JPOBS
Smash Hero
the set is saved on the stream. its the beginning of the video thats 1 hour 37 mins long
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http://bit.ly/rJCNqKlmfao at the Obie Trice quote... isnt that from an Eminem song(Names not coming to me)
Without me?
Thanks.the set is saved on the stream. its the beginning of the video thats 1 hour 37 mins long
yea lollmfao at the Obie Trice quote... isnt that from an Eminem song(Names not coming to me)
Without me?
Local Sheik player.Who is sherigami >_>
Alright, I'm on it.I'm still not very comfortable in the Sheik matchup. She seems to be the hardest to lock down / have guaranteed hits on. I only did well when I forced myself to be a bit more patient which is something I'm not good at. Unknown, since you're probably the Falco with the most Sheik experience, could you tell me a bit about Falco vs Sheik (or anyone else =D)?
I wish I got to see that. I heard first set was 3-2, second set was 3-1, so to me that seems close enough.Alright, I'm on it.
Any specifics? or should I just go over most of the matchup? Cuz I wouldn't want to run over things that you probably know already.
Also, PP kinda gave Hbox the ****. Just sayin.
if sheik throws them on the ground, block.Can we go over needles? I freakin hate needles. Any tips on what to do about em?
I'm pretty sure she could WD OoS --> grab or dash attackso how do u fight jigglypuff?
edit - i already taught u guys how to **** sheik. Nair -> shine -> immediate rising nair backwards out of shield grab range
she can't punish this, not with grab, not with nair OOS, not with anything
so now tell me how to fight jigglypuff
sorry this is now off-topic and late as ****, but i do want to see what you think of this stuff...what kind of stuff does it set up for and how would you set it up(aside from tech chasing)?
help me fight spacies plzi hate sheik vs falco as sheik and love it as falco. it just...feels terrible. /blatant bias.
pretend you are playing wario vs meta knight =Dso how do u fight jigglypuff?
edit - i already taught u guys how to **** sheik. Nair -> shine -> immediate rising nair backwards out of shield grab range
she can't punish this, not with grab, not with nair OOS, not with anything
so now tell me how to fight jigglypuff
Yes!!weak uair -> utilt =) (stolen from raynex)
http://www.youtube.com/watch?feature=player_detailpage&v=1W4M056TLOc#t=453s
http://www.youtube.com/watch?feature=player_detailpage&v=k9ZnzVviGao#t=304s
unfortunately it can be DIed out of relatively easily, but it's a great reset at the %s where Falco has a tough time continuing the combos.
yeah I first saw ZhuV do that combo in the Ariquenuubs combo video.weak uair -> utilt =) (stolen from raynex)
http://www.youtube.com/watch?feature=player_detailpage&v=1W4M056TLOc#t=453s
http://www.youtube.com/watch?feature=player_detailpage&v=k9ZnzVviGao#t=304s
unfortunately it can be DIed out of relatively easily, but it's a great reset at the %s where Falco has a tough time continuing the combos.
bear.hey slox. do you remember me? im that little kid that you met at pound 4 when i was just starting. i used sheik and mario and had blonde hair. i think my tag was either sockless or bear
I didnt get four stocked by your falcowhen I went to Pittsburg in May. I 4-stocked the lake with both fox and falco.
I lost a MM with pichu though >_<. It was recorded, but never put up (same with GFs at that tourney).
woah woah woah. Raynex stole it from meweak uair -> utilt =) (stolen from raynex)
http://www.youtube.com/watch?feature=player_detailpage&v=1W4M056TLOc#t=453s
http://www.youtube.com/watch?feature=player_detailpage&v=k9ZnzVviGao#t=304s
unfortunately it can be DIed out of relatively easily, but it's a great reset at the %s where Falco has a tough time continuing the combos.
yeah, I did 4 stock with falco as well (not in the MM though -_-). It was the game before you pulled that sexy *** combo on my mario with the f-smash -> dash attack -> dropzone f-air.I didnt get four stocked by your falco
I STOCK FOURED YOUR FALCO!
zelda beats falco cause kick is good and she has two so its double good
/infallible logic
You might have four stocked me with fox...but i made you rage quit on rainbow cruise ;D
boooooooooooooooosssssssssssssss
<3
OH this is thelake on a great friends account
Practice moving around and movement mixups. If you're playing Falco practice laser mixups like how high you do them when to double laser and how fast you do them in order to throw your opponent offguard and have lots of mixups ready to use in a given match. Practicing edge cancels and where exactly you can reach with things like FH Bair from where on the stage can be great too.yo, PP can I ask you some stuff?
I'm focusing on skill, because I can't play with someone (bussy 7am - 8pm, 8pm - 11pm homework, 11pm . ??am melee)
Do you know some training or something like that to get better playing alone? I practice a lot Shield pressure (handicap 9) with Fox and Falco (mah mains) like multishine, shine-nair-shine-etc, shinegrab and that stuff, but idk if that'll work at a real match, of course I can **** cpu but a human will shield DI, shine OoS or something like that. So, i'm only getting better at technical stuff.
btw, a random question.
Which character is Mango's best?, obv at your opinion
Love you PP, only 'cause of you I don't let Falco and I still playing with him, greetings from México.
No you can at least buffer an easy spotdodge or roll I'm almost positive but other than that I'm not sure what options you technically have. I just know I can usually roll away without getting grabbed. Just keep Marth away from right on top of your shield. Honestly that's a bad spacing for him anyway so WD OOS backward or upsmash OOS or even CC punish the Uair.ive got some ?s
can marth uair -> grab u if he hits ur shield with the first part of the attack and then ends it early with a l cancel? if he cant what can i do to avoid it?
what r ur options if peach float cancel fairs/nairs/bairs ur shield? assuming they try to hit u with their fastest viable move as a follow up.
does ur shield come up slower when ur running? also what about walking -> shield?
when marth is chain grabbing u and u dont di and try to shine out of it do u try to spam or time it? should i try this against good marths? at what % can i avoid upthrow -> fsmash?
yeah it was ****good **** in that MM
Hbox kept it close for a while though, props to him
Good stuff man! Don't lose to him anymore now though <3Won a small tournament today.
Lost to Sherigami in pools.
Details later LOOOL
Aight I'll see what I can do. =pHi PP I will MM $20.
just come to the regional in March in WA. =D
F yeah <3PP did a fantastic job of recoering in his mm set vs Hbox.
I wish your adjustments were recorded because knowing what transitioned could be very helpful in determining what you still didn't learn.Local Sheik player.
It was funny cause I 4 stocked him with 40% first game but lost the next two LOOOL. I beat him in Winner's Finals after making a few adjustments, but it wasn't recorded.
I'm still not very comfortable in the Sheik matchup. She seems to be the hardest to lock down / have guaranteed hits on. I only did well when I forced myself to be a bit more patient which is something I'm not good at. Unknown, since you're probably the Falco with the most Sheik experience, could you tell me a bit about Falco vs Sheik (or anyone else =D)?
You don't have to be SUPER patient haha, just patient enough to bait out a move, which can be engaging if you do it well/in a tricky enough fashion. Don't make it a chore if you can help it....makes everything so much more fun and intuitive in my experience.I hate the sheik matchup, which sucks because it's the only one I get to play very often. I just don't want to give it the patience it requires. The other day I literally said to myself out loud "you don't have to run straight at that shield. I know it's tempting but don't do it, man."
I kinda' wish melee was just mario dittos and spacie battles on yoshi's, lol
Locking down is keeping her landing/walking walled out with Bair mostly or lasers and approach threats/commitments obviously, and the big thing is just knowing how to apply those moves. Sheik wants to Fair then you shoot her or try to get under her/Bair her(getting under her is hard because it's usually well spaced so I just try to get on her landing lag or Bair or shoot). If she's taking lasers to Ftilt I find great joy in Fsmashing those people because you can still be safe if you space the Fsmash and they shield lol. Um otherwise just keep her from spacing Fair well with zoning or lasers and CC/bait to **** tilts.I wish I got to see that. I heard first set was 3-2, second set was 3-1, so to me that seems close enough.
I'd list a few things I have trouble with, but that'd end up being the whole matchup. I have a hard time locking her down, getting opening dair / shine hits, and getting out of her combos / shield pressure in particular. I think I have pretty good recovery, edgeguarding and combo sense (see me vs sherigami match 1 when it's uploaded), so I'm not too worried about those.
I noticed that all of those problems go away if I just be more patient, meaning more laser locks, defensive aerials, and less direct approaches. It works for now, but I feel that mentality will never allow me to beat top level sheiks like amsah, kk, over, etc. So what are some specific openings you look for and what's your mentality of getting out of shield pressure / sheik combos? Also, what do you think about grabs / shine grabs vs shield pressure on sheik?
She usually throws them when you're at 0 and she comes up from the edge to give you damage when you try to jockey for position/laser so their tech chasing is easier. Shield/react lol.Can we go over needles? I freakin hate needles. Any tips on what to do about em?
I'd never approach with shield what in the world.....but hey if it works then cool I suppose haha.Ahh, I see what you're saying zhu. I'll add more later. Cuz my friend needs his laptop to study math right now. When I get home in 2 hours. Also, I know I switch the writing style from "I"/"Me" to "you" a lot, so forgive me for that.
But yeah, for now: I never have trouble with sheik's shield pressure, unless they know that I'm gonna chill in shield and they go for a grab, or if I blatantly mess up/get shield stabbed (my shield fails a lot so it's kinda aggravating). But yeah, I do sometimes do small approaches with shield if I see them jump around a lot to try and mess with their spacing and see if I can get a shine oos, or and aerial punish. If it looks like it won't work, then I'll either WD back oos, or jump to a platform so that I can reset to neutral position. If they space bad on your shield, then shine oos all day. If they space well on your shield, you usually can WD back oos after they do a jab/tilt on your shield. It's so much better than rolling. Still, rolling back is not too bad of an option. Just don't spam it ofc.
Sheik combos are a major issue. Theoretically, you should die off of one good hit from sheik, assuming that they don't mess up (due to reactive tech chases and stuff). But of course it doesn't happen like that. Yknow, human error and stuff. Still, sheik is one of those characters that has a lot of leeway for following techs and stuff because she has a good combination of speed and range. The main way that I try to avoid sheik combos is simply by being near a platform, or even the edge sometimes (so risky, but at low percent I'm really confident that I won't get gimped). When I get hit, then I try to edge-cancel off platforms if the percent is right. If I know that I will get hit by dash attack, or f-tilt when I'm on the ground, then I try to DI down and tech, or CC them.
If she's already got me in tech chasing positions, then what I usually do is mix up DIs, and tech whichever way will get me the most distance from sheik, or in place (DI away + tech away a few times. Or DI in + tech in. Or even tech in place with those DIs). I also do a certain slight DI that makes it look ambiguous to whether I'm going to go behind them or not, and then tech in place (it's a good 50/50 mixup). Also, not teching is good sometimes when you get knocked down since you can SDI jab resets, or get them to try and guess what you're gonna do. Watching the opponent is key a lot of the time with this stuff, because a lot of players have tendencies to move around, or sometimes do preemptive things like shield and stuff. So sometimes you can catch them with get up attacks, or rolling away because they shielded or something. Assess the situation and go from there. Very commonly though, the easiest way to stop tech chase lockdowns for me is to tech near the edge, but not close enough for them to dropzone you. Once you reach a certain distance near the edge, you can DI and edge-cancel so that you don't have to tech. Since spacies have an amazing ledge-WD and various good ledge options, so it works out.
I love grabbing in general with falco. It's obviously not as good as fox's grab comparatively in most matchups, but it's still decent and a lot of opportunities come up. That being said, I like shine-grab, but sheik should be trying to WD oos vs falco before he starts pressuring. If they chill in shield a lot, then by all means go for the shine-grab.
edit: just got home now. Adding more as we speak.
So you asked what specific openings I look for. It depends on how the sheik is playing in general. I always try to force sheik in the air. If they play a(n) air/platform game in general (SH f-air approach/camp, needle in the air, b-air. Stuff like that), then they are doing half the work for me. If they play like that, then I SH n-air to stuff aerials/punish landing lag or even space around aerials by jumping over them, or using platforms to attack from diagonal angles. If I attack from above, then I use reverse b-air and try to get the weak hit. When I land the n-air combo that into shine at low-ish percents. If they're at higher percents then it'll probably send them off the stage which is good. One thing to note is that in this matchup comboing shine -> shine -> waveland is bad vs sheik. Just do generic shine -> d-air -> shine/u-tilt. I'm saying this because I see a lot of good falcos do it and then lose their potential combo completely vs sheik and many other non-space animal/falcon characters.
If sheik is playing mostly grounded, then I look for grabs, because they are really easy to get since you can force them to shield/stop moving completely. You can also DD -> grab on whiffed aerials. u-throw is usually the best bet since it forces her above you. You can also react to the DI and hit with an aerial. If they're trying to DD grab you a lot (like Kirbykaze ), then that's the time to overshoot d-air/n-air. Alternatively you can obviously laser them to make them cut that **** out.
If they are near an edge, just throw her off. Her air mobility sucks, so you can usually bait her into taking defensive options, whereas if she doesn't then you can just take the ledge. If she does attack, then you can b-air/d-air her and she should be dead or be taking a massive combo for landing on the stage. Also, around 60-90%, if sheik DIs inward when you b-throw her off, you can combo d-air sometimes straight off a throw because of the lasers that hit. If they DI away then the lasers will miss them and they go off the stage with bad DI, and they should lose a stock for that.
I already told you how.so how do u fight jigglypuff?
edit - i already taught u guys how to **** sheik. Nair -> shine -> immediate rising nair backwards out of shield grab range
she can't punish this, not with grab, not with nair OOS, not with anything
so now tell me how to fight jigglypuff
WTF I had 0 Mahone practice before beating Hbox at HERB 3 I had to get ***** by him for 1 whole year before I could win haha. If I ever get around to re-writing the puff matchup I'll explain how Falco can perform well vs Puff because I know a lot of stuff that I don't show well/at all vs Hbox. NOT A JOHN MERELY AN ATTEMPT AT ADVERTISING A MATCHUP EXPLANATION LATER. rofl disclaimersMost Falco players' solution is to go Fox, so that just throws the ball back into your court. lol
Or you can be PP and get Mahone practice. /jelly
I want to preface all of this by saying if someone calls an aerial forward B and they hit you(or they somehow hit it by accident) then you have no jump and could...die. That's super risky.sorry this is now off-topic and late as ****, but i do want to see what you think of this stuff...
maybe i'm not smart enough to know exactly what you're asking for, but i can give you a few examples from my recent experience using this move....
i was playing a ganondorf a couple of weeks ago and noticed how he was trying to stay mobile through my laser pressure with WDs oos. i moved towards his shield with a laser and when he tried to WD backwards oos, i did an aerial forward-b right after the laser(the aerial version has less landing lag, but is best used very close to the ground for max speed). he didn't expect it so he neither teched it (someone correct me if i'm wrong but if you get aerial phantasm'd by a falco, i'm pretty sure that whether you are grounded or not you can tech it because it hits you into the ground) and he DI'd it in the direction i was going because that's the way he was WDing, so i continued with a combo into something mean.
here's another example of a fox i was playing that was ****ed up by forward-b in the following way: at lowish percent i got him into a teching position on the lower right platform of BF. he teched to the outer side of the platform, i jumped up and shined him, and then immediately phantasm'd him, knocking him back down to the middle of the lower right platform. he missed the tech, while my phantasm cancelled on the opposite side of the top platform, from which i immediately fell with a reverse laser that forced his missed tech into wake up. i followed the laser reset with another phantasm off the inner edge of the lower left platform, which we all know cancels on the far side of the lower right platform. he missed the tech again, i DJ'd immediately after the cancel, dair'd him, and continued with follow ups. now... i know there were plenty of possible escapes (esp cuz he took too long to get up after the first phantasm), but i'm under the impression that unfamiliarity with forward-b allowed a lot of this to happen. the move is so scarcely used that sometimes people don't even take it seriously, and i find that whenever i randomly throw it in it's got a pretty high success rate.
i feel like there's a lot that goes into DI'ing it as well. shoutouts to magus, but i'm pretty even factors like what part of the phantasm the opponent is hit (in relation to weight of the opponent character obv) with affects the trajectory. coupled with the speed of the move, i think it's a viable surprise attack that can lead to many unexpected follow-ups and can be used safely if it's mix'd-up the right amount.
Yeah I forgot about doing that even though I thought of it a while ago. I guess until people catch onto the little gimmick it's pretty good haha.weak uair -> utilt =) (stolen from raynex)
http://www.youtube.com/watch?feature=player_detailpage&v=1W4M056TLOc#t=453s
http://www.youtube.com/watch?feature=player_detailpage&v=k9ZnzVviGao#t=304s
unfortunately it can be DIed out of relatively easily, but it's a great reset at the %s where Falco has a tough time continuing the combos.
Floaties aren't really my specialty since the floatiest character I really play is Marth so I'm really trying to understand them. There's a weird dynamic in FF'ers vs floaties wherein the FF'er just kind of dances on the floaty and gets a few reads and ***** then the floaty gets one read and ***** harder/equally hard, but the FF'er gets a movement boost to kind of deal with the read "disadvantage." Mango mentioned this in his blog by the way(save the mobility helping FF'ers part), which is where my base for this theory comes from.I've been thinking lately that Falco wins against Puff. I'd like to hear your detailed thoughts on that sometime.
I've always thought puff had an inherent advantage over falco simply because it's so incredibly easy for her to rest the vast majority of his moves. Then again, falco straight shuts down her camp game with his lasers.Floaties aren't really my specialty since the floatiest character I really play is Marth so I'm really trying to understand them. There's a weird dynamic in FF'ers vs floaties wherein the FF'er just kind of dances on the floaty and gets a few reads and ***** then the floaty gets one read and ***** harder/equally hard, but the FF'er gets a movement boost to kind of deal with the read "disadvantage." Mango mentioned this in his blog by the way(save the mobility helping FF'ers part), which is where my base for this theory comes from.
Falco is super weird because he's not really fast unless he's falling but he gets lasers to kiiiind of be fast and control space well enough to not really make puff slower but make her be slow in a more...limited area. Then the following question is whether that is worth it or not and exactly how hard one punish one way is relative to vice versa.
I'd feel a lot better about this thought process if there was a Puff that knew how to be more aggressive in this metagame that was also good against Falco(unlike Mango's Puff sadly). I'll have to hard theorycraft about how Puff can crack Falco's wall based on how I was trying to get Hbox to weave around some defensive setups I put out there in addition to the earlier problem I haven't quite worked out yet.
I'm sorry this wasn't necessarily informative but it is part of the outline I'd use(hopefully without getting overly specific in situations like I tend to do XD).
Edit: but yeah I hope I flesh it out eventually too haha