Master Knight DH
Smash Journeyman
- Joined
- Apr 1, 2008
- Messages
- 460
I thought I might post this in case people didn't already know about this.
Well, I decided to check out what people were talking about saying CF deserves bottom of the barrel. Because it got rather tiring, especially considering how messed up Ganondorf is. Surely if CF has a solid mix of power and speed he can't be all bad.
Well, he turns out to be hard to control, especially when his traction comes into play. But guess what? His speed has at least two good points.
#1 is CF's grab game. While CF's grab range is just standard at best (or at least not as ranged as Olimar's), he can use his high speed to move from a reasonable distance right into the opponent's face and grab him/her. No more SGing stopping you. It certainly will intimidate the opponent if they're aware of this. In fact, if they stepdodge, you get a few free punches. It's noteworthy against the laggy Ike, but
#2 is getting through certain defenses, G&W's Down Smash (or whatever is the doublehammer) for one. This is useful because you can force the opponent's hand at worst, and if they just try Down Smash spamming, you get them and deal some damage. You don't even need Falcon Kick for this. It's just a simple matter of gutting them with a timed charge attack, or timed grab if you feel that would work better. And yes, it was a human player who was G&W playing Whack-A-Mole so I know what I'm talking about. There's also blaster happy guys like Wolfs who can be punished if you work with this speed too.
My point is, that speed may be the key to an effective way to use CF. There's still the air game, but you'll want to mess up the opponent's concentration so that your speed edge can kick in.
Well, I decided to check out what people were talking about saying CF deserves bottom of the barrel. Because it got rather tiring, especially considering how messed up Ganondorf is. Surely if CF has a solid mix of power and speed he can't be all bad.
Well, he turns out to be hard to control, especially when his traction comes into play. But guess what? His speed has at least two good points.
#1 is CF's grab game. While CF's grab range is just standard at best (or at least not as ranged as Olimar's), he can use his high speed to move from a reasonable distance right into the opponent's face and grab him/her. No more SGing stopping you. It certainly will intimidate the opponent if they're aware of this. In fact, if they stepdodge, you get a few free punches. It's noteworthy against the laggy Ike, but
#2 is getting through certain defenses, G&W's Down Smash (or whatever is the doublehammer) for one. This is useful because you can force the opponent's hand at worst, and if they just try Down Smash spamming, you get them and deal some damage. You don't even need Falcon Kick for this. It's just a simple matter of gutting them with a timed charge attack, or timed grab if you feel that would work better. And yes, it was a human player who was G&W playing Whack-A-Mole so I know what I'm talking about. There's also blaster happy guys like Wolfs who can be punished if you work with this speed too.
My point is, that speed may be the key to an effective way to use CF. There's still the air game, but you'll want to mess up the opponent's concentration so that your speed edge can kick in.