJ nair the no DI and combo from it, kinda hard.21-28%: DTHROW, dash immediately.- DI in: instant DJ nair and combo from it.- No DI: SH uair in your dash. If they DI the uair away, regrab. If they no DI then combo to uair and if they DI in, uair to force an airdodge and punish it.- DI away: Regrab28-53%: DTHROW, dash immediately-DI in and No DI: SH uair, combo into more uairs.-DI away: SH instant uair, if they DI away then combo to regrab (from approx 42% you can combo to another uair:54-90%: DTHROW, dash immediately-DI in and no DI: SH uair, combo into more uairs. Knee if in the position to kill-DI away: SH instant uair, if they DI away then combo to another uair, regrab won't work any more.90-110%: DTHROW-Knee DI in and no DI.-If they DI away, you can go for a dthrow knee and still be able to react and punish the airdodge: https://gfycat.com/BrightRevolvingFrenchbulldog OR: Just uair the DI away if you think they'll definitely hit the airdodge, easier to do.110-173%: DTHROW-If they DI in or no DI, knee if possible. If they go too high, FH uair.-DI away: dash SH instant uair.173-193%: DTHROW-If they DI in or no DI, FH uair them.-If they DI away, do a dash FH uair.!peachuthrowEven on di away, you can get fh uair, falling uair, knee. On di in you can get fh uair, falling uair, uair!pikafhuair38-48% pre throw (unstaled)!pikaftilt!pikauthrow!plattechchase!projectfalcon