General consensus from this thread from about a year ago to semi-recent was that you down throw > tech chase CF till about 30%. Keep in mind you should turn around immediately after the downthrow, as you can capitalise on a no tech real easy with a dtilt.
After 30% you uthrow > utilt. From there it's whatever works I suppose.
Bthrow can be used to cause someone to land on a platform at odd percents. Other than that I don't think it is very useful.
Do you really want to Dtilt someone if they are in the middle of the stage? You dthrow -> no tech -> dtilt, and you are right back to a neutral setting. I believe generally you want to maintain your advantage for as long as possible. If you Dthrow/Fthrow for regrab attempts until you can guarantee that Uthrow -> something works without having to guess if Falcon will jump or not. Or, just fthrow/dthrow to get Falcon underneath a platform for you to regrab underneath. From there you can play uthrow -> tech chase on platform antics.
I think with Falcon and a few other characters get a similar set-up if you Bthrow someone towards the ledge. If they DI in, then even at higher percents you are guaranteed(?) a set-up for Fsmash/Dair tippers. Otherwise, should one DI super far away, then you get normal edgeguard. Anything else in between is sort of like if someone DI'd Uthrow offstage.
If my analog stick is even SLIGHTLY off...or if my left hand feels kinda cold...or if I didn't eat a good breakfast or get a good night's sleep...pivoting consistently becomes a problem.
This game is too hard as is to rely on something that messy for me at least. I've been able to learn a HELL of a lot of tech skill, and pivoting is not outside of that, but the reality is that some **** is finicky to the point of ridiculousness. If I'm feeling it that day, sure, I'll pivot fsmash a jigglypuff off a throw for a conversion or something but more likely I'll just keep whacking her up to 6,000,000% and then hit a random move. Or I'll switch to fox.
Hi John!
Two (semi-related) questions here.
1. What should Marth generally do after a grab against Falcon? The standard followups I use against spacies seem to not quite work against him, and it really feels awkward.
2. What are some good tech-chases to go for after F-throw/D-throw? (Beyond the standard F-smash or regrab.) For that matter, is there ever a reason to B-throw instead of D-throw?
1) I commented on this in MookieRah's quote
2) Fsmash is a poor option unless you can get a tipper out of it to put them offstage and have enough time to cover options for his recovery. For example, if you fthrow -> fsmash (falcon missed tech) with your back to the ledge and falcon at 10%, then he is not going very far. Regrabs from tech chasing is the best strategy when on say Final Destination since Falcon has to play your game. The only reason he gets out is because of player error on your part. Ideally, you could tech chase him to death, but its error prone after a long time and uthrow -> aerials on falcon is faster and easier to time (imo). So, really there is not much else to use other than what Rook said about fthrow/dthrow for chases until like 30+ percent and go for Uthrow after that.
As for Bthrow, there is not much reason to use it. You get less frame advantage off bthrow compared to dthrow at lower percents. I think it might be worth considering when your back is to the ledge and you are near it.
I feel like Marth could fare similarly if not better(or easier) than Falco in many of those matchups. I have a lot of faith in this character and it's nice to see that that showed, thanks! =)
I am sort of curious how you see things from your point of view. I'll just give an example of what I mean to explain that comment.
To me, the reason I keep losing is because I feel I keep making poor decisions or execution mistakes. For example, I'll CG fox/falco and drop the CG half way through or mess up my timing on an Uair. Likewise, I might Fsmash tipper at 40% fox/falco towards the inside of the stage rather than go for a continued Uair set-up into say a tipper ffmash to put them offstage (given appropriate bad DI) for the smart decision. Perhaps I have been incredibly passive in my attempt to push my opponent into a bad position, so instead I get pushed into a spot I cannot reasonably get out of without my opponent making a mistake. In short, I keep trying to improve to have a sort of flawless play. Sort of maximize everything I can guarantee in the game to the best of my ability.
However, as a frequent top 8 player what is your driving principle for improvement? Or to be worded differently--What things do you value that is required to improve as a player or be able to contend with other players of your caliber? As far as I can tell from playing Tennis and playing Smash, the person who makes the most least mistakes on their end is the biggest component to success. However, when you start to reach a pinnacle of other players I was wondering if there was anything else important that I had not considered.