FlamingForce
Smash Journeyman
- Joined
- Jun 5, 2013
- Messages
- 390
I couldn't find anything in the guide on how to deal with sheik spamming bair, that **** is better then ours! ):
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Stay low and out of sheik range to force her to enter the air or attempt a dangerous grab. Sheik's short hop is pretty high of a jump and is easy to get under and punish with up air juggles. Pounding under the back-air (downward angled air pound) works amazingly well because sheik cannot do much after initiating her back-air. Punish the living crap out of Sheik if she makes a poor back-air so she will be afraid to back-air against you.I couldn't find anything in the guide on how to deal with sheik spamming bair, that **** is better then ours! ):
Word, that's what I've been doing against Sheiks that attempt to copy Puff's bair game. It just doesn't work. All you have to do is space Jigglypuff away from them in the air kind of copying the Sheik's air momentum. Then right at the end of Sheik's bair once she sinks towards the ground you can slip in a quick bair with Puff. This forces Sheik to stay on the ground where Puff also has the advantage. Love it.Stay low and out of sheik range to force her to enter the air or attempt a dangerous grab. Sheik's short hop is pretty high of a jump and is easy to get under and punish with up air juggles. Pounding under the back-air (downward angled air pound) works amazingly well because sheik cannot do much after initiating her back-air. Punish the living crap out of Sheik if she makes a poor back-air so she will be afraid to back-air against you.
and sheik has no punish game really. i usually go balls to the wall against sheik in terms of rest because she can't punish very hard (and you can crouch rest most of her grounded approaches of course), and uair usually leads to rest. You can also force her to recover on stage and punish with a rest, but just try to focus on not getting hit by her up-b.Word, that's what I've been doing against Sheiks that attempt to copy Puff's bair game. It just doesn't work. All you have to do is space Jigglypuff away from them in the air kind of copying the Sheik's air momentum. Then right at the end of Sheik's bair once she sinks towards the ground you can slip in a quick bair with Puff. This forces Sheik to stay on the ground where Puff also has the advantage. Love it.
Down throw rest can work on Falcon at any percent, but is DI dependent, while being easier to hit than an up throw rest on Falcon.I've never managed to land a rest off of any sort of uthrow combo vs. Falcon at 0%. I've gotten uthrow ->uair -> rest on Foxes at 0%, pretty sure it can work on Falco too although the timing is tighter.
PS I use buffer shield + C-up to jump after uthrows, I think that delays by 1 frame but it's consistent. For uairs, I buffer Control Stick up during the jump animation and use A to uair.
EDIT: After my internet allowed me to actually watch the video instead of just the title, I see that Falcon recovers from his hitstun animation before landing. That's why he can't tech, but it also means he can jump or air dodge or possibly aerial before hitting the ground. Plus, he could probably survive the rest with good DI on many stages.
If it's any consolation, I think you are correct that his shield is too slow if he just regular lands and buffers it. If he wavelands, all bets are off.
My guess is you'd have better luck vs. a real player if you tried for an utilt after the uair, which is safer, covers more options, and can combo into rest.
Well you aren't ever really going to be able to pull off either of those rests on good falcons. The best way to rest falcon is crouching under his grab or uptilting when he tries to stomp. And when I get a grab i usually throw him offstage or upthrow->uair->bairs all the way off stage to hopefully get a KODown throw rest can work on Falcon at any percent, but is DI dependent, while being easier to hit than an up throw rest on Falcon.
Samus's dsmash is IASA 31 frames after the 2nd hit comes out.Question: when resting samus's dsmash OoS, can you still pull it off if you shield the second hitbox?
Thanks for the frame data, and shield-stun information!Samus's dsmash is IASA 31 frames after the 2nd hit comes out.
Puff experiences 15 frames of shieldstun from a non-staled hit. <-- That is according to the Samus forums, you can calculate it by SHLDSTUN = int( (DMG+4.45)/2.235 ), where "int" means round down to nearest integer.
Puff's jump puts her airborne at frame 6.
Puff's landlag is 4 frames.
Rest comes out on frame 1.
Jump into rest:
15 frames of shieldstun + 6 frames to jump + 1 frame to rest = 22 frames
Thus, you have 31 - 22 = 9 frames to line up the rest. Prob possible with good shield DI, but it's pretty tight.
Wavedash into rest:
15 frames of shieldstun + 6 frames to jump + 1 frame to wavedash + 4 frames of landlag + 1 frame to rest = 27 frames
Thus, you have 31 - 27 = 4 frames of leeway on the wd to rest. Still takes good shield DI, but overall probably easier.
why do you think the wavedash to rest is easier??Samus's dsmash is IASA 31 frames after the 2nd hit comes out.
Puff experiences 15 frames of shieldstun from a non-staled hit. <-- That is according to the Samus forums, you can calculate it by SHLDSTUN = int( (DMG+4.45)/2.235 ), where "int" means round down to nearest integer.
Puff's jump puts her airborne at frame 6.
Puff's landlag is 4 frames.
Rest comes out on frame 1.
Jump into rest:
15 frames of shieldstun + 6 frames to jump + 1 frame to rest = 22 frames
Thus, you have 31 - 22 = 9 frames to line up the rest. Prob possible with good shield DI, but it's pretty tight.
Wavedash into rest:
15 frames of shieldstun + 6 frames to jump + 1 frame to wavedash + 4 frames of landlag + 1 frame to rest = 27 frames
Thus, you have 31 - 27 = 4 frames of leeway on the wd to rest. Still takes good shield DI, but overall probably easier.
Yea that makes sense because i can usually do it pretty consistantly, i guess my shield DI wasnt very good the times i missed because i couldnt get over to her fast enough.SUPER EDIT:
I actually suspect that wd -> rest gives you 9 frames of leeway and jump -> rest gives you 14 frames to line up the rest. So, with good shield DI, both are probably relatively easy with practice. I remember my Falcon days when I realized I could safely knee that move oos ...
Do the denti brawl, start, get the percent lead and stock lead then avoid the shizzzzWiz out of Dk until he gives you a chance to rest, then proceed to rest.alright
so let's say I hypothetically got 3 stocked on my CP by a falco's surprise pocket DK
what hypothetically should I look for next time?
https://www.youtube.com/watch?v=uW-kTi80dtc&feature=youtu.be
This doesn't seem to be a true combo but it looks like short of a powershield, this should hit? Falcon can't tech and I don't know if he has the time to raise his shield. I feel like it might be worthwhile to attempt.
I know there are some true uthrow rest combos on captain falcon at higher %s than zero, is there any place that groups up the rest combo data?
First impressions are that you go airborne too much. Now, airborne isn't necessarily bad in terms of the Marth MU, but you can't play against the MU, you have to play against the player. It's not about what's good or bad, it's about what works or doesn't work. So you always have to ask yourself things like, "Why am I losing stocks? Why is he landing these hits?" and against this Marth, he landed lots of hits hits and got below you a lot when you went airborne.I'm just gonna leave this here in hopes that someone will give me some advice cos it aint happening in my marth thread.
You really need to work on spacing marth while grounded, edgeguarding marth, and DIing marth's hits AWAAAAYYYYYI'm just gonna leave this here in hopes that someone will give me some advice cos it aint happening in my marth thread.
If you have enough time you can always punish marth's up b onstage.Trouble fighting Falcon and Marth. My own analysis states that I probably need to mix in a bit more uairs against the both of them, and that I need to be grabbing the ledge more against Marth. Actually, I think my problem was the same as FlamingForces, so I'm just going to follow that advice for the edgeguarding. It's really helpful. Still, could use help of my own.
https://www.youtube.com/watch?v=IsxLfW-BxcI falcon
https://www.youtube.com/watch?v=m8lYu8xra1U marth
https://www.youtube.com/watch?v=oeR0G4klMT4 marth
Also, I was looking at this Hbox set for information and I notice 30 seconds in something I hadn't seen before.
https://www.youtube.com/watch?v=akBgo0Wa424 I assume it only works when they up-b early?
There's a thread about it, but I forget what the title is.has anyone figured out how drill knocking people into the flippy restable animation works yet?
I have my suspicion but am probably wrong.
http://smashboards.com/threads/drill-rest.113022/There's a thread about it, but I forget what the title is.
don't you have to get the "filppy animation" in order to dair->upsmash and dair->grab?The flippy animation is the result of being hit by a spike. It happens at certain %'s for example when trying to CC Falco's dair--in fact, it is the exact reason why many players say that true spikes cannot be CC'd. The last hit of Puff's dair is a weak spike, so at certain %'s it results in the flippy animation.
EDIT: After much time in the 1/4-speed Training Mode, I have determined that the 1st, 3rd, 7th, and 8th hits of the dair (out of 8 total) can result in the flippy animation. None of them seem to be 100% reliable, but for some reason hitting the lower hurtboxes seems to make a higher success rate (practicing against Falcon).
EDIT: I have now managed to get the flippy animation on Falcon with every hit except the 4th, so I'm concluding that actually every hit of the dair can get the flippy animation. Each hit of the dair has 2 hitboxes, and it's possible that only one of them is a spike. My guess is the lower one, but I have yet to prove that to even myself. Another possibility is that it is luck-based, but I think that is unlikely because I can get the flippy animation with a SHFFL'd 1st hit on Falcon every time. In fact, the 1st hit seems most consistent and safest.
Yes, because you have to get that animation to land the Rest, and the Rest is faster than either of those.don't you have to get the "filppy animation" in order to dair->upsmash and dair->grab?