PDA

View Full Version : Caping Recoveries


Opiate_Crush
01-21-2005, 09:31 AM
I've been instructed on when to do this in guides but I've made an attempt to do it but I think I'm timing it wrong... When exactly do you use the cape on their recovery? Or is it something completely different that I'm just too stupid to recognize? :)

ChRed2AKrisp
01-21-2005, 10:35 AM
When you are falling back towards the stage. If you are Mario contiuously use it. Doc's cape works well once, but then it doesn't move you forward much after that. Kind of like M2's forward B in the air. As I said use it once with doc and then ust the tornado.

Rebel581
01-21-2005, 11:11 AM
It actually only sends you a tiny bit forward but it sends you upwards. And then DI back to the stage.

Otherwise it's the same as what ChRed2AKrisp said.

stuntcuum3571
01-23-2005, 01:14 AM
I believe he is refering to using the cape to edge guard. Just cape right before they would usually grab the edge. You gotta feel it out. Some are easy(Gannon, space animals fire) some are a lil harder(Marth) others inpossible(Mew2) just practice, it isnt that hard

Opiate_Crush
01-23-2005, 11:36 AM
Yeah, I'll have to practice the edge-guarding bit. Before when I didn't know you could mash the b button into the controller to get their down+b to work, I didn't think Doc's long distance recovery was that good. It's getting better now...
Another question, do you think it would be a good idea to throw the cape into combos, like right before they hit the ground when they're coming down, cape them and start a new combo up or something?

stuntcuum3571
01-23-2005, 03:02 PM
you can throw in the cape if you, it actually does pretty good damage, but id advice against it in most cases. Doc is so powerful that ending a combo with a smash usually leads to edge guarding, which can lead to a ko. Instead of the cape, try Utilt and up air(to continue combo)or fsmash, downsmash, Fair to give me the pain. But if you can make the cape thing work, feel free to use

The Cape
01-23-2005, 07:36 PM
Originally posted by stuntcuum3571
I believe he is refering to using the cape to edge guard. Just cape right before they would usually grab the edge. You gotta feel it out. Some are easy(Gannon, space animals fire) some are a lil harder(Marth) others inpossible(Mew2) just practice, it isnt that hard

Also remember, you can jump down off the ledge and cape someone, such as Marth, and it may ease the hit more.

Knuckaclo
01-25-2005, 07:50 AM
ok ive read through all of this so i am not quick sure which way you are talking about. but the cape rcover is usually best after the double jump. that way it launches you a little bit forward and up... but if its a counter back... it works really good with some UpB such as fox and falco.

Opiate_Crush
01-25-2005, 11:05 AM
Alright, I'm getting a bit better at using my Doc, just a question now about long distance recovery in general.. How does everyone do it? I'm sure you've got your ways that work differently for different situations?

maelstrom218
01-25-2005, 12:42 PM
Recovery with Doc usually involves caping when far above the stage to slow down falling speed, using your down-b button mash recovery, saving your second jump and using it to sweetspot the ledge if possible, and the up-b when all else fails.

The order tends to change depending on what the opponent does; if you're below the ledge when the opponent is edgehogging, using your down-b will put pressure on the opponent to get out of the way before they get hit by the tornado. You might also want to consider firing pills while DIing towards the stage to force the opponent to move away from the ledge, and generally pressure him/her.

Once you're grabbing the ledge, wavesliding is usually a nice option to get back on stage, if the opponent isn't breathing down your neck--drop down, short hop into your standard aerial wavedash. If you do it right, i looks like Doc is directly wavedashing from the ledge.

Just remember that Doc does have terrible recovery, and you want to master DIing before anything else, especially with Doc.

stuntcuum3571
01-25-2005, 04:13 PM
exactly, the order depends on charatcer and personal prefernce. I personally use the cape to stop my lateral momentum, and save the tornado if someone tries to edge guard. Remember, the cape is more of a stall, it wont give you vertical distances like Marios

Knuckaclo
01-26-2005, 01:31 AM
right. it is a great move. good counter attacking two.

Opiate_Crush
01-26-2005, 09:43 PM
Yeah, that's what I usually do is use the cape to recover from the direction and then try to make it back.. mmm thanks for all the help guys.

Knuckaclo
01-28-2005, 05:02 AM
np just doin my job

Krazy
01-28-2005, 01:42 PM
Here is my order, and I find it works very well to get back to the stage. However be sure to not use it EVERY time because most of the time it isnt necassary. Cape to stop inertia away from stage, DI till you need to jump and then jump, Mega tornado up and towards the stage, Up-B. Insert capes as necassary for whatever reason. Please note that whatever happens Doc has the mighty Up-B grab range so horizontal recovery is your highest priority.

Knuckaclo
01-29-2005, 05:23 AM
my order.
jump, jump, cape, then down b [hold up soon after(hard to do but if done right u will go up and over)], then up b

Krazy
01-29-2005, 06:52 PM
Odds are when recovering you won't be able to use our ground jump...

Knuckaclo
01-30-2005, 07:37 AM
all of this is mid air if that is what u mean