Socrates
Smash Cadet
- Joined
- Aug 15, 2013
- Messages
- 46
I’ve been messing around against falco as well, trying to get a feel for the laser stun timing on hit and training myself with various options and whatnot. I’ve found take laser jab works really well on approach, but only when they’re a certain distance away from you so that it either tippers or almost tippers. If they’re any closer than that they can hold down at low percents with almost no lag afterwards. This range is where dash back comes in handy. If you know they’re going to nair/dair the grab is free, otherwise dash back > SH bair covers them doing another approaching laser. Worst case scenario is they’re lasering you with your back to the ledge so you can’t dash back, in that situation the only option i see is try to jab if they’re far enough away or shield.I decided to do some testing with jab in the falco mu, and I honestly can't believe I haven't been implemented this to my gameplan far earlier than before. It practically beats all of Falco's approaches, and it's pretty hard for Falco to act immediately out of it or CC especially when tippered. I think the biggest plus of this tool is that it forces Falco to actually think. While I'm still exploring more of this tool, I found that that various ways Falco can beat my jabs is being somehow right outside of the range and dairing, DD a bit and try to find openings or FH and try to use platforms to weave around me. The FH and dair I found that a simple answer could be just jumping after the FH and fair and dash back vs dair. As for dash dancing, I'm not sure what exactly are the best options since the Falco isn't exactly approaching but still is threatening space. Would perhaps WD jab beat this, and the WD would allow me to see what the Falco does?
Also, I found that tipper jab kind of destroys Falco in the corner. I need to test this further, but using some jabs literally beats everything Falco can do out of the corner including SH dair, which you noted was a slight problem previously when cornering Falco. Falco can try to laser out of the corner, but again jab in place beats all of Falco's approaches. The only thing Falco can do is roll, which is easily reactable. The only problem is that I'm not sure if I can jab Falco's shield and grab him if Falco buffers roll, in which I can just apply less is more principle when the Falco recognizes my jab threat. Thoughts?
With this whole take laser jab, I think take laser dash back is kinda a worse version oof take laser jab. For now, I have been using dash back in anticipation that Falco might use dair to beat some of my jab timings or wavedash jab threat. I only think dash back is really only good for netting grabs, which is a very high reward in it of itself to warrant continued used, but it's not as good as a tool as I previously thought. I'm still exploring more about my tools vs. Falco as I have only really tested it out rather recently, but for the first time in awhile in addition for take laser jabs with my anti-Falco toolkit, I feel like I'm playing the mu honestly rather than gimmicking and looking for gimps.
Additional questions I have is regarding juggling. For fastfallers, I'm often not sure how to catch them on the way down especially when they dair on the way down alongside with their ff and airdodge mixups. This is especially problematic when Falco dairs on his way down and I'm not sure how to intercept it when he gets down towards top platform. Are there important components for juggling fastfallers I'm not aware of, or is it a read on how they think they will come down?
For floaties, I have started to notice some patterns as how they like to come down, which perhaps might be a noob thing to do at our levels. When they fall towards me, more often than not they attack on the way down in which I abuse with SH to make them think I'll attack then FF WD fsmash or dash fair. When they fall away from me, I go ahead and stay diagonal to them and try to fair them. Am I simply abusing common habits that they could change, or is me reacting to drift enough to grasp the principle of Marth juggling?
Final question is regarding Peach throws. There are times where I attempt to throw them in a corner, and they DI in a way where they immediately float and nair me when I'm primed to tech chase. Is it a read that I need to make to fsmash them, or are there cues for me to react?
Additionally, I have some issues with Peach crouching to immediately DA or something to send a false positive that they're pulling turnip, which is especially effective to me since I play the mu very reactively whenever Peach pulls turnip to immediate dtilt or grab. I think this is something I have to read on my part, or do you think it's worth it for me to study the animation difference between crouch and pulling turnip?
Edit: PP I’ve been meaning to ask this even though I’m sure it’s been brought up. I feel really comfortable in slow matchups like peach, IC’s, and Samus. Conversely, I usually underperform against spacies and tend to get uncomfortable/overwhelmed with the speed. I feel better with the slower matchups because i feel like i have way more time to observe and actually apply the concepts i know. Where as with spacies everything happens so fast and i feel like i need to move right now or I’m going to get run over.
I think this might be due to my reaction times? I’ve been struggling to find a way to get over this because it seems like something that just comes with playing against people a lot, but I don’t get the chance to play against fast characters a ton so my only real experience is in tournaments.
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