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SynikaL
08-02-2004, 01:08 AM
I remember a while back in the MD forums, somebody made a thread about Falcon's Standing Nuetral A attack. It was about how the player sometimes managed to cancel the jab repititions after the third A attack. As far as I remember, it's something that's happened to pretty much everyone, but I don't remember anyone saying they knew how to consistently replicate it.

I was just wondering if anyone has found out how to do this consistently.

It seems like Falcon could really benifit from a normal A,A,A attack. It sets up knees and throws very nicely if they miss their tech's (and if they do tech it's almost as good).

I've been able to get it like, 95% of the time by simply delaying the last A attack a split sec (A-A--A). It also seems to NEVER work when not connecting on an opponent.

Is there a way to do it 100%?



-Kimo

stilettotrap
08-02-2004, 03:15 AM
Eh. The timing's a little weird. I've found that you have to hold the third punch for a little while before releasing. Let go a few moments before he starts the rapid punch animation... that's what I do. Seems consistent enough. See if that works for you.

TheKnee
08-02-2004, 05:26 PM
The only way I've ever been able to do it consistently is to space out the A-A-A tap evenly and slowly. As long as the taps are slow enough and the time in between taps are the same, it should work. Just practice with the timing.
However, this is not useful in competitive play at all, as Falcon is mainly an aerial attacker. His grabs are pretty useful, too.

Qwester
08-02-2004, 06:00 PM
It's far better to hold A after the third hit, this way you get to repeat the action far quicker than if you wait for the buffer to reset.

It's usful if you happen to be against a wall vs a techer. However, grabs tend to have better follow ups.

stilettotrap
08-02-2004, 06:34 PM
Eh. This is just one of those things that can help reset the confrontation. You can't expect to get a follow-up. It's just a fast, short-range poking move that gives you a bit of elbow room, is all.

Rune
08-04-2004, 11:59 AM
Yup, and since C.Falcon doesn't have any other moves to use as such it's pretty great.
'cept I can't seem to get it to skip the punches after the knee in the US version.. in the PAL version they made it way easier and I can do it 100% of the time w/o trying.

SynikaL
08-04-2004, 12:57 PM
"Yup, and since C.Falcon doesn't have any other moves to use as such it's pretty great."

That's exactly how I feel, but I don't think stiletto's looking at the move in the same light as us.

I think he feels it's a novelty at best.

I can't be too sure till I use it consistantly against real comp, but I feel as though players are sleeping on this technique.

For one, it garners huge frame advantage, so it sets up for all types of potential stuff.

At low percentages, your opponenets land on their feet, so it sets up for grabs nicely.

After 50% they are forced to either tech or hit the ground (I don't think any character can jump out of the reel, not 100% sure). Both bode extremely well for Falcon, as it can set up "tech-followups" and knees if your lucky.

When it comes to teching it, one thing I've come to notice:

People I usually play who are decent at teching, tend to miss the tech on this move quite often. I have two thoeries regarding why:

1. It's not a technique they've seen used before (or at least as much), so they are unaccustomed to teching it (wich should change soon as it is pretty easy to tech).

2. Unless you know certain details of the technique (like the fact that you don't need to tech to recover before 50%), it can require some guesswork.

I had players ask me "why didn't I hit the ground after that?" (they were trying to tech) after landing it at 40%, and not knowing that left them open to be grabbed upon landing.


But yeah. I won't know for sure if it's worth it till I can set it up properly (and use it consistantly) against real comp.


-Cynic

MetaKnight0
08-05-2004, 05:05 PM
Yea, at higher percentages, it's pretty good.

Unfortunately, your opponent is able to CC the hits, and since it doesn't have the range of Dancing Blade or DED, your opponent can grab you in the middle of your hits.

Mid damage +, then its good.

Rune
08-05-2004, 07:48 PM
But yeah. I won't know for sure if it's worth it till I can set it up properly (and use it consistantly) against real comp.
Dude, it does work.. in the PAL version it's very very easy to do, a complete nub could do it 100% of the time, really.

It gives you the same advantage as Ganondorf gets out of his neutral A.. it's a nesessity.

SynikaL
08-05-2004, 11:19 PM
It gives you the same advantage as Ganondorf gets out of his neutral A.. it's a nesessity.

Yet noone uses it.......


-Cynical

Hoefler
08-06-2004, 02:05 AM
Originally posted by SynikaL
Yet noone uses it.......


-Cynical

:(

I do..

how dare you..

<3

smashfighter
08-06-2004, 03:35 AM
it stops sheild grabbers, and stops other things people try to do from a sheild

Lunadis
08-06-2004, 11:41 PM
I don't know if it's just my luck, but I slowly hit A, A then Z. Not too slow or he'll grab. Unless you intend on grabbing. Sadly, I haven't mastered the timing.

Then again, I practiced this in training mode. Not quite ready to risk using it in-game.

KotG Luvin
09-03-2004, 11:59 PM
For those of you who've little luck with the proper A timing method, here is one that I learned from somebody at Gfaqs: hit all three times, but hit L at the knee. Done correctly, it'll stop just the same, and, IMO, is much easier than correctly timing it.

usea
09-13-2004, 05:26 AM
yes, kotg is right. in the ntsc version you can not only just do it slowly to avoid the loop, but you can hit Z at the same time as the third A to cancel it right there (I guess L works too, I haven't tried it)

Death
09-14-2004, 09:53 PM
The way I do it is tap-a wait split second second tap and etc... But I rarely ever use it. :beezo:

The Tip Masta
10-06-2004, 04:43 AM
Hit forward-b to do a gerudo dragon punch thingy...It's purple.