Can someone give a few pointers on how to ledge release => nair/uair? Thanks!
Basically this is what you do
While holding the ledge
Press down/away
Jump
attack
You just do it really fast
As in, instead of "down, jump, uair"
It's "downjumpuair"
Does that make sense? Just try pressing it as quickly as possible
And then go back to making sure you can hit different heights
And i just wanna brag on myself a little bit here. @ the big house my gentlemans were on point, i only remember messing up 1 gentleman all day. (I probably missed more than 1, but not very many)
Good stuff Reneblade :D
Gentlemans are kind of hard for me, which is frustrating me because I feel like I'm pressing the same timing every time but it just goes "eh not this time"
But I'll figure it out.
Anyway
Things I learned from the tournament I went to:
1) Just HOW GOOD uair is.
I know that all I do is talk about how good Falcon is and I'm going to continue doing that
Because as I continue using him, I really start understanding just how good everything is. So uair [and this will be old news to most of you, or even if you've heard it's versatility I urge you to go ahead and try to figure it out for yourself, like play one match with only uairs] can be used for pretty much anything. As we've talked about before, it can edgeguard, combo [forwards and backwards], be used as a keep-out spacer, scoop missed techs, shield pressure, beat the **** out of low tiers and floaties, outspace a whole lot of moves, stop a lot of counter pressure [such as when people try to stomp you], and just plain hit people really hard.
As I'm continuing to use Falcon, I'm beginning to see just how versatile he really is, in a way I hadn't before. S2J obviously uses all of this stuff really well, I'm just now getting there myself
2) How important having perfect tech skill is to tournaments
Now that's kind of an overstatement but the effect is clear. I used to think I'd be fine just playing every now and again, but mostly playing people. I was wrong. Like wenbobular has told me multiple times, playing fast and precise is playing well. The more on point you are, the more options you have, and the more likely you are to take over the match and therefore the set. So practice all that silly stuff like edgecancelling or powershielding, because sometimes that might be your only option and you want to be able to use it.
3) How much of Falcon's game really is punishing
In a certain aspect. Falcon can really punish well, but especially against space animals, moving forward without a definite plan forward is just a bad idea. In friendlies I like to approach a lot to try out different things and that was just a horrible plan. Falcon is like Marth, [well I guess all characters are like Marth, just some are more prevalent than others] once he commits to an action, you had better outspace whatever move they're about to use. Or hope you can get away when you miss. So playing with that spacing is really important [especially against Marth]
4) There is no cure all for things.
Now we all know that there are two types of DI: Anti-combo and Survival. Anti combo being down and away, and survival being up and in. Now you know, if you're being comboed, you use anti combo and survival when you're about to die. Well what I learned against Marth yesterday was that sometimes, you have to change up that DI even when you're being comboed and not finished. What I mean by that is this: say you're in the air being uptilted. Whenever I anticomboed, I got fsmashed, because of the situation that I was not going to hit the ground before that fsmash came out. However if I DI'd up, or with the utilt, a lot of times I could get out of the combo by having the Marth chase me with a uair or something and being able to avoid it. Basically, even though that DI isn't technically correct, it's correct if it works, so you have to do what you can. And abuse the player's habits as well as the character. Of course I'm not saying to always DI that way [considering the title of this rule] but knowing that holding down and away doesn't always get you out is valuable information to know.
5) Marth has really weird hurtboxes and Falcon's grab is the basis for his existence.
So we all know that Marth is slow, and that we should wait until after he swings to do anything, right? Well that's great, until you realize his hurtbox moves into an entirely different location. And I mean I knew this, but never really fully understood how weird it was. Marth's fsmash is a particular example of this, if you stand right next to him he'll literally put his hurtbox behind and below you, then get back in front of you. It's really frustrating to fight him not where he is, but where he's going to be in jusssssssst a second. Also, Falcon's grab ***** everyone. Like, everyone. Like, EVERYONE. Again, something I knew, but didn't really realize. If you're having a bad stock, grab them. Suddenly, you're in the best position for Falcon to be in ever; them in hitstun waiting for you to hit them. And while it's sometimes frustrating for you if you didn't really get a combo off on them [like when you slide through Marth with a nair] that's fine because now the momentum's in your court and you can do whatever you want with them. The loveliness of Falcon's momentum game.
6)
's really good
**** the haters