Amish_Catfish
Smash Rookie
- Joined
- Apr 19, 2015
- Messages
- 2
Seen this on reddit/r/ssbm, thought i should post it on here for the people that don't browse reddit.
Luigis tech chase is very simple, much simpler than falcons. Let me explain.
First, let's consider that luigi has two main options that A. Cover both sides of him, starting from both his front and his back B. Have a direct vertical knock back. This is incredibly important for tech chasing options because vertical knockback is the fastest to ignore asdi, which is the ONLY defensive option one has during a tech roll. C. Are faster than grab, thus being suitable reactive punishes for tech in place. These two moves are, of course, dsmash and utilt. It's very good for luigi that one of these hits in front first (dsmash) and the other hits in the back first (utilt.)
So, the first way to tech chase is to make the tech roll punishes faster by jumping early in the tech animation. This allows you to still JC into a grab, punishing tech in place, while also being able to quickly choose whether you will wavedash to the right or left in the event of a tech roll.
Let's see how this breaks down. Remember, tech in place is a 26 frame animation.
Frame 15. Jump input
....
Frame 19. Decision to grab tech in place must be made
Frame 20. Luigi is airborne, can now start wavedash
.....
Frame 26. If luigi did jc grab, grab now comes out. Tech in place animation ends.
.....
Frame 30. Holy crap luigi is already on top of the opponent he's so fast (wavedash lag ends at this point, now assuming we are punishing tech rolls.)
Frame 31. Luigi can now choose between a variety of moves, but in this case, let's stick with dsmash or utilt. Remember, hitting with the front of dsmash will be an easier punish for tech roll away than trying to utilt.
.....
Frame 40. Tech roll animation ends
Now, consider that one can JC grab immediately in the jump animation, so it is possible to jump on frame 18, thus making it so the decision to wavedash in a direction can be delayed until frame 22-23.
Alternate method:
Given that dsmash and utilt are faster than grab, they are suitable replacements as a tech in place punish. However, you can not jc either of these moves, so this decision will make the timing of punishing a tech roll much tighter.
To clarify, now you can wait until frame 21 to punish tech in place. This will of course bring dsmash out on frame 26 (dsmash should do a good job of contesting shine if spaced properly in the event of being late.)
However, utilt being 1 frame faster than dsmash is now a tricky idea for this tech chase. This is because if you waited until frame 22, you would lose the option to punish the tech rolls with dsmash.
Which brings me to my final point. If you delay until frame 21 to make your punish on tech in place easier, you need to have perfect executional timing on your tech roll punishes. This is very simple math. Wavedash takes 14 frames, dsmash takes 5 frames. 14+5=19. 21+19=40. The tech roll animations are 40 frames. You can shave one frame off by using utilt, but that is based strongly on positioning.
This is my contribution to you luigi mains, based on my understanding of the character and the game. If I have any data wrong, feel free to correct me. Implementing and improving upon this is up to the luigi mains. I can tell you a few things to look for; the percentage at which dsmash and utilt break through asdi on relevant characters should be found and noted. What percent does it cause knockdown, and what percent does it lift up? If there is a percent range where either move does not cause a knockdown, DO NOT USE IT IN THAT RANGE.
Also, take advantage of your big harder hitting moves when a tech roll is limited by stage positioning. For example, if tech roll away is on a platform, can you just insta dair instead of doing a wavedash? What about fsmash? Does up b fit into this tech chase at all?
My suggestion is to take this as a nudge in the right direction, and run with it.
Luigis tech chase is very simple, much simpler than falcons. Let me explain.
First, let's consider that luigi has two main options that A. Cover both sides of him, starting from both his front and his back B. Have a direct vertical knock back. This is incredibly important for tech chasing options because vertical knockback is the fastest to ignore asdi, which is the ONLY defensive option one has during a tech roll. C. Are faster than grab, thus being suitable reactive punishes for tech in place. These two moves are, of course, dsmash and utilt. It's very good for luigi that one of these hits in front first (dsmash) and the other hits in the back first (utilt.)
So, the first way to tech chase is to make the tech roll punishes faster by jumping early in the tech animation. This allows you to still JC into a grab, punishing tech in place, while also being able to quickly choose whether you will wavedash to the right or left in the event of a tech roll.
Let's see how this breaks down. Remember, tech in place is a 26 frame animation.
Frame 15. Jump input
....
Frame 19. Decision to grab tech in place must be made
Frame 20. Luigi is airborne, can now start wavedash
.....
Frame 26. If luigi did jc grab, grab now comes out. Tech in place animation ends.
.....
Frame 30. Holy crap luigi is already on top of the opponent he's so fast (wavedash lag ends at this point, now assuming we are punishing tech rolls.)
Frame 31. Luigi can now choose between a variety of moves, but in this case, let's stick with dsmash or utilt. Remember, hitting with the front of dsmash will be an easier punish for tech roll away than trying to utilt.
.....
Frame 40. Tech roll animation ends
Now, consider that one can JC grab immediately in the jump animation, so it is possible to jump on frame 18, thus making it so the decision to wavedash in a direction can be delayed until frame 22-23.
Alternate method:
Given that dsmash and utilt are faster than grab, they are suitable replacements as a tech in place punish. However, you can not jc either of these moves, so this decision will make the timing of punishing a tech roll much tighter.
To clarify, now you can wait until frame 21 to punish tech in place. This will of course bring dsmash out on frame 26 (dsmash should do a good job of contesting shine if spaced properly in the event of being late.)
However, utilt being 1 frame faster than dsmash is now a tricky idea for this tech chase. This is because if you waited until frame 22, you would lose the option to punish the tech rolls with dsmash.
Which brings me to my final point. If you delay until frame 21 to make your punish on tech in place easier, you need to have perfect executional timing on your tech roll punishes. This is very simple math. Wavedash takes 14 frames, dsmash takes 5 frames. 14+5=19. 21+19=40. The tech roll animations are 40 frames. You can shave one frame off by using utilt, but that is based strongly on positioning.
This is my contribution to you luigi mains, based on my understanding of the character and the game. If I have any data wrong, feel free to correct me. Implementing and improving upon this is up to the luigi mains. I can tell you a few things to look for; the percentage at which dsmash and utilt break through asdi on relevant characters should be found and noted. What percent does it cause knockdown, and what percent does it lift up? If there is a percent range where either move does not cause a knockdown, DO NOT USE IT IN THAT RANGE.
Also, take advantage of your big harder hitting moves when a tech roll is limited by stage positioning. For example, if tech roll away is on a platform, can you just insta dair instead of doing a wavedash? What about fsmash? Does up b fit into this tech chase at all?
My suggestion is to take this as a nudge in the right direction, and run with it.