Gmoney_
Smash Journeyman
Denzi, Im pretty sure ZSS can't break out of the CG if done perfectly. Or am I wrong ?
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Yeah, lately people have been able to Dsmash or something before I regrab.I dont think the pillar works on anyone to be honest.
Walking CG or running CG, a zero samus can get out of it with her down-b. I play against a few ZSS and they tend to get out of it very often.Denzi, Im pretty sure ZSS can't break out of the CG if done perfectly. Or am I wrong ?
I think if you have frame perfect timing it works. I see dai-a do it all the time on everyone, when I try it on the same people he did it on they can always jab or do something else. I'm too slow.I dont think the pillar works on anyone to be honest.
Is jab -> grab spotdodgeable?
That can pretty much already be deduced from looking at 3GOD's frame data.We need to figure out frame data for typical Falco stuff [Atleast know them from heart, I know the frame data is out there](Jab-Grab, Laser-jab, wall jump-phantasm)
Doesn't the jab have some small hit stun to it? Because I know the frame between the jab and grab has to be less than 19 frames. There are lots of moves that can be used during 19 frames to counter act the jab>grab.Jab gives a -13 frame advantage and a grab takes 6 frames to come out. So technically the opponent has 19 frames to react and do something from Jab > Grab. But there is probably something in there about the time it takes for the person to fall.
-13 frames on the single jab includes hitstun to it. So the complete time it takes from the jab to complete vs the opponent getting hit they can react with in that 13 frames somehow. But it is less because the jab props them up into the air a bit. Then you include the 6 start up frames from the grab. So between the time the jab ends to the time the grab comes out is -19 frames. Between which the person is proped up into the air a bit which probably brings the grounded reaction time to less than 10 frames. This explains why the jab to grab isn't always relieable, but you are asking someone to react to a move in less than 1/3 of a second. Most people don't have the reaction skills to react that quickly unless they know it's coming ahead of time.Doesn't the jab have some small hit stun to it? Because I know the frame between the jab and grab has to be less than 19 frames. There are lots of moves that can be used during 19 frames to counter act the jab>grab.
Even if his data is incomplete, the fact doesn't change that jab > grab is great, but not perfect.3GOD's frame data is a bit ambiguous. He doesn't say if the advantage comes from hitting with as soon as the hit box comes out, right before it ends, or somewhere in the middle. Generally frame advantages only count with hitting at the last moment possible. If he followed this format, the advantage/disadvantages are actually a bit worse.
sorry, may be off topic right now, but i think it is dia-a. He was the best in utah since the first tourney, until he moved.http://www.smashboards.com/showthread.php?t=215100
Our video Thread as a lot of names of good falcos.
Best, I'm not entirely sure about. I've not kept up with the tournaments really. DEHF and SK92 are the only 2 that I remember specfically for being excellent Falco users.
That's a nifty gold Falco you got there . . . .sorry, may be off topic right now, but i think it is dia-a. He was the best in utah since the first tourney, until he moved.
here is an award they gave him on this page
http://www.smashboards.com/showthread.php?t=197838
For some people I've spoken to, they find it easer to do a DACUS or boost smash pointing diagonally on the control stick. Of course, you might want to turn off tap jump to prevent any unexpected hops.Is DACUS easier if start a dash by hitting diagonally on the control stick?
It's certainly not guaranteed, but it can net you perhaps one regrab if they're not expecting it, but if they are expecting it, it won't work.I dont think the pillar works on anyone to be honest.
I hate tap jump, it grants me unwanted jumps when really trying to use up tilt and up air.For some people I've spoken to, they find it easer to do a DACUS or boost smash pointing diagonally on the control stick. Of course, you might want to turn off tap jump to prevent any unexpected hops.
For myself, I do the usual way of dash (pointing control stick directly left or right), initiate the dash attack with down c-stick, and doing the Usmash with up control stick z. I can do it in training mode, but I haven't incorporated it into my gameplay yet.
It's not really "buffered." I think the game just doesn't read that you hit the stick hard if you don't time a dash well and you'll end up walking.Is a walk auto-buffered if you hold left/right during the animation of a throw?
The CG does not work against ROB, as well as several other characters.Is it possible that the CG is useless against ROB? I played against a CPU rob today and found that regardless what I tried, he always managed to get out for some reason. And he was the only char I couldn't CG. >.<
this would be excellentI was wondering, could somebody who is proefficient with grabs and has plenty of matchup experience recreate the chaingrab thread so we have some legit information on the chaingrab?
You lose some range, and falco really isn't fast enough for a running grab to be a viable approach option.Running shield grab > dash grab all the time?
My life is complete again.Ohwow look, the thread title is back to how it SHOULD be.