Crack Mansion

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Revision as of 04:13, 12 May 2010 by imported>Benthic (hahahaha i hope this doesn't ruin everything :I)
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The beefalo munches a bit of lichen from between the rocks.


The Crack Mansion is a large crackhouse in central Freedom City, commonly used as a grinding area by low level players. The Crack Mansion features an assortment of weak monsters, including crackheads, crackbabies and crackfiends, as well as several respawning loot containers.

Recent changes to contracts have made the Crack Mansion a less crowded area, but it remains popular and accessible to all characters.

Layout

Krackmansion.png

The Crack Mansion has 3 floors; a large lower floor, a large 2nd floor, and a single-tile outdoor rooftop.

First Floor

The first floor (pictured) has it's entrance in the southmost tile. This entryway is the only way in or out of the Crack Mansion, barring the use of certain Mutations or portals. The easternmost tile features a gin tub, which contains a respawning quantity of alcohol. Doors connect the two western tiles (the porch and yard) to the mansion proper. The tile to the immediate west of the gin tub contains the mansion's main and only staircase and entrance to the upper floors.

Second Floor

Strategies

Speed Options

  • Captain Falcon has the fastest dash speed in the game. Reaching an item before your opponent shouldn't be a problem unless he or she is significantly closer to the item.
  • Captain Falcon's aerial game is very fast, making performing combos fairly easy. His knee is a good KO move at medium-high damage. He also has one true spike. Use that as a follow-up in case the knee doesn't work, or to continue comboing.
  • Since he is a heavy character and a fast faller, attacks like Peach's down smash can be horrible against Falcon.

Ground Options

  • Captain Falcon's ground attack's have some lag, but, in return, they generally have good knockback and damage. Captain Falcon's up smash hits twice which can KO at low percentages. His side smash is a little laggy, but has great range and knockback. His down smash is two kicks which hit both sides of Falcon so opponents on either side of him will be hit so long as they are within range. In addition, his down smash has a very good reach and priority.
  • Falcon's tilts include his forward tilt, a long ranged kick with decent damage and knockback, his down tilt, a sweeping kick which sends opponents upwards, and his up tilt, where he lifts his leg in the air and smashes it down. The up tilt is frequently used for edgeguarding.

Air Options

  • Forward Aerial "The knee" - Captain Falcon's forward aerial is a great finisher. Timed at the end of grab and aerial combos, it can KO opponents at about 60%. However it requires precise timing to land, since a non sweetspotted hit will be very weak.
  • Back Aerial - A backhand hit with a fair amount of startup lag. Falcon's Bair is excellent, especially for edgeguarding. While an opponent is off stage it is common to hop backwards and intercept them with a Bair for the KO.
  • Neutral Aerial - Two fast kicks. The Neutral aerial is good for racking up damage.
  • Up Aerial - A quick back-flip kick. Good for attacking airborne opponents as it is fast and relatively strong, and has a long duration making it comparatively easy to land.
  • Down Aerial - An airborne stomp. Falcon's Dair has a considerable amount of startup lag. It is, however, a good spike when timed correctly, and is also good for use on the ground where it will send opponents upwards, sometimes knocking them off at high percentages. It can also nipple spike.

Projectile/Protecting

  • Although Captain Falcon is good in the air and ground, he has no projectiles or ways to effectively deal with projectiles, which makes him vulnerable to campers with long range. Items like Ray Guns can help, but you shouldn't become overly reliant on items because they will run out of juice.
  • Falcon has a quick, long backwards roll, arguably the best in the game. His forward roll is good too, so he can easily roll right past attackers.

Grabs

Captain Falcon has some good grabs that are used to start chains and combos, most notably into his fair, which can allow for quick kills.

Down Throw

  • Can chain-grab many characters with average falling speeds and weights at various percents. Simply down-throw, follow the opponent's DI with a dash, and use a Jump Cancelled Grab to grab again. If the opponent DIs towards the player, a re-grab in place or turning and re-grabbing may be possible.
  • combos into N-air at most percents and DIs against non-fastfallers.
  • Can combo into a f-air at medium to high percents against non-fastfallers. This may be escapable at some percents with DI. This is also an option at very high percents against fast-fallers.
  • Tech-chasing chain grabs are possible as well against fast-fallers. Additionally, one can Tech-chase with Isai Stomps and Raptor Boost. Down-smash is additionally useful as it hits in front of and behind C.F., hitting 2/3 tech-rolls and hitting non-techs if properly timed.

Up Throw

  • Combos into an N-air, U-air, and F-air at various percents and DIs against virtually every character. The higher the percent, the more chance opponents have to break free.
  • Combos into D-tilt at low-medium percents against fast-fallers.
  • Combos into F-Smash and D-Smash against fast-fallers at medium percents, depending on DI.
  • Against fast fallers at low percents, does not combo directly but leads to Tech-chasing.
  • Combos into a Up-smash against fast-fallers that do not DI to a side. Against large, heavy characters, can be wavedashed into at several DIs.
  • Can combo into an angled F-tilt depending on DI. Useful for catching awkward DIs and percents.
  • If an opponent bounces, it is possible to hit them with any SHFFL'd aerial, a down-smash, Raptor Boost, Falcon Kick, Falcon Punch, and any tilts out of the bounce.
  • Raptor Boost is always an option, and directly combos against many characters at low percents and against most DIs, however is known to be very touchy and avoidable. Can be used to tech-chase as well.
  • Up throw can lead to a dashing, jump-cancelled re-grab against Fox at very high percents (approximately 110%) if the opponent DI's away. This is possible due to to Fox's light weight and high downward acceleration.

Trophy Descriptions

In addition to his normal trophy, there are two trophies about him as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Captain Falcon on any difficulty:

Captain Falcon (Smash Red)
Falcon's style is a balanced combination of raw power and speed. His attacks are slow, but when combined with Falcon's high mobility, he's a formidable combat force. The Falcon Punch packs the highest degree of destructive power, while the explosive Raptor Boost can be used to smash airborne foes into the depths.


Captain Falcon (Smash Blue)
The Knee Smash, used in midair on foes in front of you, is slow and has a short reach, but if it connects, it'll send foes flying a long way on a low trajectory. Falcon uses his Falcon Dive to grab an enemy in midair and fling them away with an explosive blast. He can do this technique repeatedly without landing, so it can also be used as a recovery move.


Costume Gallery

File:Alt-cfalcon2.jpg
Captain Falcon's changeable clothing in SSBM

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