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Recent content by seoh

  1. seoh

    JC running usmash and regular running up smash

    As mentioned, jcus is always a good idea, its going to make connecting them much easier. z inputs are wildy different on controllers (imo), and either way if its easier for you to do it with a, do it with a, its not dramatically worse or anything
  2. seoh

    Perfect pivot help please

    if you're doing a foxtrot into turn around, you are just doing it too slow. pp is a faster movement, this video covers it, but im guessing you've seen it https://www.youtube.com/watch?v=6vaR4RM-qr0. I recommend going into training and turning the speed down and practicing it to get used to the...
  3. seoh

    [Lab Project] Optimising Fox's Forward throw at mid percentage range

    just wanted to say thanks S-Critical. I'm guessing you don't hear it enough, but I lurk the discord and am always happy for yours and the others content and research. Also, for anyone else who is interested, Skarfelt recently did a video on tech chasing, mainly revolving around FTHC. It's less...
  4. seoh

    Larry Lurr - Controller Setup?

    Claw grip. You can see its pretty simple for jumping with y, but with x, I hardly imagine it's easy. If you're dead set on jumping with x then I wouldn't claw and jump with a shoulder button. I don't know why anyone wouldn't be able to jump with y, with a standard grip its literally less...
  5. seoh

    Larry Lurr - Controller Setup?

    larry plays: tilt stick, tap jump off. no other changes he claws his sh uair. imo claw answers most of the problems you can have with fox. it allows you input quick aerials with full momentum. I switch regularly between the claw grip and normal grip, based on what I am expecting to do. shoulder...
  6. seoh

    Help learning Fox Cancels

    L cancels don't exist in smash 4. Nair - rising fh. generally not laggy so its a good sh approach and oos option fair- rising FH. AC onto BF/DL platforms. uair- rising SH. you have to buffer it in jump squat, requires claw grip, double stick (tap jump) or a shoulder button set to jump. ac in a...
  7. seoh

    Fox Illusion Shorten

    yeah if you side b above the ledge at some angle that doesn't sweet spot but isnt too high, you get a shorten. but in my experience its very hard to consistently reproduce
  8. seoh

    Down throw is the optimal "combo" throw?

    they do, but they still get hit by bair/frame trap or dash attack
  9. seoh

    Empty Hopping and Air Dodge Reads

    the best and hardest to do answer is do both and don't get read. A really good example is there was a point in the second set of GF at Mexico Saga where he read ZeRo's air dodge 2-3 times in a row, and then took the game with an uair that was not true and ZeRo just didn't air dodge. This only...
  10. seoh

    Down throw is the optimal "combo" throw?

    Yeah, its the only throw with real follow ups. depending on character, DI in = uair, no DI = fair -> uair until mid percents (or drag down fair into ftil jab lock combos), DI away or up away = 50/50 rar bair (against a large majority of chars). His other throws do have very good uses because...
  11. seoh

    Mission Complete!- Fox Discussion Thread

    @boneflesh Larry Lurr is the best fox, and his neutral is very good. @Heracr055 advanced movement options are important, but I think fundamentals are more important. perfect pivots might be the exception, since it is so good with utilt. but overall the game is less like melee in that the...
  12. seoh

    Switching to Fox

    in all seriousness, learn to ledge guard. his edge guarding is not that great because of the risks that it entails. most of his aerials will drop you far down due to fall speed (bair/fair/dair cause of lag, nair cause of long hit box) so really his best off stage move is shine, but its uses are...
  13. seoh

    Switching to Fox

    get ready to get edge guarded, and get ready to be a tech god
  14. seoh

    Any tips for Fox?

    utilt and uair
  15. seoh

    Mission Complete!- Fox Discussion Thread

    Edit: I get it, I was missing the 25 frame window to initiate the lock. I would hit slightly after allowing them to choose a roll/attack after my third ftilt.
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