Thor
Smash Champion
1. I didn't MM S2J to make money but to learn. I think I wasn't doomed from the start at cornering him so much as just the amount I'd have to do to win is rather large, given that I rather trust that if I ever won a game, subsequent games would be determined by if I lost neutral 4 times or less than 4 times.I don't really think Falcon's a bad character, he completely destroys most of Melee's cast. However he does struggle against the space animals and Sheik, so I guess at least he has trouble winning tournaments. And yeah, I don't know how easy it'd be to pin Johnny down. You were almost certainly doomed, I just feel like there was maybe a little more you could have done to keep him cornered. Falcon's out of shield game is crappy, so calling his tries to jump over you out of the corner with reverse up tilt doesn't usually get you punished. The only way he can really get over it is to full hop, and Falcon trying to full hop out of the corner is a situation that's pretty good for you.
Also, thanks for the thorough reply! I'll try to respond to your questions in as much detail as possible. If I don't respond to some points, it's because my response was just "yep."
26:43 - I disagree to an extent. Link likes being directly below Falco if Falco's either in hitstun or without his double jump. If he's on a platform or has his jump available to him, his fast fall dair (after either from a platform drop or double jump mixup) just seems to come down too fast for Link's six frames of jump squat to handle. Now of course, my reaction times suck, so probably I could catch those if I train my reactions. Either way, the nair out gifted me stage position, and I almost certainly could have used it better.
I don't really think boomerang staleness matters against Peach, I use it to carve out a region of space instead of actually adding meaningful damage with it. Also, bombs do stale! Well, the throw damage from them anyway. I think the explosion always does the same because it's an effect of the item, but item throws should add to the stale moves queue.
39:20 - That's actually amazing. That changes so much of what I thought was possible about escaping Peach's shield pressure. It's frame perfect, but so is d-throw u-tilt. Definitely going to figure out how to grab those.
Sheik stuff - Arrows, in my opinion, are almost always bad. They have low enough knockback to steal jumps off stage, and they have a good arc to cover the ledge with against some characters' recoveries. Most of the time, I throw them out because I want another projectile in the air, but I don't want to have to pull a bomb and remove the ability to do ground normals or aerials. I also like throwing them out for disrespect, especially in crew battles like this where I can make people say, "Why did I get hit with that? Isn't it supposed to be a bad move?" Other than those times, sometimes I'll read an option out of shield with it, or I'll try to arc one into center stage to cover the angle. Usually pretty sub-optimal though.
- Side note: sometimes if a player misses a tech on the other side of the stage, you can start charging an arrow and punish all of the wake-up options on reaction with the fully-charged shot. Stro showed me that once.
2. I think only 4 characters in Melee are truly "good" - Fox Falco Sheik and Marth [in that order]. I think other characters are "ok" or bad or whatever, so Falcon might not be "Bad", but I don't think he's truly viable (and I welcome 20GX people to prove me wrong, as I love watching a good Falcon player work their magic). There are obviously other ways to think about it, but I look at most of the cast compared to those 4 and I admit I just sort of shake my head a lttle. I also enjoy playing Falcon on the side because of Tapion combos [lol], so suffice to say that even if I thought Falcon was amazing, probably wouldn't join the hate train (can't hate the games I love, at least I try to think that way).
3. With Falco above me, I try to fullhop and either fastfall and shorthop again with a uair, or double jump and uair to meet him. Jump, then fastfall land utilt is also an option. The thing about being below a Falco with his jump that you just launched high above you is that you're in a situation where yes, screwing up might lead you to getting combo'd, but the position should be an advantageous one, and one that mostly converts to a lot of added damage. It does take practice, and I still mess it up plenty, but I encourage you to at least try it seriously in some friendlies or whatever... the damage output can be amazing.
4. http://smashboards.com/threads/complete-peach-hitboxes-and-frame-data.287033/
Peach frame stuff [there are threads like this for almost every character, but most lack the onshield advantage].
Note that the aerial numbers are "cooked", assuming that you hit their shields the frame before you hit the ground. To understand this, if you notice regular fair is -4 on shield, that implies fair -> spotdodge can't be grabbed, but if Peach does a high non-floatcancelled fair, even Link can grab it with ease, because it's less safe than that.
I try to know frame data stuff to know OoS options, how safe/unsafe pressure really is, and what kinds of blockstrings people might use [it's why I know to expect fair jab or fair grab from good Sheiks even though one of the only Sheiks I can play with any regularity does it far too little]. You obviously don't have to know all this stuff [playing it by ear and learning by practice is a wonderful way to improve], but given the oddities with Peach's float, understanding how much less safe some of her not-float-cancelled stuff is, and understanding her options after a float cancel and how the frames stack up, I personally find *very* useful, since it lets you know what options work against what, and then once implemented, it makes analyzing situations to choose a punish or an escape easier [in my opinion].
5. Random fun fact about arrows that can also be used to body a Sheik that doesn't know it: if Sheik starts charging needles on level with you and you start charging an arrow, at some charge threshold [dunno what it is exactly], you can just release the arrow when she releases needles and it will beat out all the needles and still keep going [fully charged I know this works, I don't know for lesser charge levels], while if she just stores her needles, you didn't really gain much, but you probably made them probably stop charging needles on the level with you [and if she's doing it below you, she's giving you a chance to pull a bomb, and if she goes above you to do it... prime uair territory for Link]. Since a full charged arrow does something like 18%, if they get hit by this, it's a colossal damage swing [since it beat out all the needles and so you didn't get hit].
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