It can't really be "fixed" because this is the intended behavior. You shouldn't be trying to trade with a Falcon Punch. Stop him before or punish after.oh right. that is what i ment. so does that mean it cant be fixed?
It can't really be "fixed" because this is the intended behavior. You shouldn't be trying to trade with a Falcon Punch. Stop him before or punish after.oh right. that is what i ment. so does that mean it cant be fixed?
It can't really be "fixed" because this is the intended behavior. You shouldn't be trying to trade with a Falcon Punch. Stop him before or punish after.
err... i was replying to the toon link arrow one... not the falcon punch.It can't really be "fixed" because this is the intended behavior. You shouldn't be trying to trade with a Falcon Punch. Stop him before or punish after.
Fox has another mechanic I noticed back in 3.Q, where he could avoid helplessness after the Melee dodge by inputting a Reflector well before Fox begins falling after the dodge. With uncanny precision it allows him to Melee dodge indinitely into reflectors as it seems to refresh his dodges.
Although, I've never seen this be implemented in competitive use, it's pretty funny. I personally don't think it need be removed, as all it could do is assist Fox in recovering from below, and even then the frames in which one would perform the reflector are super-precise.
That sounds like something that should be looked into regardless of how precise it is. Being able to stall infinitely is godawful game design.
Luigi Shoryuken needs a power buff, and I think his misfires could stand to use some knockback. I agree with Lucis Perficio that misfires killing before up+b is silly.
[Note that this may need to be done carefully, as Luigi sort of has dthrow misfire at some percents, but I know he also has uthrow up+b at some percentages, and I think the range for it is wider.]
Yeah I think the base power of a Green Missile could be upped. Or hell, maybe the misfire could retain all its knockback and just deal less damage?
That sounds like something that should be looked into regardless of how precise it is. Being able to stall infinitely is godawful game design.
It's a long stall, but it's not infinite because people can't move their fingers that fast. He'll fall eventually, and meanwhile he's a sitting duck. (Sorta.)My point is that it's hardly useful at all without TAS-level precision.
Remember that you have the opportunity to use inputs shortly before the 'Go!'. You should be able to power shield it if you know it's coming, then try to get away. Not sure if the followups are escapable.
If you power shielded the first hit just roll? Or jump to immediate air dodge? Or if she teleports shield grab her?