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Palpi

Smash Hero
Joined
Jun 26, 2008
Messages
5,714
Location
Yardley, Pennsylvania
I think the problem with a lot of falco's I see is that they get to ancy to rack percents or for the kills and their SHDL approaches for a dash attack, or jab or upsmash gets predictable and they get punished for it.

Denzi prolly couldn't stress this more, be patient and wait to punish a mistake because you'll get punished otherwise.
 

#HBC | ZoZo

Shocodoro Blagshidect
Joined
Jan 12, 2009
Messages
9,801
Location
Land of Nether
You're doing it again.


If you're gonna ask a question ask one that's productive or at least worth our time.

He has an unfair advantage because of lasers and chaingrab spike, which are the basics of a Falco's game against those characters, happy with your answer? or is your brain incapable of producing such a simple answer?
 

Smoom77

Smash Master
Joined
Oct 26, 2008
Messages
3,873
Location
Provo, UT
I looked the Falco guide, but I couldn't find any frame data. I only need one thing. How many start-up frames does his airdodge have? I would really appreciate if you could VM me instead of posting here because I'm doing a mass search of airdodge data.
 

AvoiD

Smash Lord
Joined
Apr 26, 2008
Messages
1,441
Location
Houston, TX
NNID
AvoiDMe
I looked the Falco guide, but I couldn't find any frame data. I only need one thing. How many start-up frames does his airdodge have? I would really appreciate if you could VM me instead of posting here because I'm doing a mass search of airdodge data.
http://www.smashboards.com/showthread.php?t=187546

Air Dodge:
Lasts 49 Frames
Invincible Frames 4 – 31

I'll PM it as well.
 

Tin Man

Smash Hero
Joined
Jan 31, 2009
Messages
6,874
Location
Belconnen, ACT, Australia
When Falco uses the reflector during the hit box frames (on the way out) G&W's Ftilt and Diddy's Fair can reflect the reflector and it hurts Falco. is there a thread were this has been discussed or can I create one?
 
Joined
Aug 6, 2008
Messages
19,345
On another diddy kong related matter, can diddy's glide toss down and totally avoid our reflector being hit by the shine? - Diddy being hit by the shine, not the banana.
 

#HBC | ZoZo

Shocodoro Blagshidect
Joined
Jan 12, 2009
Messages
9,801
Location
Land of Nether
On another diddy kong related matter, can diddy's glide toss down and totally avoid our reflector being hit by the shine? - Diddy being hit by the shine, not the banana.
lololololololol

diddy can bait reflectors with downwards glide toss yeah, but to punish it he needs to be at a pretty close range on the ground.
 
Joined
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Messages
19,345
lololololololol

diddy can bait reflectors with downwards glide toss yeah, but to punish it he needs to be at a pretty close range on the ground.
Just making sure. I ran into that problem once with the reflector and thought at the time "Did he really just avoid that by ducking down?".
 
Joined
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Messages
19,345
He can avoid it by ducking, but not by the glide toss iirc.
This is exactly what happened, I tried to shine, he glide tossed (down) and appreared to slide right under the shine and hit me with Dsmash. Maybe it happened after the flector came back at me.
 

#HBC | ZoZo

Shocodoro Blagshidect
Joined
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Messages
9,801
Location
Land of Nether
This is exactly what happened, I tried to shine, he glide tossed (down) and appreared to slide right under the shine and hit me with Dsmash. Maybe it happened after the flector came back at me.
reflector should have about the same hitbox as a laser, and I think I never lost a laser to a dribbling diddy.
 

Jon?

Smash Champion
Joined
Apr 19, 2009
Messages
2,215
Location
Cary, NC
can somebody break down the zelda mu for me its really gaying me.
I've explained this a couple of times before, I don't mind typing it again. This will be the abridged version.

Laser camping DOES NOT work against Zelda. You're best chances against her is your grab, mid-range, and aerial game.

If you can get her off game and read her recovery well, it can end up in a gimp or a free charged smash of your choice. Keep in mind she has no horizontal momentum after doing her vertical recovery.

Chain grabs aren't as effective in this matchup. Although I have managed to get them off with correctly buffered grabs.

Neutral b is a very annoying move. It deflects both lasers in your SHDL, it stops many approaches, and a well timed one can mess up your phantasms.

This is just a brief summary of the matchup. If you have any specific questions feel free to post here again.
 

ZeroUnderOne

Smash Apprentice
Joined
Feb 19, 2007
Messages
131
Location
Orlando, FL
Is there ever a moment when fair is the best option? Does fair have good priority/disjointed hitbox?

I was thinking along the lines of full hop fair for priority or drop zone fair for gimp.
 

#HBC | ZoZo

Shocodoro Blagshidect
Joined
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Messages
9,801
Location
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Is there ever a moment when fair is the best option? Does fair have good priority/disjointed hitbox?

I was thinking along the lines of full hop fair for priority or drop zone fair for gimp.
There's almost never a good moment for fair.

Except if you're like me and know the timing and gimp with it, but you need to time it so only the last hitbox hits, because else they can get out of it in 1 hit
 

Roxas1988

Smash Journeyman
Joined
Feb 17, 2009
Messages
270
Location
Where ever the wind takes me....
Is there ever a moment when fair is the best option? Does fair have good priority/disjointed hitbox?

I was thinking along the lines of full hop fair for priority or drop zone fair for gimp.
I think fair is a no-no. It is just a horrible move over all. Extreme/punishable cool down time as well as you've probably read before easy to DI out of and of course not enough sufficient damage for it to be usable. Better of with every other aerial.
 

ZeroUnderOne

Smash Apprentice
Joined
Feb 19, 2007
Messages
131
Location
Orlando, FL
Thanks guys.

Another question. Against a spotdodge/dsmash happy mk, what is the best option after you shield a dsmash (not powershield)? Seems it pushes Falco away from the mk body so a grab doesn't work and sometimes the pushed distance is enough so that the jab misses.

I figure the only other fast attack is the ftilt (will hit before next spotdodge/dsmash), am I missing something?
 

#HBC | ZoZo

Shocodoro Blagshidect
Joined
Jan 12, 2009
Messages
9,801
Location
Land of Nether
Thanks guys.

Another question. Against a spotdodge/dsmash happy mk, what is the best option after you shield a dsmash (not powershield)? Seems it pushes Falco away from the mk body so a grab doesn't work and sometimes the pushed distance is enough so that the jab misses.

I figure the only other fast attack is the ftilt (will hit before next spotdodge/dsmash), am I missing something?
run away and restart your camping
 

Yumewomiteru

Smash Master
Joined
May 25, 2009
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3,367
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Allston, MA
NNID
yumewomiteru
can somebody break down the zelda mu for me its really gaying me.
To add on to what Jon? said, Zelda has a down throw spike on falco if she grabs you on the ledge, but you can DI it so she cant just edgehog you.

And she can outrange you in everyway on the ground, so try to predict and punish rather than just attack, in the air Falco does very well against Zelda.
 

BleachigoZX

Smash Master
Joined
Aug 19, 2008
Messages
3,443
Location
@legendarybleach
Zelda isn't hard.

Whuuuut is this?

Zelda can't camp, you can. Stay in mid range. Make pretend you are fighting Marth without actually worrying about all the stuff Marth can do to Falco. Jab harass the crap out of her too, I'm sure she doesn't have a reliable 2 frame **** like Falco does.

btw, her Fsmash is safe on block, beware of that.
 

stingers

Smash Obsessed
Joined
Oct 21, 2006
Messages
26,796
Location
Raleigh, NC
when you do a buffer cg, do you buffer the grab, or the walk? or both? i cant get it against rob very well x.x
 
Joined
Aug 6, 2008
Messages
19,345
Simply hold the control stick forward after the Dthrow. Falco will start walking immediatly after that. When you get into the right range just grab. No buffering required from the grab, you just time when you press it.
 

stingers

Smash Obsessed
Joined
Oct 21, 2006
Messages
26,796
Location
Raleigh, NC
oh...thats a buffer cg? i thought thats what you were always supposed to do @.@

i was trying to buffer a dash or something lol...
 
Joined
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19,345
oh...thats a buffer cg? i thought thats what you were always supposed to do @.@

i was trying to buffer a dash or something lol...
Falco can do either. He can either walk the CG or run/dash the CG. There are advantages and disadvantages to both.

The one I described is simply the walking CG. The advantages to the walking CG is that you cover less distance compared to dashing the CG, allowing you to rack up damage without covering a whole lot of distance. It also prevents the occasional random trip that comes from dashing. Plus, only certain characters can be CGed by walking.

The running CG does need to be buffered. After Dthrow, you have to buffer the dash and then press the grab button shortly after dashing. The advantages to doing this is that you cover more distance allowing you to get to the edge more quickly. Also, certain characters can only be CGed by running/dashing CG. Most people though that you can dash/run CG can also be done with the walking CG.
 

Jon?

Smash Champion
Joined
Apr 19, 2009
Messages
2,215
Location
Cary, NC
I'm pretty sure you have to do buffered grabs against certain characters.

ZSS, G&W, and Olimar to be exact.
 
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