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Jon?

Smash Champion
Joined
Apr 19, 2009
Messages
2,215
Location
Cary, NC
pivot as in dash and then back to turn around while pressing grab at the same time.
 

Oreos

Smash Apprentice
Joined
Apr 10, 2009
Messages
89
Location
Garden Ridge, Texas
Ok then How do u Pivot Grab
If you said you didn't get the sliding animation then you did a pivot grab and not a boost pivot grab i personally use the A button for boost grabs c stick for gatlin and boost smash but i guess its preference.I've seen other people explain how to do it for you just keep working on it you have to get muscle memory. tap direction you wanna go in> A or c stick (c-stick down is easier if you want to use the c stick)>immediatley after hold other direction and grab simultaneously (i know i butchered the spelling XD)

My question is how to fight pit and wolf the right way. They are the only two characters that mess me up wolf's d-smash and f-smash seem to always confuse me on the spacing. On the other hand i just get flat out **** everytime i face a pit no matter how good or bad the player is. Do you need to laser camp more against these characters or are you supposed to be agro? Im more of an aggressive player so if those characters require a more defensive strategy that would explain alot.

Another question is that all my movements with falco are very quick and tappish like (lolwut?) and it makes a hellalota noise whenever i play, is that the reason our controller relationship has so many assult charges?

Brawl is srs bizzness
 

BleachigoZX

Smash Master
Joined
Aug 19, 2008
Messages
3,443
Location
@legendarybleach
Pit is gay. He can camp just as well as Falco. Can plank like a *****. But we can gimp him so hard, try to get those. Keep him offstage. Also Pit has a very hard time being accurate when a character is low/crouching try that as well. Also Pit is gay.
 

Oreos

Smash Apprentice
Joined
Apr 10, 2009
Messages
89
Location
Garden Ridge, Texas
Pit is gay. He can camp just as well as Falco. Can plank like a *****. But we can gimp him so hard, try to get those. Keep him offstage. Also Pit has a very hard time being accurate when a character is low/crouching try that as well. Also Pit is gay.
true dat and thanks you know anything about the falco vs wolf matchup <__<
 

Oreos

Smash Apprentice
Joined
Apr 10, 2009
Messages
89
Location
Garden Ridge, Texas
Chain Spike, if you are not feeling up to it, do short jab combos.

Space as hard as you can, Wolf can be tricky.
what do you mean by jab combo's like jab cancel or jab to grab?

btw why is rolling bad i've almost completely broken the habit because i've watched al lthe good falcos and noticed they didn't do it, and all other characters for that matter. i am just curious to what the downside of it is.
 

WaterTails

Smash Lord
Joined
Dec 2, 2005
Messages
1,363
Location
Minot, ND
Rolling leaves you open, and you can be really easily punished, especially by a Dsmash, when you're near your opponent.
 

AvoiD

Smash Lord
Joined
Apr 26, 2008
Messages
1,441
Location
Houston, TX
NNID
AvoiDMe
@ ET: Usually when Diddy starts getting his bannanas, I use my Reflector before it hits the ground right after he uses the special. I'm usually camping until he approaches, and of course with bannanas. I use empty short-hops, SHDL/SHL, lasers to reflector and short-hop reflector.

If Diddy's close, usually Dash Attack to pick it up if he's not expecting it. Off stage I only use his banannas when he's trying to recover with his barrels.

Wolf's spotdodges, I don't usually have a time with it. If you see it coming and close enough, use his Jab, or a unexpected boost pivot grab. Other then that, just chaingrab and laser. Though his reflector is ****.

@ Frost: Search function. Use it.
 

Jon?

Smash Champion
Joined
Apr 19, 2009
Messages
2,215
Location
Cary, NC
Did the boards go down a few hours ago? I typed a very long descriptive piece of advice on the Wolf and Pit matchup for someone's questions. Now it's gone. Laaaaame.
 

Oreos

Smash Apprentice
Joined
Apr 10, 2009
Messages
89
Location
Garden Ridge, Texas
Did the boards go down a few hours ago? I typed a very long descriptive piece of advice on the Wolf and Pit matchup for someone's questions. Now it's gone. Laaaaame.
yeah it did and thanks for doing that (i believe it was my question) its the thought that counts?
 

erick gm14

Smash Ace
Joined
May 21, 2008
Messages
914
Location
North Jersey
anyone know how the smash player RAIN can wave bounce backwards his SHDL while facing forwards? meaning his falco is facing left, he runs left and does a shdl and wavebbounces to the right but shooting lasers to the left. ill post a vid if u ppl dnt understand..
 

Jon?

Smash Champion
Joined
Apr 19, 2009
Messages
2,215
Location
Cary, NC
Pit boards are found if you go to the top and click on the Brawl Character Discussions tab and scroll down to find Pit.

If you are looking for a Pit matchup discussion, they are also found on Pit's Character Discussion board.
 

WaterTails

Smash Lord
Joined
Dec 2, 2005
Messages
1,363
Location
Minot, ND
Dash attack, U-smash. Dacuses are just doing the Usmash later, so you hit early in the dash attack, interrupt the animation, and Usmash.
 

xXFrosTXx

Smash Cadet
Joined
Jun 24, 2009
Messages
47
Location
Yoshi's Island
I cant Seem to get the dair spike correct after the Chain Grab and yes I do it at 50% -54% I know that much. Can anyone give me tips
 

AvoiD

Smash Lord
Joined
Apr 26, 2008
Messages
1,441
Location
Houston, TX
NNID
AvoiDMe
Start from 0%. Do 3 D-Throws and try to spike, and see if it works.

Your either doing it to late, or their percentage is to high that your out of their reach.
 

BleachigoZX

Smash Master
Joined
Aug 19, 2008
Messages
3,443
Location
@legendarybleach
anyone know how the smash player RAIN can wave bounce backwards his SHDL while facing forwards? meaning his falco is facing left, he runs left and does a shdl and wavebbounces to the right but shooting lasers to the left. ill post a vid if u ppl dnt understand..
Erick, please post the video, I remember you told me something about this at the tourney we were just at.
 

Jon?

Smash Champion
Joined
Apr 19, 2009
Messages
2,215
Location
Cary, NC
You buffer the dash and then spike to get the sweet spot of the Dair. A lot of people that Falco ditto me fail to do that part correctly and I manage to get back onto the stage with ease.
 

J4pu

Smash Champion
Joined
Mar 30, 2008
Messages
2,343
Location
Torrance/Irvine, CA, USA
@erick

double/reverse/????? wavebounce
it's like a normal wavebounce but first you tap backwards (like you were gunna do a reverse laser) then do the wavebounce input forwards

step-by-step
run right
jump
tap left
press B then immediately press right
 

fridayslobster

Smash Apprentice
Joined
Mar 1, 2008
Messages
76
Umm i asked this question awhile ago and it never got answered, so i just figured i would ask again. (sorry if this is considered spamming or something but i didn't see anything about it in the first post so here it goes)

How do you deal with a SH air dodging wario? As soon as he would land he would either SH air dodge again and wait for me to make a move then punish me with a SH n-air.

I couldn't find a way to adapt to his play style since there was almost no lag between him landing and SH-ing again or punishing.
 
Joined
Aug 6, 2008
Messages
19,345
@Frost: Who are you trying to do the CG > Spike against? Trying to perform a spike at 50%-55% is a bit high at times. Some can typically either airdodge, DI or jump out by that time. 40%-45% is almost guranteed on most characters. But what the others said is correct. You have to Dash directly after the Dthrow ends into a SH Dair command.

Umm i asked this question awhile ago and it never got answered, so i just figured i would ask again. (sorry if this is considered spamming or something but i didn't see anything about it in the first post so here it goes)

How do you deal with a SH air dodging wario? As soon as he would land he would either SH air dodge again and wait for me to make a move then punish me with a SH n-air.

I couldn't find a way to adapt to his play style since there was almost no lag between him landing and SH-ing again or punishing.
Use your lasers and make sure you have adequte distance between you and him. And make sure you dont' use any laggy attacks till you know your opponents options are limited.

By using the lasers and spacing yourself accordingly so they do not get too close, the only thing they can do is try to air dodge through the lasers. And if you are spaced correctly by the time they get close to you they will have either been hit by a laser which you can lead into with a jab or something else. If the lasers don't hit well then they are stuck in frames of the air dodge and you can go about punishing the landing lag even though it's a small window.

Anyone else care to add to that, I know there is more too it than that when facing Wario.
 

Jon?

Smash Champion
Joined
Apr 19, 2009
Messages
2,215
Location
Cary, NC
@FridayLobster: Like what crystal said, if you space your lasers and yourself correctly, even if Wario airdodges and lands in front of you, he shouldn't be able to hit you at all. Ftilt is probably your best bet in this situation. Pretty good range and knockback.
 

Juber

Smash Cadet
Joined
Feb 29, 2008
Messages
29
Location
Lakeland, FL
I know fox can curve his firefox, but is Falco able to do the same thing? If so, hooooow? I hate dieing on Final Destination cuz of those **** jagged edges.
 

fridayslobster

Smash Apprentice
Joined
Mar 1, 2008
Messages
76
thanks for your input guys, I will definitely tell you how it works next time i face a similar opponent.

Thanks
 

WaterTails

Smash Lord
Joined
Dec 2, 2005
Messages
1,363
Location
Minot, ND
I know fox can curve his firefox, but is Falco able to do the same thing? If so, hooooow? I hate dieing on Final Destination cuz of those **** jagged edges.
It isn't quite diagonal, thought, ET, you do it at the midpoint between a diagonal and a "main direction" (Up, assuming you're trying to recover).
 

Gaspa

Smash Cadet
Joined
Apr 13, 2009
Messages
40
Sorry I am asking questions again, but falco's techs are quite a lot.

1- How can I tell the difference from buffering and not buffering the dash after the 34% or so chaingrab to spike? I mean, sometimes it's done WAY FASTER, but I cannot seem to get the timing to do it every time. Is it easy?

2- Is it really useful to learn the timing to "Long cancel" the phantasm to keep the forward momentum in order to keep sliding to generate safer spacing?

3- How come I sometime manage to do ALMOST 1/2 of final destination using DACUS and sometimes very little? I know the answer is timing, but I cannot seem to get it. In order to get the timing down, I need to know to do the whole button sequence either faster or slower. I already was like 30 minutes or so and didn't completely get it.

Also, I realized that d-throw to dacus is a really good option if your opponent airdodges by reflex after the d-throw.
 

Jon?

Smash Champion
Joined
Apr 19, 2009
Messages
2,215
Location
Cary, NC
Sorry I am asking questions again, but falco's techs are quite a lot.

1- How can I tell the difference from buffering and not buffering the dash after the 34% or so chaingrab to spike? I mean, sometimes it's done WAY FASTER, but I cannot seem to get the timing to do it every time. Is it easy?

2- Is it really useful to learn the timing to "Long cancel" the phantasm to keep the forward momentum in order to keep sliding to generate safer spacing?

3- How come I sometime manage to do ALMOST 1/2 of final destination using DACUS and sometimes very little? I know the answer is timing, but I cannot seem to get it. In order to get the timing down, I need to know to do the whole button sequence either faster or slower. I already was like 30 minutes or so and didn't completely get it.

Also, I realized that d-throw to dacus is a really good option if your opponent airdodges by reflex after the d-throw.
1- A buffered dash to spike usually results in a sweet spot Dair which is much stronger as if you didn't buffer the dash. After you chain grab enough people, it becomes reflex. lol

2-Learning to cancel is phantasm is not necessary but proves to be a very nice tool if you are able to master it. I believe you have to cancel the phantasm by pressing b in the very last available frame(s). I've used the long phantasm cancel to trick people and makes me able to avoid them.

3-Boost smash is about 1/3 the distance o Final Destination when done perfectly. I have some trouble with the timing as well, but I can the get the perfect Boost Smash about 20% of the time. I suggest going into practice mode more and train it into your muscle memory. Boost smash is a great way to follow up after a D-throw if your opponent tends to air dodge right after.
Another cool tip is to run up and re-grab them again before they land on the ground. Very good way to keep pressure and punishes them for air dodging.
 

Oreos

Smash Apprentice
Joined
Apr 10, 2009
Messages
89
Location
Garden Ridge, Texas
Sorry I am asking questions again, but falco's techs are quite a lot.

1- How can I tell the difference from buffering and not buffering the dash after the 34% or so chaingrab to spike? I mean, sometimes it's done WAY FASTER, but I cannot seem to get the timing to do it every time. Is it easy?

2- Is it really useful to learn the timing to "Long cancel" the phantasm to keep the forward momentum in order to keep sliding to generate safer spacing?

3- How come I sometime manage to do ALMOST 1/2 of final destination using DACUS and sometimes very little? I know the answer is timing, but I cannot seem to get it. In order to get the timing down, I need to know to do the whole button sequence either faster or slower. I already was like 30 minutes or so and didn't completely get it.

Also, I realized that d-throw to dacus is a really good option if your opponent airdodges by reflex after the d-throw.
yeah i use d-throw too boost smash once they are around 70-100% it works if you haven't been spamming boost smash all game. Also shdl to boost smash, boost pivot grab, or regular grab is nice too. SHDL to pivot grab looks so beast tho especially when you back throw.

You can tell the diffrence form buffering the dash as long as you get the spike at the end causing to ko the opponent becaause it's sweet spotted, or if you mean in between d-throws its when your opponent doesn't get away? Walking chaingrab is alot safer of an option because of no tripping.

#3 i think you mean boost smash but i think its when the dash attack is cancelled. If you cancel the dash attack in the beginning rather than the end when all the momentum is gone you go further. Sometimes i can atcually see the leg extend before the up smash cancels (then obviously i slide alot less further.

Being able to know the timing for a long cancel would be nice but it's not neccessary. trying to pick out one of the three frames would be rather hard to consistantly do it (although possible). personally i just mix up cancelled and non-cancelled phantasms to keep the opponent guessing this appllies to recovering and for spacing. A cancelled phantasm to a grab is a nice combination.

I don't know take my advice with a grain of salt its mostly opinionized. (unless some of my stuff is backed up by the rest of the board.) I try to help :D
 
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