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Perhaps I'm calling it something it's not. My understanding of stutter stepping was when you dash forward, immediately smash backwards on the analog stick, then immediately forward smash... resulting in an increase in the forward smash's range. With Falco, the second step (smashing back on the analog stick) doesn't help at all; however, doing a dash and immediately forward smashing extends the forward smash's reach by quite a bit. Is there a name for doing just that? Or would stutter stepping still be appropriate? I know people can get finicky with the naming of new found techniques... I don't care what we call it, just that the information is out there for the community to use.Also, stutter stepping does not apply to Falco.
I don't know what all can reflect Falco's shine. If you (or anyone else) happens to know, please let me know.* Shine : Amazing. (But can be reflected)
I could be wrong, but I think he means when somebody attacks you while you shine, both attacks go through, which means the shine has low priority, I think.I appreciate all the input Blad01. I'll be sure to add all of that in the next update (likely tomorrow).
EDIT:
I don't know what all can reflect Falco's shine. If you (or anyone else) happens to know, please let me know.
In the future, if anyone reports priority information etc, please use the terminology I outlined in the guide. I know it's all semantics, but for the sake of consistency, I'd like to use it.
You are correct about the spike not being a set knockback. I will correct my statement's ambiguity. What I meant was that if you hit your opponent while they are on the ground, the knockback is set to never kill them. Thanks.There is one mistake i'd like to correct you on though, the spike on the side B i'm pretty sure does NOT have a set knockback. I may be wrong though.
Cool, thanks man. I'll take a look at the thread and fix the reflector section in the next update.You can refer to my shine thread (the last few posts) of which reflects.
Very awesome. I'd recommend a sticky.
I would also recommend some more details about other laser tricks such as single lasering, b-sticking, and other tricks. I mean... there are A LOT of laser tricks scattered everywhere. Find Forward's old thread about laser tricks on page 3 or so. That is a good place to start.
Don't worry, I've not forgotten about it. I just thought I should learn more about it before I write a section on it. It'll likely be included in the next update. Thank you for pointing it out though, it's good to have people checking my work so we get everything right.... you didn't include the "Reverse Jump Canceled Up Smash (RJC USmash)".
Yes it does.Also, stutter stepping does not apply to Falco.
I didn't include this because I tend not to think of it as an "Advanced Technique." If others think it should be included, please let me know, otherwise I'll leave it out and hope people find it when learning about basic gameplay.I think you may have missed the hyphen smash, unless I missed something myself.
Even after looking through that thread, I'm still not seeing why wave bouncing lasers is superior to simple b-reversal lasers. If someone would try to enlighten me, I'd appreciate it.
I completely agree. I'll add an update to their notes.Ftilt and Utilt are more useful than you're giving them credit for; they can be used against most characters for spacing (ftilt) and can easily set up to a dair or bair (utilt). They're also useful in terms of priority and hitboxes; ftilt has this weird invisible hitbox that extends just a bit beyond the foot and utilt stretches in an arc around the tips of Falco's feathers. Both of these have good priority and help neutralize opponents' moves...though obviously it won't happen vs smashes
Nope. I use Smashboards and Allisbrawl only. I don't think I could manage more than two, especially since their editors are different... which means I have to manually edit each guide. I have been taking input from both forums and incorporating it into the guide, so if anyone ever wants to post there instead, feel free.Smashboards was down yesterday, so I went to Allisbrawl and saw this exact same thread over there by you
I never even bother going there unless I can't come here. Seeing one forum's worth of pointless threads is enough for me.
Enoch, you have more dedication than me.
Are there any other smash forums you frequent?
EDIT- btw it was not my intention to call this thread pointless, I was referring to noobs' posts
Well then, I'm very glad I could help. It is always a pleasure to see my work appreciated. Thank you.Man, you have seriously helped me out here. I'll probably read this over and over and memorize every word so I can make my Falco better. By the end of 08 I will be able to recite this entire thing by heart, or at least most of the important points. Thank you so much for this huge plethora of information, I will do my best to apply it to my playing style.
Glad to hear it. Let me know when it's updated and I'll take a look and possibly link to it.I'm planing to expand my guide on the shine, including everything it reflects/gets reflected by (yes it would be huge). So you could always just link it to my thread to save time on expanding the Down B info.
I've got a video for the boost pivot grabbing. It's done in the middle of a chaingrab by Seth.#4.7 Boost Pivot Grabbing:
This technique utilizes the same concept as the boost smash; however, rather than canceling the dash attack with an up smash, you cancel it with a pivot grab. A pivot grab is when you are running one direction and then smash the opposite direction on the analog stick as you grab. To demonstrate:
Video soon to come.
This technique does have a few downsides. Although it looks like you get a lot of range, you really don’t. This is because Falco’s grab hitbox is a bit in front of him and only lasts a split second. If you start the boost pivot grab at a distance, when you are sliding through your opponent, the hitbox misses them. The only way to get the boost pivot grab to land is to align your opponent with the hitbox. To do this, you need to start the boost pivot grab just in front of them. Another down side is that just like when you try to stand too close to another character and get moved back, while you are sliding past your opponent, you are also pushing them aside. This further diminishes the range of this move because you will sometimes end up pushing them behind you and out of your grab range. Also note that you can be hit out of this.
The only way I’ve found around the first two issues (the third is always a problem) is to use this technique when your opponent is in the air. Your sliding past won’t push them aside anymore, and Falco’s grab hitbox seems to be slightly bigger against aerial opponents. With this in mind, viable applications for the technique are much easier to find; my favorite being... If you happen reach the edge during a chaingrab before reaching the damage limit for the chaingrab, you can use a boost pivot grab to change directions of the chaingrab. Just be sure to give yourself enough room before hitting the edge. To demonstrate:
Video soon to come.
I do appreciate the contribution; however, I'd like to use videos created specifically for the purpose of displaying the technique. It's great to show people its applications in a real match, but my primary goal (at least with the initial videos I put up) is to quickly introduce the reader to the technique.I've got a video for the boost pivot grabbing. It's done in the middle of a chaingrab by Seth.
Perhaps if people rate the guide high it would get noticed by a Mod and later sticky. If not, the guide deserves the stars anyway.Glad to hear it. Let me know when it's updated and I'll take a look and possibly link to it.
Also, can ANYONE help us get this stickied? This is our only comprehensive guide and it's been up for quite a while with absolutely no moderator input.
Glad to hear it. Let me know when it's updated and I'll take a look and possibly link to it.
Also, can ANYONE help us get this stickied? This is our only comprehensive guide and it's been up for quite a while with absolutely no moderator input.
Umm KB IS proportional to dmg, but it is so low that is it nearly negligible. Eg. Falco can KO another falco standing in the middle of FD around 770%-820%, depending on DI.Down B
Damage: (6%)
Priority: Awesome, but it can be reflected by some things. [Blad01]
Range: Awesome.
Knockback: Very little. This attack has a set amount of knockback.
Startup Lag: None, though if your opponent is farther away, it takes a longer for the reflector to get to them.
End Lag: Bad.
Notes: You can still change (or keep) aerial momentum when using this attack in the air. There is a good chance of tripping your opponent if it hits. The hitbox is the smallest of the hexagons and only hits on the way out. It can be used to hit through walls. All of the hexagons will reflect as long as they are visible, including the first and last few frames of the attack (which cover behind him). Reflected projectiles do 1.5x damage. Below is a list of known attacks that can reflect Falco's reflector:
- The last hit of Snake's jab combo. [Fluke]
- Wolf's forward smash. [Fluke]
- R.O.B.'s side B [Fluke]
Interesting, though as you pointed out, negligible.Umm KB IS proportional to dmg, but it is so low that is it nearly negligible. Eg. Falco can KO another falco standing in the middle of FD around 770%-820%, depending on DI.
Neat!DID YOU KNOW, that when Falco is not doing anything, when he move his arm in front of him, it extends his hitbox FORWARD! (I was spamming Down B at falco, then suddenly it hit!