Force Frontal by Chicken
Smash Apprentice
- Joined
- May 3, 2007
- Messages
- 148
In melee you had Captain Falcon. He was fast, could combo and gimp well, and every time he landed a hit on a fast faller, you would watch and hope for that long tech chase combo that would lead to death. When the CF player lands that first hit, the thought going through his mind isn't "how can I do a lot of damage?", it's "how can I keep this combo going on long enough to kill this ****er?"
I think it's safe to say that a fair amount has changed from Melee to Brawl. There's less hit stun which makes tech chase combos rarely occur. And the air dodge mechanic has been changed which makes wave dashing a little difficult. However, with Brawl's new air dodge mechanic, your fall pattern is much more predictable and it allows a player to read another without tech chasing. It is also drastically harder to get back on the stage when you're hanging from the ledge.
With fox's speed, walk, grab, and usmash, Fox can essentially "air tech chase" many characters repeatedly. And against many characters, we need to stop focusing on, how can we do the most damage from a combo, and start focusing on, how can we get the other character in the air once and kill him from it.
Walking is the new wave dashing. Without walking, it'll be impossible to 0-death anyone without prediction, and the goal here is to set up a plan of how to position and react to each situation in way that leads to death. So as a character board, we need to start coming up with these plans of attack, and start learning how to set ourselves up in situations that allow us to read every option possible. And we need to start getting into the mindset of trying to get that kill from any given combo start up move.
I think it's safe to say that a fair amount has changed from Melee to Brawl. There's less hit stun which makes tech chase combos rarely occur. And the air dodge mechanic has been changed which makes wave dashing a little difficult. However, with Brawl's new air dodge mechanic, your fall pattern is much more predictable and it allows a player to read another without tech chasing. It is also drastically harder to get back on the stage when you're hanging from the ledge.
With fox's speed, walk, grab, and usmash, Fox can essentially "air tech chase" many characters repeatedly. And against many characters, we need to stop focusing on, how can we do the most damage from a combo, and start focusing on, how can we get the other character in the air once and kill him from it.
Walking is the new wave dashing. Without walking, it'll be impossible to 0-death anyone without prediction, and the goal here is to set up a plan of how to position and react to each situation in way that leads to death. So as a character board, we need to start coming up with these plans of attack, and start learning how to set ourselves up in situations that allow us to read every option possible. And we need to start getting into the mindset of trying to get that kill from any given combo start up move.