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https://www.youtube.com/watch?v=HH8FYFUDJhY This serie of videos is nice, don't be afraid/discouraged if there's stuff that look impossible, just do the easier things you can replicate, leave the harder tricks for later.Hey I just got melee a couple of days ago and I want to play Falco. Could anybody list all the basic technique to practice to
You'll generally be safe doing that unless you WD to the front of their shield. If you cross up their shield with the WD, spacies will gladly shine OoS. If you get the safe aerial and subsequent shine, though, just shinegrab. It's an amazing option even if it doesn't look flashy.If I shffl someones shield than shine and then wavedash can they shield grab me out of my wavedash?
Why would you shield though? There's really no reason to, it'll just leave you vulnerable to the opponent's OOS options. Just go straight into shine.If I shffl someones shield than shine and then wavedash can they shield grab me out of my wavedash?
I think he was saying that he got a safe SHFFL shine on THEIR shield and was wondering if HE could then WD. Shielding right next to somebody else's shield is dumb though. Unless you've got hella good mindgames. Then it's coolWhy would you shield though? There's really no reason to, it'll just leave you vulnerable to the opponent's OOS options. Just go straight into shine.
Ah, my b.I think he was saying that he got a safe SHFFL shine on THEIR shield and was wondering if HE could then WD. Shielding right next to somebody else's shield is dumb though. Unless you've got hella good mindgames. Then it's cool
It's very rare that somebody coming down against you WON'T get their option stuffed or at least traded with if you space a utilt well. If they seem super comfortable on top plat, WL onto one of the side plats and just bully them a little bit with clever aerials or lasers to make them think twice about going down. Alternatively, you could do a rising n/bair to try and force them off of the plat, but that is a much better strategy if they're a side plat. A lot of the time, though, you've just gotta be patient if they like their plat.What should I do when the other person (say a fox or shiek) is on the top platform? I feel lost whenever that happens since I usually get hit if I'm in the middle and If I'm on the edge I don't have stage control.
Assuming you mean they are dropping through and hitting you, these are the most common ways of dealing with opponents attacking you from above:What should I do when the other person (say a fox or shiek) is on the top platform? I feel lost whenever that happens since I usually get hit if I'm in the middle and If I'm on the edge I don't have stage control.
That's nothing revolutionary, it's just application of some of falco's laser tricks. Useful yes, but doing the same action above the lower plats has essentially the same results, except you can control the height of the second laser if you choose to do so. And you're closer to the offstage opponent, putting on more pressure and giving him less time to react to your lasers.Hey, have people tried implementing double laser to top platform on Battlefield like this: https://gfycat.com/AbsoluteMisguidedGemsbuck ?
Not sure if this is already something people do, just haven't seen it a whole lot in games I've watched. It seems fairly useful, idk.
The biggest way to handle this is practice practice practice. Just play against other people a LOT until you have a general idea of which of your options will beat which of your opponents options. On top of that, watch pro Falco sets. Most of them know EXACTLY what they should be doing in a lot of situations, so just try to take some mental notes. You get a feel for it after a while.I'm still fairly new to smash and I've been only playing for a total of 6 months. I was wondering if anyone had any tips on hitbox interactions with falco. and what moves to use in what situation because I feel like my biggest problem at the moment is just not knowing the interactions with other characters hitboxes since I don't have a ton of time played in smash.
I can't say anything definitively, but it's possible that you're accidentally hitting away just enough when you tap jump to make the game read reverse lasers.I recently switch to the tap jump method for double laser from the edge. I seem to get reverse lasers more than half the time, despite my controller being generally good about not accidentally reversing lasers since breaking it in. Anyone have any advice for this?
Push left/right slightly (towards the stage) to not reverse it. I think the timing is right before you shoot the lasers, its all muscle memory now, so I don't really remember. Also when you plug your controller in, make sure your control stick is completely centered and you're not accidentally touching it.I recently switch to the tap jump method for double laser from the edge. I seem to get reverse lasers more than half the time, despite my controller being generally good about not accidentally reversing lasers since breaking it in. Anyone have any advice for this?
Useful for what? It's not safe vs. opponents on the top plat, and if they're high above the side plat, you're better off getting underneath them and hitting them with just about any other attack.Hey, have people tried implementing double laser to top platform on Battlefield like this: https://gfycat.com/AbsoluteMisguidedGemsbuck ?
Not sure if this is already something people do, just haven't seen it a whole lot in games I've watched. It seems fairly useful, idk.
They simply turn around any time they touch a wall while rising in the up-B. How you let go of the ledge prior to up-Bing has no impact.Hey, quick question:
Is there any reason behind Fox's and Falco's Up-B (aimed up) reversing direction after fast-falling off a ledge?
Hitbox interactions in Melee should be pretty intuitive once you know the size of everyone's hitbox and hurtbox (their body). Use 20xx to get a good idea of how far you can space attacks and still hit, and I definitely recommend going through the frame data threads of the popular characters to see how quickly they come out, disappear, and how disjointed they are. If you're confused by hitbox interactions, you probably aren't paying enough attention to disjointedness, which is simply the space between the edge of a character's hitbox and the edge of his hurtbox. Marth has a huge disjoint between the tip of his sword and his arm. Falco's bair has a significant amount of disjoint on the back foot, but his front foot has almost none because his arm is outstretched further than his leg.I'm still fairly new to smash and I've been only playing for a total of 6 months. I was wondering if anyone had any tips on hitbox interactions with falco. and what moves to use in what situation because I feel like my biggest problem at the moment is just not knowing the interactions with other characters hitboxes since I don't have a ton of time played in smash.
Well first of all, I'd just recommend using Y. You'll have much easier consistency jumping with a button than stick, especially when you're pressing B quickly after which may trigger an up-B if you are a bit off (which could easily mean death for Falco). If you insist on using tap jump, you have to make sure not to let go of the ledge with back because they may be counting as a reverse input. Reverse inputs last quite a while (I wanna say 20 frames but I forget since the last time I tested it), so even if you let go of back immediately after dropping and laser as late as possible, it will still reverse your lasers. If you're dropping with back, you have to be sure you are dropping straight down or down and towards the stage because even angling back will count as a reverse input.I recently switch to the tap jump method for double laser from the edge. I seem to get reverse lasers more than half the time, despite my controller being generally good about not accidentally reversing lasers since breaking it in. Anyone have any advice for this?
The vast majority of the time, you can just patiently put yourself under them and anti-air utilt. Alternatively, rising bair outspaces the majority of options in the game and is super fast.What can I do when a character full hops (lets say fox or sheik)? Do I have to read how/when they land? and if so what would be the best way for me to punish?
- Establish and maintain laser control. You can't really start attacking a Fox or any fast character unless you have a read on their movement, and lasers serve to narrow their options. I think that's why Yoshi's generally seemed more comfortable to you, though I don't think it's a strong stage in the current meta. You should certainly feel free to pick it though, just keep in mind Falco's weaknesses of getting rushed down by Fox and constantly getting pinballed by shine knockdowns.idk if this thread is where i'm most likely to get a detailed response from good players but i'm gonna give it a shot
getting serious about falco. i need you guys to rip me to shreds and tell me what i need to be doing differently because this matchup feels 9001x easier as ganondorf and i need to change that. pretty lost right now. help me out guys. i'll give tips vs ganondorf in return lol
https://www.youtube.com/watch?v=HJZ2cjzYAnA
https://www.youtube.com/watch?v=CBsc-nNnsC0 (ignore the first match, not relevant)
It seems way too unreliable to actively attempt to clank with something unless there is a very specific situation you have in mind. Jabbing is constantly at risk of being CCed, and it's so weak I am assuming it won't clank with any strong attacks anyway. It will clank with tilts, but since they are so weak there won't be enough frame advantage to punish. I could see utilt/ftilt clanking with some useful moves, but like I said, if they don't throw out those attacks when you try to clank, you are gonna eat a huge punish. If a Fox or Peach is going to use a smash attack, I'd rather just shield it and WD OoS shine to punish.So I was in the ICs discussion thread a weekish ago when I came across this post. So naturally I started thinking of how it could be applied to Falco, and have been experimenting with jab nair quite a bit recently. It seems to be working fairly well, but I can't do extensive testing (don't have 20XX or a practice partner), so does anybody know how useful/reliable this is, and if there are better options?
Wow, this data is amazing ! I think clanking with utilt is great, I get away with a lot of stuff in neutral thanks to it. Quick question : does clanking with a move register in the stale move counter thing ?Clanking is actually affected quite a lot by stale moves. A fully stale utilt does 4% instead of 9%. Falco's utilt clanking with Fox's utilt is +3 when they're both fresh, but when Falco's utilt is fully staled, it can go as high as +8. Of course, the obvious drawback from stale moves is that they are more likely to be beat outright. Fox's usmash will go straight through Falco's fully stale utilt. As a general rule, frame advantage seems to be approximately the same as the difference between the two attacks. i.e. If your attack does 5% less, you'll probably have ~5 frames of advantage.
Falco's frame advantage from utilt clanking:
PEACH
-7 vs. jab 2
-5 vs. jab 1
0/+3 vs. DA (weak/strong)
+4 vs. dsmash (first and last hit are the same)
+3 vs. dtilt
+3/+7 vs. golf club fsmash (weak/strong)
FOX
-12 vs. shine (shine has hitlag, but doesn't actually clank because Fox is intangible)
-4/-2 vs. DA (weak/strong)
+1 vs. dtilt
+3 vs. utilt
+5 vs. dsmash
+6 vs. usmash
+17 vs. fsmash (fsmash has this weird trait where the animation finishes instead of going into rebound...)
ICE CLIMBERS
+3 vs. dsmash (first hit, on the back; if you are close, you'll hit Nana, but if you're spaced, her dsmash will hit you because your utilt hitbox disappears as soon as you enter rebound)
I might do more later, but testing manually is time consuming (once I got curious about Peach's fsmash I realized I was wasting my time lol). I'd rather just find the formula and calculate it that way, but I think it's dependent on hitlag and other stuff, idk. I will say that these initial values are very promising, so I will definitely keep clanking in mind when I'm throwing out utilts.
When I shine somebody on the ground, I generally WD in the direction they'd be hit on no DI (to my right if they're to my right and vice versa). For wavelanding and shine wavelanding onto different plats, you've just gotta figure it out on your own. It's not horribly difficult, though.When you hit someone with a waveshine, should the direction you wavedash out be a prediction to their DI or a reaction? Also about shining and wavelanding onto platforms, do I just grind out the timings on different stages?
This is a lazy mindset and a terrible approach to improvement. Obviously there are a few aspects that you can calibrate yourself to subconsciously, but in order to make the best possible decisions you need to know the concrete facts. If you don't know that shine sends at an 84 degree angle based on which side they are hit on, there will inevitably be scenarios where your intuition about which way to waveshine is wrong. This is especially true when you don't have the chance to practice with top level players all the time. If you practice vs. your friend who can't DI that well, you might be led to believe that waveshining straight down lets you cover all the DI options. Only by experimenting and understanding will you know all of the possibilities. Simply playing for a ton of hours and hoping something sticks may have worked in '08, but the meta is too developed for that to work anymore.One thing I always tell newer players is that everything in melee is subconscious. Just play a lot, and suddenly, you'll begin to learn when it's best to waveshine forward or waveshine backwards. Cliche as cliche can be, but mostly everything in melee comes with practice.
This is something that I will test myself anyway, but if they di to the opposite side that they were shined on will they go straight up?If you don't know that shine sends at an 84 degree angle based on which side they are hit on, there will inevitably be scenarios where your intuition about which way to waveshine is wrong.
We had this discussion in the Falco Discord yesterday. Basically here's what you wanna look at:This is something that I will test myself anyway, but if they di to the opposite side that they were shined on will they go straight up?
I actually don't know the concrete facts so im wondering if there is a post on this or if u could elaborate? like how do u follow someone when they are shined?
Thanks for sharing this, it helps a lot.We had this discussion in the Falco Discord yesterday. Basically here's what you wanna look at:
ASSUMING straight to the right is 0 degrees and straight to the left is 180 degrees (not reorienting based on side), here's what we're looking at given that DI affects launch angle 18 degrees.
Opponent to the Right
Opponent to the Left
- No DI launches them to the right at 84 degrees (6 degrees left of straight up)
- Full DI right launches them to the right at 66 degrees (24 degrees right of straight up)
- Full DI left launches them to the left at 102 degrees (12 degrees left of straight up)
Yes we've got some nice numbers in here, but tl;dr wavedash to the same side they were on when you hit them and you can follow up no matter what. And no, DI the opposite direction of the side they were on does NOT make them fly straight up.
- No DI launches them to the left at 96 degrees (6 degrees left of straight up)
- Full DI right launches them to the right at 78 degrees (12 degrees right of straight up)
- Full DI left launches them to the left at 114 degrees (24 degrees left of straight up)
We had a discussion about it in Discord literally yesterday, so I scrolled up until I found my protractor screenshots to show launch angles and pulled the numbers.Thanks for sharing this, it helps a lot.
Thanx, could I ask where these numbers came from? Was it just tested by someone in the discord or was it previously known?We had this discussion in the Falco Discord yesterday. Basically here's what you wanna look at:
ASSUMING straight to the right is 0 degrees and straight to the left is 180 degrees (not reorienting based on side), here's what we're looking at given that DI affects launch angle 18 degrees.
Opponent to the Right
Opponent to the Left
- No DI launches them to the right at 84 degrees (6 degrees left of straight up)
- Full DI right launches them to the right at 66 degrees (24 degrees right of straight up)
- Full DI left launches them to the left at 102 degrees (12 degrees left of straight up)
Yes we've got some nice numbers in here, but tl;dr wavedash to the same side they were on when you hit them and you can follow up no matter what. And no, DI the opposite direction of the side they were on does NOT make them fly straight up.
- No DI launches them to the left at 96 degrees (6 degrees left of straight up)
- Full DI right launches them to the right at 78 degrees (12 degrees right of straight up)
- Full DI left launches them to the left at 114 degrees (24 degrees left of straight up)
One of our resident lab monsters pulled up some magical Excel sheet with all launch angles in the game and then found somewhere the amount of difference in launch angle that DI can make. Basically, he took stuff that was already known and researched and I did a little bit of math to make it easy to comprehend for us mortals.Thanx, could I ask where these numbers came from? Was it just tested by someone in the discord or was it previously known?
Minor correction: Your first bullet point should say "6 degrees right of straight up", not left.We had this discussion in the Falco Discord yesterday. Basically here's what you wanna look at:
ASSUMING straight to the right is 0 degrees and straight to the left is 180 degrees (not reorienting based on side), here's what we're looking at given that DI affects launch angle 18 degrees.
Opponent to the Right
Opponent to the Left
- No DI launches them to the right at 84 degrees (6 degrees left of straight up)
- Full DI right launches them to the right at 66 degrees (24 degrees right of straight up)
- Full DI left launches them to the left at 102 degrees (12 degrees left of straight up)
Yes we've got some nice numbers in here, but tl;dr wavedash to the same side they were on when you hit them and you can follow up no matter what. And no, DI the opposite direction of the side they were on does NOT make them fly straight up.
- No DI launches them to the left at 96 degrees (6 degrees left of straight up)
- Full DI right launches them to the right at 78 degrees (12 degrees right of straight up)
- Full DI left launches them to the left at 114 degrees (24 degrees left of straight up)
Like it never happened...Minor correction: Your first bullet point should say "6 degrees right of straight up", not left.