Bailey
Smash Hero
I hate the match up Vs. Doc with Falcon, that's why I play Jiggs, it's more fun
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Welp, glad to see nothing has changed in this matchup and it's still "N.air ***** doc."Yes if you're playing Doc you want to grab CF, but you have very few options vs spaced nairs so that should be something fun for you to figure out.
lol Yeah that's been my understanding and no one has really beaten it, DJ Nintendo destroyed that strategy with Mario vs me @ No Johns 11/1, check out the vids... his strat was basically dair over and over, it crushed nair and I basically had no approach. IDK if it works as well w/ Doc.
Um... doc and mario are the same weight no matter what stat you look at. >.>Doc isn't as floaty so he would have less time in the to D-Air.
-sigh-I dont know for me Mario have more floatie Range and less Delay between Hit... so... Im agree with Bailey but I dont know... is just cause I haved Seen with Doc and Mario...
Same weight.M2k's stat list said:Weight - measures how far characters get knocked HORIZONTALLY, or left and right. This list I tested from the Mushroom Kingdom 2 weight scale. Also someone helped me with this by RATING the weights (Mario = 100, a.k.a. average), which is shown on the far left side. I rechecked his work and fixed the mistakes in it, and here is the list.
--- 117 --- (1) Bowser
--- 114 --- (2) DK
--- 110 --- (3) Samus
--- 109 --- (4) Ganondorf
--- 108 --- (5) Yoshi
--- 104 --- (6-7) Captain Falcon / Link
--- 100 --- (8-10) Dr. Mario / Luigi / Mario
--- 94 --- (11) Ness
--- 90 --- (12-14) Peach / Sheik / Zelda
--- 88 --- (15) Ice Climbers
--- 87 --- (16) Marth
--- 85 --- (17-19) Mewtwo / Roy / Young Link
--- 80 --- (20-21) Falco / Pikachu
--- 75 --- (22) Fox
--- 70 --- (23) Kirby
--- 60 --- (24-25) Jigglypuff / Mr. Game & Watch
--- 55 --- (26) Pichu
Average Falling Speed.m2k's stat list said:Average Falling Speed
159% - Falco
152% - Fox
151% - Captain Falcon
128% - DK / Roy
118% - Ganondorf / Sheik
117% - Link / Marth / Young Link
116% - Bowser
108% - Pikachu
107% - Pichu / Yoshi
103% - Ness
101% - Dr. Mario / Mario / Mr. Game & Watch
98% - Ice Climbers
97% - Mewtwo
96% - Kirby / Peach
95% - Luigi / Samus
92% - Zelda
86% - Jigglypuff
Top falling speed.m2k's stat list said:Falling Speed - shows how fast characters fall, in their TOP speed (not to be confused with "falling speed ACCELERATION", which Fox is by far the fastest in)
a ">" means that the character to the left of the ">" ACCELERATES to his/her top speed QUICKER than the character to the right of the ">"
a "=" means the two or three characters between the "=" have the same exact acceleration.
Example: Sheik > Link = Young Link
this means that Sheik starts her fall quicker than Link and Young Link, and that Link starts his fall at the same exact speed as Young Link, but all 3 of those characters have the same top speed in a normal fall.
1) Falco
2) Captain Falcon
3) Fox***
4-5) Roy > DK
6) Marth
7-9) Sheik > Link = Young Link
10) Ganondorf
11) Yoshi
12-14) Bowser > Pichu = Pikachu
15) Ness
16-18) Dr. Mario = Mario = Mr. Game and Watch
19-21) Ice Climbers > Kirby > Luigi
22-23) Mewtwo > Peach
24-25) Zelda > Samus
26) Jigglypuff
***Fox may have the fastest acceleration in falling speed (that means when he starts to fall, he starts falling the quickest for the 1st 1/2 a second or so) but Captain Falcon and Falco have a faster top speed in falling speed. Test it at Hyrule Temple if you don't believe me, and that's probably why there is so much arguments between who falls faster, Falco or Fox. Fox has quicker acceleration, but Falco (and also Captain Falcon) has a higher top speed when they fall.
SDM's MARIO frame data said:D-Air
Total: 38
Hit: 10-11, 13-14, 16-17, 19-20,
22-23, 25-26
IASA: 38
Auto cancel: <5 33>
----ground hit----
Hit: 1-2
Landlag: 23
Lcanceled: 11
__________
U-Air
Total: 33
Hit: 4-9
IASA: 30
Auto cancel: 16>
Landlag: 15
Lcanceled: 7
SDM's DOC frame data said:D-Air
Total: 38
Hit: 10-11, 13-14, 16-17, 19-20,
22-23, 25-26, 28-29
IASA: 38
Auto cancel: <5 33>
Landlag: 24
Lcanceled: 12
____________
U-Air
Total: 33
Hit: 4-9
Auto cancel: 16>
Landlag: 18
Lcanceled: 9
Instead of dash -> moonwalk, do walk -> moonwalk. >.>I'm hoping that any advice would enlarge my moonwalk, which right now is only useful for a dash away, moonwalk back to stomp (and the range on that isn't too good).
Okay so... this is if you're facing left.I searched earlier, and Magus was just talking about the mechanics of moonwalking. I'm talking about the physical action involved.
Wasnt tryin to do it outta disrespect or anything, just spreadin knowledge.Well Dogy Owned me wigth the Info but in the Game I dont know... the difference is more but well xD so... you really just need to Nair in the right moment... when He try to hit you with tge Dair just keep and Nair him your kick have more prioroty... but you need to wait for him.... to do the first hit...
lol sacred combo.. thats a tapion punch... sacred combo is knee to falcon punchDon't stop using your right hand.
Seriously though, spacies are some of CF's most annoying matchups. If you have trouble against a specific Falco, try to learn to learn his playstyle and patterns (or better yet, Falco playstyle/patterns). Stomps are great, uthrow, dthrow, sometimes dtilt. Look for knee combo opportunities and exploit the sacred combo %s (60-70%-ish: stomp > falcon punch / fsmash).
Jona, you made a post about miscellaneous stuff about falcon.lol sacred combo.. thats a tapion punch... sacred combo is knee to falcon punch
Honestly, you'd want to save the D-tilts for the early to mid 70s range, started with an U-Throw, and as you said, the 80s and up with the D-Throw and such. Myself, I prefer U-Throw as even with the slight DI, they don't have enough time to get away from the D-til, unless it's behind you as you'd have to turn, which in that case you could just turn and grab again. Although it does set them up for a nice short hopped F-Air/N-Air. But that's just my experience from seein' vids and my own matches against spacies.You said to d-tilt after a uthrow @ around 60% because they'll miss their tech
Even if you were in the opportunity to hit them with the dtilt (ie. they don't DI the throw), the d-tilt has such crappy knockback that I have trouble following it up with anything. Should I just not bother with the dilt until later percentages at around 80?
Answer:Hey Scar, I was fighting my friends ICs the other day, and I was able to avoid getting hit when I grabbed him if I did a grab jab before dthrowing. Does this really work or was my friend being a scrub?
Thanks dude, perfect. It is somewhat because your friend is a scrub, but this is a very important part of Smash. Even if some things don't work perfectly, Smash is a 1v1 game, which we forget A LOT because of how skill level and matchup determines outcome more often than not.that can work if it surprises them but its not guaranteed
its more reliable if you grab popo than if you grab nana though
I guess I'm going to have to write a detailed "vs. Falco" matchup breakdown... but honestly, the match is very very hard. Some things to remember.I have trouble against Falcos, and sometimes it gets to the point where I stop using my right hand at all since I know I'm going to lose.
Don't worry about dtilt if you can't make it work, uthrow>dtilt>regrab is beautiful but it only works vs in DI, which is what every scrub and mid-level player will do, so it's useful for a long time.Jona, you made a post about miscellaneous stuff about falcon.
You said to d-tilt after a uthrow @ around 60% because they'll miss their tech.
theyre definately gonna land in front of you so you can knee them once they miss the tech and kill them probly. the lower the percent the more sure you are they will miss the tech. you can only try to tech like once every second i think? like 60 frames or something, i read that somehwere once but dont quote me on it, i forgot exactly what it was. but yea at like 80 perecent you should let them tech and try to raptor boost tech chase or stomp or anything to knee them.Jona, you made a post about miscellaneous stuff about falcon.
You said to d-tilt after a uthrow @ around 60% because they'll miss their tech.
Even if you were in the opportunity to hit them with the dtilt (ie. they don't DI the throw), the d-tilt has such crappy knockback that I have trouble following it up with anything. Should I just not bother with the dilt until later percentages at around 80?
(This is specifically against spacies, btw)
nah like i said the earlier, definitely the better.Honestly, you'd want to save the D-tilts for the early to mid 70s range, started with an U-Throw, and as you said, the 80s and up with the D-Throw and such. Myself, I prefer U-Throw as even with the slight DI, they don't have enough time to get away from the D-til, unless it's behind you as you'd have to turn, which in that case you could just turn and grab again. Although it does set them up for a nice short hopped F-Air/N-Air. But that's just my experience from seein' vids and my own matches against spacies.
I have never had the problem of not having people to play friendlies with, so not only do I not know the best ways to practice alone but even if I did I never would have done them. Does anyone know a good way to do this?Is there any possible way to practice meteor cancelling by yourself? I mean, I seriously suck at it and either press jump too early so I don't cancel at all, or I press it too late and I'm WAY too low to recover.
I guess the same with tech chasing. The only time I've had to learn was when I play friendlies which is only like once every 1 month. Is there any way to practice this? I'm pretty sure CPU's don't tech at all.
It's mostly useful because when you jump and aerial all the time, people expect aerials. It's useful as a mindgame, which means that the other person will react predictably and you can punish them for this.I know that Empty Short hops are really good for mindgames and such, but I'm having trouble incorporating them into my game. I always opt for the late uair. When is the most appropriate time for ESH?