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Marth's Latest nair if done correctly is +0 on shield (if you chose to shield instead of dash dance around nair), so your best option after second hit nair is probably to spot dodge (2 frames), roll (4 frames), or shine (6 frames if perfect). Technically there is a 4 frame window for you to do something between Marth's nair's 2 hits, so you could buffer a roll or spot dodge. Either way, the best thing you could probably do is avoid that hit by avoiding that situation all togetherHey guys. I played a couple games today that I recorded and I had a question about a certain situation. At 3:57 in https://www.youtube.com/watch?feature=player_detailpage&v=ofpxUgvHoQw#t=236, Marth jumps at me, I run away and run back to try to hit his jump with a shuffle nair, but I get naired in the face by him. I don't really know what to do against that know. Should I have just kept running out of the full range of the short hop and try to punish when he lands? Would I be able to maybe run away, and wavedash the rest of the distance needed to set up for an up-tilt where he would land? I feel like that wouldn't work because his sword during a nair would reach to where I'd have to be after the wavedash to set up for an up-tilt. I feel like there's got to be something I can do to punish Marth when I see him coming at me like that, but right now I'm at a lose. All I can think of that I could have done better than what I did in the video is to have just kept running so I wouldn't have gotten hit, but then I would have given up stage and not have gotten a punish.
Thanks for any help you guys can give me.
@ Bones0 , @ Dr Peepee
xman is definitely correct in that you could have shielded once you react to the nair. It is especially good to shield aerials like that when they are drifting forward because if Marth does a fair or nair from a stand, it's usually pretty easy for him to space it safely. When they have forward momentum, you can dash towards them and shield it earlier to give you a larger OoS punish window as well as to ensure you are close enough to shine, grab, usmash, or aerial.Hey guys. I played a couple games today that I recorded and I had a question about a certain situation. At 3:57 in https://www.youtube.com/watch?feature=player_detailpage&v=ofpxUgvHoQw#t=236, Marth jumps at me, I run away and run back to try to hit his jump with a shuffle nair, but I get naired in the face by him. I don't really know what to do against that know. Should I have just kept running out of the full range of the short hop and try to punish when he lands? Would I be able to maybe run away, and wavedash the rest of the distance needed to set up for an up-tilt where he would land? I feel like that wouldn't work because his sword during a nair would reach to where I'd have to be after the wavedash to set up for an up-tilt. I feel like there's got to be something I can do to punish Marth when I see him coming at me like that, but right now I'm at a lose. All I can think of that I could have done better than what I did in the video is to have just kept running so I wouldn't have gotten hit, but then I would have given up stage and not have gotten a punish.
Thanks for any help you guys can give me.
@ Bones0 , @ Dr Peepee
Wow Bones0, thanks a ton for this, and the amazing example. Like really, that example made your explanation top notch. I hadn't even thought about using a wavedash to move my dashdance ranges left or right in the middle of someone else's attack. It seems like WDing into a dashdance (one left and one right) is faster than dashing twice in the same direction and then dashing back. Your advice is great and has really opened my mind.xman is definitely correct in that you could have shielded once you react to the nair. It is especially good to shield aerials like that when they are drifting forward because if Marth does a fair or nair from a stand, it's usually pretty easy for him to space it safely. When they have forward momentum, you can dash towards them and shield it earlier to give you a larger OoS punish window as well as to ensure you are close enough to shine, grab, usmash, or aerial.
You also could have just dashed backwards again. Practice utilizing "fox trots", where you dash in the same direction multiple times without going into a full run. Another helpful piece of advice is Falco's WD tends to be faster than dashing. If you had done a WD in that situation, you retain your ability to shield by the time he reaches you, but you also are able to dash backwards for extra distance to avoid the nair entirely. WD's main weakness as a tool for movement is that you have to spend 5 frames in jumpsquat before you even start moving. If you use up those stationary frames in the beginning of a movement sequence, you seem much more fluid and speedy than if you dash, waste 5 frames in jumpsquat, then slide from the airdodge. Next time you play, try WDing when initiating movement and saving your dash for fine tuning that spacing after you are in the general area you want to be.
Example
After I fthrow DP to the ledge, I wavedash towards it to make my initial movement. Once I realize he is going to DJ aerial because I'm in that space, I am free to dash away immediately. Had I dashed towards the ledge first, I could start to wavedash when he DJs, but I probably wouldn't have gotten out of the way in time.
How do you guys waveland onto platform:
(1) simple waveland
(2) DJ waveland
(3) shine waveland?
Imo, shine wavelands are the easiest to do and turn out the smoothest. Simple wavelands are faster though and DJ wavelands are in-between. Is this right?
Yup. Speed and how comfortable the timing is to me.Why double jump to top platform, your single jump will carry you high enough to waveland on any competition legal stage. Speed?
It's a tad faster IIRC.Why double jump to top platform, your single jump will carry you high enough to waveland on any competition legal stage. Speed?
Is it any useful to train DJ wavelands then? I've been pretty consistent with my FJ wavelands and Shine wavelands (though I think I tend to shine a little bit too early), but I can't get the hang of DJ WL timing on the different stages.In a way, full hop is safer in the event your opponent manages hit you during your rise upwards. Falco without 2nd jump utility may as well be dead.
I actually took note of that "wavedash effect" based on advice I've read from Cactuar and KirbyKaze. Cactuar pointed out how your momentum is affected by dashing in the same direction as your momentum vs. dashing against your WD momentum. Both are useful, but for different things, and it can even vary by character. A character like Marth with a long WD/low traction can WD forward, then dash backwards and basically freeze. By contrast, if you WD right then dash right before DDing left, your momentum is mostly cancelled out by the first dash which can allow you to change directions differently than solely with dashes or WDing. KirbyKaze also posted about how he basically views WDing as a means to adjust the "pivot point" of your DD. So let's say you are DDing in a way that causes you to weave in and out of the opponent's range. If you want to move backwards, you can dash back, but because of the way DDing works, that would require you to dash forward towards them and you'll end up closer than you probably want to (how you did vs. the nair). If you use your WD to make that adjustment, you retain the ability to dash both forward and back afterwards, so it tends to make you more flexible.Wow Bones0, thanks a ton for this, and the amazing example. Like really, that example made your explanation top notch. I hadn't even thought about using a wavedash to move my dashdance ranges left or right in the middle of someone else's attack. It seems like WDing into a dashdance (one left and one right) is faster than dashing twice in the same direction and then dashing back. Your advice is great and has really opened my mind.
I'm amazed at how much there is to learn about this game. The only thing is that I don't really know how I could have thought about something like that, which is why I feel so stuck in this game. I feel that I can win sets with the people that I play with, but I still go pretty even with them (sometimes it gets to last stock). I have a strong desire to do nothing less than 4 stock them every game, but I just feel stuck.
I'm going out on a limb here, but I'm guessing you learned that technique/strategy by studying videos. If that's the case then I feel much better knowing how I can starting learning more and getting better. If you could let me know that'd be great (that is if you even know). Either way, I just remembered this http://smashboards.com/threads/fox-advice-questions-topic.98202/page-768#post-16125074 post of yours, and I'm going to read through it right now.
Also thank you everyone else for advice. All of them gave me an outside view and have been of great help.
I'm with xman. I use single jump wavelands because I while learning wavelands I could never get the double jump ones to be as consistent as my single ones on side platforms. Now for top platforms, I almost always use double jumps to get up there.
1. Learn to dash dance. DD across FD from left to right, then vice versa.So I'm picking up falco, trying to train him up to a technical level where I can use him in tournament a week from now. What are the most important things I can/should practice?
I've got these to a semi-decent/fraudulent level:
waveshines; sh (reg, reversed, running, combinations thereof) laser; fullhop triple laser/ DJ triple laser/ double laser onto platform; double shines, shine grabs (not reverse shine grabs though, or double shines out of waveshines, yet), DJ waveland onto platforms.
I know that's some of the veeeeerrry basics. Also read most of the links in the OP, just looking for more exercises to work on, either for other important stuff or to polish the tech I already sorta have.
Right now I'm mostly just practicing the waveshine -> doubleshine, and trying to shadowbox.
inb4 i choke in bracket and forget how to down+b
I have had this realization too, my Doc is became much more stable the day I started practicing Falco.My DD is already pretty legit, from playing Bowser in PM of all things. Been mixing it up with SHL in practice too, not sure I'll be able to apply it at all well, though. =[
It also seems to be true that practicing spacies makes your other characters better. I have a vague idea that my toon link in PM may now be somewhere betweengodlike and untouchablenot-totally-fraudulent and actually-decent
Possibly a result of playing on autopilot.ofc now I also try to shine with toon link, but eh.
IMO, autopilot's never good. Let's say you're falco and you land a downair on someone. Should you shine or uptilt (or maybe something else)? If you're on "autopilot for tech" you'll probably just shine. If that's a horrible choice compared to uptilt then I wouldn't be content with doing that instinctively.Autopilot for tech stuff is fine, that's exactly what I want.
Both ways of using lasers are helpful, the first one probably being the most hybrid. If you want to learn how to lockdown almost 100% you need to shoot very fast, and jump and shoot while keeping and eye on them at the same time because if they get close you need to react in some way, either running away and keep shooting or going agressive with a plan.Hey guys what are your thoughts on when and how to laser?
I've been experimenting with different ideas of when lasering is "right" and it has always interested me on how differently falcos (and good falcos) use their lasers.
From what I've seen there are :
Falcos that pretty much use lasers as easy follow up tools and don't really laser much in neutral - I don't think this is the right mindset for laser usage.
Falcos that use them when they need to regain control / are decently far from their opponent, then when they get in close they usually will resort to dash dancing / going in with a nair or something / retreating back with fade away lasers - From what I've seen this is a pretty dang good general mindset to have about lasers and has helped me some, it's probably closest to how I use lasers.
100% Lockdown lasers - But just straight up these are the lasers that frusturate your opponent and make them feel like they can't move IDK how to do this (especially against higher lvl players) cause I'm not the best at locking down with lasers, I always get out-positioned so if anyone has sweet tips for this, just faster lasers, or being far enough / dashing around enough to not get stuffed out of your lasers ( Cause when I try this I always get too close on accident and get stuffed )
So what is your mindset on lasers? Do you try to use it to cover options like a roll while you're pressuring without committing to moving to cover that roll? Do you mix movement in w/ lasers if so then what movements?
Talking about stuff just helps me get better so I'm just throwing ideas out there.
And obviously there is no "right" way to laser but in the moment what works works.
There isn't really a secret to getting the tech down. The best thing to do would just grind out the individual parts of each tech instead of trying to drill shine on your first go. Just practice the l cancel timing when you hit shields, or just hit them, then shine, then follow ups etc. The 20xx pack is really good for practising that sort of stuff.Do you guys have any tips for getting the Falco tech down? Right now I can play a decent Falco based almost entirely on spacing and reads, but I think I could be really solid if I could do at least some basic Falco stuff. The problem is I'm having trouble with stuff as basic as drillshines and waveshines right now. Do I just have to grind it out, or is there a better way to go about it?
What, where's a video of that?Phantasm edgecancel into FF RSHL edgecancel onto the ledge doesn't look as cool as shine turnaround up-B?!?