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I reject this reality. Footstools are the way to go and if anyone tests what I put forth in the Bakery, it could become all that much more common on SV.Just remember that LLocks are never guaranteed and you won't get them very often, if at all.
Jab:I got a few questions?
1st.which is a better of the two; jabbing once then grabbing or jabbing twice then grabbing.
2nd. What is the frames on the first and is the second jab different from the 1st jab.
3rd. If your opponent is med-largest and/or DI's back from the first jab is Dash attack Cancel up smash *not DACUS but the one where you actually have to make contact to do with a dash attack with a real quick upsmash* a
opinion: jab->grab->Dthrow-> that DACUS is beast at low percents. which leads to my next question what is the highest percent where that attack (Dacus thing) can combo against each character? (even tho at higher percent the attack can be used well while the opponent is sheilding, ect.)
or you can try and be stylish, dash attack to pick it up, then throw to banana for a mixup then gatling <3It isn't misspelled.
And I like Battlefield, but that's just me.
As for CGing toward bananas that aren't yours, use the gatling combo to pick it up and deal ~20% to Diddy.
Battlefield is just an awesome stage.
Like everyone thinks they're so smart in tourney banning FD on my Falco like whatever dude BF unleashes more potential anyway.
So I take them to BF.
In fact I choose BF when FD isn't banned.
Ftilt is a quick attack that's safe on shields and can help tremendously with spacing.Lately, I've been having a lot of trouble with my Falco in general. I don't know when to use f-tilt (that would be my first "question"). Also, as amazing as jab is, I seem to have trouble using it. I get punished a lot when I jab, makes no sense to me.
Kirby: Camp, don't get swallowed.Kirby, ZSS, DDD, Wario, MK, they all seem to be giving me serious trouble.
I've had that problem forever.
Any advice?
Against good DDD's they can power shield a lot of lazers and slowly approach i guess. Its hard to kill DDD when he kills you at like 100%-120%. I found it best to not stale any kill moves. AKA dont use gatling combo, and try to use other moves than up smash and f smash. Im not that great in the match up either.Ftilt is a quick attack that's safe on shields and can help tremendously with spacing.
Basically a lot of people use it as a gtfomyface move, because its speed, spacing, and decent knockback make it perfect for that situation. Basically, you use it to space, so ideally you want the move to connect right at the furthermost point of the hitbox.
Kirby: Camp, don't get swallowed.
ZSS: Camp, don't get dsmashed
DDD: Lol. Laser laser laser like you dun give a ****
Wario: Camp, don't bother engaging him in the air too much.
MK: Camp. If you land CG **** will be cash, but don't try for it.
He's fat and slow and you have a whole stage to run away from him on. Don't see the problem, he can powershield some but not all, so just persevere and don't lose patience. Losing patience is what makes everyone flop.Against good DDD's they can power shield a lot of lazers and slowly approach i guess. Its hard to kill DDD when he kills you at like 100%-120%. I found it best to not stale any kill moves. AKA dont use gatling combo, and try to use other moves than up smash and f smash. Im not that great in the match up either.
Ftilt is only really punished by PSing, not by normal shields, since on a normal shield the move will push the opponent back.You can still be shield-grabbed for using Ftilt on sheilds by most characters that have decent sheilds and grab range
Falco's rarely have to approach. Just let them approach.That and Approaching with it has stopped working all together, I basically can't approach xD
Are we talking trouble against good people who play those characters, or typical/not particularly great players?Lately, I've been having a lot of trouble with my Falco in general. I don't know when to use f-tilt (that would be my first "question"). Also, as amazing as jab is, I seem to have trouble using it. I get punished a lot when I jab, makes no sense to me.
Kirby, ZSS, DDD, Wario, MK, they all seem to be giving me serious trouble.
I've had that problem forever.
Any advice?
camp the first part of the stage to the left. This will help you land shdl aswell as a spot that is safe from over head approaches. nair is also a good option here due to the 2 platforms. be weary that iap will be harder to find a use for because the floor is uneven and also very short.I hate castle siege. Tips?
Last Kirby/ZSS I played were Kewkky (as both Kirby and ZSS) and Excel Zero (as ZSS). I recognize them as terrific players, much better than me at least.Are we talking trouble against good people who play those characters, or typical/not particularly great players?
Good mix ups. Phantasm is predictable, you gotta make it unpredictable.How does one safely get back on the stage, or get off the ledge as Falco? It feels like I'm running head first into a wall of ****
It's possible. The only thing is that if you footstool a character while they're doing an attack you just jump off of them; They don't get footstool spiked.Is it possible to footstool Falco during any part of the phantasm?
because you'll hit their shield with fsmash, it'd be a mindgame that makes them try and shield grab you when they can't and get hit, or drop their shield.@SlashTalon : don't kick the Marth in his head, you'll fail 99% of the time. Instead try to steal the ledge if he goes down too far.
Then if he delays his DS just come back on stage while you're still invincible, but if he can't delay it you just 1-edgehog him to death or 2-have a free ledgejump Dair/Bair/Uair/whatever when he lands back on stage.
@Swordsaint : Why wouldn't you just run off the ledge ? It's faster than Fsmash as far as I can recall.
How does one safely get back on the stage, or get off the ledge as Falco? It feels like I'm running head first into a wall of ****
This is what you are supposed to do, but perhaps it is difficult to know which is the best for the situation at hand. The biggest thing is to being able to gauge yourself and your opponents locations at roughtly the same time. If you see them rushing backwards towards the center of the stage all the time, then quit phantasming on the stage and go for the ledge. Inversly, if they are going for the ledge all the time, then go on stage or for a platform above the stage. Also, if someone tries to follow you offstage to hit you out of phantasm, using your jump in that case into phantasm over them comes in handy.Good mix ups. Phantasm is predictable, you gotta make it unpredictable.
Save you're second jump, bait the edge grab and jump and phantasm into the stage
Go straight for the edge and jump and phantasm in
Drop from the edge and Nair or Laser in
Just plain jump in
Stuff like that. Firebird can be useful for mix ups to but it's all about getting used to change your constant recovery habits.
Yes, boost grab is a dash attack cancel grab. And you gain approximatively 1/2 Falco in lenght from a normal dash grab.I need some clarification. I've always assumed boost grab meant BPG. Is boost grab just a dash-attack-cancelled grab? How much of a difference does it make?
Yes, more damage when you do it 5-6 times.its the difference between chain grabbing marth 2 times and chain grabbing him 5-6 times.
it doesnt make a massive difference most of the time. but it can be useful in certain niche situations.
also, yes, its just a dash attack canceled grab.