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Falcon General Discussion
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12/07/2012, 09:51 PM
(This post was last modified: 12/07/2012 10:12 PM by MVP.)
Post: #21
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So i made a vow not to play PM until 2.5 comes out a couple of months ago, so i played melee for like 2 months straight. Last week i broke that promise and played 2.1. I've been maining CF for a couple of months now, and there's something important in melee that you can't do in PM. That's multi-moonwalking. You can't moonwalk more than once in a row. It was crucial to my melee falcon game but in PM you can't do it. Like, i'd moonwalk across all of FD then grab the edge, Mindegames, etc. Will this be fixed in 2.5? http://www.youtube.com/watch?v=dceH1TqlxJs Like at the start of this vid EDIT: never mind this upper post. I was using a alternate CSS so it screwed everything up. I works. Never mind
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12/08/2012, 12:38 AM
Post: #22
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You can still multi moonwalk. Something feels off but it's still in there.
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12/09/2012, 06:01 AM
Post: #23
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(10/18/2012 06:35 AM)B.W. Wrote: I think I heard that they did do something that makes him feel more like Melee. I believe that there are a few universal tweaks that effect the whole cast. One thing I noticed was they fixed one of the "bugs" with Falcon's options. Quote:In melee, it was possible to |
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12/22/2012, 07:12 AM
Post: #24
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Speaking in depth with some of the best Falcon players I know with regards to Melee and the translation to P:M, the general consensus is that Side-B, Brawl pivots and the combination of everything else done directly to Falcon and universally in the game, doesn't match him up to the rest of the cast in terms of functionality improvements. He might not need anything more to be on par with the rest of the cast, but relatively, he really needs some forms of practicality brought into his overall game to compliment his already universally applicable game. More of a situational and match-up/positioning specific option selection in some way, somewhere in his game. Does anyone have any ideas for something like this? As in, is there something within the framework of 2.1 Falcon that may be over-sighted in terms of depth brought to the character? With what the character has, depth isn't necessarily required to function on par with others, but the depth itself, of the character, isn't on par with others. Is there something that's 'possibly' missed in Project: M Falcon, generally speaking in regards to the Brawl game mechanics or tweaks, or is he the same old Falcon with a little more smoothness in weak areas? Like perhaps, a better poke for a bit of neutral-game spacing purposes so he isn't limited to non-committing DD camping with a means of waiting for openings... like a way of FORCING openings beyond the presence of his speed... or something like that? Figure-skating is cool. |
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12/29/2012, 10:23 AM
Post: #25
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Well perhaps falcon punches new 2.5 mechanics will make him more efficient in some degree. Even if it's just a gimmick for a while. Mind game falcon punches!
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12/30/2012, 02:09 AM
(This post was last modified: 12/30/2012 02:48 AM by Raynotac.)
Post: #26
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Oh hey, you can B-Reverse Falcon Punch now. Cool. And the old turn around thing is still in. Really cool. Edit: Oh crap, that's wrong. Sorta. You can turn around up to 4 times before it goes off. |
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01/04/2013, 12:30 AM
Post: #27
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That's not exactly the dynamics I was looking for. haha A bit of a concern is... Why does it seem REALLY consistent/easy to tech straight-up grounded knees into the ground? We tested it (very briefly by accident and hilarity) in a match where I literally knee'd a Pika 4 times in a row by them teching towards me off grounded SH knees, over and over on the spot. Anybody hit by a grounded straight knee shouldn't be able to tech 4 in a row without going anywhere. The fourth one we both paused... then did it again for lulz. This is just... broken. haha |
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![[Image: Falcon-KNEE.gif]](http://images.wikia.com/ssb/images/b/b8/Falcon-KNEE.gif)

