Moon-Doggie
Smash Ace
Ok, so I am fairly new to these fox threads but I have mained fox since the begining. Some of you may have seen my posts on the JJC>Grab combo posts that I have made, other then that I am pretty much new. TO fully introduce myself I am Moon-Doggie and I am a smasher in the Northeast Region CT to be specific and would consider myself one of the best in said state.
The reason I am making this thread is to actually shed some use on two moves, the Uthrow, and the grab cancel with metaknight. Now in no ways are these moves easy and they are rather situational, but as I explain it further you will realize it is more then possible with a little bit of tech chasing and mind games. I will also be going over how to make the stage Lylat your best friend (Trust me it will be)
CASTLE SEIGE:
Now I have been studying stages for a bit with fox seeing how he can really adapt and move to each stage and I found out the Castle Seige may actually play out as a good MK counter pick. Here are my reasons.
1) No gimps- The stage has times where there is only a floor and no pit.
This allows a greater chance of not being gimped.
2) Platforms - this is where the Uthrow and Dthrow come in so ill explain later.
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1) is pretty self explanatory.
Now into further detail with the stage and the platforms pretty much every platform on this level is the perfect height for fox (So is Lylat) what I mean with this is you can grab and opponent and do a Dthrow putting them above you in the rest position. This gives you the advantage with a nicely placed tech chace and an aerial from under. Now In metaknights case and Castle Seige the second phase of the level consists of two hammock like platforms on the top that slant downwards toward the killzone.
The Uthrow comes in mighty handy here at low and even high percantages due to the nature of the two highest platforms. If done correctly you can throw a MK up to the top and they will land on the platform in the rest animation. Once again no matter from what point on this platform Fox can do a double jump into any follow up move. It is preferable to use Uair since the lag will cancel if timed right allowing for more follow up and can kill MK at a low percentage from that high. No another quality these canapy platforms have is the way the slant, if you do a tech chase and grab MK TOWARD the Kill zone, you will be tall enough to perform that great ol grab release into a USMASH, thus killing MK at pretty darn low percents. (This is also being tested but if you grab release MK to the closest part of the Kill zone you might be able to pull a jump into a nair giving him the extra push to kill. Still testing though.)
Also the first phase of this level has a hill which allows you to do a grab release. The MK will grab release unto a platform but FOx has the advantage 90 percent of the time when hes on a platform below. a Simple SH>Fair will do the trick, I myself prefer the FH>Nair since the platform is small which forces one to slide off and fall under where another tech chase can happen.
The third phase seems to be the tricky one but even then it gives fox and advantage, the stage here TILTS. Grab Releases can be done here at any time and even if the stage is flat there is a small hill which you can grab release on. (I have tested it it works, its just a bit situational.)
Now these tactics I just showed you are useful but only can a clever smart fox pull them off. I would not even call them situational due to the fact that fox HAS MOVES that can put many characters in these situations, but It will take practice and alot of training. You must know what the person will do on that top platform and cover all the options. You must also find ways to bait the MK into those slopes which offer that rewarding Grab release, Hard but doable.
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Lylat:
While studying stages I took a peak at Lylat since it is One of my worst stages. By removing myself from the comfort zone I managed to find that this stage actually loves fox. Like above you should be able to pull grab releases with the tilt of the stage but that really isn't what makes this stage shines its the platforms. Heres the break down of why,
1) The platforms are small
2) Perfect height platforms
3) Free Usmash Kills on said platforms
Now these platforms can be used QUITE EFFECTIVELY with fox. THeres three and they all take up alot of space so it wont be hard to get a character up there with a Dthrow. EVEN if a person avoided the platform you can punish accordingly. Now lets say an opponent lands on one of these platforms on that rest position. This leads to, might I say perfect set up for a tech chase?
The platform is so ridiculously small that you can pretty much cover any of there options with a simple FH>Uair. Now the other beautiful thing about these is there height allows for your Uair to be done with NO LANDING LAG whatsoever so you can pretty much SH>Fair before they even think about the follow up.
This amounts to tons of extra damage and the Dthrow can always set up the same way even at higher percantages. Now what is damage without the kill right? Obvious this is where number three comes in. It took be a bit to realize that with a simple Usmash I really couldnt even touch a person on the platforms (BF you can but its uber tricky) BUT I noted that the ships design has two notches under the far left and right platforms that pop up out of the stage. Being curious I tried it out with a Dthrow to set up, my opponent was helpless at that point. I knew he was going to roll back so I wasnt sure if it would work since the stage slants down. I try it anyways by running and starting my Usmash at the notch. AMAZINGLY I followed the roll all the way to the FAR SIDE of the platform and I still hit. EUREKA FREE KILL! It works, I have tested it ALOT. If you Run, start a Usmash on the small hill and Slide to the end of the platform, WHEREVER Your opponent may rest. He will get hit. PERIOD.
Once again you ahve to be smart with these set ups, these are just tools you have to decide how to use them. Hope you like the thread. I Also have some tactics for BF and how to really turn it your way but ill save that for later.
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Stages you can Grab Release MK but is more or Less situational
-
Corneria: Its slopey structure allow you to force MK off the ground, Dont know if its tourney legal though.
Yoshi's Island Brawl: The top platform tilts which allows for situational Releases. Would not recomend because
even if you could get the Release in with a Usmash the stage is a bit too big.
Castle Seige: Went over it above, SEVERAL places to be able to Grab Release.
Pictochat: Situational but when the level changes to the slope or Face with hand.
Distant Planet: Bad CP for MK V Fox but slope allows Grab cancel. Will research unique ways
to be able to move on this stage with fox.
The reason I am making this thread is to actually shed some use on two moves, the Uthrow, and the grab cancel with metaknight. Now in no ways are these moves easy and they are rather situational, but as I explain it further you will realize it is more then possible with a little bit of tech chasing and mind games. I will also be going over how to make the stage Lylat your best friend (Trust me it will be)
CASTLE SEIGE:
Now I have been studying stages for a bit with fox seeing how he can really adapt and move to each stage and I found out the Castle Seige may actually play out as a good MK counter pick. Here are my reasons.
1) No gimps- The stage has times where there is only a floor and no pit.
This allows a greater chance of not being gimped.
2) Platforms - this is where the Uthrow and Dthrow come in so ill explain later.
------------------------------------------------
1) is pretty self explanatory.
Now into further detail with the stage and the platforms pretty much every platform on this level is the perfect height for fox (So is Lylat) what I mean with this is you can grab and opponent and do a Dthrow putting them above you in the rest position. This gives you the advantage with a nicely placed tech chace and an aerial from under. Now In metaknights case and Castle Seige the second phase of the level consists of two hammock like platforms on the top that slant downwards toward the killzone.
The Uthrow comes in mighty handy here at low and even high percantages due to the nature of the two highest platforms. If done correctly you can throw a MK up to the top and they will land on the platform in the rest animation. Once again no matter from what point on this platform Fox can do a double jump into any follow up move. It is preferable to use Uair since the lag will cancel if timed right allowing for more follow up and can kill MK at a low percentage from that high. No another quality these canapy platforms have is the way the slant, if you do a tech chase and grab MK TOWARD the Kill zone, you will be tall enough to perform that great ol grab release into a USMASH, thus killing MK at pretty darn low percents. (This is also being tested but if you grab release MK to the closest part of the Kill zone you might be able to pull a jump into a nair giving him the extra push to kill. Still testing though.)
Also the first phase of this level has a hill which allows you to do a grab release. The MK will grab release unto a platform but FOx has the advantage 90 percent of the time when hes on a platform below. a Simple SH>Fair will do the trick, I myself prefer the FH>Nair since the platform is small which forces one to slide off and fall under where another tech chase can happen.
The third phase seems to be the tricky one but even then it gives fox and advantage, the stage here TILTS. Grab Releases can be done here at any time and even if the stage is flat there is a small hill which you can grab release on. (I have tested it it works, its just a bit situational.)
Now these tactics I just showed you are useful but only can a clever smart fox pull them off. I would not even call them situational due to the fact that fox HAS MOVES that can put many characters in these situations, but It will take practice and alot of training. You must know what the person will do on that top platform and cover all the options. You must also find ways to bait the MK into those slopes which offer that rewarding Grab release, Hard but doable.
------------------------------------------
Lylat:
While studying stages I took a peak at Lylat since it is One of my worst stages. By removing myself from the comfort zone I managed to find that this stage actually loves fox. Like above you should be able to pull grab releases with the tilt of the stage but that really isn't what makes this stage shines its the platforms. Heres the break down of why,
1) The platforms are small
2) Perfect height platforms
3) Free Usmash Kills on said platforms
Now these platforms can be used QUITE EFFECTIVELY with fox. THeres three and they all take up alot of space so it wont be hard to get a character up there with a Dthrow. EVEN if a person avoided the platform you can punish accordingly. Now lets say an opponent lands on one of these platforms on that rest position. This leads to, might I say perfect set up for a tech chase?
The platform is so ridiculously small that you can pretty much cover any of there options with a simple FH>Uair. Now the other beautiful thing about these is there height allows for your Uair to be done with NO LANDING LAG whatsoever so you can pretty much SH>Fair before they even think about the follow up.
This amounts to tons of extra damage and the Dthrow can always set up the same way even at higher percantages. Now what is damage without the kill right? Obvious this is where number three comes in. It took be a bit to realize that with a simple Usmash I really couldnt even touch a person on the platforms (BF you can but its uber tricky) BUT I noted that the ships design has two notches under the far left and right platforms that pop up out of the stage. Being curious I tried it out with a Dthrow to set up, my opponent was helpless at that point. I knew he was going to roll back so I wasnt sure if it would work since the stage slants down. I try it anyways by running and starting my Usmash at the notch. AMAZINGLY I followed the roll all the way to the FAR SIDE of the platform and I still hit. EUREKA FREE KILL! It works, I have tested it ALOT. If you Run, start a Usmash on the small hill and Slide to the end of the platform, WHEREVER Your opponent may rest. He will get hit. PERIOD.
Once again you ahve to be smart with these set ups, these are just tools you have to decide how to use them. Hope you like the thread. I Also have some tactics for BF and how to really turn it your way but ill save that for later.
-----------------------------------------------------------------------
Stages you can Grab Release MK but is more or Less situational
-
Corneria: Its slopey structure allow you to force MK off the ground, Dont know if its tourney legal though.
Yoshi's Island Brawl: The top platform tilts which allows for situational Releases. Would not recomend because
even if you could get the Release in with a Usmash the stage is a bit too big.
Castle Seige: Went over it above, SEVERAL places to be able to Grab Release.
Pictochat: Situational but when the level changes to the slope or Face with hand.
Distant Planet: Bad CP for MK V Fox but slope allows Grab cancel. Will research unique ways
to be able to move on this stage with fox.