I would post this in the Falco techniques thread but none of you ever read that.
A not sweetspotted up air can go into anything as a combo, on the ground or in the air.
On the ground you can do an short hopped fast falled up air, and if timed right without sweet spot, they are stunned for long enough to get a free hit or grab(except for f-smash and another shff-ed up air) This works if they are falling right when they hit the ground and if both of you are standing on the ground. Watch out for shield grabs though. Try to jump through them when you do it.
In the air, I have done weak up air to: jumping back air, jumping spike, jumping neutral air, jumping forward air, and falling up air(not fast falling) with all of them combo-ing(i.e. they can't get out).
However, there is a catch. The timing for this move is incredibly difficult to hit. I believe it is the end of the up air flip animation which has this hit, so you need to be just directly below them and have the normal up air hit through them and the weak one would come down into them or time their fast fall into it. Testing would be nice.
Edit: after watching Hylian's video vs ROB(only video source I have of a not sweet spotted up air besides on my wii) I see it hitting with the beginning of the up air for it to be not sweet spotted and the enemy's hurt box(I guess if you want to call it that) has to not be where the top of the up air is. Will do more testing tomorrow to see if it ever hits twice and damage test it.
This is separate. There is a weird property about Falco's back air that pulls him up walls during his second jump. Go to Final Destination, run off the ledge, and immediately up air. Try with your best timing possible to jump to stand on the stage, it will not work.
Now do the up air and jump for the stage, but this time use a rising back air. It will pull you onto the stage. I find this to be a nice surprising ledge guard seeing as Falco fights on the stage and it spends the minimal amount off of the stage. Getting them above the ledge, even if it doesn't kill, is what you want as Falco. If you get lucky, it would do an unsweetspotted up air and you can combo into a rising spike. Now isn't that nice.
Thank you, thank you, thank you.I'm studying the question in this moment, but i believe that un-sweetspotted Uair has more potential that we all think.
Not to mention that using it more could save Bair and Dair for the kill.
A not sweetspotted up air can go into anything as a combo, on the ground or in the air.
On the ground you can do an short hopped fast falled up air, and if timed right without sweet spot, they are stunned for long enough to get a free hit or grab(except for f-smash and another shff-ed up air) This works if they are falling right when they hit the ground and if both of you are standing on the ground. Watch out for shield grabs though. Try to jump through them when you do it.
In the air, I have done weak up air to: jumping back air, jumping spike, jumping neutral air, jumping forward air, and falling up air(not fast falling) with all of them combo-ing(i.e. they can't get out).
However, there is a catch. The timing for this move is incredibly difficult to hit. I believe it is the end of the up air flip animation which has this hit, so you need to be just directly below them and have the normal up air hit through them and the weak one would come down into them or time their fast fall into it. Testing would be nice.
Edit: after watching Hylian's video vs ROB(only video source I have of a not sweet spotted up air besides on my wii) I see it hitting with the beginning of the up air for it to be not sweet spotted and the enemy's hurt box(I guess if you want to call it that) has to not be where the top of the up air is. Will do more testing tomorrow to see if it ever hits twice and damage test it.
This is separate. There is a weird property about Falco's back air that pulls him up walls during his second jump. Go to Final Destination, run off the ledge, and immediately up air. Try with your best timing possible to jump to stand on the stage, it will not work.
Now do the up air and jump for the stage, but this time use a rising back air. It will pull you onto the stage. I find this to be a nice surprising ledge guard seeing as Falco fights on the stage and it spends the minimal amount off of the stage. Getting them above the ledge, even if it doesn't kill, is what you want as Falco. If you get lucky, it would do an unsweetspotted up air and you can combo into a rising spike. Now isn't that nice.