omgwtfToph
Smash Master
You might as well just charge needles honestly, if you want to bait an approach lol. Charged needles are so ****ing good for a lot of things.
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i know exactly what your talking about, im a figthing game player mainly. I play smash cause its fun and i like it, but sometimes i have a hard time figuring out my options in a macth-up since the game is so dam fast >_<It's difficult to say how to play the Fox matchup. Kirbykaze could write a novel and it still wouldn't encompass everything that is required in the matchup.
General mindset
1. You are not necessarily looking for a hard approach that leads to an instant hit. The key to winning the approach is to limit Fox's options and then make the necessary read. The best analogy I can give is this:
Imagine a teacher giving you a multiple choice test with answer choices a,b,c,d,e,f,g,h,i,j.
You can get context clues (spacing) within the question to reduce some choices that definitely could not be correct, eliminating options d,e,f,g,h,i
Now you're left with 5 possibilities: a,b,c,d,j. To eliminate some more options, you look a prior history (mind games) to see what they won't/will do. This leaves you with answer choices a,b,j. Now ask yourself what is the best move/move combinations that can cover all 3 options that are left in the given situation?
To relate this back to melee, you can't simply just walk up to Fox and fair/dash attack/grab for free. You have to pin him down and that takes multiple steps to do. Some key things I try to bait include:
1. overeager jumps (I will space a bair/fair/f tilt to punish this),
2. nairs (wd back --> ftilt, CC d-smash),
3. bad dash dancing (move forward and limit his space and force a shield),
4. FH Drills (I will jump backwards bair, and adjust horizontal spacing to force a bad drill)
5. Double jumps (hover underneath and hit with an aerial)
6. Spot dodging (D-smash)
7. excessive shielding (shield pokes, f-smash hehe, eventually grabs)
To sum it up (i'm sorry if this makes NO sense), I try to force non-neutral positions in which they have to do something risky. In a seemingly neutral position, play attrition and try to get good grounding. Don't over-commit to tilts, play the ground game, and watch for tendencies.
If it seems like you are getting hit excessively in the matchup, I suggest you record the video. It is more often than not that the Fox has picked up vulnerabilities and predictable reactions from your side. I take notes of why I get hit.
For example, I was noticing the following after playing HMW
I was getting hit by...
1. Full hop double jump aerials
2. Jab --> PAUSE --> grabs
3. DD --> grabs
4. Full hop Bairs (when i'm in the air)
I asked myself why and how did I get into those situations
1. I was getting baited hard by HMW's short hop aerials. I would think that he would jump in, but he would bait me with a 2nd jump into my over commited D-Smash, grab, dash attack. To stop this, I will continue dashing to set up a good position beneath Fox but wait for the 2nd jump
2. HMW was exploiting my anti-shield pressure game. He knew I would wait for an aerial and go for a nair OOS. To counter this, he would mix up his attack rhythm and make me overcommit to shielding and punish me
3. A classic counter to sheik. HMW would dash dance to bait me to commit to a perceived vulnerability of Fox's ground range. He would DD outside of my range, baiting a dash attack, and then grab me afterwards. I've been changed this by committing less to dash attacking and being okay with running forward without necessarily attacking and waiting to react to something different.
4. HMW would make me very vulnerable when I'm recovering but would anticipate my second jump perfectly and hit me and kill me at early %s. This is a hard read, which I need to mitigate by mixing up my high/low recoveries better.
Nonetheless, let me know if you have any specific questions, but I hope to give you some tools to help self-analyze the matchup
PS: I'll watch your video when I get a chance at home.
I wouldn't say PAL sucks for dittos. It's just harder cause grab won't lead to kill (Dittos with CG are absurd).Ice vs Over was pretty cool.
PAL still sucks.
Learning to boost-grab with Sheik is pretty important in the marth matchup. Usually his range makes getting a grab on him really hard, but if you boost-grab you can get him after almost any aerial. This is probably a more defensive style vs. marth than tafo is suggesting, but you need to condition marth into doing aerials.You do this by not staying on the ground. Generally marths will try to grab you if you are staying on the ground, or do other defensive maneuvers. If you space fairs, or shoot needles and run away on platforms, the marth won't be able to grab and then will start trying to hit you with aerials. When he starts using aerials, stick to the ground and you can boost-grab in and get him during the lag of his aerials (it works to some extent with normal grab, but you have to be way more precise).Thank you^^
I generally don't think that much about the question, but recently i'm starting to think I should start looking for habit and try conditionning, so your help is very useful.
I know safe distances well (even if I have hard time to space well) but some characters (Link or Marth for exemple) doesn't car how far away you are from them because they have a ridiculous grab. Is it a good option to let them think that sheildgrabing is a good option, then jab them when they go for the shieldgrab and punish them ? Is F-tilt an option or is it too laggy to use it ?
During the week i'm going to play an hard session, record few matches and analyzed them, since i will try to implement all of this in my gameplay. thank you^^
No before that... I think it was at Good ***** Strafford or maybe SWEET IV/VI did go to Bighouse, but I was in the pool with Dart actually.
Yes, it is a very quick motion. Down --> up-b immediately.I always go too low when I do that... am I too slow on the down up initial motion?
Thanks TaFo. After reading all this advice, as well as Dope and Shady calling out exactly what I should be doing to punish things (KK at pound4 style), I feel I'm on the cusp of hitting a new plateau. Starting to be more patient and wait for my openings, instead of just throwing out attacks.*Good Falcon Advice*
This style of play vs marth works and is easiest, but I am starting to like playing it a bit differently as Shady has hit a new level and a RPS style no longer is efficient enough in the matchup. KK has made some really good posts as to how to play the matchup in the past that stuck in my head.Against Marth, precision spacing and timing are important.
You can hit Marth with the tip of your F-tilt and not get grabbed, I think.
If you've conditioned Marth to shield or CC and wait for you to aerial. Then just spam grab after your first aerial. Marth has a really limited OOS game. When you start spamming grab and he catches on, you can start baiting spot dodges and rolls and punish them severely. The key thing is that if you haven't pinned Marth down, you need to pin him down or keep moving. Marth thrives on out maneuvering you and causing you to freeze up.
I am weird and almost Drephen-like in this matchup. I'll play a weird R-P-S game of down smashing and grabbing. I will cycle through these and abuse either one of these attacks until my opponent catches on. Then, I'll switch to the alternate and abuse it. Rinse and repeat...
Of course, this isn't safe against top tier marths. As for them, I don't have a clue because their movement is so precise. I am looking for answers.
Clearly you are more experienced in the Falcon matchup, and I likely am in the Marth matchup since Shady mains him. You're advice helped quite a bit in the matchup. I can see why you beat the people you did at Big House. Now we just gotta get a bit more consistent so we can beat the best. Also, how'd you do against Dart's marth? He's pretty good vs sheik.I did go to Bighouse, but I was in the pool with Dart actually.
Just hit X first then Z really fast it's really ezi got a question about jc grabbing
if i jump and grab on the same frame which one takes priority?
i ask cuz lately i've been missing a lot of jc grabs due to lack of practicing and i get the lame dash grab animation
for some reason thats the only thing that seems to get worse for me without practice lOl
yet i can still do whacky stuff like double shine pressure with spacies
also what stages do you guys like vs falco
cuz that guy is really hard to hit when he's in the groove and even when he isnt hes annoying to deal with in general
Yeah - I often have similar issues. Last tournament was good though, just played all day and refused to stop. Solved that problem ha.I lost to Dart 2-0. I think videos are on youtube. He's very solid, but I noticed he gets fatigued at the later portions of matches. I had warm-up johns as I was making many technical errors such as jumping instead of JC-grabbing in many instances which was frustrating, but nonetheless he's really good.
On a good day, I might have a shot of beating him, but I think he'll beat me > 75% of the time.
I am not sure exactly, but in the session we had yesterday I believe I CC'd it has high as 140%. I don't know the exact percents, KirbyKaze may though. I can say that it isn't as good when the Marth is at lower percents, because he can CC your dash attack back and punish your lag. After that though, it becomes real boss. I was calling out "every time you d-tilt, I'll kill you" all of our session yesterday when I started doing it ha.Thanks for the advice. For the D-tilt CC, until what % can I get that off?
In all honesty, I don't. Again, Kirbykaze may be able to step in here and tell us what's up. Shady is not a very air-heavy marth. I can say though that if he full hops, get under him obviously. If he is short hopping you can punish him if he is coming forward, but if not it is very hard to punish. Although settling for needles sucks, if he is fairing like that, I'd be very pleased to run away a tiny bit and full hop turnaround needle charge at the start of his jump. Experiment with throwing off his spacing when he is fairing and see what you can do. Also don't forget you can punish bad spacing with d-tilt and fair of course.A tough Marth for me is one that can alternate Fair timings and not have a set pattern. This makes it very hard for me to find openings, any advice in this situation or do I just settle for charging needles/ try to trade with a f-tilt?