If they don't know you will laser, by the time you do they won't be able to react well. So if you're also threatening approaches and things like Bair out of dash back, then it becomes quite hard to also react to laser startup.Hey PP,
I was analyzing your first falco game vs S2j at Apex ( https://www.youtube.com/watch?v=f8yKWtB2nOg&t=371s) and I have a few questions:
I noticed S2J was playing your lasers very defensively and only called out your lasers a few times during the entire game (5:00 for example), how do you get falcons to respect your laser game so heavily? Is it due to you mixing up dash back laser with things like dash back bair? (5:43)
How do you beat run up shield? You and S2J both applied run up shield heavily when in the corner, and saw almost no punishes on it, in fact, I think S2J calls it out here (6:22), yet your still able to roll away from it. I thought shield was supposed to be disadvantageous yet you still have access to good movement options (buffer roll, WD), and good attacking options (Laser, Aerials,Shine), how are you supposed to call out and beat a player who abuses this?
I know you get the kills on these edgeguards (5:10,5:50) but how do you feel about shine turnaround bair? I feel like it completely invalidates captain falcon's chances at getting back on stage. In fact, you use something similar to that when you edgeguard him @ 6:15, why don't more falcos use this?
Last but not least, why has nobody mapped out all of Falco's tech chase options? I feel like falco could become so much deadlier if you're able to follow-up on even one tech chase. So many tech chases lead into falco's deadlier punishes (Dair,Shine,Grab,Utilt,FSmash,DSmash),is it just not worth the effort recognizing or are Falco players simply being lazy?
Even if you're not PP feel free to discuss this with me.
Thanks in advance,
Chuk
Run up shield you can either grab or just space on it, or in Falco's case shoot it. Grab is fairly risky though so that's why it's hard to punish. Also running up and shielding can make them hit your shield high up and be in an awkward/punishable position, so it's about how you hit the shield basically. Beating this can depend on how often someone uses it, as grab becomes more possible the more they use it, but otherwise just spacing to beat any approach or lasering to cover different approaches anyway gives you a good position against someone who runs into shield.
I don't think it's normally necessary, but it doesn't really hurt anything either. It's often easier just to drift out with Dair and kill them though.
Tech chasing with Falco is pretty hard due to his weak dash/run and slow jumpsquat. Also being able to hold down vs his Dair doesn't help much either. DI'ing his Uthrow is also an issue. For this reason, I like hitting opponents up and Bair'ing them a lot which is much more possible to me, or tech chasing on platforms/by the edge where you can more reliably hit shines or Fsmashes which lead to pretty good positions pretty reliably. It's something I need to look at more specifically, but because Falco can't easily just dash attack or grab in tech chases like other top tiers can it's an issue for him I believe. That said I am sure laziness could be involved as well.
It doesn't always feel that way to me, but sometimes it does. It really depends on how you set up coverage and how close to your opponent you are and also stage. DL it's much much harder to cover a lot than on FoD/YS for example. Maybe you can find a specific position that explains your frustrations and we could talk about that.So for Falco's corner pressure game, I feel like you either have to commit heavily when they go on the platform, or set up a more passive sh/fh bair. But you also have to be worried about them running into you and brute forcing their way out of the corner. Does this mean that when you have a corner pressure situation set up you have to discourage one and then cover the other everytime? And mixup which one you preemptively cover in the first place? Like maybe fh wl down on side plat to cover the jump to the side plat, which also gives you another angle of attack, and then turn around shield drop bair to potentially beat run through/sh fade forward fair and then land at a roll spacing.
https://www.youtube.com/watch?time_continue=13&v=YIEQJs5dnHU
Can you explain this sequence for me starting at 0:07 and ending at 0:13 when wes gets the bair uptilt? I'm confused about the defensive full hop trif did, and wes's plan against Peach when she has a turnip. For trif's full hop, was his plan to go to the side plat to set up a strong turnip/float for lot's of stage presence, and then was discouraged to do that when he saw wes fh fade forward? What exactly is wes covering when his fh there?
My understanding of anti-peach turnip gameplan is to laser less because turnips go through lasers and peach can jump and throw them which means she can avoid your laser and hit you with the turnip in the process, she can also throw the turnip a little later/higher to prevent you from jumping. Was wes simply too far to get hit by it? How should my gameplan against peach with a turnip change if she's too far to threaten what I described above?
Looks like Trif drifted away to punish a FH approach and this pushed Wes back. Yeah also your idea about a possible platform approach seems reasonable. I think Wes wanted to cover her FH turnip throw that could beat laser and also pressure her if she moved backward. And if she didn't then no big deal the top platform would be safe to DJ to after he confirms where she ends up, which he can mix with just falling down.
Wes was about max turnip distance and also was just waiting for the throw so he jumped away. If you're farther away then you can laser more or use more platform/high lasers like Wes does, or sometimes mix in rushing her down if she doesn't think you will do it and instead set up lasers.