Why do people say falcon's tech roll sucks?
The only thing that I agree with is that after the tech roll he has a slow spot dodge, but he has a good dash and can still shield as options.
From http://smashboards.com/threads/detailed-throws-techs-and-getups-frame-data.206469/
This is his Falcon's teching data. Tech in place is the same for almost all high tiers
Tech-Roll Forward
Total: 40
Horizontal Movement At: 11
Distance: 16.6 ft
Invincible: 1-20
Tech-Roll Backward
Total: 40
Horizontal Movement At: 8
Distance: 13.6 ft
Invincible: 1-20
Total time and invincible time is the same for most characters so we can discount that. Let's compare with fox's frame data...
Tech-Roll Forward
Total: 40
Horizontal Movement At: 9
Distance: 12.6 ft
Invincible: 1-20
Tech-Roll Backward
Total: 40
Horizontal Movement At: 6
Distance: 12.6 ft
Invincible: 1-20
Falcon's tech roll is longer in both directions which makes it harder for the other character to chase down.
I'm looking at http://smashboards.com/threads/why-is-falcons-tech-roll-so-bad.391233/
for the first post, one guy posted
1) it covers very little distance which means that characters with low speed don't have to worry about trekking the whole stage, as well as making the "leeway" for reacting to a specific tech option a bit greater.
^this is wrong as shown above
2) Captain Falcon throws a "tell" revealing which way he is going sooner in the animation sooner than other characters. I do not have the data in front of me, but i believe it is about 5 or 6 frames sooner than the space animals offer a similar tell. This means that you have an extra 10th of a second or so to react. A tenth of a second, in this case, is the difference between being very challenging (Tech chasing spacies on reaction) and mildly challenging (tech chasing falcon on reaction.
^is this actually true? falcon's horizontal movement doesn't start until much later, so isn't it harder to tell he's going to roll?
Am I missing something here? I don't see anything that makes Falcon's tech roll that bad if at all.
The only thing that I agree with is that after the tech roll he has a slow spot dodge, but he has a good dash and can still shield as options.
From http://smashboards.com/threads/detailed-throws-techs-and-getups-frame-data.206469/
This is his Falcon's teching data. Tech in place is the same for almost all high tiers
Tech-Roll Forward
Total: 40
Horizontal Movement At: 11
Distance: 16.6 ft
Invincible: 1-20
Tech-Roll Backward
Total: 40
Horizontal Movement At: 8
Distance: 13.6 ft
Invincible: 1-20
Total time and invincible time is the same for most characters so we can discount that. Let's compare with fox's frame data...
Tech-Roll Forward
Total: 40
Horizontal Movement At: 9
Distance: 12.6 ft
Invincible: 1-20
Tech-Roll Backward
Total: 40
Horizontal Movement At: 6
Distance: 12.6 ft
Invincible: 1-20
Falcon's tech roll is longer in both directions which makes it harder for the other character to chase down.
I'm looking at http://smashboards.com/threads/why-is-falcons-tech-roll-so-bad.391233/
for the first post, one guy posted
1) it covers very little distance which means that characters with low speed don't have to worry about trekking the whole stage, as well as making the "leeway" for reacting to a specific tech option a bit greater.
^this is wrong as shown above
2) Captain Falcon throws a "tell" revealing which way he is going sooner in the animation sooner than other characters. I do not have the data in front of me, but i believe it is about 5 or 6 frames sooner than the space animals offer a similar tell. This means that you have an extra 10th of a second or so to react. A tenth of a second, in this case, is the difference between being very challenging (Tech chasing spacies on reaction) and mildly challenging (tech chasing falcon on reaction.
^is this actually true? falcon's horizontal movement doesn't start until much later, so isn't it harder to tell he's going to roll?
Am I missing something here? I don't see anything that makes Falcon's tech roll that bad if at all.