• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Optimising Tech Chases

OninO

Smash Journeyman
Joined
May 19, 2014
Messages
289
Hi all,

I was inspired to post this thread after reading Gravy's work in the Cap Falcon forums about optimising tech chases. So, to get the ball rolling I'll set up a few hypotheticals to discuss. Feel free to introduce more.

Scenario 1:
F-throw (stage independant) @ percent sufficient to cause knock down (I'm not sure what this is on most characters but will try gather it tonight).

Scenario 2:
Low-percent shine, opponent landing on platform.

What are some common ways to tech chase these scenarios?
 

orvs

Smash Cadet
Joined
Sep 17, 2012
Messages
50
i can't discuss these frame-by-frame like gravy did XD

in scenario 1 that you listed, f-throw gives a knockdown starting at ~40-41% on fast fallers. So if you f-throw a fast faller, you can cover their tech options with down smash on reaction if you're fast enough. Since down smash covers tech in place, missed tech, and either tech away/tech in, you can condition their tech patterns after f-throw. most other characters can kinda do something like jump/aerial before getting knocked down.

in scenario 2: it depends where they land on the platform and where you are positioned. ideally you want to be close as possible while under the platform to extend your combo. if they land on the platform, and they choose to tech either away on inwards, you may be able to react with a shine, or a spaced nair/bair, because you don't have to worry about spacing in case they do a get-up attack. bair/nair covers options similarly to downsmash in scenario one, but at low percents you wont get much out of it.
 
Top Bottom