Bones0
Smash Legend
You can get away with a lot of illegitimate CGs on comps, so that won't really tell us anything. lol
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I'm gonna try that in some friendlies tonight if my usual crew is meeting up lol.i know samus can chain grab marth CPU's from like 25-75%. i would never try that in an actual match though >_<
You have the best questions. I second this.and just out of curiosity, lets say you are shielding, and you're tilting it down and someone were jabbing it. if you were to let go of L or R, would you be CC'ing as the shield goes away? or is there like a window, before the CC takes effect?
between 14 and 17 frames depending on characterAs far as I know, you can't CC in any kind of lag, or to paraphrase it: you can't CC while you're not able to use anything of your grounded moveset right now.
Which means that you will CC as soon as the animation of just letting your shield go finishes (which is about ten frames).
Note that the aforementioned thread hasn't been updated in a while, so certain things (like the tier list and stagelist) are out of date.Though Ripple answered the question, if you don't know what some of the terms are this might help. http://www.smashboards.com/showthread.php?t=42749
Also, no offense, dark blue font is kind of hard to read.
ok for sure but let me rephrase, is there anywhere that can show me the proper way to punish? i feel like im always doing it wrong, and i also can never escape pressure properly. unless i dont need to worry about that and just overwhelmingly pressure
Don't listen to those noobs. Good defense as Falco is crucial because he gets comboed so easily and killed at such low %s. It is certainly true that the best defense is a good offense, but it's unrealistic to simply be on top of your opponent with moves at all times. Melee is a really complicated game, however, so something as abstract as defense can be discussed from a million different perspectives. There is how to defend during neutral, how to defend during shield pressure, how to defend even when you're on the offensive! To add to the complexity, the solutions to these perspectives vary greatly depending on the matchup. For instance, Puff is extremely slow so you can tech roll away from her most of the time and be safe. Vs. faster characters, rolling towards the center so you are far from the ledge is more important, or focusing on teching in place to get you shield up may be more important. The best way to learn what's good in what situations are, in order of effectiveness:or maybe this is more of my lack of matchup knowledge
thank you so much man i will take all of your advice. im going to a melee tourny in a few weeks at a bar in stl and i know im just gonna get blown up lol. but im training as hard as i can. the bad thing is the people i train with dont short hop anything or l cancel anything, basically ignore the metagame completely. so when i watch videos it seems like it helps me understand metagame instead of basic fundamentals. im a big 64 smash player, but melee is so different, i feel like i just dont understand it, or im just looking at it the wrong way. a lot probly has to do because i play kirby but ah well. but again thank you so muchDon't listen to those noobs. Good defense as Falco is crucial because he gets comboed so easily and killed at such low %s. It is certainly true that the best defense is a good offense, but it's unrealistic to simply be on top of your opponent with moves at all times. Melee is a really complicated game, however, so something as abstract as defense can be discussed from a million different perspectives. There is how to defend during neutral, how to defend during shield pressure, how to defend even when you're on the offensive! To add to the complexity, the solutions to these perspectives vary greatly depending on the matchup. For instance, Puff is extremely slow so you can tech roll away from her most of the time and be safe. Vs. faster characters, rolling towards the center so you are far from the ledge is more important, or focusing on teching in place to get you shield up may be more important. The best way to learn what's good in what situations are, in order of effectiveness:
1. Playing: Even using the two methods below, you often won't truly understand something until you've applied it and tried to apply it in many different ways over and over.
2. Videos: Watch as many videos of credible top Falco players as possible to learn the basic/normal "solutions" to certain situations. You mentioned you were struggling with getting out of shield pressure, so one way you can effectively learn a better way of dealing with it is to watch a set of PP vs. Mango, and look specifically for instances where either player is being pressured. See what move they use OoS (if any), when the use it, and in what situations they use it (were they by the ledge, at a high %, a large stock deficit, etc). All of these factors matter, so when you struggle to find the pattern in the seemingly chaotic engagements, you can turn to...
3. Forums: In particular, the thread you should mostly pay attention to is the Falco Discussion Thread. I would highly recommend turning to this source whenever you've done the first two options and are still lost. You can also use it to get a general starting point for systematically improving an aspect of your game using videos and practice. So let's say you notice you are getting comboed super hard every time you get touched. If you can't figure out why watching videos or adjusting your gameplay during practice, you can ask for help in the thread. Then someone would say something along the lines of, "Make sure you combo DI (DI away from your opponent) when you don't think they will use a kill move." "Intentionally miss techs sometimes to stop them from getting easy regrabs over and over." "Aim for the edges of platforms or the stage to slide off instead of teching." etc.
These responses will not and CAN NOT encompass your entire question, but with sparks of ideas like this, you can go back to your practice and apply them. Mess around with them. Experiment. Figure out what works when, and just as importantly, when it doesn't. You can also go back to videos at this point and you will often find yourself noticing things you had never seen before even if you've seen the video a hundred times already. I sometimes find rewatching videos is almost better than watching new content because being able to figure out what you missed the first time around can help you prevent missing similar things the next time. There's a lot to learn in Melee so refining your ability to improve is your #1 tool for success. It doesn't matter how much raw talent you have if you're unable to improve. A lot of people are naturally talented at games. They may be able to space moves without even trying or link combos intuitively, but if they don't work off of that base, someone who is incompetent at everything and improves will pass them in no time.
I'm glad you're approaching the game from this angle. Aggression without understanding defense is a useless endeavor, how will you counter defense if you don't even know what defense is?i didnt wanna make a thread because i assumed there already was one BUT.... could anyone tell me where i could find a thread with for falco defensive strats. im still trying to learn this game and i have nooo defense whats so ever
CCing places a lot of emphasis on grabbing at low %s, and some would argue that Melee already encourages grab-heavy styles. If you take Roy as an extreme example, he pretty much can't do anything at lower %s other than grab or dtilt because none of his other moves are strong enough to knock opponents over. Better characters don't have to grab, but they are also limited to just a few move choices (Falco will want to dair, Fox will want to dair, Peach will want to fair, etc). I would hardly consider it broken or anything though. True CCs are pretty rare because it just limits your movement so much. Yeah, it places a lot of emphasis on grabs, but getting grabs on crouching opponents who have no mobility is so easy that it balances it out mostly.Okay, so I'm pretty sure it was hax who said something along the lines that CC'ing in melee was "broken" (or at least that he didn't like CC'ing/wouldn't include CC'ing in melee if given the choice), and I'm inclined to agree, but does anyone want to offer their opinion for why CC'ing is BAD for the metagame? I guess "bad" is sort of relative because it depends what you want to emphasize in any fighting game, or competitive game for that matter, so it's certainly subject to personal bias, and in that way maybe this post is just requesting people's personal opinions on the matter.
So then, to you, why is CC'ing "good" for the metagame or "bad" for the metagame? What does it emphasize and what does it require from players? Perhaps compare it as an option to other options that are used in similar situations in other fighters.
I dunno, just looking for an analysis I guess.