Face124
Smash Ace
Tech chasing:
Using an attack and observing which way the opponent will tech. You are then able to predict they're next tech and can punish. In Melee this was often done with D-throw and F-throw, leading to a RB or FK. Now in brawl, with the lack of hitstun, things are a lot harder. Firstly, neither d-throw or f-throw work for a set-up, and FK and RB aren't good punishments anymore. So I've decided to make a list of good set-ups for a techchase, and good techchases. Contribution is greatly appreciated, and you will be credited at the end.
AC U-air - this is the best I find. From about 40% - 65% this works well, and it hits them angled towards the ground, which is great. This works on everyone, and is easy to approach with.
AC B-air - This is good, but not as effective as U-air. It has more knock back though, so it is used in a different percent window. About 24% - 38%. You must do a running SH RAR for this to work more effectively.
Dash-A frontmost hitbox - You may have noticed that Dash-A has a hitbox on the tip of Falcon's elbow that will send an opponent slightly forward and put them into the tumbling animation. This is very good, since it has the biggest window of about from 30% to 150%, even if it is a poor predictable approach.
Running SH SS Knee - This only works on tall characters like Ganondorf and Bowser. This sends them in an almost perfectly straight horizontal line, the perfect set-up. only use it between 15% and 40%, because otherwise they will go too far to punish effectively.
So what do you techchase with?
Well, there are a number of things. Obviously, FK and RB are great options, but they don't do much damage. So I'll go through individually what I think are the best options.
Roll towards:
If they come very close to you, F-smash. Simple Jab jab regrab if you want to continue a chain.
If they are close, but not enough, I would go for Hyphen U-smash or, go for the dash-a set-up and continue punishments.
get up:
They're rarely going to be close, so I would go for hyphen U-smash, or FK/RB, or a grab.
Roll Away:
This is a difficult one. Your rarely going to be fast enough to get them, but if you are, just the get up options again.
Missed tech punishing
If an opponent misses a tech, its your opportunity to punish them for that. There are two cases when you should do this:
1) If your opponent consistently misses techs.
2) If you get them with the front most hitbox of Dash-A below 60%
These, I find are the three most effective punishes:
Hyphen U-smash - 21% fresh, quick and slides a lot. probably the best punishement.
D-air - Great for setting up for combos, and great for comboing. Simply, hit an opponent who hits the ground in the animation where they bounce. They will be hit up again and you can repeat.
Flub'd knee > F-tilt - The Nudge combo. After this the opponent is forced to get directly upwards, leading to a D-air > Knee kill, or further damage building combos.
The idea of looking into tech chasing further was suggested by TokneeOrNotToKnee.
Using an attack and observing which way the opponent will tech. You are then able to predict they're next tech and can punish. In Melee this was often done with D-throw and F-throw, leading to a RB or FK. Now in brawl, with the lack of hitstun, things are a lot harder. Firstly, neither d-throw or f-throw work for a set-up, and FK and RB aren't good punishments anymore. So I've decided to make a list of good set-ups for a techchase, and good techchases. Contribution is greatly appreciated, and you will be credited at the end.
AC U-air - this is the best I find. From about 40% - 65% this works well, and it hits them angled towards the ground, which is great. This works on everyone, and is easy to approach with.
AC B-air - This is good, but not as effective as U-air. It has more knock back though, so it is used in a different percent window. About 24% - 38%. You must do a running SH RAR for this to work more effectively.
Dash-A frontmost hitbox - You may have noticed that Dash-A has a hitbox on the tip of Falcon's elbow that will send an opponent slightly forward and put them into the tumbling animation. This is very good, since it has the biggest window of about from 30% to 150%, even if it is a poor predictable approach.
Running SH SS Knee - This only works on tall characters like Ganondorf and Bowser. This sends them in an almost perfectly straight horizontal line, the perfect set-up. only use it between 15% and 40%, because otherwise they will go too far to punish effectively.
So what do you techchase with?
Well, there are a number of things. Obviously, FK and RB are great options, but they don't do much damage. So I'll go through individually what I think are the best options.
Roll towards:
If they come very close to you, F-smash. Simple Jab jab regrab if you want to continue a chain.
If they are close, but not enough, I would go for Hyphen U-smash or, go for the dash-a set-up and continue punishments.
get up:
They're rarely going to be close, so I would go for hyphen U-smash, or FK/RB, or a grab.
Roll Away:
This is a difficult one. Your rarely going to be fast enough to get them, but if you are, just the get up options again.
Missed tech punishing
If an opponent misses a tech, its your opportunity to punish them for that. There are two cases when you should do this:
1) If your opponent consistently misses techs.
2) If you get them with the front most hitbox of Dash-A below 60%
These, I find are the three most effective punishes:
Hyphen U-smash - 21% fresh, quick and slides a lot. probably the best punishement.
D-air - Great for setting up for combos, and great for comboing. Simply, hit an opponent who hits the ground in the animation where they bounce. They will be hit up again and you can repeat.
Flub'd knee > F-tilt - The Nudge combo. After this the opponent is forced to get directly upwards, leading to a D-air > Knee kill, or further damage building combos.
Thanks to ToKneeOrNotToKnee for the quote. you can also use this tactic, but with and AC N-air, for comboing to other stuff for damage building. Also you might want to save your knee for the kill.Also, when you see an opponent use their 'get back up' attack (the attack when you push 'A' while you are laying on the ground) you can easily punish them with a SH FF sweet knee. The ideal situation is if you are already in the air when they use their 'get back up' attack, so you can FF sweet knee punish easier.
A good way to mindgame an opponent into using this, is to jump towards them while they are laying on the ground. Sometimes they'll try to punish your appraoch with said 'get back up' attack, as it seems a safe attack to use. But when you jump towards them and you get them to use their 'get back up' attack, simply secondjump>FF sweet knee punish them.
The idea of looking into tech chasing further was suggested by TokneeOrNotToKnee.