- Jul 6, 2014
Picking up peach was looking through this thread and its pretty crazy to see a thread last 5 years.
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In my eyes, DJC aerials are unnecessary as an approach, as Peach's float is easier and a better option. DJC is great for combos though, such as Uair to DJC Nair.So how are DJC aerials as an approach option? As a player I feel the need to be aggressive, and I feel that it suits that well.
The only thing that sucks is getting knocked up or off stage without a double jump.
None of the characters want to approach, so it boils down to a spacing matchup. You'll see a lot of grounded movement from Samus followed by wavedash back -> f-tilt or jab (sometimes f-smash) from Samus to keep space. You can do the same thing through spacing your float and using your aerials though.You weave your way through the missiles, yes. But you don't **** her up, but rather knock her away and then keep doing that for 7 minutes. Screw that matchup ... :D
Yeah it's called waveshining. It's escapable by Smash DIing inwards towards the Fox.Fox actually has a TON of time to combo peach. You can wavedash down after the shine and still follow up. Dash JC shine -> wavedash down, repeat.
Not saying that you shouldn't try to escape, though. The point is that [most] people aren't perfect.
I feel like airdodging out of Falcon's knee might be a little situational, but I'm not too confident about that so I won't go too much into it.Ahoy. Could anyone tell me the best way to air dodge out of falcon's dthrow->knee?
I'm familiar with the concept of "wiggling out" of hitstun, but just like any other maneuver, there are almost always little tricks that allow it to be more effective. Please teach me!
First of all, what % should I try to start wiggling out of dthrow at?
Secondly, I'm assuming spamming the wiggle is useless, and that the only thing that matters is the last moment right before getting hit. My intial guess is to hold away from falcon, then move the stick towards him right before getting hit and air dodge, but I don't know if that is enough to remove peach from the tumble animation (and I can't test things too often because there's no one near me right now).
Third, about the air dodge.... Pressing L then R (or reverse order) to allow two air dodge inputs is a thing right?
Wizzrobe told me that the wiggle out of D throw ---> Knee usually begins at around 60% (Around when knee can KO on certain stages) but he thinks Armada does do it earlier. The timing is just so tricky, and It honestly seems hard enough at 60 and up.First of all, what % should I try to start wiggling out of dthrow at?
Hmmm... I don't know if this is a thing. I will definitely start testing it though. It seems interesting and It could allow for more leniency for the wiggle out.Third, about the air dodge.... Pressing L then R (or reverse order) to allow two air dodge inputs is a thing right?