I know that when I think "perfection" in terms of effectiveness behind Melee mechanics, I'm thinking 0-death stuff from a Fox or Sheik.
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Wait, so you use hyperbole to describe Ness and then shake your finger at me for using hyperbole when I'm really just using what you've already stated?dafuq overswarm.
Let me try and speak your language.
perfection!=0-death
perfection in this case = hyperbole to mean fantastically, with great adeptness, and relative strength compared to much of the cast.
Necro'd to disagree and laugh in your faceNo way GaW is bottom. Bushleague. Shananigans.
Personally, I find her overall design to be stupid, boring, dangerous, and evil.Good jiggly is lame lol.
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Grabs seem to combo consistently into any aerial follow up for all percents that matter. He lost his Melee CG and got the crappy Brawl D-throw, but his F- and B- throws seem to have a lower knockback and faster endlag or something.How good is the punish game with G&W? If I recall, his moves are mostly for one shots for pushing people away. There is not too much 0% to death ability with him on most characters.
Dthrow kinda? Your other throws are probably better if you want some sort of follow up.I personally cannot tell you because I play against G&W and not G&W.
Somethings I can think of off the top of my head
He certainly isn't a 0 death type character. You shouldn't get hit probably more than 3 times ever unless you DI his fair combos in. Think of like basic sheik combos. Dthrow, ftilt, fair. He plays kind of like that.
- dthrow tech chase into regrab or hammer or dtilt
- dropzone nair is extremely gay if your opponent tries to go to the ledge
- dtilt->fair
- dtilt->nair
- uptilt ->nair
- fair combos into itself Marth-esque
- whatever throw combos into nair also combos into normals against fast fallers
- he can also dip quite low and decently far away from the stage to gimp because his up B is a little crazy
You coming to campus toady? I don't think I'll play though because I've been getting manhandled all week and I want a break lol.Dthrow kinda? Your other throws are probably better if you want some sort of follow up.
Dtilt seems a bit more... I dunno, single hit up and away -> positioning because he's kinda slow to get up there short of up-B. But if you hit someone with dtilt->up-B... great! Utilt is great when you hit it, though fair's ability to chain into itself has been hurt a lot compared to Melee.
I know you play primarily exclusively against Hanky's 'Watch. You should play mine sometime. I remember teaching him some stuff the last time I played him with it, since I main it and he just plays him for fun.
Nope, because it's too cumbersome for me to leave OSU to go home and you jerks play too late. I live about 20 min away from OSU if you drive, but I don't so it takes much longer.You coming to campus toady? I don't think I'll play though because I've been getting manhandled all week and I want a break lol.
And yeah, you're probably more right than I am lol. But dthrow->reset *****. Especially if you mix up your throws.
IMO his DThrow is bad in the sense that, as an individual throw, he has no guaranteed profit every time he uses it. However, it's amazing as a mix-up, especially on fastfallers. Because the game doesn't allow you to tech when you fail to tech within 20 frames after inputting it (which is why a some people miss techs after getting hit while shffl'ing), you can condition fastfallers to tech for either the UThrow or the DThrow, then switch whatever throw you use. Assuming they've been conditioned enough, they will miss the tech when you switch, giving you a free punish (jab reset, FSmash, USmash, DTilt, etc.). You can do a similar trap on floaty opponents if you know that they will have to land on a platform from the UThrow; teching for the platform after UThrow will cause them to miss the tech forced by DThrow, and teching for the tech forced by DThrow will cause them to miss the tech for the platform after UThrow. Even if your opponent has no option to tech except for the DThrow (like if they're a floaty character and there are no platforms around them), it's still useful if you read their DI; nobody is going to DI up on the UThrow because that allows G&W to easily follow with a NAir, so people are generally going to techroll away or in. Both options can be covered either by a shffl' FAir or, if the opponent has a crappy tech roll, techroll in allows G&W to DSmash. If the opponent has nowhere to go, like on a platform or by an edge, G&W can DSmash to cover both options (again, if the opponent has a crappy tech).Grabs seem to combo consistently into any aerial follow up for all percents that matter. [G&W] lost his Melee CG and got the crappy Brawl D-throw, but his F- and B- throws seem to have a lower knockback and faster endlag or something.
Minus the good launch point, they're similar-ish.I was told that G&W U-Throw is essentially everything you could want out of Melee G&W D-Throw and more.
It's 40 frames after the initial 20 frame teching window in Melee, so it's probably the same in PM. In any case, the techfail window is large enough to prevent fastfallers from teching out of UThrow when expecting DThrow at low %s. I'm pretty sure it's the same when you're throwing someone onto a platform, but I've confirmed the fastfaller trap with Nap before.U-throw should have more than enough airtime to accommodate the 20?-frame techfail window.
If the techfail window were 20 frames as outlined in the above scenario, that would probably be true. However, the techfail window is 40 frames such that if you fail to tech 20 frames after inputting a tech, you will not be able to tech for the next 40 frames (making the entire cycle last a full second). At low %s, it feels like spacies are not in the air for 40 frames after G&W UThrows them; this means that even if they teched for DThrow at the earliest moment possible, they would miss the tech on the UThrow because the 40 frame techfail window has not passed yet.If I'm understanding this, it is still a 20+ frame air time which should be enough, under the pretence that:
You are inputting the tech for D-throw toward the earlier end of the tech window
So if a tech is possible up to 20 frames later (It will be for D-throw), it will automatically tech
If a tech is not possible within those 20 frames, then within the 20 frame tech window, and then after it, there is an additional 20 frames where a tech may not be input or it will fail, aka, a 40 frame tech fail window.
So you input tech for D-throw 20 frames early assuming best case scenario theorycraft nonsense inhuman perfection, you don't tech because it's a U-throw instead, you wait, and tech input late into the U-throw tumble, and it should be accepted.
If that made any sense. If I had the means to, I'd do a frame advance test to confirm if it's possible.
I think we have a different understanding in how the techfail window works. Assuming that the techfail window works the same in Melee as in PM, Doraki's Thread states the following:Kink's calculations are correct for he is assuming you're teching for the first time nearly 20 frames before getting thrown and for the second time a bit above 20 frames after getting thrown, thus circumventing the 40 frames tech fail window for two tech opportunities that are more than 20 frames apart. Fox at 0% hits the ground from UpThrow 24 frames after he would tech a DThrow, so it does work theoretically. The only question is, whether it's easier to time your two tech inputs within a combined window of 4 frames or to look for the visual clues on whether to tech or not. The latter also allows for deciding on your DThrow-tech option independent of UpThrow DI choices, which otherwise doesn't work at any percent.
The Official FAQ and QnA Thread in the Melee boards say this on teching:Doraki said:In order to tech, you have to get a precise timing and not resort to button mashing.
Whenever you press L, it enables you to tech in the 20 following frames, but it also prevents you completely from using L to tech again in the following 40 frames.
It's not obvious, but it's very important when you're being comboed.
Has it ever happened to you, when you're being comboed, that you missed a tech even though you pressed L at the right time?
This is the reason it didn't work. You had pressed L earlier and you didn't wait enough time before pressing L again to tech.
Note that if this happens, you can keep missing techs.
Both of these sources say that if you input a tech and do not come in contact with a surface for 20 frames after the tech input, you cannot tech for the following 40 frames. However, this also means that if you input a second tech within the 40 frame window after failing to tech in the first 20 frames, that tech will not register at all. (I'm not sure whether or not the second failed tech will trigger another 40 frame techfail window, but that's beside the point.)DtJ Jungle said:When Can I tech?
You can tech within 20 frames of hitting the ground, and then you can’t try for another 40.
Magus420 said:- When you press L/R to tech you will tech if you collide with a surface for the next 20 frames, and be unable to tech for the following 40 after that.
- You can't press L/R to tech during hitlag.
- ASDI occurs directly after hitlag, so if you rely on ASDI to tech then your window to time the tech will be 20 minus the hitlag of the attack, and you should press it before you get hit.
- The movement from ASDI is combined with the 1st frame of knockback from the attack, so if the attack is strong enough the movement towards the surface from ASDI will not be enough to make up for the movement away from it from knockback and you won't collide with it and will be unable to tech.
- With SDI, however, you can edgetech any techable attack (has enough knockback to put you into a tumble) at any damage as long as you're within SDIable distance from it when you get hit, since SDI happens during hitlag and is before you are sent anywhere from the attack.
- Since you can SDI and hit the surface at any point during hitlag, the window to tech with SDI is much better than relying on ASDI where the full amount of the hitlag will always be removed from the 20 frame window.
- The more hitlag the attack has the easier SDI teching will be (larger window to input the SDI) and the timing for teching using ASDI becomes harder (smaller window before hitlag to time the tech), while the less hitlag an attack has the harder SDIing becomes and easier ASDI becomes. Again though, if the attack has enough knockback or you are not close enough to the stage it doesn't matter since ASDI will be unable to do the job and you will need to SDI.
- Not all characters can hit the stage as easily as others when riding the wall. Ganon/Falcon's up-Bs for example push them away from the wall when they flip near the end of it and the up-B isn't reversed. While they may be able to edgetech an attack at a certain percent with ASDI when hit partway through the up-B when hugging the wall, they might not be able to if they were to instead get hit near the end of the up-B. In this case you would need to SDI to hit the stage.
- As long as you can maintain good normal DI right afterwards in case you don't get the tech, you should really always try to get the SDI off before you do.