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JFox's Fox/Falco Edgeguard Tips

JFox

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So since I started maining peach (4 months ago i think) I have focused very very diligently on my edgegaurding against Fox and Falco because I believe it is probably the only think that peach can do to keep the match close against high level players. When I first started playing her, I made a thread asking for advice for edgeguarding. Now that I feel like I am good at it, I feel it is time for me to give back by telling people my methods in case they are seeking some help in this area. (Note: Many peach players know this stuff, but many people like myself may benefit from this thread) These are the basic edgegaurds I use because they are reliable and cover many options at once. I will add some other edgeguards if I feel that people want more.

I am going to go through each recovery option a Fox/Falco has, and try to tell you how to cover every one of them. Video footage will be provided as an aid in the near future.

Double Jump Sweetspot

As soon as I hit a space animal off the stage, I run to the ledge with peach facing off the stage, and immediately go into an instant float hovering right above stage, but not off stage. First recovery option- If the opponent is close, and I think they are gonna try to sweet spot the ledge from below with their double jump, I dair because it reaches below the stage. Note that I don't just dair immediately as a guess, but that I react to the way they are aligning their character. If someone falls down to a specific spot while they still have their double jump, they are gonna try and sweetspot the ledge. I react to the spacing, not the jump itself.

Forward B options

Even if they aren't close enough, I still set myself up with Peach facing off stage, in float. I wait, and react to what they do. If they use their forward B and they are higher than the ledge, I react to the sound of the forward B with a nair. You have to work on the timing, but eventually you will get it down so that EVERYTIME they forward B onto the stage, you will hit them back off stage with a Nair. If they go behind you, you are doing it too early, if u are getting hit, too late. Now if they sweetspot low enough with the forward b, you must dair the ledge. React in the same way, just use dair. Now after hitting them out of their forward B, you MUST capitalize. If they are at low percent, they can still recover. Immediately drop out of your float and meet them while they are starting their Up B. Begin to float AS you get to where they are, and than nair. On Fox I sometimes use Fair simply to avoid being hit by the fire. Drop down and meet them with a floating nair.

If I see the opponent is hit up pretty high, and I think they are gonna forward B onto a platform, I drop out of float, wait for them to forward B onto the platform, and than punish the lag of the forward B with a rising fair or nair (note that they will get their jump back from landing on the platform). Then start the edgegaurd back in first position.

So far we have discussed the three options a space animal has with their forward B, and how to cover all three. This is where things get a little more difficult.

The Up B.

The Up B is tricky because they just have so many options after they have started it. The worst is if they are in position where they are at an angle that they can go down and sweetspot the ledge from above (diagonally). Let me start by saying that Fox and Falco’s up B is completely trumped by Fair. If you use it properly, you will hit any angle they have so long as you are timing it right, AND you will not trade with it. I use fair for almost all of their Up B options. Now if you want to cover the Up B down to the ledge, you must put your body slightly in front of the ledge and hit with the upper swing of Peach’s Fair. The more of a horizontal angle they come in from, the hard it will be to hit them, so the more in front of the ledge u must be. Just stand in their line of trajectory and Fair them, but do not attempt to hit with the lower part of the fair.

Fair also covers the straight forward angle right into you. If the opponent sees that you are covering the ledge, and u think they are gonna Up B to a platform, double jump out of float and Fair them on their way up to the platform. If you have enough time, you can also drop out of float and rising fair them on their way up.

Now one of the most tricky parts. What to do when your opponent drops down below the ledge, and Up B riding the wall. Its tricky because there are just so many options. Some peach’s use Dsmash, however, I do not. If someone is good enough, they will just get a free recovery from smash by teching and then immediately forward B into the ledge. I also don’t use Bair for the same reason, you can wall tech it. I use the dair. Make sure to space it so that her feet are kinda hiding in the ledge, not hanging off the ledge or u will get burned and lose the edgeguard. So be as far away from the ledge as possible while still hitting it with your feet. This spacing keeps you from trading with the Up B a little better. When u hit with the Dair, try to combo into a nair. If it doesn’t, drop down after the dair commences, and float nair.

Another option is if they are only slightly below the ledge when they start their Up B, and u don’t think they will be able to sweetspot the ledge by riding the wall, time a nice Fair and knock them off right as the are getting above that ledge. This one is pretty tricky because if they use a super angled Up B, you may miss the timing. However, I still use it.

I think that’s it. Lets review.

Summary

Double jump sweetspot- Dair to nair.

Forward B-
-Nair if they come at you
-Dair if they sweetspot the ledge.
-Nair if the forward B to platform in the lag of forward B.
Up B-
Above the ledge Up B
-Fair if they come straight at you.
-Fair if they try to sweetspot ledge from above.
-Fair intercept if they go for the platform.
Under the stage Up B
-Dair to nair at high percents.
-Fair if u think can't sweetspot the ledge.

Finisher (Blow out the candle)
- If the opponent doesn’t have a jump and is forced to fall under the stage and Up B, drop down and Float Nair.



*New Section*

Some Alternative Edgeguard trixies- I made a video to correspond to each of these.
http://www.youtube.com/watch?v=hY4S27seGU4

Reverse turnip throw edgehog- definitely a staple edgegaurd trick. you can often trick the person into thinking they will make it onto the ledge because of how quick this is. Its also just a nice quick way of getting onto the ledge. With a turnip in hand throw short hop towards the ledge and throw the turnip backwards to turn peach around, than fast fall down and grab the ledge for a quick edgehog.

Bair into the wall- Sometimes people drop down to avoid getting gimped, or sometimes u just mess up an edgegaurd but you can still fix it with a pseudo gimp. Bair'ing the opponent into the will work, but I wouldn't overuse it because they can always wall tech. I tend to use this as a last resort if i mess up.

Dash attack- you can use the front hitbox of the dash attack to hit someone in their up b that is trying to sweetspot the ledge.

Dsmash quick nair- this kinda blows, cuz no one really up B's anymore. But you basically do a dsmash and than run out on nair them out of their up b.

Get up attack- This one is a combination of hilarity and situational ****. Get up attack can often be used to send them back off stage, to keep an edgegaurd going. You'd be surprised, its pretty useful at times.

Dthrow dsmash- This ***** bad players, sometimes good ones too. You have to face in towards the stage, if you dthrow someone and they dont DI, you can actually dsmash them into the wall, and they probably wont ever tech it. This works well on spaceys and falcon. Also people often jump right into this even if it doesnt actually combo.

Ledge Drop Bair- This is my favorite edgeguard. As you are hanging on the edge you drop off and bair the person and than recover with your double jump and up b. (This is amazing, especially vs marth because he likes to try and attack you while u are sitting on the ledge. It works great on fox, falco, falcon, ganon, marth, links and young links chain recovery...basically anyone that is trying to recover from under the ledge.)
 

Ryan-K

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haha, sounds cool

just wondering though, do you know the timing for the double dsmash? like when a space animal techs it but then it sucks them in again, it's really hard to tech, and I think it happens if you start it up like really early and they try to illusion. not that it's 100% reliable but not everyone expects it

also i think you shouldn't abandon an edgeguard because it can be teched, as long as you are prepared for the tech, like say you get the double dsmash on them earlier in the match, if you dsmash late as they come up they may tech and try to go over you, if they up b you can usually hit them out of it (esp. falco), and if they illusion you may have enough time to jump nair. also you can jab if you think they're gonna wall jump tech illusion after dsmash or bair or something

idk though, i don't main peach i just fight them lol

thanks for the guide tho since i play peach for fun in friendlies sometimes but i still like improving with characters even if i dont plan on usin them in tourney lol
 

JFox

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To get the double dsmash I THINK:

you have to hit with the first hit of the dsmash. Also I THINK your opponent has to tech without walljumping, cuz the wall jump tech gives them invincibility frames.

I don't recommend trying to get it. Its really rare to get it, and when you do it is probably at the fault of your opponent. Its much more reliable to edgegaurd in other ways that I've listed. Oh and as for the idea of hitting them out of their forward B, the wind down lag of your dsmash doesn't allow you to counterattack in time. The Up B is fairly easy to edgeguard, but too many people walltech forward B these days.

Thanks for your comments. Keep em coming :)
 

Ryan-K

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well ive seen it happen, late dsmash to jab the forward b if they go over the edge

oh ok then that makes sense with the double dsmash thing

and np lol

also i plan on going to alukards biweekly on the 1st, u gonna be there?
 

JFox

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Definitely. Check out mah sexy sig!

Edit: I want more replies, please comment. If u think this thread is worthless, say so. If u think its good, say so. I need to know if anyone is getting anything out of this. :(
 

LumpyCPU...

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if you posted this thread a few months back, i'd love to contribute and to learn from it.
but i'm so out of smash lately that i'm too lazy to read it all. (making this post useless)

but it's a good USEFUL thread.
edge guarding is peach's greatest strength against fox/falco IMO
the way i see it, if a falco recovers successfully, i messed up.

my faverite thing about falco's with peach is floating out and nairing them half way through there forward B. and if they some how fall under and up B, i usually go for the up B.
i'm a bit careless these days. sorry for being lazy.
 

Samochan

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Dair is one of the most reliable edgeguards peach has against fox riding up the walls with firefox, simply since it cannot be teched and will put fox into bad position unless you float too high and let fox smash di back to the stage and shield. It also builds up damage nicely so if they finally manange to get back to stage, they're gonna have too much damage to live long.

Fair is not that reliable in hitting either space animal if they do a perfect wall riding up b. Fair only has 1-2 frames in which it can hit either space animal and only if they reach a bit above the ledge. Battlefield and Pokemon stadium are good, but Final destination, dreamland and yoshi are problematic. Nair with the beginning animation is also strong and reaches far due to her outstretched hand so it can hit sweetspotters as well (but not the lowest forward b sweetspots). Fair is stronger before 90%, after which nair is the stronger option and in general sends lower angle and makes it harder to di and survive right. Dash attack, when you hit with the ending frames or when you just hit with it horizonally, it pushes them out in low angle and while not powerful and doesn't do much against fox, it sets up for further edgeguard nicely and spacies have hard time going trough it with forward b or even up b.

Peach's forward smash, when properly timed and comes out either as gold club or tennis racket, can cover both the up b and forward be attempts from both spacies. Tennis racket also semispikes them very nicely, but gold club, if properly spaced, hits even the lowest point of forward b ledgesweetspot and then sweetspots itself when you hit with the tip. Frying pan sets up for a nair ofc if they forward b in your face, but not very reliable due to the small hitbox.

Turnips are always way too good if you know how to use them. Turnips can be thrown from further away to knock back the space animal trying to sweetspot the ledge due to the way they can be arched depending how you throw them and can be used to quickly edgehog the ledge yourself, either with normal reverse turnip throw or the even quicker version of utilising double jump cancel to drop to the ledge quicker. Turnips are especially good at messing up falco's recovery, it usually only takes a 1 turnip to waste his forward b recovery and then he's completely helpless against edgeguard and edgehog.

My personal favourite thus far has been bair edgeguard, where I get opponent off stage and bair em to the face once when I float, forcing em to to firefox/firebird and then dropping with another bair on their face and double jumping back into edgehog. I've managed to kill a fox with bthrow bair bair several times from 0%, but obviously only works on PAL version due to shortened firefox. Works too well on falco though.
 

LumpyCPU...

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i think i found a cool way to combo falcon.
i'll try it out tomorrow when i finally get to play again.

i know that has nothing to do with fox/falco or edge guarding, but i'm bored and i like this thread.
 

RaynEX

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Jfox...waaay too informative.

I remember in Georgia you said you had just recently picked up Peach. Bah, your mental game is improving. I love seeing players develop smash theory and a thinking game. Good ****.
 

LumpyCPU...

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forgot to try it.
i know i just let EVERYONE down... and i'm sorry...

jfox, link me to your favorite vid of your peach if you have any on youtube.
i'm interested
 

JrdnS

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also... hit them with a turnip when theyre "charging" up b. if you have good aim.

very nice tips jfox.
 

LumpyCPU...

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All these vids may seem semi-new, but they are way old compared to what I can do now. I've improved a lot, but I'll link you anyway. Also keep in mind the skill gap between Eggm and I.

http://www.youtube.com/watch?v=CS7GdJ1YBhs- Eggm plays well in the beginning, then i come back, then he kills himself at the end =/
is it just me, or is this a broken link now? (you spoiled it for me anyway lulz)
idk. it's not goin'.

and don't worry. i'm not asking so i can talk trash lol.
you don't have to prep me. from what i see, i've been playing peach longer than you and i prolly suck by comparison. i'm just gonna search and watch a random vid.

BTW just reading this thread actually made me want to get back into smash.
i think because edge guarding is my favorite thing about playing peach.


edit: OH MY BALLS!!!! there are like a million from a month ago hahaha
 

LumpyCPU...

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Sorry, that hyphen on the end was a typo:

http://www.youtube.com/watch?v=CS7GdJ1YBhs
i watched a few.
the uairs for kill attempts seem a lil unorthodox.
(considering how we seem to agree on how well she can edge guard falco.)

but i like the usage of ftilt. i thought i was alone in that aspect.
dash attack, uthrow, ftilt, upsmash. other than that, i think we play nothing alike haha
i wish i had recent vids up so i could ask for critique.
pretty good tho man.
 

JFox

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i do less uair kills now. Basically I've learned at what percents things kill with and without DI, instead of just kinda guessing. Uthrow Uair doesn't kill Fox until 120 (no DI) and combos all the way til 210. Uthrow Usmash begins to kill fox at 105 (no DI) and combo's til 150. DI adds about 10%, so basically if Uthrow Upsmash kills at 105 with no DI, it kills at 115 with DI. All of my info is tested on FD only.

Oh and most things kill Falco off the top about 4% higher than Fox. So if Fox dies at 115, falco dies at 119.
 

Samochan

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i do less uair kills now. Basically I've learned at what percents things kill with and without DI, instead of just kinda guessing. Uthrow Uair doesn't kill Fox until 120 (no DI) and combos all the way til 210. Uthrow Usmash begins to kill fox at 105 (no DI) and combo's til 150. DI adds about 10%, so basically if Uthrow Upsmash kills at 105 with no DI, it kills at 115 with DI. All of my info is tested on FD only.

Oh and most things kill Falco off the top about 4% higher than Fox. So if Fox dies at 115, falco dies at 119.
Eh?

Fox kills peach on pal version with upsmash at around 90-110% with and without di. Peach's upsmash definitely doesn't kill a fox uncharged around the same time that fox's upsmash does cause fox is a fast faller and peach is a floather. >_> Sweetspotted upsmash is a different story, but unless the fox is dumb upsmash cannot combo if they don't di, since they can jump earlier and shine.

It starts to kill from around 120% with no di if I recall correcly and more around 130% with di. Uair hardly kills around 120% either, upsmash is more powerful and it hardly kills at that point. Fox is also heavier on ntsc version, so I dunno where you get these % kills from. But I wouldn't count on upsmash kills anyway, foxes would just jump out of it. But what you can do with upsmash is tech/rollchase foxes and sweetspot kill em or outprioritise their aerials with it cause ground moves > aerial moves in priority. Due to upsmash's invincibility on her hand and head, it can go trough lots of things, even marth's dair if I recall correcly. Fox will not know what hit them till you upsmash em out of their dairs and the weak hit on the sides comboes. I once chased with wd back to upsmash sweetspot for last kill on the match, it was brutal. ^^

Uair is not the best killing tool, but man it does combo. Watch some armada vids and try some. :3
 

JFox

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Samochan, all of those are grab combos. So you grab him at 105%, the throw adds 7-8%, then the upsmash adds another 20ish percent. Same thing for the rest.

sorry if I made that unclear. All of my percents work tho, i've tested each one.
 

Samochan

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Samochan, all of those are grab combos. So you grab him at 105%, the throw adds 7-8%, then the upsmash adds another 20ish percent. Same thing for the rest.

sorry if I made that unclear. All of my percents work tho, i've tested each one.
That's what I thought. You seemed to imply they get KO'ed at those percentages. But still, upsmash is kinda unreliable from grab, since foxes and falcos can just shine. They can star jumping and shining from non-died throw at around 80% or so. Dtilt at 100% into run below charged upsmash is a combo though and kills if they don't di the dtilt so that you can't reach em. But in that case you can run and then dash attack/nair/fair em I think. Not really practical though and I've personally never used this on a match, but I learned this from edrees (I think).
 

JFox

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Samochan, I'm pretty sure that if you grab properly, they can't jump out or shine til 95% at the earliest.

And I've used Dtilt upsmash/uair to get kills many many times.
 

LumpyCPU...

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it's interesting...

it looks like you'd rather get KO off the top of the screen than just throw him off and edge guard.
it's a nice way to mix it up.
if people expect to get a forward throw, they might DI for it, which might mean you could just uthrow uair instead.
idk.
i'm kinda ******** tho...
 

JFox

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That's what I thought. You seemed to imply they get KO'ed at those percentages. But still, upsmash is kinda unreliable from grab, since foxes and falcos can just shine. They can star jumping and shining from non-died throw at around 80% or so. Dtilt at 100% into run below charged upsmash is a combo though and kills if they don't di the dtilt so that you can't reach em. But in that case you can run and then dash attack/nair/fair em I think. Not really practical though and I've personally never used this on a match, but I learned this from edrees (I think).
Oh I just noticed what you said, and must correct it. Uthrow Upsmash is a true combo, and cannot be shined out of so long as you are hitting with the top of it. If your opponent does not DI, it combos (meaning they are stuck in hit stun and cant move) into the top of the upsmash all the way til ~150%. After 150, you do Uthrow Uair, and that COMBOS until ~210%. So to say that uthrow upsmash/uair is unreliable is actually false. And many peaches use this to kill after CGs.

Note: all percentages are where you start your combo, not where you end them.
 

Samochan

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Oh I just noticed what you said, and must correct it. Uthrow Upsmash is a true combo, and cannot be shined out of so long as you are hitting with the top of it. If your opponent does not DI, it combos (meaning they are stuck in hit stun and cant move) into the top of the upsmash all the way til ~150%. After 150, you do Uthrow Uair, and that COMBOS until ~210%. So to say that uthrow upsmash/uair is unreliable is actually false. And many peaches use this to kill after CGs.

Note: all percentages are where you start your combo, not where you end them.
Well fast fallers tend to di from throws anyway to make it harder for peach to follow up, it seems. <_< So upsmash would work only against those that don't di and try to escape at around 80% with a shine (at which point upsmash doesn't combo into any aerial after that, so it wouldn't be that good). At around 80% if they don't di, I tend to do uptilt since it comes out faster than upsmash, has less ending lag, peach's head is invulnerable and comboes into an aerial. I use fair cause they have just the time to actually jump but not get away from fair's range, in more than one occasion wasting their precious jump for nothing and then peach is ready to edgeguard.

And I've never seen cg ending with upsmash actually kill anything, due to above reasons basically. >_> Any fox that would stop di'ing after 120% or so would be pretty darn dumb imo.
 

JFox

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Samochan, most people don't know when to stop DI'ing. Like I said, you can upsmash at 105% to kill Fox, so long as they don't DI the upsmash once they are hit. The chaingrab, if done properly, doesn't end til ~95%, maybe even a bit higher. So to get them to 105% isn't uncommon at all. Then when they stop DI'ing, you upsmash. I know wife uses this, so does M2k's Peach. BTW I've killed the best Foxes on the east coast with Upsmash from CG.

If a Fox doesn't stop DI'ing, the chaingrab goes all the way to ~140%, at which point you can FC nair them.

I think I'm gonna make a thread about Chaingrabbing.
 

Samochan

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Samochan, most people don't know when to stop DI'ing. Like I said, you can upsmash at 105% to kill Fox, so long as they don't DI the upsmash once they are hit. The chaingrab, if done properly, doesn't end til ~95%, maybe even a bit higher. So to get them to 105% isn't uncommon at all. Then when they stop DI'ing, you upsmash. I know wife uses this, so does M2k's Peach. BTW I've killed the best Foxes on the east coast with Upsmash from CG.

If a Fox doesn't stop DI'ing, the chaingrab goes all the way to ~140%, at which point you can FC nair them.

I think I'm gonna make a thread about Chaingrabbing.
According to magus, the cg definitely doesn't continue over 109% and that's when done frame perfectly. If they have a death wish, sure they can stop di'ing at the killing percentages and not a bit before where they can still jump but not quite get killed if they mess up and also di the upsmash so they wouldn't die till 140%... but imo, they should continue to di on the killing % and see if they can do anything about it and wait for peach to make a mistake. Good players are also adept at mashing buttons so one can't just stand there kicking em and making damage. I'm quite sure m2k for example would di away at upsmash killing % unless he was certain he'd be able to do something about it first, especially if he uses the same tactic himself. >_> I have 285 Favorites on my youtube, most of which are peach videos from various players (good/top players mind you) and I've watched more than double, no, triple that amount of peach videos and not in a single one I've seen a fox getting killed by upsmash from chaingrab situation. :/

Most foxes still di though, till the bitter end, but the good foxes just might stop di'ing around 80-95% and try to get out cause their timing is good enough.

I've also 2 stocked the best player in europe because he sandbagged me and a bomb exploded on his face as he kneed me after a combo, resulting in stagespiking him and me surviving the knee. >_>

Magus said:
--------------------
Fox (21%-96%)
--------------------

***U-Throw D-Smash***
Away: 0%-26% (Must Walk)
Behind: 0%-12% (11-12 is Picky)


*** No DI ***
End: (Pivot=104%-106%), (Non-Pivot=96%)

*** Up-Towards DI ***
End: (JC Grab=108%-109%), (Dash Grab=102%)

(U-Tilt, Turnaround U-Tilt [Up&Towards DI] Ends @ 97%), (U-Smash KOs @ 112%-145% on FD)

The ending %s I listed next to their names didn't include pivoting because of the difficulty of timing the pivot just right so you not only get the right spacing but also the perfect timing of the grab during their fall, but doing the walk turn around grab instead should let you get around the pivot % ranges and be a lot more feasible to time the grab perfectly.

As long as they have good timing and/or use an effective jumping technique like pressing X,Y, and Up immediately after the other around when they can jump out the error usually falls more on the person timing the grab rather than the person trying to time the jump. When they do that they basically get 3 chances (3 jump inputs) to time something that's instantaneous as opposed to the grabber that has 2 chances (the 2 frames a grab hits for) to time something with a 6 frame delay ontop of placing the grab correctly to connect with the top of the hitbox.

They should really be able to jump out at slightly lower percents than the ones here rather than higher. However, if they only use one button to do the jump or try to be cute and shine out it's pretty reasonable that the CGee's error will be as much or very slightly greater than the CGer's when both are very good at the timing though, and can then get the full range or a few % more on them on average since it's a 2 frame window with a tiny delay compared to an instantaneous 1 frame window.
http://www.smashboards.com/showthread.php?t=117622
 

LumpyCPU...

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lmao
The message you have entered is too short. Please lengthen your message to at least 10 characters.
 

kirbstir

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Oh I just noticed what you said, and must correct it. Uthrow Upsmash is a true combo, and cannot be shined out of so long as you are hitting with the top of it. If your opponent does not DI, it combos (meaning they are stuck in hit stun and cant move) into the top of the upsmash all the way til ~150%. After 150, you do Uthrow Uair, and that COMBOS until ~210%. So to say that uthrow upsmash/uair is unreliable is actually false. And many peaches use this to kill after CGs.

Note: all percentages are where you start your combo, not where you end them.
Hey, I've been doing that for awhile. Glad someone finally noticed it works =p
 

kirbstir

Smash Lord
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Oct 11, 2004
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Against space animals, if they fall below the stage then you should use bair right at the ledge. At low % it just knocks them back down and you can repeat this for a crapload of damage. If they try and pull back the firefox or shoot straight up then the bair will end in time to bair/nair their descent. If they try and sweet spot then you should see it in time to grab the ledge from them.

If they fall below the stage then they should never recover. Exceptions of course being stages you can firefox through
 

JFox

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Samochan, its called a mixup game. Most peaches use nair, a horizontal killer. Average Fox will DI expecting a nair, so you upsmash. If they start DI'ing straight left or right, they are screwed when you Nair them.
 

Samochan

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Samochan, its called a mixup game. Most peaches use nair, a horizontal killer. Average Fox will DI expecting a nair, so you upsmash. If they start DI'ing straight left or right, they are screwed when you Nair them.
Average fox will first di the throw and then will di the nair, so they won't die. >_> Or they don't di and expect a nair but can react in time to change their di slightly as they see the upsmash coming and then don't die and are not in position to get edgeguarded either. <_< Most foxes will not expect an upsmash and di accordingly, so non-ding fox that you're able to nair should not di horizonally and thusly get wasted by that.

Maybe I'll just mindgame as a mixup so that I use dash attack and hit them with the last weak hit as they were expecting to get hit by the nair already when they see me moving toward them and thus don't make much effort in getting out of it. Dash attack bounces them to airborne enough that I can waste em with quick nair. Amsah mindgames, using opponent logic against them.

I did that one above once, it was pretty fun. ^^
 

Magus420

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You can land u-throw to u-smash KO on more than just no DI. If they are at high enough damage and reasonably close to an edge to fear DIing a f-throw incorrectly (grab hitting them more than normal at that percent is a good way to make them think you're ending it and may f-throw) you can JC u-smash them behind you for the KO (up & towards DI) or in place if they don't DI, and if they full DI regrab.
 

LumpyCPU...

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half#198
Samochan, its called a mixup game. Most peaches use nair, a horizontal killer. Average Fox will DI expecting a nair, so you upsmash. If they start DI'ing straight left or right, they are screwed when you Nair them.
You can land u-throw to u-smash KO on more than just no DI. If they are at high enough damage and reasonably close to an edge to fear DIing a f-throw incorrectly (grab hitting them more than normal at that percent is a good way to make them think you're ending it and may f-throw) you can JC u-smash them behind you for the KO (up & towards DI) or in place if they don't DI, and if they full DI regrab.
that's what i like about it. all i said the first time was that if i were the falco in that particular match, i would've grown to expect it. but the mix up would definitely throw off the fox/falco's di. i'm gonna implement this a lil more into my (already perfect) style. lol
now i play super perfect!
 

JFox

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i wanna bump this thread cuz it's so ****.

i removed the dtilt edgeguard, cause it blows. just use dair to nair, its too good. I'm also gonna add some stuff onto this list.

Edit: i added a whole new section of alternate edgegaurds, and even made a quick youtube video. get ***** spaceys

http://www.youtube.com/watch?v=hY4S27seGU4
 

kirbstir

Smash Lord
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Anybody ever try this -

grab ledge
ledge drop immediate float, wait a bit, stop float to regrab ledge

It's kind of stupid and only serves to increase ledge invincibility; it's one of those things I practiced but never tried to do in tourney because the situation never came up
 

JFox

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Anybody ever try this -

grab ledge
ledge drop immediate float, wait a bit, stop float to regrab ledge

It's kind of stupid and only serves to increase ledge invincibility; it's one of those things I practiced but never tried to do in tourney because the situation never came up
Same here. I thought about doing it, but I never really think of it in tourney. Its very situational, but it does have some applications. Most of the time tho i just float until its necessary to grab ledge because the opponent is approaching, and than I let go and fall on. Pretty much serves the same function, unless you are trying to be tricky and mindgame ur opponent or something.
 
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