EDIT: I just watched the whole video and now have come to noticed that Sethlon doesn't actually know how to rack up damage by any other means other than chain-grabs and SH-down-tilts.
Its pretty sad because phantasms are great for racking up damage as well, because you can space your opponent to then shoot more lasers. Something he should consider doing more often, because he always seems to use phantasms at a time his play can easily be read.
Chain grabs and dairs (which i believe is what you mean by short hop dtilts?) are his best damage rackers
A single grab at the start of a stock is an easy 40%, sometimes a good deal more.
I phantasm enough as it it T_T And metaknight is small and runs fast, so its hard to play keep away with lasers.
I think if I had to place one criticism of Sethlon, it's that he seemed unwilling (or perhaps unable) to break from using Phantasm for recovery.
Well, really, the phantasm is better then the firebird. It goes farther and recovers faster...the fire bird just screams "come hit me while i'm chargin mah fires!", and metaknight especially can chase off the stage without any fear or bad things happening to him. Even if you do firebird successfully, now you're on the edge of the stage, which usually calls for a phantasm to get you back on your feet.
Granted, though, I phantasm'd into his tornado waaaay too many times
I kept thinking I was gonna go through it, lol, and I was also afraid of him hugging the edge if I went for that and taking a free stock.
A few questions:
At 4:15 and 7:04 in the first vid, you Daired the front of MK's shield and he missed a shield grab. Is this something only specific to MK and those with Short grab ranges?
You Dthrow after every grab, why? It seemed really bad, like post 50% the Dthrow only comboed if they DI'd in.
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The little shield dair trick works on everyone, from what i've seen
You just have to space it really well. (It might nor work on characters with super awesome grab range though, like Dedede.)
Three reasons why I always dthrow:
1. It does the best damage (although not by too much, only 1% more than b-throw *shrug*)
2. Falco's throws have pretty much nil for knockback, so you can't really rely on a throw to put people off the edge (although maybe f-throw would be good to mix up their DI)
3. You can work a dthrow at high percents to get a hit or two if you predict your opponent right. If they DI in, free nair. If they DI away, you can run in and grab them after they airdodge, or running attack (which will often hit them even if they dodge).
Upthrow might be good to get them above you, but the lasers from the throw pretty much always miss at high percent =/
Oh, and I pulled that nair -> upsmash out of my ***, lol, I'd never done or even thought of doing that before in my life.
Thanks for props guys
Any constructive criticism is appreciated.