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CCing is pretty much always the best option. That's why great players CC everything.Not that CCing is the easiest thing in the world anyway. You have to know when it's the best option.
While I don't agree with your conclusion or your overall opinion,my biggest "beef" is that it's such a low risk, low skill level technique with absolutely huge rewards. Think of L cancelling and wavedashing. The burden of skill is on the person doing it--if they're good and execute consistently, they reap the rewards. CCs put the burden of skill on your opponent.
This is also a good question. If you have the opportunity to nair-shine a shield, could you not just perform a grab out of your shine?or why not just grab them out of their shield?
But most people are already conditioned that way. When you shield vs falco most people already know what coming. Not hitting it at all is like one of the best things since they may roll away leaving you to just walk up and hit them. Then why would you try to nair>shine if they werent shielding? I mean of course Nair>shine is probably the safest but The ones stated up above are very good mix-ups. But if we would cross them up with the nair the only thing they can do is jump or roll.all this stuff about "just grab them" or "just tomahawk" or "just run aroudn their sheild lol" only works BECAUSE you've conditioned them to expect nair-shine pressure.
The answer isn't as simple as the last few posts make it seem. The truth is that all of those things discussed in the last couple posts are silly gimmicks that leave you almost entirely defenseless if you go for it. Its basically a high risk-high reward to go for a tomahawk or DD outsid etheir sheild because the opponent could flat out just freaking hit you. The ony reason it ever works is because they dont think you're going to do that.
but if you only ever tomahawk, or grab, or dd outside their sheild, they will just hit you for being dumb.
theres a two fold reason (i think) why even at top levels, nair->shines are the option of choice:
1. nair shining is 100 times safer that any of those tricks, in the event your opponent actually tries to do something other than shield (such as attack) because its fast and will beat out a move whereas if you tried to tomahawk at someone and they randomly fmsash you're gonna get hit in the face
2. its not that hard to follow up from nair shine pressure, especially if they roll or jump out, because it commits them to movements you can easily react to, or unfavorable positions, so you might as well just do this.
I dunno, I think "lol just grab them" or "lol dash dance around their shield and make them look scared" are unreliable in the heat of a real game, especialy when used frequently.
eh..I don't really like doing trick Y because its a habit X of "most people". Because then you run into people who have unique playstyle, don't use habit X, or are simply good, and will beat you badly for trying to play on common tricks.But most people are already conditioned that way. When you shield vs falco most people already know what coming. Not hitting it at all is like one of the best things since they may roll away leaving you to just walk up and hit them.
well, very simply, you would try to nair->shine if they werent shielding, because nair->shine often leads to big combos. Thats the beauty of nair shine, it works whether they are shielding or not. Tomahawk grab literally only works if they are shielding, and i don't know why you would habitually use a inferior tactic over one that works in more cases.Then why would you try to nair>shine if they werent shielding? I mean of course Nair>shine is probably the safest but The ones stated up above are very good mix-ups. But if we would cross them up with the nair the only thing they can do is jump or roll.
He can also combo moves off his lasers when he decides to get close to you, or you decide to get close to him. What have you. He can also just pelt you with lasers while you are committed to moves, and certain movements. They not only serve to disrupt you, but to poke you, put pressure, bait you, and even start combos. They are not limited to just a camping tool. Not only that, but falco doesn't have to shoot a laser every single time at you, he can stop and wait to see if you do something and make judgement calls from there while still remaining outside your space. He can always have the control because your lasers don't stun and you both have comparable range on every other move. But he can bother you, rack damage and/or force you to approach him since his lasers go full screen and stun. Falco doesn't (and probably won't) always be right in your face when he shoots a laser waiting for his opponent to try and bait him and it's impossible to never shield vs falco. He's eventually going to intercept a move either before it comes out or just plow through it once you are inside his space. He can also catch you trying to run away, or can just move back himself then shoot you up some more.I think people over-rate falco's lasers. If you're both fighting for stage control/positioning, they serve little more purpose than to distract you and interrupt your movements. If you can play a tightly controlled *post-getting-hit-by-a-laser* fox, you can punish him well. The reason falco does so well against fox is because of his dair's priority. Seriously. That's really all he has that you cannot contest head on (sometimes you can trade hits with a usmash, but I find it hard to do this).
shielding is not always a bad idea, and is also sometimes the only thing you can do. He can beat your CC for free with his d-air and beat your moves sometimes too, unless you specifically time + space them to beat his. Not only that, but when you retaliate with moves, a lot of times he can just CC them, or space around the moves that beat his CC, since those are all so short-ranged. You can sometimes stop approaches with shines OoS and also hit him with other moves OoS if he tries to space around your shield, since fox does have some fast aerials and a fast u-smash. Since stun on the shield is not the same as a regular hit, you can retaliate out of your shield when you are trying to find that opening. Shielding is important too in this matchup, but of course don't just stand there in your shield all day, you have to be fast.So think about the matchup from his perspective. He's going to laser you until you flub up or until he finds out you can't control your character after taking laser hits. When he finds what he thinks is an opening, he's going to bulldoze through you with a dair. He WANTS you to put up your shield. You must minimize your shield usage as much as you can.
they can CC your *** easily for hitting weak moves. Good falcos won't be scared when they get hit and will be ready to retaliate if they get hit by the wrong moves.For fox, this means your primary concern is getting around his dair and taking that first hit. Most falco players look confused and scared after getting hit (even by a soft bair), just as many fox players do after taking a laser (I'm very guilty of this, myself). Get your openings by abusing his laser game. Study his movements. Understand that his lasers are trying to disrupt your movement so he can swoop in and be gay.
PSing is good up close. Trying to approach falco can be bad a lot of times. His u-tilt beats everything. Trying to get behind him can even be a pain in the *** alone. His auto-cancel b-airs can be really good a lot of the time as well, since your u-smash won't reach when he does it.With that being said, get good at dashing away after tanking a laser. This will lead to a lot of dd grabs on his whiffed approaches. Get good at powershielding. Get good at jumping and wavelanding on platforms to dodge lasers/after tanking a laser. If he's approaching you with shl to shffl dair in close quarters, you can often times take the laser and usmash asap and hit him before his dair comes out.
If you space really well, your bair/utilt can beat his dair really often. Just don't try to hit him THROUGH the dair. Hit him around it.
This matchup is played better from behind (as in literally put your *** in his face and poop on him)
nothing and everything are all good and bad ideas, simultaneously. It comes down to playing in the moment constantly while recognizing patterns and processing information subconciously as fast as (subconciously) possible.how does me going on the platform make my opponent go airborne? it doesn't force them to go up or anything, they could just wait on the ground, right?
also, is coming in on an opponent thats far with a dair a bad idea? i've noticed my dairs usually don't connect well unless i'm already really close to the opponent.
keep thinking of more things that are problematic for me. this one is coming back on stage from the ledge, i feel generally wavelanding onto the stage to shield or getting away after that is the best option but i still feel like the opponent can stuff me in that corner pretty easily even doing that. what are some really good/reliable options for coming back on stage from the ledge? is it very character dependent?
L cancel is still technically faster than the auto-cancel, you're just trading airborn frames for landing frames. As for the stage specific things, I didn't really feel like getting into it cause there's a lot more involved with the different shape stages/edge/platforms.^if they auto cancel it they can move immediately which can be annoying
another thing brookman forgot to mention is on yoshis and BF you can waveland to the platform.
np. any time.A lot of the stuff you mention I assumed was implied or didn't touch on for the sake of brevity, but I agree for the most part.
For instance, I was implying that your soft hits don't land with bad spacing and you are out of cc range.
Either way, good post. At the very least I got you to tell us stuff