NachoOfCheese
Smash Ace
Dude.I think this matchup is 60/40 in CF favor, or even.
These are two radically different claims.
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Dude.I think this matchup is 60/40 in CF favor, or even.
Not really. At least, I'd hypothesise he's the kind of person that considers 60:40 to be 45:55.Dude.
These are two radically different claims.
Yeah I really just used that to mean like very slightly in cf favor, like 54:46, or somethinDude.
These are two radically different claims.
Depending on the degree of precision to which one is comfortable assigning MU ratios, it may or may not be.Dude.
These are two radically different claims.
Robin can still be zoned out offstage by projectiles or empty movements, meaning the best chance Robin has for a close to 50/50 mixup to prevent autopilots is forcing something like an airdodge read after double jump. If a player does not get baited by that, Elwind is still almost guaranteed to be a free reaction punish due to its horrible animation and Robin lacking virtually any other resource to mix up momentum.As long as Robin has her double jump, you literally cannot auto-pilot punish.
Which she will.
Further to the point, if you're arguing about theoryland where all punishes are perfect, then everything you are saying is meaningless anyway, as it has no actual application to the reality the rest of us are living in.
6:4 is the closest a matchup can be without being even.Dude.
These are two radically different claims.
But then if he's down a stock then you can block him by just standing in front of him.Dorf side b is still a thing. If he's up a stock or it's a last stock situation, it can be scary to challenge him head on, and not every character has the luxury of a nice ranged edgeguard.
They can just go over, or cover his get-up options.Dorf side b is still a thing. If he's up a stock or it's a last stock situation, it can be scary to challenge him head on, and not every character has the luxury of a nice ranged edgeguard.
Good players DI well and if Doc has the option to recover high, you are NOT trivially punishing a Tornado stall.Am I hearing people say Doc has a not bad recovery? Please. Any character that can go deep can kill him. Tornado stall is easily punished, his up-b has no range, Doc's mobility isn't that great, and other things. It is definitely one of the worst recoveries.
Your entire argument is "a GOOD player will do this" and "He can stall out attempts" yet the fact of the matter is that this doesn't matter. A good player can recover, but against a good player who can edge-guard just as effectively it doesn't matter. Doc has a bad recovery.Good players DI well and if Doc has the option to recover high, you are NOT trivially punishing a Tornado stall.
Doc has a fairly easy time transitioning from high to low recovery assuming LIKE A GOOD PLAYER you DI properly. Reactively stall out edgeguard attempts above their edgeguard range, and then conserve double jump and airdodge as necessary. Not that difficult.
Most characters don't have nearly as robust of an aerial mixup and stalling option available. And to be serious, if you're going to argue Doc sucks against semispikes, MOST characters get bodied by them.
Doc's biggest weakness is landing options. Recovery doesn't matter at a high level assuming you DI properly given Doc actually has real momentum mixup options to juke away from edgeguard attempts without wasting his jump.
dude Doc can stall all he wants but with that endlag on tornado, I rather have balloon trip as my recovery (you guys should know how i feel about balloon trip as an actual recovery as opposed to the game saying "its cool bruh, go as deep as you want") than Doc tornado + SJP. at least I'm not screaming to the world "HEY GUYS COME SPIKE ME NOW" in body language while I'm being a blatant hurtbox.Good players DI well and if Doc has the option to recover high, you are NOT trivially punishing a Tornado stall.
Doc has a fairly easy time transitioning from high to low recovery assuming LIKE A GOOD PLAYER you DI properly. Reactively stall out edgeguard attempts above their edgeguard range, and then conserve double jump and airdodge as necessary. Not that difficult.
Most characters don't have nearly as robust of an aerial mixup and stalling option available. And to be serious, if you're going to argue Doc sucks against semispikes, MOST characters get bodied by them.
Doc's biggest weakness is landing options. Recovery doesn't matter at a high level assuming you DI properly given Doc actually has real momentum mixup options to juke away from edgeguard attempts without wasting his jump.
Name which characters can stall their recovery and GAIN HEIGHT without double jump. I'll wait. I guarantee you it's a fairly short list.Your entire argument is "a GOOD player will do this" and "He can stall out attempts" yet the fact of the matter is that this doesn't matter. A good player can recover, but against a good player who can edge-guard just as effectively it doesn't matter. Doc has a bad recovery.
Being able to stall your recovery doesn't mean anything. So many characters can do this, but they have better up-bs and other options. Baiting also isn't a guarantee, if they read you trying to bait and hit you in tornado's end lag, to put it simply, Doc is ****ed. Unlike other characters, being hit once can kill Doc.
Yeah, I type a lot...Bear with me here, this isn't going to be as insulting as it sounds initially, but you're the person that talks the most about Falco in this thread and you make very detailed points to that end; people probably skim through your comments on Falco (which is fair, I mean, they're friggin' huge. I personally love them, but you'd have to forgive people for not having the time to read everything in fine detail. But I digress), see the negative points ("Falco's hitbox on side-b is bigger than Fox's", "Falco doesn't have armour on his u-smash unlike Fox") and get the impression that Falco is just an inferior Fox. People might just, with the best of intentions, pick up on the most distinct bits of your pheasant treatises and think, "Oh, the clever Falco main said Falco's a bad character, Falco must have these other bad characters' traits." Which is silly, because you can't divorce content from context and expect to get a good idea of what the person's saying, but people will be people.
I'd excuse people for not being able to read everything you post and just picking out the important bits. What I won't excuse is people totally missing the point of what you have to say, because if they examined the context of your statements instead of just the points made, detached from said context, they'd get that that's not the point of what you're trying to say. I read most of your stuff, it's incredibly well-informed and educational; and yeah, there's quite a bit of discussion to the tune of Falco's weaknesses in this game, which can, to the uninformed eye, come off as disseminating how bad Falco is. Even so, I get that you're trying to demonstrate how Falco isn't the same as Fox, or even the same as the Falco from Melee and Brawl, so we don't get the misconception into our heads that he's the same character and can be played the same way. That's naturally going to be a daft thing to do for a character that's changed so much between games (mostly, it has to be said, for the negative), which is why I think it's important and helpful that you take the time to examine in the finest of detail how Falco's changed and how we can make the best of his new and unimproved moves. I just think people misinterpret what you have to say, since there's a lot being said and this thread moves very quickly - it often moves without sufficient time to discuss things, which creates misinformation and non-truths that quickly become canonised without people to say that that isn't how it goes.
That or I'm totally misinterpreting the point myself, but I don't think it can be ignored that, if you're referring to general opinion in this thread, most of what we hear about Falco comes directly from your descriptions and it's very easy to get the wrong idea if you're stupid and don't read things properly. There's a difference between detailing a character's weaknesses when you consider how it equates to other characters in the roster, and just stating without evidence or reason how ostensibly bad a character is. You do the former. But we get quite a bit of the latter in this thread too, and I hope people don't mistake what you have to say for it.
So I guess, PSA for everybody that bothered to read this: read what Ffamran has to say and read it well, he's got good stuff to say and we can educate ourselves if we take the time to get through it. There's the possibility that I'm weird and get my kicks by reading this kind of in-depth treatise, but hey, I'm happy if I get the benefit from it~
Bringing up moves or anything to question game design is how we can attempt to understand what the developers were thinking. We question whether they were, in black and white, good or bad ideas, if something else could be done differently, or if something just fits with the game. Asking is one of the greatest things you can do in life since it means you put thought, you engage, and you open yourself to other ideas through acceptance, thinking up of other ideas, or even denial. This is why I hate when something is automatically deemed "jank" or broken. Ask why and how it works and then conclude whether or not it's broken. Bringing up, questioning, is our impressions of the game and in this context, our impressions of the game from a competitive standpoint. My questions on Captain Falcon's Up Smash (and Sonic's Utilt) is one out of awe for the animation and disappointment that because of how it was designed, it won't really be used much. The disjoint is just an ugly patch on a move that sped up or giving incentive, safety, could find it being used much more and more daringly. It would also solve the issue where people are in disbelief that an Up Smash like that hit them at the ledge because of an invisible hitbox.I'm not really sure how listing a bunch of weaknesses = major design flaws. I know that reddit post is mostly a vent post but there's just so much about it that doesn't really make sense to me that I feel the need to address it.
The fact Lucas can recover from the blast zone with his PKT2 is ridiculous. It's mitigated by its slower travel speed and less powerful hit compared to Ness's, but it's still stupid. Lucas already has a good (air) jump and a tether recovery, but nope, we gotta give him a last chance to recover from the freaking blast zone.Lucas is too "balanced" a character to really be that bad. He's an anti-zoner who's good at grounded footsies with a strong but unreliable punish game.
His only really big flaws are meh recovery (he still has a tether though), low mobility and bad shorthop normals.
I mean, he has combos. Mostly off of his frame 16(?) grab with his slow running speed. He ain't no Sammy.
Before anyone says that "Falco is a balanced character but he's still bad": keep in mind that Falco has way more dumb/wonky things than Lucas. Bad lazers, slow grab, terrible neutral, the list goes on. He's forced to play close range footsies with poor mobility which is just nonsensical. At least Lucas has a decently functioning gameplan.
Little Mac only has invincibility frames for the startup? of Rising Uppercut and partial intangibility for parts of Jolt Haymaker. Ignoring his Smashes and Slip Counter having intangibility frames like other counters, the fact Little Mac's air acceleration and deceleration, air control, is the worst in the game and Rising Uppercut and Jolt Haymaker sort of lock him to a slower air speed along with their short distance in the air means Little Mac's recovery isn't good in terms of what moves are used to recover. Contrast this with Ganondorf whose Flame Choke has more horizontal travel and can instantly close out a stock if he manages to grab you, Dark Dive's much higher vertical travel and ability to move diagonally unlike Rising Uppercut's purely vertical travel and the disjoint on the uppercut, and that if Ganondorf wants unlike most characters including Captain Falcon, can use Wizard's Foot to "safely" fall faster than his opponent who for whatever reason thinks Ganondorf is recovering high (onto a platform) or wants to catch Ganondorf high up and still recover low. That being said, Ganondorf's recovery isn't good and Little Mac's isn't that atrocious where if he slips off the ledge, a magical hand drags him down in a split second and takes not 1 stock, but 2.IMO the only character with worse recovery than mac is ganondorf just because his recovery is not only slow and linear, but has no protection whatsoever. Little mac's recovery at least has protection with its super armor unlike ganon's and the fact that its significantly faster helps little mac avoid gimps near the ledge, unlike ganon. I don't think robin's recovery is worse given the fact that it travels more distance, but I do agree w/ a2zomg that its easier to edge guard given the fact that it travels so slowly+ robin not having hitboxes on his body
So if I know how to DI and mixup my recovery I will never die offstage? YO LITTLE MAC DO I GOT SOME NEWS FOR YOU MANName which characters can stall their recovery and GAIN HEIGHT without double jump. I'll wait. I guarantee you it's a fairly short list.
The thing you fail to understand is good players have to HARD READ the Tornado stall to punish it with the assumption he does it to stall above your edgeguard range.
Also Doc Up-B is not a bad recovery move. It moves quickly which makes it easy to transition from high to low recovery after generic airdodge mixups. Doc also can shark the stage to a minor extent making him fairly safe against ledge trump pressure, which is also very important at a high level. There's some characters that can easily lingering hitbox edgeguard it, but those characters also tend to be dominant at edgeguarding most characters just generally speaking.
And it matters to say "good players DI". It drastically changes what options are available you have to edgeguard at a high level. I live in SoCal, one of the most competitively stacked regions in the USA, and TOP PLAYERS IN MY REGION don't gimp my Doc. It just doesn't work that way, and the reason for this is because as long as I DI correctly and use Tornado intelligently to react to edgeguard attempts, I have no more trouble making it back to the stage as any other character.
If Doc had a bad recovery, I would be getting gimped by good players in my region consistently. Try as hard as I might to save options carefully, sonicmega's Mega Man can gimp my Ganon about 30% of the time conservatively. I would argue generously I am killed about 5% of the time offstage at most as Doc by him and other players, and this is almost always the result of something like a generic airdodge hard read into kill move that would have killed ANY OTHER CHARACTER.
People who say Doc's recovery is bad need to:
1. learn to DI
2. Realize how to use mixups
Doc's recovery is safely average and works as long as you have basic option conservation skills. There are other recoveries which are not fine even if you know how to do the above.
Read the part where I said SOME RECOVERIES are not fine even if you do the above.So if I know how to DI and mixup my recovery I will never die offstage? YO LITTLE MAC DO I GOT SOME NEWS FOR YOU MAN
Looks good to me; I actually can't think of anything I disagree with there.Speaking of recoveries, I generally agree with this thread:
http://smashboards.com/threads/recovery-rankings.381244/
IMO Dr.M should have gotten a weight boost as some compensation for losing all that mobility.
The Mario brothers are already too heavy for their size (compared to other mid-weights). They are the heaviest mid-weights.Speaking of recoveries, I generally agree with this thread:
http://smashboards.com/threads/recovery-rankings.381244/
IMO Dr.M should have gotten a weight boost as some compensation for losing all that mobility.
Doc U-air however is way better than Mario U-air in a vacuum, and with even slightly more air mobility, you would have a very ridiculous character when you consider the sheer stage carry potential of that move, on top of the fact Doc unlike Mario has legitimate air KO moves and ways to actually edgeguard low recoveries.The Mario brothers are already too heavy for their size (compared to other mid-weights). They are the heaviest mid-weights.
Dr. Mario simply shouldn't have received a mobility multiplier this large. It's overkill.
Just to clarify, it was the first time I've beaten him, but also the first time I've played him in bracket. Secondly, not to inflate my achievements, since I've admittedly yet to do anything truly remarkable due to limited competitive options, but Kimidori, as far as I know, is a consistent top 3 placer. Thirdly, though he could've played better, Kimidori's approach to the MU is one that is intensely stressful and difficult to overcome. Sheik can succeed with aggression against Ganon, but I'd rather fight an aggressive Sheik who's trying to suffocate me than one who never commits and rarely ever falls for tricks. Kimidori's play wasn't optimal, but his approach to the MU, in many ways, was. He never let me keep pressure on him, never took needless risks and forced a lot of reactions out of me. I'll take an aggressive Sheik over a campy, uncompromisingly patient and safe one any day. I think the important thing to consider in evaluating wins and losses isn't the prestige of the player, but how they played the MU. I play two Falcons regularly: one who's far more decorated than the other, and one who's obscure, but much more willing to respect Ganon. The latter though a better player overall, is far less trouble for me because of his unwillingness to be patient.Why are you talking about my region like you know what's going on?
Verm is in Eastern Oregon and doesn't attend EWA tourneys very often. Kimidori is mad inconsistent and is described as someone who "loses to nobodies as often as he takes top 3." He's a really campy Sheik, but that's not how you beat ganon. You have to camp him, suffocate him with frame data, and then gimp him. Why do you think Kimidori knows how exactly to fight Ganon optimally? Have you talked to him? According to Verm's post about his EWA tourneys, this was the first time he had beaten Kimidori (since he lists him as notable and does not list him under notable wins).
Shiny's a good player, but it's not like he's winning everything consistently or beating up on everyone in the region or in Seattle when he comes.
If Verm comes to Seattle and beats/goes even with Cacogen, then I think you'll have something to write home about in terms of Ganon vs Sheik.
Pellets come out on f7, 19, and 31 in a pellet string. They are f2 moves in the sense that if you start a pellet string and then press A on f18, you'll get the 2nd pellet on f19, but if you press A on f19, nothing will come out.
Looks like fox isn't very popular in the phillipines
I sometimes ask this question myself. I think probably most people don't really mention ness's recovery weakness because of the fact that one screw up can potentially mean death. Of course the risk could be less possible with characters with disjointed hitboxes. But for characters who don't then this may be seen as a problem especially in todays Stage control>Edgeguarding/Play it safe meta. I feel once people start to edgeguard more often in the meta then maybe this could be a hit to ness's viability.On the topic of recoveries, I don't understand how Ness's recovery doesn't hurt him that much when people discuss viability. I know that as a Samus main I can cover his DJ recovery with a bomb and then hit him out of his up b with nair and kill him. IMO almost every character has a pretty easy time edge guarding Ness. I could definitely be wrong/missing something, I'm not hugely knowledgable about Ness, but his recovery seems like it's bad enough that it would hold him back from being consistently threatening in tournaments. I'm not primarily talking about Rosalina's down b either, just most of the roster in general.
D-throw F-air true combos Falcon somewhere around like 100%-130% no rage factored. Even though Rage makes it harder to KO confirm with D-throw F-air, it still can KO Falcon at a pretty generous range.How does Doc kill out of throws? I've seen the topic with the dthrow to fair guaranteed %s for every character, but when I've tried them they're all airdodgeable and from some you can even jump out of.
My stance on Ganon is that he's difficult to codify because he's, by his nature, an inconsistent character. I see a lot of parallels between him and Seth in Street Fighter, in that which, though Seth has much stronger overall tools than Ganon, he still ultimately suffers a similar fate: his success is predicated on guessing. It's hard to ignore his ability to completely reverse a game, but his high reward is imbalanced by his low success rate. That's why I find myself violently oscillating between "yeah, Ganon's way viable" to "who the **** designed this character?" A lot of his success depends on how well he can manipulate people, and unlike, say, Sheik, whose tools permit success regardless of manipulation, Ganon's tools have variable efficacy depending on the playstyle of the person you're fighting. I think you'll see no other character (if not none, then few) whose performance is so dramatically affected by different playstyles than Ganon.Vermanubis What do you think of Ganon's tier placement and MUs?
plus Tornado being one of few attacks that Falcon cannot autopilot wall in neutral gives him a very good matchup against Falcon.
plus Tornado being one of few attacks that Falcon cannot autopilot wall in neutral
Tornado
Who the hell is letting you get away with using Tornado in neutral?! That move ends on frame 33 and has a FAF of 75. That's 42 frames of cooldown. There is no way you should get away with that against anyone half-competent.neutral
You don't understand how neutral works then.Who the hell is letting you get away with using Tornado in neutral?! That move ends on frame 33 and has a FAF of 75. That's 42 frames of cooldown. There is no way you should get away with that against anyone half-competent.
Wa?Name which characters can stall their recovery and GAIN HEIGHT without double jump. I'll wait. I guarantee you it's a fairly short list.
The fact of the matter is Doc has a legitimately good momentum mixup that actually a lot of characters would kill for in their offstage options. Tornado is a good stalling tool you can use to move forwards, backwards, AND gain height. Anyone who denies this is an amazing momentum mixup especially for recovery situations is a fool.
Wa usually means Wario.The fact of the matter is Doc has a legitimately good momentum mixup that actually a lot of characters would kill for in their offstage options. Tornado is a good stalling tool you can use to move forwards, backwards, AND gain height. Anyone who denies this is an amazing momentum mixup especially for recovery situations is a fool.
Meaning, as I've been constantly stating, at a high level where good players rarely mess up DI and leave options open to recover high, Doc's recovery is generally speaking not even a relevant weakness for him. Tornado by itself is such a robust momentum mixup, and that matters by far MUCH more than what more than overkill distance Doc supposedly is missing on his recovery.