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You can react before/as the laser comes out, after it comes out, or as you dash. It should be a quick confirm, one that you'll want to practice a lot. Practice the basic movements, and practice responding to different possible actions out of them. 20XX can help with this a bit, but you'll also need to do it by yourself. Your reaction time will speed up, but initially just do simple reactions and don't overcomplicate things. So you can mix up laser(no confirm/little confirm) Nair with laser dash back(confirm) dash in Nair for example.To piggyback off of this, I've been told that I have been slow between and after my lasers. So I've added specifically practicing dashing forwards or backwards after a short hop laser to speed up and reduce the amount of time I'm standing there doing nothing after landing lag to my routine. Should I be working towards reacting/confirming my opponent's position as the laser comes out, or some other time? It seems like reacting after I land from a short hop laser results in being too slow on the uptake against more experienced opponents that I'm trying to reach right now.
You'd still be approaching into her there sometimes. Forcing her to jump does take away CC and take laser stuff and Ftilt, at least sometimes. She gets to Bair at you though, which is pretty good. If you did stay on the platform, you'd have to be ready to let her charge. You'd also likely have to be okay with letting the pace slow down a lot more, at least on stages like BF/DL/PS. You can SH at her, runoff/drop through laser or empty land into whatever, go to top platform on some levels, low laser on side platform to catch some jumps, SH(either to aerial or WL or laser but also to dodge certain spaced attacks), and of course wait.I've been thinking of using the side platforms more against Sheik because I think it would force her to jump more in neutral (assume this position is in the context of BF). With this idea I'm trying to avoid playing into her powerful defensive mixups like take laser f tilt, shield nair oos, wd back f tilt etc. Approaching seems hard from the side plat, so I think that mixup would be necessary to do once in a while to force her to retreat to activate drop down laser from the plat and other passive optoins that take stage control. What aggressive options does Falco have from the side plat? I'm now starting to think the side plat should be primarily used defensively because of shield drop options and the ability to reposition to the top platform. Have you guys tried revolving your gameplan against sheik around the side plat? I think when I've tried it in game before the Sheik's tend to retreat under the other platform and just charge needles, which then forces me to drop down laser. Although I guess they're just giving you center stage. But of course they can just go to their own side platform and force you away because of the threat of drop down fair, although this can be beat with sh and fh bair so I guess in this path of decision making Falco comes out slightly better? What can Sheiks do to not have this line of play occur? It's probably not that bad for the Sheik anyway because they like to be on the side plat voluntarily.
I've found that I would often get frusturated against worse opponents if I would come out of an interaction safe but not with an opening or any kind of poke. This made it unenjoyable for me to play against players worse than me. To help remedy this I decided to change my definition of what a "victory" was in an interaction. Now I understand victory to mean "not getting hit" and "not losing stage control" on top of the obvious definitions such as getting a poke or a clean opening or pushing your opponent to the corner. I think this has helped me see defense as necessary and as a complement to offense. However, I am a little worried that my definition of what it means to "win" an interaction is too lenient and might lead to long term problems that I'm struggling to see now.
Turnaround laser yeah. I could mean you SH away and turnaround laser, so reverse laser just refers to turnaround which you can do out of backflip or SH any direction any speed, etc.Dr Peepee
When you say reverse laser do you mean the backflip short hop into turn around laser?
Why have you rarely used firestall in the past? Do you plan on changing that?
Oh, I didn't know that about lower lasers. Thanks!If you shoot a low laser they have a much lower chance of powershielding. You can also just shoot a laser then jump over it at them or move away so they miss the punish. You can also not let the laser come out(shoot a blank). You can also reverse SH(backflip) and either Bair or turnaround laser out of it so he isn't sure what to punish. Those are some solutions.
This actually sounds really helpful, thank you. Being able to quickly categorize things for adaptation has been an issue for me in the past, and those quick labels/nicknames for certain behaviors sounds like a good way to stay out of analytical mode while still being able to change my options throughout the set. You're also spot on with my lack of attention to the 'when'/timing of things. I didn't realize until you brought it up, but I sort of just lump the entire match together and use averages to find out how often people use things, but I'm sure there's more instances where if I payed attention to when they're doing it within the stock/match itself that it'd be easier to anticipate or even bait out.I think conscious attention is kind of like internet bandwidth, there is only so much useful information throughput possible before you start missing stuff. I think actual internal vocalization during a match should be kept to a minimum, simply because it takes up to much of this limited resource. MU gameplans, punish trees, timing and tech mixup patterns, all need to be executed and internalized at a level below conscious thought.
One idea I've been toying with is how to use 'code words' in order to prime or reorient my play in the fewest words possible. One thing you hear a lot of is people referring to spacies as "side-b-ers" or "up-b-ers". Noticing that in match making that judgement of 'this guy is a side-b-er' is something that can drastically change how you edgegaurd, but you don't have to consciously think about how edge-gaurd a side-b-er. The execution, positioning and timings of how to enact this gameplan info should already be in your hands before you sit down. I think this is one of the most important ways to use vocalized conscious thought in a match, and I think you can actually develop MU gameplans around these principles.
I have one other comment on your post. You talk a lot about the why, how, and reason when looking at a micro situation and also mention positional reasoning a lot. Don't neglect the 'when' aspect of analysis in Melee. So much of this game is about pattern recognition and internalized rhythms. It's easy to lose track of that when watching VoDs in super slow mo or working out your punish game frame by frame. Thinking in terms of frequency, flow and feeling/hitting beats within the game can change what you look for in your opponent and how you think of your own game-plans.
I don't really like the idea of being on a side plat vs. Sheik because it seems like she just has a bunch of safe spacing tools from below/to the side of you, and you don't have any way of really hitting her for whiffing. You brought up take laser ftilt, nair OoS, and WD back ftilt, and based on those examples of options, it sounds like you're just too eager to approach on the ground. If you had complained about take laser dash attack/boost grab it would have made a little more sense to use plats, but those options are all designed to beat approaching after lasers. If you laser again or stutter step into your approach with a quick DD, then Sheik either loses stage or gets punished directly for using those options.I've been thinking of using the side platforms more against Sheik because I think it would force her to jump more in neutral (assume this position is in the context of BF). With this idea I'm trying to avoid playing into her powerful defensive mixups like take laser f tilt, shield nair oos, wd back f tilt etc. Approaching seems hard from the side plat, so I think that mixup would be necessary to do once in a while to force her to retreat to activate drop down laser from the plat and other passive optoins that take stage control. What aggressive options does Falco have from the side plat? I'm now starting to think the side plat should be primarily used defensively because of shield drop options and the ability to reposition to the top platform. Have you guys tried revolving your gameplan against sheik around the side plat? I think when I've tried it in game before the Sheik's tend to retreat under the other platform and just charge needles, which then forces me to drop down laser. Although I guess they're just giving you center stage. But of course they can just go to their own side platform and force you away because of the threat of drop down fair, although this can be beat with sh and fh bair so I guess in this path of decision making Falco comes out slightly better? What can Sheiks do to not have this line of play occur? It's probably not that bad for the Sheik anyway because they like to be on the side plat voluntarily.
I've found that I would often get frusturated against worse opponents if I would come out of an interaction safe but not with an opening or any kind of poke. This made it unenjoyable for me to play against players worse than me. To help remedy this I decided to change my definition of what a "victory" was in an interaction. Now I understand victory to mean "not getting hit" and "not losing stage control" on top of the obvious definitions such as getting a poke or a clean opening or pushing your opponent to the corner. I think this has helped me see defense as necessary and as a complement to offense. However, I am a little worried that my definition of what it means to "win" an interaction is too lenient and might lead to long term problems that I'm struggling to see now.
You're totally right about me approaching Sheik too much. For some reason I'm too antsy to approach her especially. I think because It's the only way I've ever played against Sheik probably because I'm naturally slightly more aggressive than I should be and Sheik's are more hesitant to approach more than other character mains it seems. So I guess this platform game is the first thing I thought now that I'm looking for more passive options against sheik that don't lose stage control.This actually sounds really helpful, thank you. Being able to quickly categorize things for adaptation has been an issue for me in the past, and those quick labels/nicknames for certain behaviors sounds like a good way to stay out of analytical mode while still being able to change my options throughout the set. You're also spot on with my lack of attention to the 'when'/timing of things. I didn't realize until you brought it up, but I sort of just lump the entire match together and use averages to find out how often people use things, but I'm sure there's more instances where if I payed attention to when they're doing it within the stock/match itself that it'd be easier to anticipate or even bait out.
I don't really like the idea of being on a side plat vs. Sheik because it seems like she just has a bunch of safe spacing tools from below/to the side of you, and you don't have any way of really hitting her for whiffing. You brought up take laser ftilt, nair OoS, and WD back ftilt, and based on those examples of options, it sounds like you're just too eager to approach on the ground. If you had complained about take laser dash attack/boost grab it would have made a little more sense to use plats, but those options are all designed to beat approaching after lasers. If you laser again or stutter step into your approach with a quick DD, then Sheik either loses stage or gets punished directly for using those options.
If a Sheik is retreating under the opposite side plat when you get on the side plat then I guess feel free to do that, but I think most Sheiks will gladly hold center stage and pressure you since it's a generally bad position. She has to be aware of run off dair, but other than that you can only really attack by dropping down with a laser or circling around the top/other side plat to find a different angle that way. Falco has a serious lack of hitboxes to threaten center stage from a side plat, unlike Sheik/Marth/Falcon who all have longer ranged aerials and faster run speeds to get off the platform with. Sheik in particular has range on her fair and bair so she can threaten shield drop and run off options from side plats no matter which direction she is facing, and her shield buffs her shield drop threats even more.
Ironically, I actually had similar thoughts concerning plats vs. Sheik a few pages back, but from what PP explained and what I saw through my own gameplay later on was that Sheik can get under you too easily because of her superior range and positioning. It will feel scary at first to hold your ground with lasers, but if you're shooting low consecutive lasers as fast as possible, Sheik cannot DA or grab you. All she can do is run up shield, which you can react to by the time you land from the second laser and dash away from to be even more safe (or you can grab/attack if the situation calls for it). If Sheik is hitting you in between lasers from ~1 Falco roll distance, then it's because you're not lasering properly. Use a 20xx savestate to have a CPU Falco to do 2 quick and low lasers, then play as Sheik and try to get through them. You'll realize very quickly you can't do much, and this should give you more confidence that your lasers are actually protecting you (assuming you practice doing the lasers properly ofc).You're totally right about me approaching Sheik too much. For some reason I'm too antsy to approach her especially. I think because It's the only way I've ever played against Sheik probably because I'm naturally slightly more aggressive than I should be and Sheik's are more hesitant to approach more than other character mains it seems. So I guess this platform game is the first thing I thought now that I'm looking for more passive options against sheik that don't lose stage control.
On a similar note I'm really uncomfortable using lasers against Sheik because it feels like your stage control gets punished more easily for using lasers against her more than other characters because of the combined threat of her dash attack/boost grab under the laser or fade forward sh aerial (among other options like wd forward oos or walk slightly forward crouch etc) but the threat of the first two I listed seem to do a great job of stopping my defense. An interesting solution I've found Santi do is he barely lasers at all and instead dd heavily flirting with the range of sheiks DA and at the same time threatening shffl to catch the Sheik jumping/throwing out a not-very-meaningful f tilt/wd back. I've tried this idea and it seems pretty effective (albeit with my much worse dash dancing - especially since I'm focusing on learning the basics of dd with just dash back and dash forward). So i think to summarize I'm not sure how to be passive/defensive against Sheik and force her to come in with lasers because I feel like I give up stage anyway with lasers and Sheiks are content to guard center stage instead of converting their stage control into an approach. So I guess the answer lies between dd so you can react to them trying to punish your laser and lasering so that they can't spam their defensive options and wait for you to approach. Although this applies to all matchups I'm just not sure how the specifics of that idea are executed against Sheik.
Also do you think overanalyzing in game is a problem more specfic to people like us on smashboards? Or does it occur more often as you get closer to the top level because everyone is analyzing.
Thanks for you answer a while back. Been thinking about how you said you classify Melee into "groups of fundamentals". Every person I've met structures Melee differently and I would really appreciate it if you could go into detail about how exactly you classify each group and it's subcomponents.I'm sure you'd benefit from reading over my discussions with Yort that we've had the past many pages.
I break Melee down into primarily a few groups of fundamentals. Neutral(and its many subcomponents), punish(comboing, edgeguarding, juggling, etc), stage position, and so on. These outlines are good, but they can cause their own problems. Neutral and punish are very interrelated because you need to know how to win neutral such that you get a good punish or at least good positioning and not just land a hit for the sake of it. It is worth thinking about in this way so you can practice learning each individual area and how they relate, but the specifics are also very worth addressing, as you get big ideas that encompass many things that lead from many small ideas and much thought.
So one thing that really helped me think about things this way is watching The Reads with Scar and Toph. While watching top players rag on silver foxes in lag sounds like just about the worst tape to study, the way the three person team coaches and points out habits from unknown players really shows how some of this code word stuff works in practice in real time. Usually it's just vocally calling out tech patterns, spacie recoveries, or shield grabbers-CC spammers, but mastering attention and adaptation to those habits alone is enough to get a lot of advantage.This actually sounds really helpful, thank you. Being able to quickly categorize things for adaptation has been an issue for me in the past, and those quick labels/nicknames for certain behaviors sounds like a good way to stay out of analytical mode while still being able to change my options throughout the set. You're also spot on with my lack of attention to the 'when'/timing of things. I didn't realize until you brought it up, but I sort of just lump the entire match together and use averages to find out how often people use things, but I'm sure there's more instances where if I payed attention to when they're doing it within the stock/match itself that it'd be easier to anticipate or even bait out.
I like Falco as a point character in doubles. Controls well, combos well, grabs to set up stuff for his partner, and can sandwich super well with aerials or lasers. The reason I like him in front is he's slow so it's harder to get involved if something happens to his partner, and this also makes it easier to avoid lasering them. Of course I'm sure well-coordinated teams could avoid lasers with set plays more easily, but I've never seen this done. Puff being in the air and Falco controlling the ground help them stay closer and give more control though as an example for what you asked.I'm sorry for asking such a vague question but what do you guys think of falco in doubles? I feel like he has all the tools to be amazing but I just don't see him a lot in teams, presumably because he has to play so different and dies so easy
For a little more direction, I'm mainly curious about teaming with captain falcon, puff, or sheik but general advice is much appreciated
Cheers
Neutral has many sub components I don't fully know how to categorize. Part of this is about learning threatening range and in fighting, out fighting, and many things in between or different such as when a combo is dropped and you have frame advantage. Punish is easier to explain, as you have comboing, tech chasing, edgeguarding, mitigating all that stuff, etc.Dr Peepee
Thanks for you answer a while back. Been thinking about how you said you classify Melee into "groups of fundamentals". Every person I've met structures Melee differently and I would really appreciate it if you could go into detail about how exactly you classify each group and it's subcomponents.
ty <3
Tried out doing that thing you suggested in 20xx, dealing with those lasers is a lot harder than I thought. SH over/dash/wd into f tilt all felt like solid options but f tilt only sends Falco into hitstun at 25% or higher iirc.Ironically, I actually had similar thoughts concerning plats vs. Sheik a few pages back, but from what PP explained and what I saw through my own gameplay later on was that Sheik can get under you too easily because of her superior range and positioning. It will feel scary at first to hold your ground with lasers, but if you're shooting low consecutive lasers as fast as possible, Sheik cannot DA or grab you. All she can do is run up shield, which you can react to by the time you land from the second laser and dash away from to be even more safe (or you can grab/attack if the situation calls for it). If Sheik is hitting you in between lasers from ~1 Falco roll distance, then it's because you're not lasering properly. Use a 20xx savestate to have a CPU Falco to do 2 quick and low lasers, then play as Sheik and try to get through them. You'll realize very quickly you can't do much, and this should give you more confidence that your lasers are actually protecting you (assuming you practice doing the lasers properly ofc).
Other options I find useful against Sheik in neutral are SH forward, drift back dair and simply zoning with bair/dair in place. These moves are harder for Sheik to whiff punish with a DD grab because she is probably respecting approaching aerials and will be too far away. The drift back dair is great for baiting these whiff punish attempts, and aerials in place/fading away discourage Sheik from approaching. If she feels like running up to you is risky because you've been spacing these aerials, that extra bit of respect gives you more opportunities to set up laser pressure. This seems to be similar to what you're describing Santi as doing. Always keep in mind that Sheik's DA and boost grab, while amazing moves, are ultimately limited by their range. Pretty much any attack you throw out will stuff them, which means you have plenty of tools to discourage their usage.
To clarify, while being defensive/passive is a good starting point in neutral, it's not the end all, be all strategy. I think a common trend for Falco, at least the way I play him, is that neutral game tends to have these 3 elements:
1. Defending against approaches from the opponent
2. Pushing the opponent back with the threat of an approach
3. Actually approaching and getting a hit
#2 may seem less useful than #1 or #3 because you don't actually get a hit, but the more you push the opponent back, the more they are limiting their options. The more you limit their options, the more likely they are to attack you to avoid being cornered, in which case #1 is appropriate. If they give up enough room to the point that they can't feasibly avoid and whiff punish an approach, then you can utilize #3. If you want a more in depth explanation of this idea of footsies, I highly recommend watching Juicebox's footsies guide for Street Fighter. SF4 is a very different game from Melee, but I have recommended this to a lot of people and I think the concepts still apply a lot to Melee. Don't get too caught up in the details or applying everything directly, but instead look at the different parallels between taking space and how that affects the opponent's options. A "poke" in SF may be walking up and doing a sweep while in Melee a SHFFLed aerial is the closest thing Falco has to a "poke", but they can still be used in a lot of the same ways.
The options you listed only work if Sheik is pretty close, so pay attention to what range you were at when you successfully countered the lasers, and use that as a guideline for when you actually need to be prepared for Sheik to move towards you. That could mean approaching her yourself at the same time to stuff her, or it could mean moving away to dodge and whiff punish her attack. You can always retreat with a laser if you're unsure she will move forward, and all you give up is a bit of space with no risk whatsoever.Tried out doing that thing you suggested in 20xx, dealing with those lasers is a lot harder than I thought. SH over/dash/wd into f tilt all felt like solid options but f tilt only sends Falco into hitstun at 25% or higher iirc.
When you use SH forward, are you dashing and then jumping or not? I'm assuming you aren't. With Falco's pitiful aerial drift what does sh drift forwrad accomplish that SH in place doesn't? Do you ever use SH drift forward wd back? Like a triangle dash I think it's called (although I think triangle dashing is specifically used with a sh ff wl not just sh wl.
This matchup would probably be a lot harder if Sheik's DA actually had a hitbox in front of her now that I think about it. Because her DA can't trade with sh dair I think and boost grab obviously can't either. Seems like Falco can just spam sh dair? Do you know how sh dair interacts with Sheik's sh bair/nair/fair?
On a similar note do you know how up tilt interacts with Sheik's sh fair? Is there a easy way to set that up?
The part I don't understand about your 3 general elements of Falco's neutral is how you connect #1 to #2. How can your opponent be afraid of you approaching if you haven't approached in the first place? I think Falco's in place lasers would fall directly between #1 and #2 if you've already established your defense but haven't shown your opponent that you're willing to approach. Would you agree/what do you think about that?
On the contrary to what you said, #2 actually seems like the most useful one because you gain advantage without actually *risking* anything. Putting that with an asterisk because again I'm not sure how to threaten an option without actually doing it in the first place. It would make sense that people are afraid of Falco's sh aerials because that's one of his basic/common/strong tools in neutral but against good players I think they would catch onto you not approaching.
Based on the video that you told me to watch and my understanding of what you told me, it seems like Falco's neutral should ideally play out more like
1. Defending aginst approaches from the opponent
2. Poking at the opponent to threaten an approach
3. Pushing the opponent back with the threat of an approach
4. Actually approaching and getting a hit
What are your thoughts?
I would definitely not recommend SHing with the analog stick. That wouldn't help with snapback anyway. Snapback is when you try to press left or right to change the direction of your laser, but because the control stick snaps back, you shoot in the direction you were originally facing. I think the only two options you really have are to get snapback capacitor that prevents the controller from registering the input, or to simply get a different controller that doesn't have snapback (most new controllers, especially Smash 4 generation ones, have snapback unfortunately).I've been having issues with snapback with reverse lasers. The other methods just seem harder to me (maybe because I haven't put in the work lol,) what do you guys think. The SH with the analog method?
Thank you for clarifying on all of that. The new way you phrased the rules makes a lot more sense to me now.The options you listed only work if Sheik is pretty close, so pay attention to what range you were at when you successfully countered the lasers, and use that as a guideline for when you actually need to be prepared for Sheik to move towards you. That could mean approaching her yourself at the same time to stuff her, or it could mean moving away to dodge and whiff punish her attack. You can always retreat with a laser if you're unsure she will move forward, and all you give up is a bit of space with no risk whatsoever.
Whether you dash before SHing will depend on what space you are trying to attack. Falco's aerial drift is not that bad, he just falls fast and his short hop is pretty low. His drift is way better than Sheik's at least. You need to figure out why you are attacking, and then whether you should SH in place/drift forward/dash jump is much clearer.
Triangle jump is SH forward, airdodge back and down into the ground. I think it can have some uses and I've seen Santi use it, but I think wavelanding back tends to be better all around. You jump forward for longer, but if you FF into the WL, I'm pretty sure you just get out of the way faster and have less lag than with a triangle jump. Don't be afraid to experiment with it though. If there is an instance where you believe triangle jumping is superior to waveland back, try it.
You can't just spam dair (or anything) because timing is just as important as the hitbox your using. If you dair right when Sheik DA/boost grabs, you'll usually win the situation. If she waits for you to dair first, then she can easily whiff punish with DA/boost grab. The way SH dair interacts with other moves is heavily dependent on context. Options in Melee are too timing and spacing dependent to say X always beats Y. Dair can beat, trade, and lose to any of Sheik's aerials depending on the situation. Again, this is something you need to be experimenting with when you play and paying attention to when you watch videos. You'll learn way more about how dair interacts with her aerials by trying stuff out. If a Sheik is using AC fair, what happens if you try to dair it? Why is it working or failing?
I'm not sure what you mean by connected. All 3 elements are distinct aspects of neutral; there really isn't much overlap between them. They are only connected in the sense that you need all of them to have a stable neutral game. If you are only using elements #1 and #2, your opponent won't be afraid of you approaching. They will move forward to hit you for lasering in place repeatedly, or if you realize they are getting closer, they will let you give up space until you corner yourself. Lasering in place is amazing because it forces people to play this mixup, but if you never attack and the opponent calls your bluff, you can still be punished for it. I would say lasering is more of #2 than #1. You can occasionally defend against approaches with lasers, but it's more for stopping forward movement in general. Like you pointed out, Sheik can counter lasers in place if she's close enough, so once she's within range, you have to make the decision as to whether you will defend against her approaching. If you SH dair to beat her WD forward OoS after she shields a laser, you will either hit her if you were right, or if you were wrong she will be able to whiff punish your dair. Now you don't have to SH dair, you can simply retreat to outspace the WD forward ftilt, but Falco is slower than other top tiers and his lack of a fast DD grab means he can't whiff punish things like Sheik's ftilt on reaction.
The reason I don't agree with your edited list is that there's no distinction between a poke and an approach, and you also don't explain how a poke (like Falco ftilt I guess?) would threaten an approach. Maybe you are viewing Falco's lasers as a poke, but I think that may be you just being thrown off by FGC terminology. I tend to view approaches in Melee as pokes. There are times you can feint a poke/approach to bait a bad whiff punish (dash forward SH, drift back dair is a common one), but generally you can only threaten a poke/approach with your positioning. Trying to do an actual move to "poke" at an opponent is a commitment that can be whiff punished. Even extremely safe attacks like Marth's dtilt which are what Melee players generally use the term poke for can be whiff punished. So if you wanted to use the term poke for things like that I think that's fine, just understand there's no inherent difference between Marth trying to poke the opponent with a dtilt and Falco trying to approach with a SHFFL dair. They simply have different risk/reward ratios; Marth dtilt is low risk/low reward while Falco dair is high risk/high reward. Perhaps phrasing the 3 elements this way will help you see the relation to the video I linked a little better:
1.Defending against approaches from the opponentRetreat to whiff punish the opponent's poke/approach
2.Pushing the opponent back with the threat of an approachThreaten a poke/approach by moving into your opponent's space
3.Actually approaching and getting a hitPoke/approach the opponent
I would definitely not recommend SHing with the analog stick. That wouldn't help with snapback anyway. Snapback is when you try to press left or right to change the direction of your laser, but because the control stick snaps back, you shoot in the direction you were originally facing. I think the only two options you really have are to get snapback capacitor that prevents the controller from registering the input, or to simply get a different controller that doesn't have snapback (most new controllers, especially Smash 4 generation ones, have snapback unfortunately).
Is this part in the laser where you confirm their action the decision point?You can react before/as the laser comes out, after it comes out, or as you dash. It should be a quick confirm, one that you'll want to practice a lot. Practice the basic movements, and practice responding to different possible actions out of them. 20XX can help with this a bit, but you'll also need to do it by yourself. Your reaction time will speed up, but initially just do simple reactions and don't overcomplicate things. So you can mix up laser(no confirm/little confirm) Nair with laser dash back(confirm) dash in Nair for example.
You'd still be approaching into her there sometimes. Forcing her to jump does take away CC and take laser stuff and Ftilt, at least sometimes. She gets to Bair at you though, which is pretty good. If you did stay on the platform, you'd have to be ready to let her charge. You'd also likely have to be okay with letting the pace slow down a lot more, at least on stages like BF/DL/PS. You can SH at her, runoff/drop through laser or empty land into whatever, go to top platform on some levels, low laser on side platform to catch some jumps, SH(either to aerial or WL or laser but also to dodge certain spaced attacks), and of course wait.
You can win an interaction by degrees. Did you gain stage? That increases your chances of getting a hit, so it's a decent win. Did you get to reduce their shield? Not as good but could lead to a bigger hit too, so also good. Getting a stray hit? That adds damage, so it's good, but not worth it if it gives them center stage. The more you can add advantages together the better as well.
Turnaround laser yeah. I could mean you SH away and turnaround laser, so reverse laser just refers to turnaround which you can do out of backflip or SH any direction any speed, etc.
I think it's too easy to mess up and either outright not regrab the edge or be vulnerable so it doesn't seem worth it. I'll be revisiting it in the new optimized meta but I plan on looking at other options like WL onto the lip of the stage, other options like dash back out of edgedash, and DJ onto side platforms before taking up-B stall more seriously. I'm also curious if I can do Falco's haxdash since it is possible but idk if it's as difficult as up-B stall or not.
Since shielding before laser adds another visual cue does that make it worse because your opponent has another way of knowing when you’re going to laser? Or could you perhaps take advantage of that and bair oos or wd back or something.I believe you want to think more about what your options beat as well as what they lose to. That should help make your practice more interesting. I do agree though that focusing just on getting the motions right and seeing how it feels is probably still better to primarily focus on.
I don't like shield stop laser since I can usually control my momentum fine to laser where and when I want without it, so it just feels like wasting frames to me. It does add another visual cue which is kind of interesting I suppose. In your case, you may be finding the use of this tool to complement your training or cover a hole you haven't realized is there. It may also be good to continue the timing you're executing at, so maybe see if you still feel compelled to do it if you change speeds. As you practice and get deeper into tools, you'll likely have insights and feelings that you can't always explain but they're your subconscious figuring out things/bringing things out so go with them.
I like WD forward, but I wouldn't consider it a primary option to practice. You can do it if you want, it's really your choice.
Slowly combine. So only two things together at first, like dash laser or laser dash. The added complexity of two options is much more than just one plus one individual option. I think you should be mostly holding off on combining right now, but when you do it you want to think of how the tools feel and their effects on the opponent. What they cover and what they don't, where the holes are. It builds on your original knowledge of each tool, so knowing each tool first is important or you'll get ahead of yourself.
I thought you asked questions fine here. It's a very frustrating process but if you keep training and thinking you'll get closer to where you want to be.
I've never thought of options in terms of visual cues before. What other common situations/Falco options or mixups use visual cues that I can start to mess around with?Yeah it's what you make of the cue. If they begin to associate it with laser then you can just aerial them instead like you said.
I would practice them depending on need. If I felt weaker at it I'd put in more time. I don't think I ever did any particular basic tech longer than 10 minutes at a time though. That type of thing could change at some point in the future, but my past training worked pretty well so it's probably a fine recommendation.
A decision point is a time where you make a choice. Ideally you use information about your opponent gained around here to make this decision, which is what a confirm would do. So if you laser then around the time it comes out is a decision point. If you see your opponent shield just as it hits them and you're close, then you can confirm they shielded and go into a grab or pressure.Hey, after reading and studying some more I have some more questions for you.
What's the difference between a confirm and a decision point? Can you explain what those two mean (particularly in the context of choosing what to do after a laser)?
I notice that after a couple of dair->shine->WD's you tend to go for a nair to dair at where they'd land for tech in place after they DI the second shine away. Why do you prefer this punish over say a reverse AC bair -> up tilt like westballz does? Tech chasing has been pretty difficult for me to do if they tech roll in that situation.
How guaranteed is the pillar you do on Marth on FD (ex. you vs M2K at Zenith 2012: https://youtu.be/eoob08ssmvs?t=16m47s ) ? What can Marth do to make this harder to execute, and what can I do to in response? I've noticed that when Marth DI's the shine away it's easier to have him be in hitstun after I dair him until he reaches the ground. I also found that if Marth DI's the shine in then it makes it easier for him to jump out of the combo since I want to hit him with as late of a dair as possible so he doesn't aerial me on his way back to the ground after the dair. Should I just take advantage that he burned his jump and not try to dair earlier to prevent that?
I also notice you do laser -> tomahawk grab a good amount against Marths. I know that it's great against them in shield but what other times would you use it? Also, what options do you try to beat when you use laser -> f tilt?
How exactly do you take advantage of the delay? If I understand correctly it's the delay between the hit and the confirm? In my mind I was thinking you want to confirm asap after the hit/action. I feel like there's only so long you can stay close to your opponent while threatening your options without doing them. Do I need to be retreating after moving in/pressuing more? Or maybe there's ways to poke at them from close range? Like wd forward shine? Jab? Laser f tilt?So when you SH at an opponent it's a visual cue for an attack(given a close enough spacing anyway). So if you SH in DJ or WL down/back or whatever you can begin to play on them expecting a laser/aerial. You can think of visual cues as just confirming options, and those confirms take some delay. You can prey on this delay.
Dash back after lasering someone's shield is a mixup primarily on going in after laser. So if you don't go in too much after laser, then it's not as good. That said, it's still a fairly good option. Dash back helps position you to dodge grabs or OOS attacks and is also hard for them to react to, and it also can encourage them to act OOS if they're waiting for something, but this is around the time you'd be hitting them after moving back usually. You can also use it as you said to gain information and keep locking them down and there's nothing wrong with that either. To quickly clarify after re-reading, dash back dash in Nair is usually what I'm talking about here and not Bair. Bair is still fine though.
Kinda hard to fully know what to advise given I don't have much specific information about stage/percent/specific options chosen. Maybe you can buffer spotdodge both options, or buffer spotdodge then try to slide off (S)DI if he hits you with SD Uair?
I like taking Marth to DL as well. I usually have my second best bet as PS normally, especially since I like the transformations more than Marth will. I'd get rid of FD first obviously, even if I don't really mind it. I haven't decided on my next strike fully yet but it's between BF and YS to me. Might be a preference call, but I do think more Falcos should be wary of BF against Marth anyway since recovery there is pretty bad and platforms can break your combos more than his in my experience(subject to change with testing).
Getting on platforms, dash away shield(Bair OOS counters pretty much any approach and you can easily FH/WD away if you see a different one coming), FH in general is just great at slowing things down. I guess working on (Z)PS could also slow things down but it might be debatable it does as much as the other things I listed.
Identify situations that actually cause you to lose, not just any random situation that you seem to lose. I actually adopted this principle after watching the Moneyball movie which (if you're not familiar with) is about a baseball team using their salary money as wisely as possible by determining which players and traits actually contribute to a win. So instead of a getting the #1 outfielder in the league for a high salary, you may realize that your money is better spent getting 2 above average players in more key positions.How do you make the most out of friendlies for improvement? Say I have a training partner that wouldn't care talking about pausing and talking mid match about stuff too.