Monday, 22 August 2016

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