18s basically gave you some cliffnotes, there are 2 points I really feel like talking about cause it's 12:30 and im bored. XDHey all first time coming in here and being a new Doc player I just have a few questions.
1. Is it a good idea to throw pills in the air?
2. Is the Bdown effective at all?
3. Should I use the Fair alot?
and
4. Whats his most important tilt?
I dont know if this is the best place to post, it just seems that this would be quickest way to get my questions answered.
1) Is it a good idea to throw pills in the air?
- Yes, but you have to understand how the pill game works. By itself, you have 3 heights you can throw a pill. FH height, SH height, and Ground.
Whenever you throw a pill, it is going to bounce back to the height you threw it at. So if you throw a FH Pill, it's going to bounce back up to FH height. (This is opposed to Mario's fireballs, which decay in their bounce height).
This is important because if you do something like only throw FH pills, what's going to happen is you're going to have alot of projectiles controlling airspace, but none controlling ground space.
Like 18s said, there is some delay (recovery, cooldown, whatever you call it), after you throw the pill. If you keep throwing FH pills, anybody who knows the match is going to start looking for openings to running under your pills.
So beyond that, you have to know how easily people can go around your pills (Around being over under).
Note that I've said nothing about people who have ways of going THROUGH your pills.
2) Is Tornado useful?
a. Yes for recovery (if you can gain height. Test this by going to FD, tornadoing OFF THE GROUND, and then trying to double jump. If you cant do it, tornado will actually hurt your recovery. Contrary to popular belief, you dont specifically have to "PTP" to be able to use it on recovery (I cant PTP).
b. As an attack itself, situational as hell. The only time I even consider it is if somebody is recovering higher than you can jump. (Note that you really dont ever want to double jump then tornado. That's greedy as f**k)
3) Should I f.air alot?
-F.air works like this.
a. It has a LONG windup (i18, and that's assuming you're already in the air).
b. It kills.
So that means you want to use it, but you're going to be hard pressed to actually BEAT any attacks with it.
If you want to use it alot, then you have to find alot of times where you wont be challenging an attack.
Realistically, if you want to be like ganon and space with fair, you can get away with it against a large majority of the cast; but you cant do something like try to kill DDing with it.
If you score alot of knockdowns you can throw alot of f.airs; but if your opponent is always standing in a threatening position you cant.
tl;dr - you can if you know how to not get outprioritized and/or punished.
4) What's the most important tilt?
- Not d.tilt.
well i dont have aim but any particular reason for the reluctance to put em on smashboards?
That's why. It makes things easier if the misconceptions are just left there and the people who do the work know the truth.ps. downthrow knee works at any percent because falcon is a G.![]()
I could give you my whole "Alex Valle" run around, but eh. XD
But yeah, take d.throw knee on doc, for example. So long as Doc DI's right, there is absolutely no percent that it is ever guarenteed. I never knew this because I never actually went and TESTED it myself, I just went with everybody's "Well I see it all the time, so it must work" logic. Then I got fed up a month or 2 ago and actually tested it.
Since there isnt a "set list" of guarenteed %s anywhere on that forums, people just assume it works. (not a full one, mind you. -points to the matchup discussion- that's why, nobody knows "or cares" about a majority of the cast).
The truth about Dunk %s is something to that effect. (For the record, if it is the correct % range, there's no DIing away from it. There's only DIing to make it harder for doc)