Ryzol_
Smash Apprentice
This is something that isn't talked about as much as it should be, and would have helped me a lot to explicitly know the different ways CF can get in, and how to stay in once he's there. This is incomplete as I don't have the experience with CF to know his best options in a variety of situations.
Mixup - A situation that forces a guessing game between various options. Example: Sheiks dsmash and grab. Grab beats shield, dsmash beats spotdodge.
Option Select - Covering multiple guesses with one choice. Example: Using raptor boost to tech chase covers in place, missed, and one of the rolls.
GImmick - Some move that only works on confused/tired opponents, or someone who has never seen it before. Can often be countered on reaction if you know what to look for, or something that only works once a set. Example: Samus's double missile spam.
Mixups:
Gimmicks:
Mixup - A situation that forces a guessing game between various options. Example: Sheiks dsmash and grab. Grab beats shield, dsmash beats spotdodge.
Option Select - Covering multiple guesses with one choice. Example: Using raptor boost to tech chase covers in place, missed, and one of the rolls.
GImmick - Some move that only works on confused/tired opponents, or someone who has never seen it before. Can often be countered on reaction if you know what to look for, or something that only works once a set. Example: Samus's double missile spam.
Mixups:
- Grab vs. Aerial - Run up to someone as if you are going to grab, but knee/dair instead. Works well on people who spotdodge often. The trick is to basically be inside them when you jump.
- Block high vs. block low - There's a way to time dair so it shield stabs the feet. They can protect their feet by angling the shield down, but then their head is vulnerable to knee. Early/rising knee will hit the head, and so will a nair.
- Falco's Lasers - Nair goes over low ones, raptor boost/falcon kick go under high ones. Raptor boost is very unsafe. You need to be at about 1/2 of raptor boost's max range for it have a chance of hitting, and you need to predict when they will laser.
- Tech chasing: rolls vs. other - You can regrab a techroll on reaction, if you expect one.
- Tech chasing: in place/missed vs. rolls - You can time it so that a knee/stomp will hit both a missed tech and a tech in place. You want to jump about right as they hit the ground.
- Tech chasing: roll1/missed/in place vs. roll 2 - Raptor boost just as someone lands. If you space this right you will cover 3/4 options. You want to space it so you are basically ontop of where they hit the ground when you raptor boost.
- Tech chasing: Cover all options by the corner - If you throw them and they land near the edge a raptor boost away from the corner covers all the options. I'm actually a little iffy on this, if they tech roll towards the edge invincibility frames on the tech roll might save them, BUT you might recover fast enough to be able to punish them on reaction.
Gimmicks:
- Moonwalking - It looks weird and you come at them funny, but outside of edgeguarding it's only use is looking cool and confusing some people.
- Ledgehop -> Falconkick - Can you get you back on stage once or twice a set.
- SVA using raptor boost/fsmash - Can turn people trying to grab you into kills. Gimmicks because people don't actually need to grab falcon to win, and these moves are very unsafe on whiff. This is less gimmicky against aerials.