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Recovery Time

Private Zulen

Smash Apprentice
Joined
Jun 6, 2007
Messages
136
This is my biggest problem, especially in playing with actual people. It feels like Captain Falcon is the suddenly the slowest character in the world once he's hit. He can't do anything once he's knocked into the air. Completely vulnerable to all sorts of combo's my opponent can draw from the hat. No need to worry about placement on their part, because it takes a good five seconds (at least it feels like it) for Falcon to jump once more after he's thrown or hit. It's a real pain.

I've tried DI'ing of course, but since the opponent (Samus is the worse in this case :dizzy:) goes for the most complex combo at her arsenal so DI usually doesn't work.

Is there some way I can cut down on recovery time? Landing? It's really hard since I'm in the air for Knee's and Stomps most of the time. And if I'm just more cautious, I can't get the kill fast enough.

Thanks in advance.
 

abit_rusty

Smash Lord
Joined
Nov 7, 2006
Messages
1,544
Location
East Lansing, MI
NNID
Rontuaru
3DS FC
2895-8974-0662
Not exactly sure what the problem is....can you be more specific? Like give an example of an incident or character that did this to you? (I honestly don't see how samus can juggle you in the air with proper DI)

Certain characters can combo him well though, but that's a trait that is shared all across the board.
 

Private Zulen

Smash Apprentice
Joined
Jun 6, 2007
Messages
136
Example... Example, hmmm... Okay, for instance, the aforementioned Samus particularly enjoys Dash Attacking me for whatever reason. Samus has a surprisingly strong dash attack, IMO, so I'm sent a few feet upwards, so she can use her tilt kick (not sure what the name is), she can even pull off a d*mn usmash and continue to combo me. And once I land, before I can roll, she'll dsmash or fsmash and I'll go flying.

And then Missile barrage.

Anyway, he enjoys abusing her melee attacks for the most part, and since everything happens in a very close proximity and very close to the ground, its especially hard to DI into the ground anyway, since she'll Dsmash if I roll in her direction, Missle if I roll away, or probably the worst, an fsmash if I don't roll at all.

[/example]
 

Endless Nightmares

Smash Master
Joined
Sep 23, 2006
Messages
4,090
Location
MN
I think you can stop Falcon (or any character) from being stunned in the air by wiggling your control stick back and forth until he stops tumbling. Then you can second jump or uair or whatever. Otherwise, try to crouch cancel or DI.
 

ArcNatural

Banned ( ∫x, δx Points)
Joined
Jul 19, 2006
Messages
2,964
Location
Boston, MA
Samus can't possibly cover every single direction from a tech in every situation. So it's more likely your not looking at your options well enough and being predictable. Have you tried not tech then just getting up or rolling? Are you teching, short hopping aerials? It just feels odd that your singling out Samus here since as long as you can time it well nairs, bairs, and knees easily go through Samus' projectile. Knees, stomps and dash dance camp grabbing ruin her cc for the most part. And you didn't really explain how you guys play technically.
 

inside

Smash Journeyman
Joined
Jul 16, 2006
Messages
226
Location
Mississauga, ON
You just have to learn how to not get hit into that combo in the first place, I mean evading samus' attacks are pretty easy since she's not that fast.
 

Chaotic Yoshi

Smash Lord
Joined
Nov 20, 2001
Messages
1,384
Location
canada
Samus is the least of your worries, wait till you come across a highly technical fox...

As for samus, just dash away from her dash attack, pivot reverse n-air retreat or approach. N-air controls samus well and opens up alot of follow ups...
 

Private Zulen

Smash Apprentice
Joined
Jun 6, 2007
Messages
136
Neutral Air...? I haven't even considered that. Most of the time I just SHFFLC Stomps and Knee's, although now that mention it, Falcon's nair would be good for distance. I also need to practice SHFFLC in general, as mess-ups are usually acquainted with said example and loss of stock.

Dash grabbing sounds like a plan as well.

Thanks everyone.
 

technomancer

Smash Champion
Joined
May 17, 2006
Messages
2,053
Alright, this is how Falcon's unstunnage works:

When you get hit, diagonally or vertically, you will go up until you reach the peak of your arc, and then fall a SET DISTANCE no matter the percent. One of the tricks to timing your jump out of these types of combos is to memorize that timing and distance. This is a recourse of your fall speed and the only exception is attacks that don't lift you vertically at all.

The other one is to DI away, for serious, if you're getting dash attack combo'd it means one: you're jumping at samus when she's in a neutral stance and she's calling it and outprioritizing with a dash attack, and two you're DIing towards her, which is silly. I have similar problems with Peach. Just bait it and shieldgrab a couple of times to take them out of their game.


By the way kids all the replies in this thread are kinda WTF ... so WTF?
 

5150

Banned via Administration
Joined
Mar 5, 2005
Messages
2,386
Location
Madison, WI
I lol'd at "DI not working" and "samus being the worst" and being surprised at falcon being easy to combo.
 
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