Ayaz18
Smash Champion
so if anyone has been reading the testing thread I have been talking a lot about Raptor boost, and even more about the mock-waveland. I want to share with you the importance of this tech and what I have discovered with it recently. First off no vids cause I have no camera (that works) or a youtube account, so im not making any videos about this, I trust that some people on the Falcon boards are smart enough to test this.
First off why is the Mock-Waveland important to Falcon's game? Isn't it only used at Yoshi's Island while recovering at the edges? NO, my friend the Mock-Waveland can be used at a various levels and at various positions. Yoshi's island is only thought to have the edges as places to MW, but in reality you can also MW even at the center of the stage! I have been testing the physics behind this move extensively, it seem's that ANY type of slope allows a MW, including YI's slight indentation floor structure. However the time in which you cancel your jump into a Raptor boost varies, for example on YI the very small slopes have to be canceled quickly and at a certain spot, this spot is near the middle of the stage before it turns flat. In fact if you look at the lines on the stage there should be two kinda small rectangle sections, these sections are Falcon's "hot spots" where Falcon can MW the the edge of the stage if he want's to. For much steeper slopes such as distant planet, you do not need to cancel you jump into a raptor boost that quickly, your really are just simply jumping about half the size of a SH then raptor boosting towards the hill. On distant planet you achieve ridiculously long slides, and all of these slides can be interupted fairy quickly with anything you want; jabs, grabs, Fsmash, Dsmash, ect. Now I know many users are going to say that it's still a situational move, but im going to list a number of counter pick stages and some debated neutral stages later on but im going to talk about how the MW can be effective on flat stages. On flat stages you canot MW at all but the same movement is very useful from my findings. If you enter training of whatever with Falcon on Final D. and try to MW as quickly as you can, in your landing lag you will slide slightly. Next run across FD with Falcon to about the middle and see how much time it takes (by eye, you don't need to go overboard and count the frames) then do the same with the MW. you should notice that the raptor boost travels faster then you running speed (to the middle of FD roughly). Next, around half way to a quarter of the distance of FD from the edge perform a MW, you should have noticed that falcon's sliding animation cancels into a almost falling animation (you know where he says "oops" and flails around at the edge). From this exact position you can cancel this animation into a HADUKEN!!!!11!, so if people have a hard time normally hadukening, they simply do this, because once at the edge hadukening becomes a zillion times easier, and if you don't think it is try it running and then try it when at the very edge. This makes edgehog's way easier and quicker
anyways so those are my thoughts on the MW, im sure there's a lot more to it because of the falling animation cancel but that's all I got for now
here are the confirmed neutral stages the MW works on:
Yoshi's Island- edges and main arena except the very middle little flat spot and the above tilted platform
Counterpicks
Lylat Cruise - the edges and when the stage tilts
Delfino Plaza - the top platform, the edges at it's first stop, the beach section (big MW here), inside the city at the two steep staircases (big MW)
Halberd - the main platform, it has low edges so a quick MW is needed for it to work, but has great results nevertheless
Castle Siege - the starting section has a slope that can be used well, the second part of the level has platforms above that have steep and long hills
Distant Island - already mentioned
Pokemon Stadium - water, and jugle parts have nice slopes for effective use
Pirate Ship - like halberd, it has small slopes on the ship
Sliding+Non-Sliding Moves
o.k, so falcon can only do couple of sliding moves, some are really hard to pull off and some are way easy.
Sliding
Falcon can do sliding jabs, grabs (ridiculous grab range is achieved) and tilts, but you have to input the command really fast, except for Utilt if you have tap-jump off
Non-Sliding
everything else, stops Falcon's momentum (even Falcon punch , it's still a great mind-game
First off why is the Mock-Waveland important to Falcon's game? Isn't it only used at Yoshi's Island while recovering at the edges? NO, my friend the Mock-Waveland can be used at a various levels and at various positions. Yoshi's island is only thought to have the edges as places to MW, but in reality you can also MW even at the center of the stage! I have been testing the physics behind this move extensively, it seem's that ANY type of slope allows a MW, including YI's slight indentation floor structure. However the time in which you cancel your jump into a Raptor boost varies, for example on YI the very small slopes have to be canceled quickly and at a certain spot, this spot is near the middle of the stage before it turns flat. In fact if you look at the lines on the stage there should be two kinda small rectangle sections, these sections are Falcon's "hot spots" where Falcon can MW the the edge of the stage if he want's to. For much steeper slopes such as distant planet, you do not need to cancel you jump into a raptor boost that quickly, your really are just simply jumping about half the size of a SH then raptor boosting towards the hill. On distant planet you achieve ridiculously long slides, and all of these slides can be interupted fairy quickly with anything you want; jabs, grabs, Fsmash, Dsmash, ect. Now I know many users are going to say that it's still a situational move, but im going to list a number of counter pick stages and some debated neutral stages later on but im going to talk about how the MW can be effective on flat stages. On flat stages you canot MW at all but the same movement is very useful from my findings. If you enter training of whatever with Falcon on Final D. and try to MW as quickly as you can, in your landing lag you will slide slightly. Next run across FD with Falcon to about the middle and see how much time it takes (by eye, you don't need to go overboard and count the frames) then do the same with the MW. you should notice that the raptor boost travels faster then you running speed (to the middle of FD roughly). Next, around half way to a quarter of the distance of FD from the edge perform a MW, you should have noticed that falcon's sliding animation cancels into a almost falling animation (you know where he says "oops" and flails around at the edge). From this exact position you can cancel this animation into a HADUKEN!!!!11!, so if people have a hard time normally hadukening, they simply do this, because once at the edge hadukening becomes a zillion times easier, and if you don't think it is try it running and then try it when at the very edge. This makes edgehog's way easier and quicker
anyways so those are my thoughts on the MW, im sure there's a lot more to it because of the falling animation cancel but that's all I got for now
here are the confirmed neutral stages the MW works on:
Yoshi's Island- edges and main arena except the very middle little flat spot and the above tilted platform
Counterpicks
Lylat Cruise - the edges and when the stage tilts
Delfino Plaza - the top platform, the edges at it's first stop, the beach section (big MW here), inside the city at the two steep staircases (big MW)
Halberd - the main platform, it has low edges so a quick MW is needed for it to work, but has great results nevertheless
Castle Siege - the starting section has a slope that can be used well, the second part of the level has platforms above that have steep and long hills
Distant Island - already mentioned
Pokemon Stadium - water, and jugle parts have nice slopes for effective use
Pirate Ship - like halberd, it has small slopes on the ship
Sliding+Non-Sliding Moves
o.k, so falcon can only do couple of sliding moves, some are really hard to pull off and some are way easy.
Sliding
Falcon can do sliding jabs, grabs (ridiculous grab range is achieved) and tilts, but you have to input the command really fast, except for Utilt if you have tap-jump off
Non-Sliding
everything else, stops Falcon's momentum (even Falcon punch , it's still a great mind-game