Surri-Sama
Smash Hero
Dont under estimate SH Uair either
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Let me try to clarify what I mean when I recommend to Fsmash.F-Tilt is cool, but too much emphasis on it lol...B-Air should be the top of the list for beating fireballs, followed by U-Air/N-Air/F-Air. F-Smash fails because it's so punishable, and hence is an inferior spacing tool. You can't really stay in a range that is too close for fireballing, since that means Mario has a good chance of hitting you with something a lot more dangerous.
if you're going to bounce them up, it's probably better to go for a short hop upair unless you're right by the edge, since that can lead to an up-b which is easier to kill with (granted it's pretty difficult to get in a up-b from a upair at higher percents). an fsmash won't kill most players with good DI, unless they are playing link, jiggs, or someone else with a bad recovery. it's viable, but there's probably other moves that you can/should use after a grounded dair.Let me try to clarify what I mean when I recommend to Fsmash.
There are a few situations in which Fsmash is very useful. For example, d-airing an opponent at I believe 50-60%, that is on the ground, should bounce them from the ground in hitstun. This is the perfect time to Fsmash, as you can hit them as they fall and before the stun wears off, and this will usually kill.
like ciaza said, a lot of people are going to be able to avoid the fsmash and punish you for it. not to mention you can't really follow up from a fsmash; the ending lag is too high to be able to chase after them accordingly. you're right, it isn't a bad move, and it has it's uses, but I feel like you're over-weighing it's abilities a tad.Fsmash is decently fast, and has ridiculous range, so it's good for spacing. You can be pretty far from an opponent, farther than they may think you can hit them, and still hit them with the tip of the Fsmash hitbox. This is good for hitting opponents as they get back on the stage, it can hit during the get up animation, or it can clank/hit someone who is attacking from the ledge onto the stage.
Mario is a pretty big target, a lot more so than say pikachu. Since the fsmash can be aimed well up or down, it's a lot easier to hit mario or even shield stab him. I'm not saying Fsmash is perfect, far from it. It has a lot of ending lag and if you miss it, can be really punished. I just think that when used intelligently, and with good timing, it's benefits outweigh excluding it from Falcon's repertoire.
to look like a badass.Why do you want to ftilt projectiles? It gives more lag than simply jabbing them.
start falcon punching them then.to look like a badass.
Mmmm... No. Mario, at dair-fsmash percents? You're not getting a deadly ends-with-upB combo out of SH uair. Fsmash is stylish and fiery.if you're going to bounce them up, it's probably better to go for a short hop upair unless you're right by the edge, since that can lead to an up-b which is easier to kill with (granted it's pretty difficult to get in a up-b from a upair at higher percents). an fsmash won't kill most players with good DI, unless they are playing link, jiggs, or someone else with a bad recovery. it's viable, but there's probably other moves that you can/should use after a grounded dair.
actually, you're right, I was definitely wrong about that. you wouldn't be able to combo mario off a uair at those percents. sorry, I'm not sure what I was thinking.Mmmm... No. Mario, at dair-fsmash percents? You're not getting a deadly ends-with-upB combo out of SH uair. Fsmash is stylish and fiery.
it doesn't significantly change it, but it DOES change it. just because survival DI is stronger in melee doesn't mean it's useless in 64. I have seen several cases where good DI has saved a persons stock, granted most of them have been what would have been vertical kills rather than horizontal, but still. I may have placed too much value on it originally, but to say it's completely negligible is silly.AAAAAAGH! Survival DI is a melee concept. DI does not significantly raise the chances of smash-attack survival in 64 unless you DI off a wall or something. The distance good DI saves you in those ten frames is NEGLIGIBLE for survival purposes. PLEASE don't offer advice if you're unclear on which game you're advising for . Also, Jiggs' recovery is not particularly bad, and distance-wise horizontally (which is the relevant statistic here, I believe) it's actually one of the best in the game.
Although I enjoy both Yoshi and Fox, it doesn't really bother me because I almost never use their dairs lolAgreed.
Good slide or smash DI makes drills pretty much obsolete as a combo mechanism. Which, being a yoshi/fox main, annoys me to some extent
How did a discussion about DI lead you to this conclusion? Like lolwut, kind of backwards.Wow I should use drills more with Yoshi and Fox
It would be almost impossible to tell whether or not DI saved someone's stock due to melee-style distance reduction unless the DI was fanTAStic and you really knew what you were looking for. You have the wrong idea entirely about how DI is used in 64. It's for wall-bashin' and combo-scapin', like people have said. For purposes of straight distance reduction, even good DI is indeed negligible.actually, you're right, I was definitely wrong about that. you wouldn't be able to combo mario off a uair at those percents. sorry, I'm not sure what I was thinking.
it doesn't significantly change it, but it DOES change it. just because survival DI is stronger in melee doesn't mean it's useless in 64. I have seen several cases where good DI has saved a persons stock, granted most of them have been what would have been vertical kills rather than horizontal, but still. I may have placed too much value on it originally, but to say it's completely negligible is silly.
vertical recovery is almost always going to carry more weight than horizontal (balance is more important but if were talking strict v vs h, the vertical is better). jiggs can recover pretty far horizontally, but that's it, just horizontal. you need some vertical recovery to be able to survive in most cases.
I like never use drills but the fact that kuz even bothered to say that means drills work on most people.How did a discussion about DI lead you to this conclusion? Like lolwut, kind of backwards.
There is a surprisingly big amount of people who doesn't use DI to get out of combos.I like never use drills but the fact that kuz even bothered to say that means drills work on most people.
There is an aspect of melee called "DI" which does not exist in this game. Hence this game does not have DI.You say there is no DI then you admit there is smash DI.
Granted, it does not affect your trajectory, but it is DI all the same.