Barron
Smash Rookie
< ---- me when I get shield grabbed
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I've always reviewed matches at half or quarter speed, but once I finish, I replay the match back at full speed and try to mentally recognize all of the things I wrote down. So if you noticed you do bad approaching lasers when Peach is floating at half speed, then every time you see a laser in full speed, your brain should automatically be categorizing it as a good or bad laser with regards to whether Peach could have floated over it and punished you. If, after reviewing your set, you reread your notes and noticed you missed something, you can rewatch it and try to recall everything again, but this time including the note you left out originally.Dr Peepee
What do you think of real time 1x speed analysis? Let's say i'm watching a set really quickly because I only have 15 minutes etc.
How beneficial do you think this is?
I believe that as you improve at slower analysis you will be able to understand real time games better, and see things you haven't seen before, is this one of the goals of analysis?
What do you think of in tournament conditioning? With the amount of experience I have now, it takes forever to even understand which of my moves is influencing what etc, maybe a whole hour just to see some nice results and gain understanding.
Is the goal of this to be able to influence people faster and faster with more practice, so that I can somehow influence people over a short tournament set?
Or, is it to be able to further understand the way people respond to my actions and set up general rules and solutions to those responses, and as I become more cognizant of what they choose in response quickly I can adapt faster in tournament?
Writing this down lol.Apparently you can counter double laser from ledge by CCing the first laser and then dsmashing. Tried it in 20XX. I guess it has to be a pretty low double laser though.
Yeah being able to see in real-time does get better from slower analysis, and eventually can even translate to real-time analysis within matches. You have to watch for the trap where you feel you know a lot though because a new situation or unexpected play can take you out of an immersed state. To your question that follows, I don't think analysis is enough to give way to adaptation. It's something you have to practice daily, visualize even, and for me meditation exercise and explicitly practicing adaptation(remembering how things went between stocks/games) had to all be built up for it to work for me. Use what you think is best, but analysis will definitely help you get there.Dr Peepee
What do you think of real time 1x speed analysis? Let's say i'm watching a set really quickly because I only have 15 minutes etc.
How beneficial do you think this is?
I believe that as you improve at slower analysis you will be able to understand real time games better, and see things you haven't seen before, is this one of the goals of analysis?
What do you think of in tournament conditioning? With the amount of experience I have now, it takes forever to even understand which of my moves is influencing what etc, maybe a whole hour just to see some nice results and gain understanding.
Is the goal of this to be able to influence people faster and faster with more practice, so that I can somehow influence people over a short tournament set?
Or, is it to be able to further understand the way people respond to my actions and set up general rules and solutions to those responses, and as I become more cognizant of what they choose in response quickly I can adapt faster in tournament?
edit 1: more questions after thinking
One thing I noticed about conditioning I wanted some help with.
If I notice players punishing me for my patterns, such as my friend punishing me for fh wling to side plat in between stocks, and if I am cognizant of my pattern and their adaptation to it, even though it wasn’t intentional conditioning; it’s still conditioning. So here, even though I wasn’t fh wling to side platform in between stocks with the intention of conditioning him to punish him for trying to hit it, as long as I become aware of the effect that has happened then I have succeeded in conditioning.
Basically, conditioning isn’t always intentional but happens naturally and can be exploited if you are aware of what’s happening?
Wouldn’t this imply that becoming more cognizant of my own patterns, and how they can influence opponents in various ways even without intentional meaning, is very important to understanding conditioning?
edit 2:
[Oh yes, that's a good point. I do think a little more when playing to learn, but it's usually something like "let's try this" or "how does X work?" instead of just focus or a little phrase to focus myself on some area of the game. I think you have the right idea thinking more when playing to learn, just don't overwhelm yourself. =p]
Can you tell me more about the specific areas of the game you like to focus on a long with phrases you use?
I remember, in some ama I believe, you talked about how when you get distracted you often focus in on falcos feet to regain focus in a match.
I've been on various "trigger" phrases / words and images etc to remind myself to focus on some area or aspect of the game, so I can regain awareness when I start to feel my mind slipping into useless thought processes.
For example, I often remind myself to focus on the feeling in my hands and awareness of how i'm pressing inputs / my posture, to pay attention and remind myself to play as relaxed as possible while also retaining speed etc.
I was just wondering if you could guide me a bit in this area, I haven't fully fleshed out which phrases / areas of the game etc I want to use to ground myself.
Lastly, somewhat related, what do you think about the notion that you should be primarily completely focused on the opposing character when playing? Should I have my eyes mainly trained on the opponent fox, watching and trying to be completely aware of him, and have the control of myself going on in my peripheral?
Some people have told me it's okay to focus on the space in-between the characters as well. I'm just wondering if you had any opinions on this.
Thanks.
You can attack OOS, CC Dsmash according to Nils above, Ftilt like you said, come over lasers with FH/DJ or use platforms to hit them, PS the first laser then hit them, and you can sometimes effectively jab between lasers too.In the ditto I've really been struggling to deal with opponents double lasering from ledge. What can falco do to counter this?
Some ideas i was thinking about trying were
1. f tilt, leaves them without double jump if it connects, and has realtively low cool down. (seems like prolly the best option).
2. retreating ac bair at ledge, safe, low lag, death if you hit them. (also might be best option).
3. maybe cc shine could work, might depend on their timing for lasers and heights, not sure if this works, but worth trying.
4. full hop or dj above the lasers and bair. This is what I had been doing, but when I think about it I feel like its really bad. While it does completely avoid the lasers, if they know you're going to do this there are so many ways for them to work around it and put you in a bad position. maybe mix this in very infrequently?
5. go to a platform if there is one and drop through bair ( probably good to mix in on stages like yoshis).
Thoughts?
Thanks for the input and advice, I really appreciate it.I think it's a bad habit to commit fully to such a long process. SHL, WD forward, and jab are all separate, distinct tools that can be used in coordination with tons of other options. After you shoot the SHL, you should evaluate whether you have a good opportunity to move forward.
If you want to move forward while retaining ground options, WD forward can be decent for that, but Falco's dash is really short so I'd say you should get used to using empty dashes first if you're not entirely sure you want to move in that direction. If you dash forward after a SHL and realize mid dash that the opponent is going to attack, you can dash dance back to retreat. If you WD forward, you're committed for those 15 frames (5 jumpsquat, 10 landing lag), and even if you dash away immediately after this, the momentum from the WD will hold you back more than if you are dash dancing.
Then the last thing is jab. Even if you decide you want to SHL and moving forward seems good, you shouldn't have a commitment to jabbing. Maybe by the time you've done your SHL and WD forward, you notice the opponent is too far away to jab or they ran up and shielded. Jab is very weak in these areas so you'd be much better off with lasering them again as they retreat or shining to initiate shield pressure if they ran up and shielded.
With all this in mind, the option of moving forward with jab is not very reliable. You laser does allow you some leeway when it comes to advancing, but if they're within range of WD jab, there's still a chance they attack after the laser and jab's poor range, active frames, and disjointedness all make it liable to trade or lose outright hitbox vs. hitbox battles. Additionally, jab is weak, making it liable to be CCed or just not leading to anything if it hits. I think I find most use out of it vs. floaties at high percent, especially when they have their backs turned, as this keeps me safe from grab and other quick OoS options, and the reward of hitting with jab is you pop them up and potentially lead into a KO move.
Against Falcon specifically, PP has shown he really likes to favor jab, but more of a shield pressure option at high percents, similar to what I described. The reward for landing a jab to hit Falcon out of the air won't be much if they have good reactions, and you're likely to lose a lot of the interactions in the first place. If you want to stuff Falcon's approaches with a hitbox, I highly recommend turnaround utilt or, if you are prepared in advance, SH AC bair. Utilt is only a few frames slower than jab, but the hitbox is much larger and leads to tons of juicy followups (more utilts, shine combos, or KO moves at high %s).
I'm not sure what kinds of moves it's stuffing, but if it's working for you then keep on with it. I like the option somewhat as Falco but against more inclined to hold down against me like Peach/Samus I would definitely not use it.
I honestly believe turnaround utilt is better than dtilt in most situations where people use dtilt. Dtilt has uses, especially if you are conditioning people to DI in during certain combos, but I think for the most part you will benefit most from getting ridiculously good with turnaround utilt. If you want to KO with it (the one use where utilt is fairly useless), just be sure the opponent's character has limited OoS options in the direction they are facing and/or you space the dtilt as far as possible. Samus in particular seems to struggle with punishing dtilts on her shield because her grab is too slow. It might be decent vs. ICs as well, but I haven't really tested it in practice (I think the risk of WD jab is too real to justify doing such a laggy ground move).Hey guys, I was thinking about Falco's d-tilt earlier and realized I don't really know when to use it, or what it's advantages/disadvantages even are. What situations do you guys use d-tilt in and why? And how important is spacing it, as well?
(Note: You don't have to list a lot of situations, I'm not gonna make you do that; I'm only looking for a few, and hopefully see what I can figure out on my own from there.)
1.Whats the best way to di and escape marths f throw gimps at low percent/ in general?
2. Also how to you di and escape marths b throw gimp set ups?
I generally feel pretty comfortable against marth, but keep getting cheesed and its very frustrating.
Ive had people tell me wall jump air dodge is good, but i have no idea how to apply this or how to do it.
3. I've also been having problems losing my dj when di ing up, any tips on mitigating this?
Responding to sponge assassin. D-tilt can also be good to shield poke since it hits so low. If it can kill, and if their shield is low, it might be worth going for, although you should keep in mind if there shield is low they also likely want to escape with a wd out of shield, roll or jump out of shield. Like bones said, prolly very good against samus, but i also feel its very good against marth since his shield isnt that good, and can easily shield poke. you just have to make sure you don't get grabbed. Also important to note that d smash can be better in some shield poke scenarios, especially by the ledge.
Yeah you can't really condition without forcing a change. Said simply, you are influencing your opponent with stimuli. When they see stimuli and adjust, consciously or not, you have influenced them. The name won't matter so much as long as you have the idea.Dr Peepee
Do adaptation and conditioning go together?
Example:
If I punish a marth for dash attacking out of the corner too much and he adapts to me punishing this then i’ve conditioned him into using other options to escape, which allows me to use more space effectively such as the space close to him (as you said, I can spend more time within his dash attack range now), as dash attack is no longer a threat? Is this a good thought process?
In a sense one goal of conditioning is to limit their perceived options and gain an even further advantage?
In the same scenario where he’s conditioned to avoid dash attack, if he starts doing fair oos as I get closer and I start punishing his fair oos, would that assert more influence and give me greater advantage simply because of the fear factor?
At this point, he would be afraid of both dash attack and fair oos?
Is the fact that he’s afraid of me knowing his intentions and punishing his most used options in the scenario likely going to make him play a certain way over all? You mentioned how often when you repeatedly punish a move most players are completely discouraged from using it, while some on the other hand start using it much more.
Similarly, you mentioned how when you punish some players defensive habits, they start getting recklessly aggressive as a result and drop the defensive habits entirely.
Assuming this, I should be prepared for a sudden switch in play, and be able to recognize it quickly, correct?
On this note, is one of the goals of conditioning basically to push the opponents off of their normal mode of play, thus making them feel less comfortable as they have to encounter situations in a way they don’t usually? As they probably have less experience fairing oos instead the corner instead of DA, they probably aren’t as good at using fair oos, is this a good thought process?
https://www.youtube.com/watch?v=eoob08ssmvs
I’m going to reference some scenarios I payed attention to in the above set when doing analysis today and ask questions about them.
Time = 11.16
When mew2king gets off the ledge with ac nair and you see, you quickly transition further away with two dash dances (one small dash forward larger dash back).
I’m assuming this is to somewhat quickly position yourself out of range from dash attack while also setting up to punish roll?
Time = 11.25
In this scenario, were you trying to condition him not to dash attack by empty moving in the range outside of the dash attack threat range, and then you did the longer dash in to bait a roll or fair oos as mew2king expects you to aggress after a larger dash in., finally wavedashing back to set up to punish at that range?
This is how I understand this with current knowledge. The empty movement to scare m2k off dash attack, the dash forward to try and influence mew2king to think you’re attacking, and then the wavedash to punish attempted bait roll
And then you lost because he waited forever b4 dash attacking which was difficult to predict?
Apologies if writing isn’t clear.
Part 2:
I wanted to break down and discuss a post you made 2/17 that I was thinking about earlier as well. I try relating it to recent analysis stuff.
So in analysis, you can say I keep getting hit for this and this is what I should do. That's fine. But you also want to be thinking about why you couldn't see you were getting hit, what about their character and yours was being exploited and whether that player represents a certain archetype. Archetypes are categories like offensive/defensive/calculated etc. In a given situation different types of players will do different things but it's still possible to categorize them.
- The part about not being able to see why I was getting hit is involved with conditioning correct? Quick recognition of why I got hit - what led up to make them choose that hit and why it worked on me
- Assuming I can recognize this quickly, I can make adjustments quickly. Once these adjustments are made if they continue to attempt punishes in that same scenario, I have then conditioned them, and can punish them accordingly. Is this a good thought process?
- I’ve been thinking about “archetypes” in terms of how players like to play when at a frame disadvantage or advantage. Such as some players who like to aggress relentlessly when in frame advantage and other players who like to set up constant reaction points while looking for and punishing certain things when they have frame advantage. I like to classify this second player as a reactive player, although in your post I would imagine they would fall under the “calculated” player type. While I would classify a defensive player as one who doesn’t really push the advantage as much as an aggressive player but opts instead to continuously hold themselves in a state of frame advantage by keeping people away etc, IE they fall under the category of “newer players who don’t know how to push advantage” you described in your recent response to me. Do you have any clarifications on these types of archetypes or player models I've been thinking about? I've described 4 rules involved how players regularly deal with frame advantage and disadvantage to kind of clarify to myself which player they are quickly, is this a good idea?
- Anyways, I've been thinking about different players I know and how they respond to having frame advantage versus frame disadvantage. I’ve been trying to categorize them and then generate potential responses for scenarios based on their archetype and how they respond to cues.
- Is this in line with your definition and discussion of archetypes?
- Do you have any advice or recommendations for general archetypes you know of in your study I can try and model around or fit my own observations into?
- Should I start to think up rules on how to condition or bait certain “archetypes” quickly? Like which setups I should use to see certain types of influence, thus allowing faster recognition of the way they deal with certain set ups?
It's pretty ambiguous because of how many factors are at play. I personally think there's too much risk in DIing in for what is probably a very negligible difference in where you end up. They might fsmash or delay their dtilt so you tap jump into their attack and die. They might sourspot the dtilt if you DI too far in and get a second dtilt right after (again, potentially stealing your jump). Mainly, it doesn't seem that helpful to take the dtilt and go slightly higher because you're still going to be low enough that he can jab you, so you still have to outplay him with superior timing and/or spacing if you plan on making it back.Awesome stuff bones, very helpful. One clarification, yort was saying it was better to take the d-tilt, but it sounded like you thought di up and away to avoid the d tilt and put yourself in the best position was optimal, just wanted to clarify this, thanks!!
Also what changes do you make between these mix ups off d throw vs f throw?
Part 1:It's snowing in GA which almost never happens and today feels magical
Dr Peepee
I'm back with more questions on the same topics I've been interested in along with stuff you've said in the past if that's okay.
part 1
Can you define set up, action, and tool for me in your terms?
I'm assuming that an action for you, based on previous writings, is a single option. An example being short hop forward, or wavedash, or short hop laser, etc. Moving on, i'd assume that a setup is a combination of these actions. Such as short hop laser in place, dash back, into approaching laser.
What's the difference, in your terms, between a setup and a tool? You seem to use the terms interchangeably sometimes so I'm just a bit confused if they're the same thing or not and if you have set terms for different things.
Also, in my journey to understand more about patterns, conditioning, and generally just to learn neutral game, I decided to move backwards and approach your recommendation of thoroughly learning the purpose of tools and how people respond to them. Then, when i'm done with that, i'll make setups which are basically just combinations of tools. Then I will test them and see how people react at different ranges, and make observations that way. I will also attempt to shadowbox / visualize their uses in my own time.
Does this all sound like a good order to approach this problem? I felt like directly trying to hit conditioning was a bit rough, I felt like I needed to move backwards and understand why people adapt, where people react in neutral, etc. I also just want to actually understand how I play, I feel like I have no idea why I make the decisions I make in neutral and it is beyond frustrating honestly.
Next, in your last response, I found that what you define as reactive vs proactive I define as patient vs impatient. I often used to disagree with some peoples notion that patient = defensive or impatient = aggressive, I felt like there were impatient defensive players and patient aggressive players. I think that reactive vs / pro active is more suiting and kind of hitting my thought process well so i'm glad about that. I'm not sure where to move next in terms of archetypes, but i'll approach that problem later.
Do you think patient = reactive?
If this is the case, why do you think falcos need to play more patient versus marth and shiek, or do we have different definitions of patience?
I want to ask about an example of a set up to see if i'm on the right track with this.
Laser -> Dash back -> Approaching laser
1. Laser > set up manipulation / get up frame advantage
2. dash back > Gives you time to get if the laser hits them and in what way (are they off balance? in your terms), also to avoid instant attacks such as shiek ftilt after the laser. Dash back might also give them incentive to run away to reset neutral? But that's wouldn't really make much sense considering my dash back is supposed to signify to them i'm running away, if they thought I would run away they would take space right?
But I also thought that after laser stun people are pretty much unable to react to your start up and have to choose before seeing what you do, so i'm not really certain about how and where my action after my laser can influence them. I feel like with lasers past situations are probably more important than direct ques.
3. Approaching laser > Now that you have frame advantage from them acting after laser and you know that for sure which you register during dash back, you can approaching laser to gain a larger advantage if they do dash back, or hold shield. This might lose to them running at you with a move or just throwing out a move instantly.
Am I on the right track with this set up? Here are some examples I want to reference that helped me get this information.
https://www.youtube.com/watch?v=ObuJqL1_vW4
6 seconds in, start of game
you do walk drop down laser, dash back, approaching laser
During your dash back did you observe the fact that you hit him out of his jump and know he was off balance? Is this possible?
If so then you would probably know that the approaching laser here afterwards is basically guaranteed to be effective.
29 seconds in
you do laser in place oos, dash back, approaching laser
he inputs dash back after he's forced to land, same as last one.
Again, do you think you knew you hit him out of the air and knew this was going to succeed? Would you have chosen a different option if the scenario was different? Is this awareness?
When you do the laser in place and then dash back, are you spending the time during the dash back watching and then making your decision based off that? Or is your decision somewhat pre emptive based on the fact that you know what they will do?
Can players see and react to your dash back while they're in laser stun and choose based on that? Do people do that?
I'm just not really clear on what people can and cannot react to, especially regarding lasers and laser manipulations. Very unclear on a lot of this and it frustrates me.
1 minute 15 seconds in
Here, you lasered his aerial onto stage and did dash back, i'm assuming that during the dash back you registered the fact that he jumped and knew your laser hit so you dashed forward, and then you see shield and have the ability to grab him but i'm assuming you didn't grab because you read roll and dashed back again to bait it. I'm assuming the dash forward wavedash are also an attempt to bait roll / shield grab, and the way you pressured here was probably very stressful to ken considering how close you were to his shield.
Why weren't you scared of aerial oos here?
Do you think this situation is another example of too much movement and not enough purpose? Do you think you should have lasered or done something else?
1 minutes 46 seconds in
Do you think this dash dance was excesive?
What I think happened is you did laser, dash forward, dash back, and during your dash back registered the fact that he was crouching, and knowing that with ken this probably means he's looking for a counter, you dash danced 3 more times trying to bait him, and the you punished. (By the way, for me, dash dance means two dashes)
If this is the case I don't think this dash dance was really excessive.
I also meant to ask you before when you were talking about excessive dash dancing, and how you shouldn't do more than 4 before choosing an action, what would you define as an action in this type of scenario? Would wavedash be an action? Considering that it's movement similiar to dash dance.
part 2
11:25- This is more or less correct. I'll admit I did not move with as much purpose as I'd like, as there's really no excuse to not laser there unless I wanted to bait that exact dash attack and then it should be a pretty easy reaction from that distance plus M2K always doing the same thing lol.
Can you tell me where in this sequence you should have lasered again?
Assuming he's already in the corner in a bad position, wouldn’t lasering to reset not be necessary?
Sami told me a while ago that a part of the reason you and him don't excessively laser sometimes, even though he frequently talks about the benefits of lasering heavily, is because you guys already know when you have advantage and lasering isn't necessary at that point.
Assuming marth is already disadvantaged by holding shield in the far corner, and you are at a good range to react to multiple options, why would laser again here be good?
part 3
These questions are probably kind of obvious but I just want some guidance.
I don't really understand exactly how lasers allow you to manipulate your opponent. I know they give you frame advantage, and you once said "they force your opponents to deal with you."
How exactly does this work? Is it because now they're stuck for a few frames and I can set up an attack / reset etc?
It still feels like a set rps situation.
I think my struggle here is how I strugle to understand which of my options / their options are chosen on reaction. I feel like it's just a set in stone rps situation based on spacing / the previous situation / player types etc. I just don't really fully get it. I feel like if I got why exactly they allow so much manipulation it would help a lot.
Thanks for the help, also let me know if my walls of texts are overwhelming, I want to keep asking neutral game questions like this regularly because i'm taking this endevour seriously now that I can play melee again, but I don't want to bog you down.
I'm not PP (obv), but these are my initial impressions:I am here with questions about set ups
Dr Peepee
One -
Laser > slight dash forward > dash back > approaching laser
Is this whole 4 piece combination a set up?
What's the point in the dash forward? Is it a decision point so that you then have the option to immediately aerial or dash back and observe?
What does this small dash forward do to differ it from laser > dash back > dash forward laser? I know you talked about this, I just don’t fully understand. I don’t see how this dash forward could influence them, as I don’t see how they could react to it, so I don’t see how that could make it good.
Two -
"A setup's power comes from building decision points into it and practicing it/its variations/understanding its effects on the opponent."
On that note, what exactly is a decision point?
Are decision points just a part in the set up where you would make a decision, either after a reaction and or a read? IE a part in the set up where you would choose to either go into one variation of the setup or another, based on what you see of them?
So the set up itself is a base combination of moves, such as laser > slight dash forward > dash back
And then what move you choose after the decision point is the variation?
I think it's very possible I may be over-complicating this.
Three -
"Yes I did confirm I hit him out of the air. If you'll notice, I actually dashed in first after this laser because I wanted to pressure him if he stayed grounded but then I dashed back to set up a punish/reaction and spacing for the laser as I see he's in the air. From there he can't do much after landing so the laser grab confirm was pretty free."
How exactly does dashing in pressure him if he stayed grounded? Are you implying you could react to the laser hitting him when he’s on the ground?
So if an opponent wanted to attack from the front they'd need to wait out that initial advantage period and strike during the more laggy period.
Once you stated that falco’s winning position vs marth is close with a laser out and marth’s winning position vs falco is close with no laser out, why exactly is this?
Aren’t there also many cases where marth is at a disadvantage when you are close with no laser out, maybe you conditioned him to stop dash attacking, maybe he’s holding shield in the corner, where you can dash dance close with no laser out and still manipulate him etc?
also, I don't fully understand what you mean when you say having a laser out, does that literally mean the laser is traveling in the air? Or does it also include the time that marth is in lag from laser hitting for example? Laser travels very fast so I guess I just don't understand how you could always have a laser out, I was messing around with how much time I had to move while laser was traveling which was very interesting and learned some more about it which was nice, but I still don't fully understand what you mean when you say by having a laser out.
I also don't think I understand exactly what you meant by winning position.
Four -
Anyways, I noticed you used very large amounts of laser > slight dash forward > dash back
And also laser > dash back
If I were to add approaching laser to this set up would it make it another set up or just a variation of the original (repeat of first question)? I think i’m probably making this generation of set ups too complicated though.
I was hoping maybe you could explain in further depth the nature of these two set ups in specific.
You used them frequently vs ken when at a standard threat range distance, and after the dash back usually worked your way into more dashes or approaching laser / aerial I believe. I was hoping you could explain it further to help me kind of understand how this set up in specific works, and then I can get ideas to expand upon for other set ups.
basically: can you explain the whole laser dash forward dash back set up to me more in depth? I think that might be helpful
I do have a lot to work with! I'm trying to stay on task, but I still keep generating more questions that I think I would appreciate guidance with. Also your explanation of lasers was very good, it helped me understand some of the problems I have with lasers conceptually.
Watch videos of top Falcos vs. Falcons and look at what they do in those situations.what do I do when falcon is above me? I keep fighting falcons that just full hop and double jump constantly and get directly above me and just come down with stomp, knee, bair or falling up air. dash dancing doesn't seem to work because falco's dash is too short and stomp is ten feet wide or I just get clipped by bair, those aerials all seem to cause obscene shield stun and not even shine oos seems to work. up tilt either trades unfavorably with stomp or just gets beaten by it outright most of the time it seems. I keep thinking I should commit to full hop nair or dair since those moves all have a ton of startup, but then sometimes I just end up whiffing and then being above falcon which is also terrible.
Do you have any suggestions? I've been watching sets from Squid, Westballz and Mang0 against top falcons but it seems like Falcons don't really use that strategy much, probably because there's already some well developed counter to it in the meta. During times when S2J had to come down against Mang0, Mang0 usually shielded it, WD'd away out of shield and then tried to start lasering and there were times in some of Westballz's sets where he would try to double jump above falcon and come down with dair, but it didn't work very well.Watch videos of top Falcos vs. Falcons and look at what they do in those situations.
I see top Falcons use FHs and immediate DJs all the time, but if you're convinced that they don't because it's not good, watch good Falcos vs. bad Falcon players until you find one who does it.Do you have any suggestions? I've been watching sets from Squid, Westballz and Mang0 against top falcons but it seems like Falcons don't really use that strategy much, probably because there's already some well developed counter to it in the meta. During times when S2J had to come down against Mang0, Mang0 usually shielded it, WD'd away out of shield and then tried to start lasering and there were times in some of Westballz's sets where he would try to double jump above falcon and come down with dair, but it didn't work very well.
The four piece is more of the laser dash dash and then the decision of the laser forward I believe. You can think of setups as stuff that leads to the main decision, but the main decision is not always obvious like in this example.I am here with questions about set ups
Dr Peepee
One -
Laser > slight dash forward > dash back > approaching laser
Is this whole 4 piece combination a set up?
What's the point in the dash forward? Is it a decision point so that you then have the option to immediately aerial or dash back and observe?
What does this small dash forward do to differ it from laser > dash back > dash forward laser? I know you talked about this, I just don’t fully understand. I don’t see how this dash forward could influence them, as I don’t see how they could react to it, so I don’t see how that could make it good.
Two -
"A setup's power comes from building decision points into it and practicing it/its variations/understanding its effects on the opponent."
On that note, what exactly is a decision point?
Are decision points just a part in the set up where you would make a decision, either after a reaction and or a read? IE a part in the set up where you would choose to either go into one variation of the setup or another, based on what you see of them?
So the set up itself is a base combination of moves, such as laser > slight dash forward > dash back
And then what move you choose after the decision point is the variation?
I think it's very possible I may be over-complicating this.
Three -
"Yes I did confirm I hit him out of the air. If you'll notice, I actually dashed in first after this laser because I wanted to pressure him if he stayed grounded but then I dashed back to set up a punish/reaction and spacing for the laser as I see he's in the air. From there he can't do much after landing so the laser grab confirm was pretty free."
How exactly does dashing in pressure him if he stayed grounded? Are you implying you could react to the laser hitting him when he’s on the ground?
So if an opponent wanted to attack from the front they'd need to wait out that initial advantage period and strike during the more laggy period.
Once you stated that falco’s winning position vs marth is close with a laser out and marth’s winning position vs falco is close with no laser out, why exactly is this?
Aren’t there also many cases where marth is at a disadvantage when you are close with no laser out, maybe you conditioned him to stop dash attacking, maybe he’s holding shield in the corner, where you can dash dance close with no laser out and still manipulate him etc?
also, I don't fully understand what you mean when you say having a laser out, does that literally mean the laser is traveling in the air? Or does it also include the time that marth is in lag from laser hitting for example? Laser travels very fast so I guess I just don't understand how you could always have a laser out, I was messing around with how much time I had to move while laser was traveling which was very interesting and learned some more about it which was nice, but I still don't fully understand what you mean when you say by having a laser out.
I also don't think I understand exactly what you meant by winning position.
Four -
Anyways, I noticed you used very large amounts of laser > slight dash forward > dash back
And also laser > dash back
If I were to add approaching laser to this set up would it make it another set up or just a variation of the original (repeat of first question)? I think i’m probably making this generation of set ups too complicated though.
I was hoping maybe you could explain in further depth the nature of these two set ups in specific.
You used them frequently vs ken when at a standard threat range distance, and after the dash back usually worked your way into more dashes or approaching laser / aerial I believe. I was hoping you could explain it further to help me kind of understand how this set up in specific works, and then I can get ideas to expand upon for other set ups.
basically: can you explain the whole laser dash forward dash back set up to me more in depth? I think that might be helpful
I do have a lot to work with! I'm trying to stay on task, but I still keep generating more questions that I think I would appreciate guidance with. Also your explanation of lasers was very good, it helped me understand some of the problems I have with lasers conceptually.
FH Nair/Dair/Bair/Fair into him, and otherwise WD/run back and laser his landing. Shielding and DD and Utilt usually aren't your friends here.what do I do when falcon is above me? I keep fighting falcons that just full hop and double jump constantly and get directly above me and just come down with stomp, knee, bair or falling up air. dash dancing doesn't seem to work because falco's dash is too short and stomp is ten feet wide or I just get clipped by bair, those aerials all seem to cause obscene shield stun and not even shine oos seems to work. up tilt either trades unfavorably with stomp or just gets beaten by it outright most of the time it seems. I keep thinking I should commit to full hop nair or dair since those moves all have a ton of startup, but then sometimes I just end up whiffing and then being above falcon which is also terrible.
Yeah, sorry about that. My own top 3 ways to deal with Falcon jumping are probably these:It doesn't seem like you're being unnecessarily difficult, I understand what you're doing. Trust me, I wouldn't be asking about it if I hadn't already tried to find the solution myself. If you notice, I actually did post a number of solutions that I had tried (up tilt, dash dancing, shielding and shine oos, committing to rising nair or dair.) Stuff that I normally use against other fast fallers who are above me. It really just seems like Falcon is at an advantage in this position. My thought process would normally then go to "how to avoid this position," but constantly ceding ground in order to keep Falcon from being cardinally above me seems to usually lose me stage control and stomp and bair have such large backwards reaching hitboxes that crossing under Falcon to get center stage gets me hit a lot of the time. I'm turning to the boards for options I may not have thought of. I get that you're being pedagogical but I don't know how you read my post as "I have done nothing to think about this situation give me the answers" when I mentioned the things I was experimenting with in my post.
What I have witnessed PP do and what I have started incorporating is to WL onto the side plat as soon as Peach starts floating. She can't really float towards you quickly enough to attack the WL on reaction, and once you're on the side plat, you can laser her out of her float, SH/run off with an attack, FH WL onto the top plat, or drop back through the plat with a laser to cover your landing. If she's a little closer than center stage, you can also keep in mind the option to FH Phantasm and ledge cancel it on the top plat. She is totally incapable of chasing this movement on BF and DL, and from the top plat, you have tons of options to get back down.If falco is underneath the side platforms of like battlefield/dreamland, and peach is floating in the middle, should falco always just shoot her down? (I'm thinking of the full hop double laser fast fall so the 2nd laser hits peach) I don't see how peach could punish falco for doing this and it ends up stopping her float and bringing her down to the ground.
Falcon has a 4-frame jumpsquat, so it might be frame 20 OoS unless he mistyped the active frame. Either way, I think stomp is reactable as long as you are anticipating it, but it's definitely hard. If you watch Wizzrobe vs. Armada from Summit, whether Armada was able to shield his dash jump stomps or not was a huge factor in how the matches went. DDing near him and just looking for stomp OoS seems decent, and I think DDing behind him could encourage him to do it more, especially if you're low % when his bair OoS is less effective. If you're in front of him, nair is way too dangerous to mess with imo. Falcons live for nairs that either knock you down or put you in mixup scenarios where you feel pressured to roll or dodge because it gives them grab opportunities. DDing behind him sounds really strong though, so I'm definitely going to try that out to see what they do. Worst case scenario seems like they will fadeaway with the stomp or bair so that they are safe, or if they WD OoS away from you, it will be hard to react to that (since you're looking for stomp) and chase him down with a laser or w/e.A while ago I was playing friendlies with a Falcon that would roll when I started pressuring their shield. I'm thinking that a good option to do against this is to shoot a laser in place to their new current position and chase them down with an aerial (keeping the advantage?). Another thing I was thinking about is maybe doing a nair / shine wavedash down and begin dash dancing to cover the roll. Thoughts?
On Alex's Puff Stuff blog that Bones posted, it was mentioned that Falcon's stomp OoS comes out frame 21 ("falcon’s stomp OoS is active on frame 16 after 5 frames of jumpsquat.") Soo now I'm thinking that if I'm dash dancing on a falcon's shield and they decide to jump, I can shield their stomp on reaction if they decide to go for it. Assuming I'm dash dancing inside their shield, am I at risk of any other aerials? His nair comes out frame 12 after jumpsquat bair comes out frame 15 after jumpsquat. Dunno if they would hit
Also, Bones, the Alex Puff Stuff blog you posted is a good read! If anyone has any other sources of information I'd greatly appreciate them. I was listening to David Sirlin's book "Playing to Win" that was listed on the blog. That was pretty cool to listen to, would recommend to anyone else that cares
Analyze individual tools and their properties and consider how they impact the opponent. Practicing the basic tool over and over while thinking of these things can be helpful as well, and surprisingly deep. Once you know the basics better you can begin combining them and start the process over.Dr Peepee
I have just a few follow up questions I think I need help with for now.
How do I go about testing the basic tools themselves? Should I just test and understand the basic movement tools individually and see how they respond and then work on the set ups?
What's the difference between a reaction point and a decision point in a set up?
How do I get good at playing to learn and still playing fast? I feel like I've been doing this wrong honestly, I've been playing to learn a lot recently and I think I've kind of been playing relaxed and not caring too much. I've noticed myself slow down increasingly and caring less and less. I had a tournament recently where I couldn't get out of this slow constant analysis / thinking mode and it definitely bogged down my play. I don't really care about it, but sometimes I worry that i'm doing this wrong and it's hurting me.
How can I play to learn while also maintaining my speed and focus? It feels super difficult right now, I don't care if i'm losing while doing it, and it's helped me a ton in getting over the anger i used to feel while losing in friendlies which is really good for me I think, however I sometimes worry that i'm starting to take friendlies not seriously at all and it might be hurting me. I feel like i'm internalizing slower play and I think that's bad for me.
Also I know you wrote on this before but what do you recommend to do to work on focus while playing?
If you accidentally shineland, you can either try to time your shine so you are higher or lower than the plat, but ultimately, I think the best course of action is to JC your shine quicker. It takes quite a few frames for the shine to land so if even if you do the frame perfect shineland input, you can pretty easily DJ and WL before you land. As far as where to shine, I made a post about it recently, but the basic idea is you should shine at different heights to throw off your opponent, especially if they like to shield drop. Shining low lets you go for shield pokes. Shining as you pass through the plat allows you to WL asap after the DJ. Shining high will put them in shield stun later than they're probably anticipating, and as a result, they are more likely to miss their shield drop or other OoS action (with the minor drawback of having to waste a few more frames airdodging down to the plat).I'm having trouble shine-wavelanding consistently in games. I've noticed that when I mess up, I shine, and I end up landing on the platform and go through the jumpsquat animation and it throws off the airdodge for the waveland. Where should I be trying to shine? Should it be on top of the platform? Underneath? Or do I need to learn the timing for both?