Melee_Melody
Smash Rookie
- Joined
- Jun 13, 2016
- Messages
- 11
Thinking of piking up Falco. Any tech skill I need to learn straight away with this character?
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If I had to think of one thing to learn off the bat I'd say it's understanding that your opponent can't really bait you. Allow me to explain, when the opponent throws out a feint attack (ex Marth ac fair) where other characters would have to risk running in to get the punish Falco gets to laser from a safe distance, get damage, and reset the situation. This is also true for an opponent who is dash dance camping looking for an opening to grab or dash attack, while other characters would have to commit to catching them on their dash back with an attack Falco simply has to laser to stop them in their tracks. I'd say being aware of this during a match is an important thing to keep in mind when learning Falco. I hope I was able to help you, and I hope you have fun with Falco :]
If u can be punished for something, but u count on your opponent screwing up, then its just your opponent screwing up. If u want to say u are "baiting" dropped punishes u can, but it sounds pretty silly to phrase it that way.I thought baiting had to do with the intent behind an action, as long as the intent is "I want you to try to attack me so I can punish" wouldn't that make it a bait?
Im not sure the situations u describe actually have much in common. A fireball forces a reaction and require commitment from the thrower. An AC fair does not force a reaction (the way u describe doing it anyway) and has no endlag. In both cases u are either simplifying far too much, or are not aware of what causes people to do what u are describing their reaction should be.I feel like you misunderstand what I'm describing, allow me to use another game to make an example. Let's say I'm playing street fighter, I shoot a hadoken with the intent of making the opponent jump in so I can anti air them. Let's say my opponent in this scenario has 3 options; Jump in, Get hit, or Block ( I know there's potentially more options depending on character but for this example I'm using those 3 options). If they jump in they've taken the bait (hadoken) and fallen into the trap (anti air), if they block or get hit they didn't take the bait.
Now let's recreate a scenario in which this can apply to smash, let's use Marth as an example. My opponent is dash dancing waiting for an opportunity to attack me, I follow his rhythm and get to the very tip of his potential range, I fair and drift back landing with an auto cancel. My opponent reacts to seeing my fair and attempts to punish, by the time he reaches me I grab him before he can attack. In this scenario the bait was fair and the trap was grab. This actually is something that has been witnessed in high level play, it is something Leffen in particular has made use of many times.