Wednesday 21 December 2016

Wizzrobe daily analysis:

Here I will keep links to my analysis vods of Wizzrobe vs certain characters/players. You might find them useful. I do these videos daily.
Wizzrobe vs Suess (Falco):
https://www.youtube.com/watch?v=RAw-WclWEEY
Wizzrobe vs Ice (Fox):
https://www.youtube.com/watch?v=URvFNhXhW-s

Saturday 5 November 2016

Setchi lab notes #10


Been labbing how Falcon can escape dthrow weak knee gimp at the ledge. Okay so there's two ways he can do the weak knee: 1. SH delayed knee /w no fastfall 2. SH instant knee /w fastfall Both of these hit double jump sweetspot, so let's explore alternative options. Let's start with instant uair. Even at 0% if the Falcon does an instant SH knee then it will trade (so ask whether the trade will be favourable or not). You may be able to outrange the knee with uair, but I was not able to get this in frame advance. However, let's say they delay the knee so they don't have to fastfall. At low% your instant uair will hit him in the startup frames of this delayed knee, so it wins. However at higher% it will trade with or lose to the knee (unless you can somehow outrange it like I explained earlier). If the other Falcon knows you're going to instant uair they can just utilt you (which you can adapt to by DJ sweetspotting), but this is about option coverage. So there's another option that I tested which was DJ back/inplace airdodge diagonally up into stage/ledge. This one's weird for the instant knee /w fastfall. On every stage other than BF, Falcon can DJ walljump after the knee. This beats the airdodge at higher % as you can simply DJ walljump uair afterwards to hit them after the airdodge. However at lower % they can get ledge from the airdodge before you can uair them if done correctly. So this option beats the instant knee on BF, beats it at low% on other stages but loses to it at higher% if they know to walljump uair. Also, if they utilted to cover instant uair, they could uair you after the utilt in your airdodge lag... sooo... option coverage. This option directly loses to the delayed knee since they can just DJ uair after the knee to hit you in your airdodge lag. Though, at low% you could DI the uair to get ledge, so still interesting. Took me a lot of testing, hope this was useful. If anyone has any ideas then throw them at me.

Friday 14 October 2016

Setchi lab notes #9


It's been a while... sorry :(
Been focusing on things other than labbing, like working on my neutral game and whatnot recently and so I haven't been thinking about making lab notes!

But, I'm back now with PAL Sheik whiffed rest punishes!
NTSC Sheik's tend to do dthrow nair for damage, obviously this doesn't work in PAL and so we need to find alternatives. Also kill options.

Currently, a lot of Sheiks' decide to fully charge dsmash or usmash. I'm going to show why this isn't the best option most of the time. Fully charged dsmash and non tippered usmash deal 18% damage.

Percent builders/combo's

1. Dair to Nair (do from 23% to ?%):
Unstaled, this combo does 25%, already more than a fully charged smash attack.
Here's a gif:
https://gfycat.com/JoyfulMelodicFreshwatereel
They can ASDI down though, but you can react to this.
If they ASDI down and tech in place/missed tech, dsmash on reaction. This will do 24% as a combo.
If they ASDI down and tech roll, dash attack. This will do 21% as a combo.
When the dair no longer combos to nair you could uair or fair depending on DI.
The reason you don't do this combo below 23% is because they would be able to ASDI down pseudo CC and punish you hard (rest). So don't.

2. The PAL combo (do at around 30%)
https://gfycat.com/YoungGlassFlyingfish
Uair... to uair... to uair...
Does 28% if uair is unstaled.
Looks like PAL dair has some pretty funny uses lol

3. Needle grab dthrow dash attack (use from 0-22%, before you can dair nair)
Doesn't need a gif.
Does 21% if unstaled.
The dash attack is on DI away, you need to react.
Boost grab does NOT work on DI down and away, they can jump out.
Kill options

1. Fully charged non tippered usmash
Doesn't need a gif, will kill off the top of FD at 71%

2. Tippered usmash through platform.
https://www.youtube.com/watch?v=rj4OW8rBmkI
Will kill Puff off the top of Yoshi's story at 35%

3. Uair fair near ledge (around 67% on FD)
Situational, and just outside of usmash kill %. But has to be mentioned regadless.
https://gfycat.com/DaringUnnaturalBluewhale
Didn't kill in the gif.... sad times. Could possibly kill though, so I mentioned it anyway.

4. Transform to Zelda then bair/fair them.
Kills off the top of FD at 66%, will kill off the sides earlier if you're close to them.
However, they can amsah tech the bair/fair. If they do, IMMEDIATELY transform back and continue the fight as Sheik.
https://gfycat.com/HardtofindDampKusimanse
You could get around this by being tricky with your fair/bair timings.

5. Fully charged Zelda fsmash
They can't CC it due to being in rest.
Will kill off the top of FD at 58%
However, you probably won't have time to set this up, so don't be too reliant on it,

SDI could make this option obsolete.

Thursday 8 September 2016

Setchi vs G analysis

I made a video analysis of me vs a local Falcon player. 25 minutes long, all on Falcon dittos.
Some interesting points made, consider watching :)
https://youtu.be/0TNxjwoJ_8k

Saturday 27 August 2016

Setchi lab notes #8


Today I'll be going over what I consider the optimal thunders combo with Fox.
Many Fox players use running shine jab reset, however, that can be SDI or ASDI'd out of and also doesn't work at high percents.
Here is a gif showing it being SDI'd out of:
http://imgur.com/a/QKena
This is nothing new.

However, drill reset CANNOT be SDI'd out of like this.
So, we'd think that running shine SHFFL drill would be optimal then? Still no.
This is because they could SDI the multiple hits of drill in, as shown in this gif:
http://imgur.com/RO7UYd3
In this gif, the SDI is unreal and the option the Fox chooses is wrong, but it shows that it allows counterplay to reduce or completely remove punish.


So what is the optimal thunders combo then?
I believe that it is running shine SHFFL single hit drill. This is because it does not allow for SDI up to jump out, and it doesn't allow as many SDI inputs behind to reduce the punish. It also works at any and all percentages.
Here is a gif of it:
http://imgur.com/a/OFN5T

The only downside to drill reset over jab reset is that the opponent can buffer their getup option after the drill connects, which means that you can't do falling uair shenanigans and instead need to use options that you can do on reaction, such as usmash or grab.
However, this tradeoff is worth it if you are playing someone who can consistently SDI your jab resets.

Tuesday 23 August 2016

Setchi lab notes #7


I'm going to be testing whether Fox can fthrow Falcon at the ledge and smashturn wavedash back to fastfall and grab the ledge in time before Falcon can hit him with instant uair. Doesn't need much explanation.
Falcon will DI up and in using the diagonal notch.

0% - https://gfycat.com/BlackIndelibleAlaskanhusky
Falcon hits Fox before he can grab the ledge.

25% -http://recordit.co/TYRk1vRPbn (if this link doesn't work then let me know :/)
Fox can grab the ledge now before the uair will connect, as long as he is close enough to wavedash off quickly enough. So although he won't cover the instant uair, he can safely cover the DJ sweetspot without having to worry about being hit by uair.
Falcon should try to avoid a situation like this by SDIing the shines during waveshines to position (something I consider highly underutilized)

Monday 22 August 2016

Double stick DI and using it against Fox


This post might be kind of long, but I heavily recommend you read it, as it will likely benefit your play.
Alright so I've been doing some testing lately and I think it's about time I make a post on double stick DI out of platform combos, specifically the MU that it's surprisingly underutilized in, against Fox McCloud.
Many top players and technical players already know that double stick DI out of Marth platform combos is extremely important, for example, here is a gif of Falco double stick DIing out of Marth's utilt techchase on platforms (excuse the tags):
https://gfycat.com/QuarrelsomePassionateCardinal
To find out more about double stick DIing Marth platform combos and double stick DI in general, read here:
http://smashboards.com/…/double-stick-di-out-of-marths-pla…/
Okay, now it's time I go over its utility against the Fox, and how you can turn a poor situation into an advantageous one.
To double stick DI Fox's uair, you simply hold your control stick horizontally off the platform you're on while being near the ledge, to get your DI, and ASDI down by holding your Cstick down.
Captain Falcon can double stick DI Fox's 2nd hit uair to 32%, however, it will be different depending on your character.
If they techchase you with both hits of uair, you have 2 options:
1. ASDI down the first hit of uair then double stick DI the 2nd.
2. SDI out of the first hit uair, escaping the combo completely.
Here is a gif of number 1:
https://gfycat.com/OblongDaringJoey
In this gif, Falcon ASDIs down the first hit of uair, then double stick DIs to escape completely, also giving him the opportunity to uair Fox in the process.
However, I think you should instead SDI the first hit of uair which would then force the Fox to 2nd hit only you, extending the range in which you can perform this technique as you don't have to worry about the 5% damage from the 1st hit of uair.
Here is a gif showing double stick DI on the 2nd hit of uair only:
https://gfycat.com/GloriousTalkativeAuklet
As you can see, the percent range is a bit higher due to not having to worry about 1st hit uair, and Falcon still got the uair afterwards, turning a bad situation into a good one.
I hope you all learned something from this post, double stick DI is a really broken mechanic and I hope I've shown that if utilized properly, can be devastating to a Fox player.
Setchi lab notes #6


I'll be going over something I should have tested a long time ago, when does dthrow smashturn bair in the corner allow you to cover everything with Falcon. And why you should smashturn for it.
I'm gonna finish this one off and finally go watch Kizumonogatari
Anyway:
When teching, you do not have access to crouch cancel, you only have access to ASDI down. ASDI down allows CC at really low percents, but after then forces knockdown.
Here are the percents that it forces knockdown in PAL:
Fox - 19%
Falco - 20%
Falcon - 26%
So you should never do this before those percents.
Anyway, now I'll test if the coverage can be done at those percentages on DI down and away on dthrow.
Fox: https://gfycat.com/UnawareComplicatedKob
Falco: https://gfycat.com/FoolhardyScornfulBigmouthbass
Falcon: https://gfycat.com/SandyUntidyCapeghostfrog
The only character it doesn't work on at those percentages is Falcon, due to his larger weight, but I'd personally wait a bit longer before using it, as it would be very frame tight at these percents and wouldn't set up as good an edgeguard as using it later. It's also really hard on Falco especially....
If you hold back to turn after dthrow, then jump, you'll be turned back around, as shown in this gif:
https://gfycat.com/TestyUntidyDugong
This is a tilt turn. So if you were doing this, you'd have to wait out the turn frames then jump, losing you time and therefore not allowing you to do this coverage at earlier percentages, where you need the frames.
The way that you can get the turnaround jump without wasting the turnaround frames is by doing a smashturn and jumping, as shown in this gif:
https://gfycat.com/OptimalDismalGorilla
To find out more about smashturns I recommend reading this article
http://www.meleeitonme.com/back-dashes-smash-turns/
Setchi lab notes #5


Today I'm gonna be labbing Sheik techchase stuff, specifically certain options she has after crouching getup attack. For those who don't know, some players choose to crouch to cover missed tech instead of jab resetting as removes the possibility of them SDIing out and keeps them completely locked in the techchase with no escape options. Some players that do this include Captain Faceroll, Wizzy and me :^)
For regular getup and rolls, you can simply grab them. And while you can do this for getup attack too, we want to maximize our punishes whenever possible.
I was originally going to do this post on Falcon, but I concluded that stomp was the optimal choice in almost every situation.
A few disclaimers:
- Most character's getup attacks do 6% damage, have a base knockback of 80 and KB growth of 50, Sheik can CC these getup attacks to 98%, but against characters like Puff, whose getup attack is stronger, you won't be able to CC it as long.
- The percentages to which the opponent can amsah tech Sheik's moves depends on the character, this post will use percentages of Fox, use IKneeData to find the info for other characters
- CC = Crouch cancel..... if you couldn't tell 
- Next to the option will be the percent ranges it should be used, due to the opponent's ability to amsah tech. Keep in mind that these percentages are for Fox, adjust them as necessary to other characters.
1. CC grab (Any%)
The easiest and most common tool.
https://gfycat.com/UnequaledInstructiveAustraliankestrel
2. CC dash JC usmash (From 38%)
The reward you get from this would be the same as an usmash read. However, if they DI optimally then you can either dash attack at lower percents, or I believe get nothing at higher percents:
https://gfycat.com/BarrenBraveFlee
For some reason I had the Sheik dsmash, instead you could dash attack to extend the combo or perhaps even dtilt.
To throw off their DI, you could even crossup your usmash, which could lead to bad DI and much larger combos.
3. CC dash dair (Any% where it'll knock over, true followups from 72%)
This is the option I personally see the most potential in, as the followups from it can be massive. It can be amsah teched to 71%, however you can still techchase their tech on the dair, which makes it amazing even before 72%!
Here is a gif showing it setting up another techchase:
https://gfycat.com/PleasantRecentFallowdeer
And here is a gif showing it used after 72%, where it can no longer be teched and now has amazing followups:
https://gfycat.com/InfamousHastyDeviltasmanian
4. CC dash attack (From 65%)
2nd most common tool, easy and has good followups, but if you use it before 65% it can be teched and you won't get anything.
https://gfycat.com/IdleBareCommabutterfly
Don't ask why I did the utilt afterwards, I was just trying to do something stylish but it didn't work out lol
Of course there are more options, like CC ftilt, but those are less optimal and will lead to much less against correct DI or teching.
If I was a Sheik main, I would learn all 4 of these amazing options, I hope you find them useful 
Took me 1 hour and a half to make this.
Setchi lab notes #4


Anyway, I'll only be going over 1 thing today, but it applies to all characters so you might find it useful. Maybe not.
First off, when Jigglypuff double jumps she extends her hurtbox (like a balloon) and with every jump this hurtbox extension becomes less and less significant.
Also, Jigglypuff has a very small ledge grab box
http://imgur.com/1jh6hZM
The red and blue boxes on both sides of Puff are her ledge grab boxes, and basically if the ledge grab box is adjacent to the ledge and Puff has negative vertical velocity (downwards) then she will grab the ledge.
In that image, it shows her after her first aerial jump. As you can see, her hurtbox is just about level with her ledge grab box, which means that pretty much any move that hits even a little under the stage will hit her trying to double jump sweetspot with her first one. These can include Falcon's utilt, Marth's dtilt, etc. etc. etc.
http://imgur.com/dmXAqB3
This image shows Puff after her last jump. As you can see, her hurtbox is much lower than the other image.
For moves to hit Puff sweetspotting with that jump, it must reach below the ledge greater than the gap between the top of the red box and Puff's hurtbox.
Let's look at Falcon's utilt:
http://imgur.com/Gv8i1dB
As you can see, the utilt reaches low enough under the stage to hit Puff's last jump sweetspot.
Here's a gif showing this:
https://gfycat.com/FaintInsignificantBluefish
So what can Puff do to avoid Falcon's utilt?
Well..... sing or pound!
http://imgur.com/z1I7z5S (sing)
http://imgur.com/HaY8Gfg (pound)
As you can see, the gap between Puff's hurtbox and the top of the ledge grab box is much larger, large enough so that Falcon cannot utilt her!
So what does Falcon have that will go that will go that low?
Thankfully, Falcon has stomp!
If Puff sings and you stomp her, she loses all of her jumps and falls to her death!
In response to pound you might even be able to do some weird waveland off uair shenanigans on reaction.
However, if you stomp her pound or her double jump then she can meteor cancel.
- TL;DR:
Puff's jump sweetspot is bad and can be hit by stuff like Falcon's utilt and Marth's dtilt. But she can sing or pound to make it better, but those are hit by stomp and whatnot.
Setchi lab notes #3

  • Falcon can pseudo doraki walljump on FD and Dreamland.
    https://www.youtube.com/watch?v=Fh3UPcgh3mY
    This is not my video, and this one on Dreamland is a LOT easier to reproduce.
    For dreamland you simply up b sweetspot, let go of the ledge with the Cstick on the first frame possible then hold away to wall jump.
    This setup on dreamland has been known since February, but what I tested today was the setup on FD.
    For FD, you need to up b right above the sweetspot. This was hard to setup, and schmoo found the setup where you can regular full hop and up b after Fall 6.00 on the 4th cycle of Fall.
    This is the result:
    https://gfycat.com/PerfectDeepIndianpangolin
Setchi lab notes #2

  • Falcon cannot grab a crouching Puff (obviously), so here's an idea that the Falconcord had a while ago that I finally got around to testing on a grab setup for a crouching Puff at high percents.
    https://gfycat.com/PlainAdorableIberianmole
    In this gif, Falcon clean dash attacks the crouching Puff, and it knocks her over. After that he crouches.
    From here, you simply reaction techchase the Puff. If she getup attacks then you CC it and grab her. If she gets up or rolls then you grab her. After you get the grab you can dthrow knee and it'll be a ded Puff.
    This setup begins to work from 77%.
  • How to not get cheesed on by gentleman:
    I've known about this for a while, just writing it up for the rest of Wales, who don't.
    https://gfycat.com/LastingWebbedKestrel
    In this gif, Marth goes to grab Falcon, but gets jabbed first. This can happen out of a techchase if Marth is too slow or other situations. (shout outs to G, this is all he does LOL)
    However, Marth knew what to do. He grabbed anyway, ASDI'd down the first jab, then shielded the other two.
    Then, Marth grabbed Falcon.
    This works forever.
Setchi lab notes #1