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-LzR-

Smash Hero
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Hold the control stick up, mash cstick left or right, whatever is closer to the exit. You should get out very fast, making bullet seed a very meh move.
 

#HBC | Ryker

Netplay Monstrosity
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Do Not Do That As LzR Does Not Know What He Is Talking About

You DI out by pressing to the left or right (whichever is closest) on the control stick. Bullet Seed's SDI modifier is almost non-existent and fatigue, staleness, and not very effective all lower it further. Holding up on the control stick will actually move you vertically and keep you in it longer.

Bullet seed is a pretty good move (fast start up, high damage, invul frames). Beats DK and doesn't afraid of anything.

How do I get out of bullet seed? What do I do then to punish?
You don't punish it if you got hit. You press left or right, ride your way out, and then reset the situation. If he DIDN'T hit you (you shielded the initial hit or whatever), then you get your pick of the litter.
 
Joined
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Both have parts of the story right.

There is a SDI multipler on the move of x0.28 or x0.10 which means you move practically no where when attempting to SDI. The idea is you want to automatic smash DI. At the end of hitlag, the game will SDI for you a fixed distance. You move in whatever direction the control stick was pointed in. This is ASDI.

Because of the SDI multiplier on the seeds, ASDI moves you further than regular old SDI. However, you can only ASDI with the control stick. So, you do not want to hold up on the control stick. You want to hold it to the left or right.

tl;dr Both are partially right. Hold the control stick left or right to ASDI (the big thing which gets you out), then you tap the c-stick left or right to SDI (get a little distance).

And you can punish ivysaur for using bullet seed. Ivysaur goes into 32 frames of ending lag. This is plenty of time to punish ivysaur for using bullet seed. The challenging thing is to make sure that you are ready to use an aerial and push towards ivysaur the moment you actually get out. Otherwise you just drift by the time you realize you got out of bullet seed.

Edit: I keep cleaning up your double posts ryker ;P
 

-LzR-

Smash Hero
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You must have not heard of double stick SDI Ryker. The very reason you are holding up and mashing the cstick to the left or right is because of how the cstick works. If the control stick is held within 90 degrees of the cstick, it counts a 3 inputs of cstick towards the middle direction between them, allowing for some crazy good SDI. This has been able to take me out of the move unlike other methods I've used.
 

-LzR-

Smash Hero
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That would be by far the best but you probably won't be able to do it all the time so it's a good idea to not get 70% from bullet seed when it happens.
 

#HBC | Ryker

Netplay Monstrosity
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That would be by far the best but you probably won't be able to do it all the time so it's a good idea to not get 70% from bullet seed when it happens.
Yes, but with an SDI modifier that low, you don't get nearly as much as just holding the stick left and mashing the C-Stick for the slight boost you get.
 

Kuro~

Nitoryu Kuro
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That would be by far the best but you probably won't be able to do it all the time so it's a good idea to not get 70% from bullet seed when it happens.
U can do it pretty consistently with some exp against the set-ups for it. Ivy has no moves at low%s where holding that direction is threatening. And if u feel uncomfortable holding straight left/right u can hold up and that direction and it will have the same eff + di any moves u get hit by.
Yes, but with an SDI modifier that low, you don't get nearly as much as just holding the stick left and mashing the C-Stick for the slight boost you get.
This.
 

-LzR-

Smash Hero
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Messages
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Yes, but with an SDI modifier that low, you don't get nearly as much as just holding the stick left and mashing the C-Stick for the slight boost you get.
Well how about holding the control stick up and way and then mashing the cstick down and away as fast as possible? Now you are ASDIng up and away while SDIing away really fast. Not SDIng Bullet Seed doesn't make it have any higher multiplier, just do it.
 

#HBC | Ryker

Netplay Monstrosity
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You don't want to hold it up and away though, you want to hold it horizontal because holding up, while increasing the SDI bonus you get, increases the amount of time you are stuck in Bullet Seed because you get more out of ASDI.

Seriously, I play with Ref1ex often and have asked him about it.
 

luxingo

Smash Journeyman
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Sydney
Do you ever use reflector when you're offstage and recovering? Like when Snake uses his mortar, PK thunders, arrows, Pikachu's thunder.

If so, how do you do down-special without fastfalling? I either press down and fastfall (and die or put myself in a bad position), or hold down slightly but laser instead.
 

-DR3W-

Smash Champion
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When offstage and high up I use reflector to counter those things simply because it's safe while they do that.

When offstage and low I don't because it will lead to your death. Too unsafe. If anything, I would let a PK Thunder hit and increase my chance of survival.

I use it on the ledge. Jump off it, reflector, land. Gives you space and potentially trips them. Shoutouts to Larry.
 
Joined
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Do you ever use reflector when you're offstage and recovering? Like when Snake uses his mortar, PK thunders, arrows, Pikachu's thunder.

If so, how do you do down-special without fastfalling? I either press down and fastfall (and die or put myself in a bad position), or hold down slightly but laser instead.
The downward movement to get the attack out while not fast falling is similar to an Utilt with tap jump on.

Or, 2nd jump -> shine works better and you can actually use it at stage level and not die and still regrab the ledge.

Typically, I'll use it only on characters like samus, lucario, or ZSS. Someone who actually has a projectile that will kill me if it hits as I try to recover.
 

1PokeMastr

Smash Champion
Joined
Dec 10, 2009
Messages
2,251
Well then just slam the stick right and mash up.
Or just.. you know.. SDi to the left/ right while you ASDi to the left/ right depending on the side you're on and you won't go higher.. and you'll decrease your chances of being stuck in it because what you're doing is mashing up while it sends you up.

It's like trying to SDI behind a rapid Jab. You don't hold up at any given moment while mashing a direction, It keeps you stationary while trying to SDi. Using both sticks in the same general direction works better.

And Dual stick SDi doesn't have to be 90 degrees perpendicular from each other. You can be 25 Degrees too. Causing you to SDi/ ASDi away more than trying to SDI up and away.
 

Paroxium

Smash Cadet
Joined
May 25, 2009
Messages
26
Is to possible to buffer a jump + up air without tap jump? I can do a buffered side aerial with the c-stick, and I can do a dair with the analog stick as long as I don't hold down far enough to crouch cancel, but I guess I'm JCupsmash-ing when I try uair.

:phone:
 

Jiom

Smash Journeyman
Joined
Sep 18, 2008
Messages
474
You kind of answered your own question. You can't buffer it. If you do you get jc up smash. For uair you have to wait until I believe the 5th frame to do it because those five frames make your jump turn into upsmash. Because you are never in the air yet and still grounded during the animation.

:phone: 5 frames because you are airborne on that frame.
 

Paroxium

Smash Cadet
Joined
May 25, 2009
Messages
26
You kind of answered your own question. You can't buffer it. If you do you get jc up smash. For uair you have to wait until I believe the 5th frame to do it because those five frames make your jump turn into upsmash. Because you are never in the air yet and still grounded during the animation.

:phone: 5 frames because you are airborne on that frame.
A couple people in other q+a threads told me its just like buffering a down air, you have to tilt it below a up smash and above a nair. Same for out of shield Uair.
 
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Since Falco is high/top tier, he therefore has too many options, so he can play however he wants. Its those lower tiers that have so few options they have to play the same way agaisnt virtually everyone.
 

1PokeMastr

Smash Champion
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Messages
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you have to slowly tilt down on the control stick.
Actually, it doesn't have to be slowly tilted down. Just as long as you get to the halfway point, you'll be fine. So you can be as fast as you want, just make sure it's a soft tilt, not a hard one.


Just like doing U-Tilt with tap jump on.
 

BlueXenon

Smash Lord
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Hi Falco players. I am trying to learn how to use Falco. I main Meta Knight and Lucario right now. I mained mk first and picked up lucario as a secondary because I didn't think mk was fun to use and trela made lucario look very good. I am best when I use MK, but thats probably only because I have the most experience with him so it helps me with match ups. I was able to learn lucarios basic combos and his move set in about 3 weeks. Is Falco an easy character to learn how to use like MK or Lucario? And is he good online? I tried to pick up marth recently but gave up because he is terrible online.
 

Paroxium

Smash Cadet
Joined
May 25, 2009
Messages
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So I've noticed that that you can bdacus with Falco out of grab release, if you react fast enough. Also, When you don't use the C-stick method of doing a dacus (Basically using method to correctly dacus with sheik) you travel a similar length to a Bdacus (A bit shorter, not much). I was wondering whether this could be used on characters such as Metaknight, Fox, Falco, and other characters with air releases with that weird trajectory.

I've did a little playing around with metaknight in training mode and vs. a comp, and it took me no more than 15 minutes to get the hang of both Dacus-ing and BDacus-ing out of grab release, which leads me to ask two questions.

1. Is Grab release > BDacus a viable kill option on MK, since it always hits unless you mess up or there's an obstacle (Frame data would be fantastic, but opinions help too.)

2. Grab release > Dacus can hit metaknight, but can he escape if you preform it, say, 3-6 frames after ASAP?

These 2 questions can possibly change the MU against MK to 45:55 or possibly even! With damage racking lasers and the ability to kill at ~120-130%, all falco needs to worry about is spacing and recovering (hence, 45:55, but lets be hopeful :))
 

#HBC | Ryker

Netplay Monstrosity
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Hi Falco players. I am trying to learn how to use Falco. I main Meta Knight and Lucario right now. I mained mk first and picked up lucario as a secondary because I didn't think mk was fun to use and trela made lucario look very good. I am best when I use MK, but thats probably only because I have the most experience with him so it helps me with match ups. I was able to learn lucarios basic combos and his move set in about 3 weeks. Is Falco an easy character to learn how to use like MK or Lucario? And is he good online? I tried to pick up marth recently but gave up because he is terrible online.
Not this guy...

No, Falco is not easy, especially compared to MK/Lucario. No Falco is not good online, he is bad online. Not the character for you, imo.
 

1PokeMastr

Smash Champion
Joined
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Messages
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So I've noticed that that you can bdacus with Falco out of grab release, if you react fast enough. Also, When you don't use the C-stick method of doing a dacus (Basically using method to correctly dacus with sheik) you travel a similar length to a Bdacus (A bit shorter, not much). I was wondering whether this could be used on characters such as Metaknight, Fox, Falco, and other characters with air releases with that weird trajectory.

I've did a little playing around with metaknight in training mode and vs. a comp, and it took me no more than 15 minutes to get the hang of both Dacus-ing and BDacus-ing out of grab release, which leads me to ask two questions.

1. Is Grab release > BDacus a viable kill option on MK, since it always hits unless you mess up or there's an obstacle (Frame data would be fantastic, but opinions help too.)

2. Grab release > Dacus can hit metaknight, but can he escape if you preform it, say, 3-6 frames after ASAP?

These 2 questions can possibly change the MU against MK to 45:55 or possibly even! With damage racking lasers and the ability to kill at ~120-130%, all falco needs to worry about is spacing and recovering (hence, 45:55, but lets be hopeful :))
- BDacus is the fastest possible Usmash variation you can do out of an air release ( Since it's buffered)
- You have to Bank on human error for people to air release themself, unless on a downaward incline. Fresh Usmash Kills Metaknight at 117%.
- We have nothing on Fox/Shiek from thier air releases.
- The full BDacus length goes almost exactly 1/2 of FD, Normal Dacus goes about 1/3rd. The difference between distances is quite large. It's a little more distance in comparison from a standing Usmash to a Hyphen Smash.

And this has been known for a while already! But let us have people repeat the same thing multiple times!

And no, this is not Mu Changing since we have to bank on human error.
I still say the Mu is +1 for Metaknight. Nothing more, nothing less. ( My opinion is invalid )
 

Shadow the Past

Smash Ace
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One matchup I'm having real trouble handling is the Marth matchup. Can't get the chaingrab while we can get chaingrabbed for potential 0-death. It's also difficult to combo into anything without getting Dolphin Slash'd / Fair'd, making it a very uphill climb if you've got the higher percent due to knockback.

Any and all tips would be appreciated.
 

BlueXenon

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Im trying to learn how to use Falco. Is it better to spend my time playing people online or to practice things in training mode?
 

Shadow the Past

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Practicing things like Boost Pivot Chaincrab or Bdacus in training mode is definitely a good idea. For things like breaking bad habits (i.e. not getting punished by spot dodges), it's better to play online.
 
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One matchup I'm having real trouble handling is the Marth matchup. Can't get the chaingrab while we can get chaingrabbed for potential 0-death. It's also difficult to combo into anything without getting Dolphin Slash'd / Fair'd, making it a very uphill climb if you've got the higher percent due to knockback.

Any and all tips would be appreciated.
Position. Get yourself close enough to punish, but not close enough to get hit.

I do not see what CG to death marth has other than the double fthrow at 0% -> spike -> edgehog. And that is ruined because Falco can get away as soon as the Fthrow puts damage over 10%.

Im trying to learn how to use Falco. Is it better to spend my time playing people online or to practice things in training mode?
There really is not much to be learned from training mode really. Just get out there and start building up experience.

Q. When do you people use wall-jumps?
Pretty much never. Usually the only time is when I get screwd on yoshi story and need the wall jump to get back. Or the random attempt from BF.
 

teluoborg

Smash Otter
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One matchup I'm having real trouble handling is the Marth matchup. Can't get the chaingrab while we can get chaingrabbed for potential 0-death. It's also difficult to combo into anything without getting Dolphin Slash'd / Fair'd, making it a very uphill climb if you've got the higher percent due to knockback.

Any and all tips would be appreciated.
First thing : what combos ? Comboes don exits in brawl, unless you're talking about ultra specific cases. Since there aren't combos you shouldn't be consistent in your follow ups, because if you do Marth won't have to think twice before DSing away. If you mix up shields and defensive spacing to your pressing it'll make DS much more risky to use, since if it whiffs you get a free Bair/charged Fsmash on Marth.
Basically knowing when you should and shouldn't follow up is very situational and will decide if you can handle the matchup or not.

Second : don't go for jab range, there are matchups where you'll want to get into jab range, but against Marth what you want is mostly jab>jab>gtfo (or shield then gtfo). Jab>grab will only work as a mixup so don't abuse it.
Ftilt range is kinda ok, but always keep an escape route.

Third is as said above : if the CG>spike bothers you then don't get grabbed. If Marth tries to go for the grab at 0% all you have to do is deny that one option because as soon as you get Fair'd or DB'd he loses the CG.
If you want to CG yourself but don't master the boost grab then just go Dthrow > dash shield.
Another thing I like is Dthrow to dash attack, then all you have to do is wait to punish the landing.

na :falconmelee: how you beak heads feel about the CF/Falco MU
It's horrible on paper, but as long as there are platform and you don't get grabbed things can work out.
Bair a lot, use the 34 combo and SDI the spike.
 
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