Blad01
Smash Lord
Welcome to the Falco Testing Grounds !
This thread was made because there are still a lot of things to test with Falco moveset. I can't test all these things alone, and i don't have my Wii at home for a week...
So i would like your help ! Let me know if you want to help testing, you'll be in the credits
(And then maybe you'll have an even better chance to enter the SBR ;p)
THINGS TO TEST :
- Finish the Chaingrab List with walking and running Chaingrabs. (I plan to udpate the thread once you give me some results)
Examples : Can Sonic really escape with his Up B ? A walking grab could maybe prevent him from escaping ? - Finish the Chaingrab to Spike list.
- Is the chainspike unescapable ? (Dthrow > Dair > FF > Grab)
- Does the D-Throw > Dash Attack > Turn-Around grab is a true combo on heavies ? If it is, on which characters exactly ?
- Can the Full Hop Dair combo in another move ? (unlikely)
- Test on which the Laserlock works with a ledge-up attack
- See if a Jab Cancel (by crouching or shielding) really exist. (Frame Data really welcome)
- Could Jab x 2 (cancelled) combo into another Jab / Grab ?
- Frame Data : How many frames do the hitboxes for U-Smash, FTilt, Bair, Dair (Nair), Shine last ?
- What moves outpioritize Falco's Firebird ? At which moment is Falco the less vulnerable ? (Frame Data appreciated)
- What is the landing lag for a grounded Firebird ? It seems that it's near no landing lag, so maybe difficult to punish.
- What moves outpioritize Falco's Phantasm ?
- What is this landing glitch on Falco Phantasm ? (If he gets hit and doesn't perform an aerial, he apparently has landing lag) What combos are there on Falco's Phantasm ? (I saw Marth FTilt to FSmash working...)
- How does the tripping rate work on Falco's Reflector ?
- Dthrow > Jab > LL Testings
If you have any other ideas, please submit them
TESTS RESULTS :
Vlade (11/19) said:Ok I've done some testing on moves that outprioritse the phantasm. So far I've tested 2 characters - MK and GW (I did these first since they are falco's harder match-ups).
MK's moves that outprioritise falco's phantasm:
- Both hits of Dsmash
- Fsmash
- Usmash, although you have to hit with the first hit otherwise it clashes with the phantasm and both characters end up taking damage and knockback
- Last hit of ftilt
- Utilt
- Dtilt
- Uair
- Nair
- Fair
- Dair
- Bair
- Glide Attack
- Shuttle Loop, both aerial and grounded
- Drill Rush
- Tornado
Here are the moves that GW uses that can outprioritise phantasm:
- Jab
- Ftilt
- Utilt
- Dtilt
- Fsmash
- Dsmash
- Usmash
- Full bucket (with falco's lasers in it of course)
- All judgement hammers, including #1 even though it has hardly any knockback and would be capitalised upon by falco anyway
- Upb from below
- Bair
- Dair
- Nair
- Fair (all hitboxes, even the weakest part of the move)
That's all I got so far. But as you can see these characters certainly have a lot of moves that can out-prioritise the phantasm.
ftl; Get-Up Attack to LaserLock said:Ok, so I've been doing some testing with the laserlock, as initiated by the ledge-getting-up-attack. All this data so far at 0%. What I would do is do the get-up-attack and then immediately start firing lasers as soon as possible. Testing on Lvl1 CPUs (for the easy case, no evasion attempts) and lvl9 cpus (they autoairdodge, as far as I can tell).
Conclusions:
0) Laserlocks are more complex than I thought, and so I'd appreciate other people verifying some of these results, since apparently just doing a get-up-attack and mashing b isn't enough to get all the details.
1) All characters, as far as I can tell, can prevent the laserlock by hitting L/R, either to airdodge or tech.
2) Some characters, the more floaty ones, can't be laserlocked if you mash b as soon as possible. They fall slowly enough or get hit far enough that, if you do that, they won't have hit the ground at the time the first laser hits them, and it'll leave them upright. The characters that this applies to are: Kirby, MK, Olimar, Jigglypuff, Ness/Lucas. This is probably affected by DI (DI up would get more characters on this list.) Perhaps it is possible to LL these characters by waiting a bit longer before starting the lasers; on the other hand, this would require them to avoid pressing any buttons for quite a while, since by this time they can either attack or airdodge, either of which would save them.
3) Some characters fall fast enough or are flat enough that, in the course of a laserlock (or in the process of starting the laserlock), they don't bounce high enough for the laserlock to continue. Both of these cause the effect that the laserlock starts, but doesn't continue. This list includes Luigi, Zelda, Peach, Toon Link, Pikachu, and Sonic. This too is probably affected by DI (SDI away might get some characters a bit more time to fall before the next laser, DI down might speed up the fall).
4) Ice Climbers - there's f'ing two of them. Can't LL two, haven't tested single IC.
5) ZSS - I'm lazy and didn't test ZSS.
6) That leaves the list of characters that can be laserlocked off of a get-up-attack, assuming no airdodge or tech, at: Mario, Bowser, DK, Diddy, Yoshi, Wario, Link, Sheik, Ganondorf, Samus, Pit, Rob, D3, Falco, Wolf, all three pokemon, Lucario, Marth, Ike, G&W, and Snake. (Of these, it is likely that some can get out with the right DI, and all can get out with airdodges/techs.)
At some point, I'll also check in training mode whether this continues working the same way at high percent.
my Dthrow > Jab > LL data
All data collected in vs mode
if they DI up and away it gives them more time to escape the Jab > landing on their back (tested with MK)
Character data (%s are seen as before you do the Dthrow, therefore due to stale move issues, they will change slightly [they actually change a lot] depending on how diminished your dthrow and maybe Jab are)
MK
Earliest Percent that Jab > landing on back: 42% <-- Dthrow is not stale at all | ~57% very stale Dthrow
Latest percent Dthrow > Jab connects regardless of DI: 76% <-- not stale | % stale
CG > Dair > grab > dthrow > Jab > LL works
CG > Jab > LL does NOT work
Best way to DI to escape the Dthrow > Jab is straight away
Wario
Earliest Percent that Jab > landing on back: 58% <-- Dthrow is not stale at all | 78% FULLY stale Dthrow
Latest percent Dthrow > Jab connects with DI away:
CG (43%) > Dair > 2 lasers > Dthrow>Jab>LL works
DI Up/towards will always allow wario to avoid Jab after ~25%
Works with any DI, or none
MK
DI away required
Wario
Marth
DDD ~75-100
DI down (and away) required
Snake
I'll update this post every so often
Credits to Testers :
- Vlade : For MK's and G&W's moves that outprioritize Falco phantasm.
- Ftl : For GUA to LL testings.
The Falco boards are not very active, i really hope that this thread could bring more activity. DOn't be lazzy please.