This article is about a little-known quirk related to input-output maps: the coordinates that trigger crouch are not the same as the coordinates that make you stay in crouch.
Dealing with lasers isn’t easy, neither is using them correctly. In the Falco ditto you have to do both at the same time.
It’s not rare for Falco players to dislike or be inconsistent in the mirror, and in my opinion it has to do with how limited Falco’s basic options are when dealing with lasers, his dash is slow, isn’t very good at low profiling and his full hop goes very high.
This article is part 2 of the jump series: today I’m gonna cover why instant double jumps as Falco are basically riskier full hops and aren’t actually helping you.
For a long (long) time this type of combo has been a staple of Mango’s game vs Marth on FD:
The usual tips on how to do it go along the lines of:
Over the course of melee’s competitive lifespan there has been a lot of talk regarding l-canceling in terms of decision making and game design, some people think it’s unnecessary, others think it adds complexity to the game.
We’re gonna look into jumping in this series of articles, in particular the following jump-related topics:
Jump direction and drift Instant double jumping and why you shouldn’t do it Backflips Having said that, let’s jump into the first article.
Knockback stacking is a not often discussed mechanic that has big implications for Falco. Have you ever noticed dair sometimes sends the opponent downwards slower than you’d expect?
Lots of people see it and think that's weak dair, obviously.