As captain falcon is more of a 'punishing' character, falcon's OoS is important too.
I have never seen a thread about falcons OoS game, so here is one.
OoS?
OoS stands for: Out of Shield.
When your opponent hits your shield, you can punish them nicely (most of the time) due to the fast shields in brawl.
Grab OoS
This seems the most reliable/easy option. When an opponent hits your shield, you can shieldgrab them easily, making you able to grab hit them and throw them into a direction of choice, and set up for possible follow ups.
Jab OoS
As falcon's jab comes out quite quick, punishing an opponent who hits your shield with this is a good option. As the jab(>jab) combo's into a grab, you can even follow up the jab with a grab, to hit two birds with one stone (jab+grab OoS)
Dtilt OoS
When you get pushed back by an opponents attack while in your shield, a jab or a grab may lack the reach to hit your opponent. When this happens, the Dtilt is a pretty safe way to punish their attack on your shield.
Ftilt OoS
Same as with the Dtilt. This move has more reach than a jab or a grab, making it a good move to use OoS when you endure shield pushback from your opponents attack.
Utilt OoS
Utilt also has quite good reach, but comes quite slow. If the opponent uses an attack with quite some after lag, this move OoS is the best to use (as it can even KO the opponent at higher percents)
Up b OoS
This move does good damage, and comes out pretty fast. It also has 'teleportation' frames, when you grab the enemy. As this move does good damage, it is great for punishing opponents who hit your shield.
The up b OoS is easier to use with tap jump on, but do not put tap jump on as it will make your Uair game harder to execute, and may take away your second jump at times you need it.
Falcon kick OoS
The falcon kick is a quite risky move, but if your opponent hits your shield and is close to you, the first hitbox of the falcon kick will send the opponent flying in the direction you aren't facing (making punishing the falcon kick harder). This makes it quite a good option to use OoS, as it does 13% damage fresh, but it is still risky as the opponent might not be 'close enough' to you, wich makes you easily punishable (during the falcon kicks ending lag)
Raptor boos OoS
The raptor boost can be used quite nicely Oos, as it sets up for possible follow ups.
Dsmash OoS
Dsmash can punish an opponent who hits your shield nicely, but it has some startup lag, so make sure your opponents attack is laggy enough to get hit with falcon's Dsmash.
Dsmash can KO nicely, so at higher percents this can finish off your opponent.
Usmash OoS
Usmash does good damage and can KO at higher percents, but make sure your opponent endures enough lag from their attack that hit your shield to get hit by falcon's Usmash. Also make sure they are close enough to you to get hit by both kicks (for the best result), as the Usmash hitbox is quite small.
When you endure shield pushback, you can Hyphen smash out of shield, but again, make sure the opponent suffers from enough lag not to able to counter your OoS hyphen smash.
Fsmash OoS
The Fsmash has quite some startup lag, so this move is only to punsish the laggier moves that hit your shield. Falcon's Fsmash KO's nicely and does good damage, so when a laggy move hits your shield, feel free to use this to punish your opponent with a Fsmash.
SH Knee OoS
On tall(er) opponents, a SH knee OoS can even sweetspot, making it a good KO move when used OoS. A sweetspot knee does good damage, but you may want to save this for KOing (if you use it)
On small(er) opponents a SH knee OoS will most likely result in a flub knee, wich can be combo'd into a (jab>jab) grab.
If your opponent trips from the SH flubbed knee, it can even combo into an Utilt.
(SH) Bair OoS
You can RaR a Bair to punish opponents who hit your shield in front of you, but the best use for Bair OoS is when an opponent hits your shield from behind.
Nair OoS
As the Nair comes out pretty fast, this move can be used OoS quite nicely. It also has quite some reach, so even when you endure shield pushback from your opponents attack, this move can still connect OoS.
On tall(er) opponents both hits of the Nair can connect OoS, while on small(er) opponents it might be best to FF after the first hit of the Nair>jab (or FF first hit Nair>jab).
Uair OoS
The first hitbox of the Uair can connect OoS (most likely only on tall(er) opponents) wich makes this also a pretty good option OoS. The first hitbox of the Uair does 13% damage, wich is quite good.
SH Dair OoS
A shorthop Dair OoS can work wonders. If you execute the Dair immediatly after you jump, you will not endure landing lag, making the SH Dair (OoS) combo into jabs (at lower percents) or into aerials (like into Fair or Uair, at higher percents)
I have never seen a thread about falcons OoS game, so here is one.
OoS?
OoS stands for: Out of Shield.
When your opponent hits your shield, you can punish them nicely (most of the time) due to the fast shields in brawl.
Grab OoS
This seems the most reliable/easy option. When an opponent hits your shield, you can shieldgrab them easily, making you able to grab hit them and throw them into a direction of choice, and set up for possible follow ups.
Jab OoS
As falcon's jab comes out quite quick, punishing an opponent who hits your shield with this is a good option. As the jab(>jab) combo's into a grab, you can even follow up the jab with a grab, to hit two birds with one stone (jab+grab OoS)
Dtilt OoS
When you get pushed back by an opponents attack while in your shield, a jab or a grab may lack the reach to hit your opponent. When this happens, the Dtilt is a pretty safe way to punish their attack on your shield.
Ftilt OoS
Same as with the Dtilt. This move has more reach than a jab or a grab, making it a good move to use OoS when you endure shield pushback from your opponents attack.
Utilt OoS
Utilt also has quite good reach, but comes quite slow. If the opponent uses an attack with quite some after lag, this move OoS is the best to use (as it can even KO the opponent at higher percents)
Up b OoS
This move does good damage, and comes out pretty fast. It also has 'teleportation' frames, when you grab the enemy. As this move does good damage, it is great for punishing opponents who hit your shield.
The up b OoS is easier to use with tap jump on, but do not put tap jump on as it will make your Uair game harder to execute, and may take away your second jump at times you need it.
Falcon kick OoS
The falcon kick is a quite risky move, but if your opponent hits your shield and is close to you, the first hitbox of the falcon kick will send the opponent flying in the direction you aren't facing (making punishing the falcon kick harder). This makes it quite a good option to use OoS, as it does 13% damage fresh, but it is still risky as the opponent might not be 'close enough' to you, wich makes you easily punishable (during the falcon kicks ending lag)
Raptor boos OoS
The raptor boost can be used quite nicely Oos, as it sets up for possible follow ups.
Dsmash OoS
Dsmash can punish an opponent who hits your shield nicely, but it has some startup lag, so make sure your opponents attack is laggy enough to get hit with falcon's Dsmash.
Dsmash can KO nicely, so at higher percents this can finish off your opponent.
Usmash OoS
Usmash does good damage and can KO at higher percents, but make sure your opponent endures enough lag from their attack that hit your shield to get hit by falcon's Usmash. Also make sure they are close enough to you to get hit by both kicks (for the best result), as the Usmash hitbox is quite small.
When you endure shield pushback, you can Hyphen smash out of shield, but again, make sure the opponent suffers from enough lag not to able to counter your OoS hyphen smash.
Fsmash OoS
The Fsmash has quite some startup lag, so this move is only to punsish the laggier moves that hit your shield. Falcon's Fsmash KO's nicely and does good damage, so when a laggy move hits your shield, feel free to use this to punish your opponent with a Fsmash.
SH Knee OoS
On tall(er) opponents, a SH knee OoS can even sweetspot, making it a good KO move when used OoS. A sweetspot knee does good damage, but you may want to save this for KOing (if you use it)
On small(er) opponents a SH knee OoS will most likely result in a flub knee, wich can be combo'd into a (jab>jab) grab.
If your opponent trips from the SH flubbed knee, it can even combo into an Utilt.
(SH) Bair OoS
You can RaR a Bair to punish opponents who hit your shield in front of you, but the best use for Bair OoS is when an opponent hits your shield from behind.
Nair OoS
As the Nair comes out pretty fast, this move can be used OoS quite nicely. It also has quite some reach, so even when you endure shield pushback from your opponents attack, this move can still connect OoS.
On tall(er) opponents both hits of the Nair can connect OoS, while on small(er) opponents it might be best to FF after the first hit of the Nair>jab (or FF first hit Nair>jab).
Uair OoS
The first hitbox of the Uair can connect OoS (most likely only on tall(er) opponents) wich makes this also a pretty good option OoS. The first hitbox of the Uair does 13% damage, wich is quite good.
SH Dair OoS
A shorthop Dair OoS can work wonders. If you execute the Dair immediatly after you jump, you will not endure landing lag, making the SH Dair (OoS) combo into jabs (at lower percents) or into aerials (like into Fair or Uair, at higher percents)