MikeHaggarTHAKJB
Smash Master
@ckyyy: i agree knee on shield->grab is so underrated... people usually don't expect it. free grab woot!
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!
http://www.youtube.com/watch?v=yxr0xnaB7AM Heres a video for Scarjumping.It's probably in this thread somewhere, but does someone mind telling me how / what doraki? is and scarjumping. Another thing which is think is different altogether when you're recovering looks like a ledge tech or something, when off the stage and someone tries to spike you do something to counter it. Im a real noob, just seems odd at least the first two dont appear to be covered anywhere in this forum.
Thanks. So whats this? http://www.youtube.com/watch?feature=player_detailpage&v=PkECO2Zu3Vk#t=107shttp://www.youtube.com/watch?v=yxr0xnaB7AM Heres a video for Scarjumping.
A doraki is when you let go of the ledge and you hold the control stick towards the wall and you wall jump off the wall, except that you will have your double jump when you walljump. You can only do this on certain stages like Yoshis island (melee)
I'm sure someone else has a better explanation of doraki.
What he said. Darkrain did a tech on the wall and it made him do a walljump tech.That was a walljump tech I think it's called. You hold up when you tech a wall and you do that jump.
Not always true, in some cases it's better to air dodge onstage after, as the up b leaves you vulnerable to gimps both before and after hittingBut UP-B'ing the moment you walljump tech is better because it catches the opponent off guard and is the best option
I never thought of that. Although, I havent seen any high levels Falcon do it muchNot always true, in some cases it's better to air dodge onstage after, as the up b leaves you vulnerable to gimps both before and after hitting
You have to walljump then instantly use the c stick for aerials(be quick when pulling out aeriels ) to scarjump . What i do for doraki, is let go of ledge then the instant I do that I move control stick towards wall and walljump quick enough to be able to walljump. Then I'll still have my double jump.Couldn't for the life of me pull off a doraki last night nevermind a scarjump, release ledge > cstick towards just knee's then fall to death. Really doesn't work.
Thanks. But in the cases ive seen 'wallteching' like the darkrain vid I posted they're not sent into the wall they're sent away from it (the edge of the stage that is) but im guessing it works the same if you press up > shield the moment you're hit.Doraki is a beast I have never dealt with.
Scarjump is walljumping without using a double jump, so you can jump again after a walljump. Only neutral I've ever seen it work on is Yoshi's story.
How-to-do scarjump:
1. Hang from the ledge
2. Flick c-stick away from the ledge. Holding it might lead you to throw out an aerial, fall, and die. A little after doing this, it would be a good idea to hold the control stick to the stage.
3. Flick control stick away from the wall.
4. Success! Example of use for this: http://www.youtube.com/watch?v=ndpzmWfG8Ws
Walljump tech is when like teching normally when you hit a wall, except you jump immediately after.
How-to-do walltech:
1. Be sent flying into a wall
2. Move your control stick up.
3. Right before you hit the wall, hit a shield button.
4. Success!
Doraki is not discussed often because it was discovered recently and its uses are not well-defined yet (i think).
Scarjump is not considered an incredibly important technique for a Falcon to use due to its incredibly situational nature. Hence, not too many people feel the need to explain it.
Wall-jump tech is probably under a guide for teching. Pretty much any character can do it, so info on it wouldn't really belong in the C. Falcon character specific boards.
yesThanks. But in the cases ive seen 'wallteching' like the darkrain vid I posted they're not sent into the wall they're sent away from it (the edge of the stage that is) but im guessing it works the same if you press up > shield the moment you're hit.
There's a lack of discussion on the first two because those techniques aren't very important towards getting better, period. Scar, S2J, and others are here to provide input that only top Falcons with tourney experience might have. They're not here to regurgitate technical information that anyone can find for you from the depths of the Melee Discussion board.Ok it's kind of pissing me off now 'cause I really want to learn each thing. Can someone who knows without doubt how to explain each one chime in here and tell me how to do each step by step? Or at least point out where each is explained. I am amazed at the lack of info regarding these moves like it's some taboo secret that people know but dont talk about :/
No offense Wizz/kayaputen.
1. Doraki
2. Scarjump
3. Walljump tech? The thing that is only used when you get hit.
TIA
Well im new to Mr. Falcon so i was just asking for some type of falcon's awesome throw guide lolWhat characters are you having problems with <_<
If you just think about it for a bit most of the things you can do out of throw should be pretty obvious
I think if I could perform them consistently, I would use them more than most for my own entertainment. But granted I should probably get the basics down smooth first.There's a lack of discussion on the first two because those techniques aren't very important towards getting better, period. Scar, S2J, and others are here to provide input that only top Falcons with tourney experience might have. They're not here to regurgitate technical information that anyone can find for you from the depths of the Melee Discussion board.
I just use C stick the moment I jump. I use C stick for basically all Falcons ariels except Knee sometimes.What do people use / recommend for instant upair? When ive been trying it I alternate between doing an upsmash or a not quite instant upair (about half way between instant and SH)
You should just try and master L-cancels so you never miss one. They are one of the most important aspects of playing Melee, and it is extremely important to master. It shouldn't be hard to master if you put in some good practice.Hey All, back with a request this time.
So one of the most lack luster parts of my falcon atm is the inability to follow up on grabs/stomps/insert combo starter here due to not taking advantage of l-cancels. I preform them, but tend to wait to not follow it up. A fellow local falcon player gave me the suggestion of working on a particular combo against Marth in order to help ingrain that acting immediately reaction and mentality. I honestly think this has helped me out alot by giving my off time training more structure and a good way to measure results.
The combo goes like this, set Marth to 20% and then stomp->nair->uair->knee without marth ever touching the ground. The timing is fairly tight and if I miss an l-cancel or don't dash immediately for the uair->knee it ruins the combo. The timing can be made tighter ( my record as of currently is starting at 14% ). He also claims that marth can't DI from this, but it is unimportant for my purposes.
My request is does anyone have a combo like this for other characters or even different one for marth? To elaborate, I am looking for combos that give no chance to tech ( IE they never hit the ground ) and have very tight timing. The purpose of these combos is not to be practical ( thought that's cool too ), but to help master the tight timing needed for falcons combos. Thanks.
I'm not sure what to say then. I have been L-cancelling so long that I barely think about it when I press the button.The problem isn't me hitting it, it's ingraining the instinct to take an action immediately after it. I do constantly practice the basics, but it is hard to get a measure of mastery without specific goals to reach. It's like knowing how to shine back air with falco and knowing how to shine back air at 500% with falco. It's about polish. Though that is good advice, there is no excuse to ever miss an l-cancel other that not having it down.
How often do you practice?Hey All, back with a request this time.
So one of the most lack luster parts of my falcon atm is the inability to follow up on grabs/stomps/insert combo starter here due to not taking advantage of l-cancels. I preform them, but tend to wait to not follow it up. A fellow local falcon player gave me the suggestion of working on a particular combo against Marth in order to help ingrain that acting immediately reaction and mentality. I honestly think this has helped me out alot by giving my off time training more structure and a good way to measure results.
The combo goes like this, set Marth to 20% and then stomp->nair->uair->knee without marth ever touching the ground. The timing is fairly tight and if I miss an l-cancel or don't dash immediately for the uair->knee it ruins the combo. The timing can be made tighter ( my record as of currently is starting at 14% ). He also claims that marth can't DI from this, but it is unimportant for my purposes.
My request is does anyone have a combo like this for other characters or even different one for marth? To elaborate, I am looking for combos that give no chance to tech ( IE they never hit the ground ) and have very tight timing. The purpose of these combos is not to be practical ( thought that's cool too ), but to help master the tight timing needed for falcons combos. Thanks.
Thats pretty good, the best way i learned to increase my reaction speed was to play fox and (reaction time test) http://getyourwebsitehere.com/jswb/rttest01.htmlDuring the week, 1-2 hours a day mixing it up between actual play and solo practice, Fridays being 2-4 hours of solid play and weekends about 8 hours of practice between Saturday and Sunday. This has been my usually schedule for about 4 months at this point. I practice prior to this but on a much lighter schedule.
So its not considered a doraki, unless its an instant walljump?Y'all are so wrong about what a Doraki is.
A Doraki is when you sweetspot the ledge so perfectly that when you press the control stick away from the ledge, you automatically walljump and retain your double jump. Easiness varies by character and by stage. The simplest example is Fox on FD, because it's very easy to do.
Falcon essentially cannot do it on any legal stage. There are weird recorded instances of it happening (I believe on FD and Dreamland), but it's impossible to reproduce.
If you wanna see what it's like with Falcon, though, it works on just about all the ledges on Fourside, even when you don't sweetspot.
correct, thats why the full name is "doraki instant walljump"So its not considered a doraki, unless its an instant walljump?
I've been trying to impliment it, hit and miss at times. Being a bit off gets me hosed by spacies.... so i have been utilizing it as a mix up from time to timeHas anyone started using the "kneegrabbing" thing in Hax's section?
Like on a shield?Has anyone started using the "kneegrabbing" thing in Hax's section?