• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

A Guide to Marth's Gimping Game Categorized by Character

Torn

Smash Cadet
Joined
May 1, 2008
Messages
40
As I'm sure we're all already well aware, Marth's most apparent weakness has always been his complete and appalling dearth of adequate kill-moves. I mean for God's sake, all of his smashes are terrible, laggy, and difficult to use; it's a rare moment when a Marth can pull out a tipped d-smash and kill an opponent below 300%. Consequentially, most competitive Marths must as a prerequisite learn to rely on Marth's powerful and incredibly versatile gimping game to ever score a stock against the likes of Captain Falcon and Donkey Kong.

/endsarcasm

Seriously though, even with Marth's incredibly quick and punishing smashes, it's definitely advisable to learn to stop the recovery of opponents in order to to give you an advantage over the course of the match. Gimping is an efficacious and formidable tool that all casual and competitive Marths should learn to employ effectively to improve their game.

Realizing this, I thought I'd compile a list of those characters that Marth can gimp easily and those he has trouble with in order to create a compendium of relatively useless information.

But this might help new players who are just learning not to cede stage control by jumping off and gimping recovery.




The scale:

1/10: extremely difficult to stop from recovering: they either have a recovery move that grants them super armor or one that is so effective at recovering that engaging off stage becomes a nightmare for Marth.

5/10: relatively easy to stop from recovering: their recovery move is nothing special, but may carry invincibility frames or have a difficult hitbox to approach, but it should be fine for most Marths.

10/10: extremely easy to stop from recovering: these are the characters that Marths three-stock. A down or up finished Dancing Blade or a SHDF to put this character out over the edge means that character WILL die if you engage them correctly.




DISCLAIMER:These ratings are all based on data collected on Final Destination: obviously this stuff becomes less important on tournament legal stages, but it's still really applicable. Whatever, it's fun to write and will help those who fight exclusively on Final Destination (casual players) the most.

COROLLARY: this guide will NOT take into account the "lip" that Final Destination has. It's possible to be trapped under the edge of the stage and have your vertical recovery stopped, but because it only applies on Final Destination, I've taken it out of account to make this guide more relevant for ALL stages, not just FD.




In alphabetical order (this is assuming skilled players, not level 9 CPUs, which are about the easiest thing to gimp since Tiny Tim):

Bowser - 8/10: Bowser, ever since the carefree days of Super Smash Brothers: Melee, has always been incredibly straightforward to gimp. His tremendously laggy aerials mean that he isn't going to sacrifice recovery ability to try to repel you and his massive size means a tipped or not nair will always score two hits. In addition, his awful double jump and altogether too horizontal recovery means down and at an angle spells death for Bowser.

Captain Falcon - 7/10: Captain Falcon's recovery Up+B WILL outpriority whatever move you pull out to stop him unless you compensate for range. His nair can effectively repel you if he's not that far down and he can sometimes take you down with him by pulling out a reverse stagespiked Sacred Combo. His rating is such though because if he's down enough to have to sweetspot an Up+B, edgehog means instant death for the Captain.

Diddy Kong: 7/10: If Diddy Kong is horizontally off the stage, his Side+B recovery hitting you can mean a hilarious death if you've already expended your second jump: watch out for this. However, if Diddy Kong needs to recovery vertically or at an angle, his Up+B's painful startup lag means a well-placed fair or bair (or even a not well-placed one, it just has to hit him) knocks one of his jetpacks off and usually lets him fall to his death. In addition, his Up+B is sometimes tricky to steer and an edgehog might mean 8-10% for you but a stock for the poor chimpanzee.

Donkey Kong: 9/10: Spike him when he's recovering horizontally. He double jumps pretty high, but fair or nair him to put him down (vertically) and watch his recovery miss the ledge because he's ten feet under it.

Falco: 6/10: Why the relatively high rating, you ask, considering the startup lag of his Up+B? It's just that Falco has a tendency to stagespike you if you're edgehogging him outside of your invincibility frames. Take note of this and adjust accordingly by ledgehopping and granting yourself those sweet frames. If he's out or down at an angle, however, you can avoid this entirely by going ahead and backdropping off the ledge to a bair while he's charging his jetpack for instant death. If he has the option, however (slightly horizontally out) most Falcos will go for the Illusion-recover instead of Firebird, which is hard to fight (D-Tilt comes to mind. Who else has fond memories of watching their first Melee Marth Combo Videos and being amazed by the speed at which they could react with a D-Tilt to gimp Falco?)

Ganondorf: 9/10: Once again, edgehog means instant death. His double jump is laughable and his recovery sucks, as we all know. His Up+B may hit you if you're right above him and dangling, however. His inability to repel you and his mediocre recovery means Ganondorf is laughably easy to stop from recovering.

Ice Climbers: 6/10: Yeah, their Up+B stagespikes a dangling Marth at or around 50-100%; be careful of that. Other than that, if you kill the secondary Ice Climber, their rating skyrockets to 10/10 for obvious reasons. Otherwise, their Up+B has good knockback, an unpredictable hitbox, and launches them 500 feet into the air; don't underestimate this move.

Ike: 10/10: Okay, if he's charging a QD above and at an angle, you can sometimes jump right in front of him to interrupt it and watch him fall to his death; use this tactic at your own risk, obviously. If Ike is vertically right below the ledge, DO NOT try to jump off and engage due to what is known as Aether Super Armor. He's more or less invincible when he's recovering and WILL grab the ledge; his Up+B has good vertical range. In addition, if you jump off and get caught in the spiraling sword, he may not grab the ledge, but you're going down with him; you could sometimes use this to your advantage. If he's down and at an angle, just sit back and watch him desperately press Up+B to no effect. To put him at the magical spot, jump out with a fair or nair to watch his Aether drag him down to a premature death.

Jigglypuff: 3/10: The first character that it might be smarter to edgeguard rather than jump off and engage. WoP means stay away from her when she's off the stage. You'd think that without an Up+B recovery, Jigglypuff would be easy to gimp, but Side+Bs in between jumps means your only recourse is to try a spike, but her quick aerials will probably dissuade you. Good thing she's light though; so you can usually hit her with a bair to kill her OR alternatively pull out a Shieldbreaker once in a while to sometimes score a free stock taking advantage of the Jigglypuff's shield-breaking phenomenon.

King Dedede: 5/10: King Dedede is nothing if not a very complicated character to try to gimp: if he's pretty far off the stage, a spike, double fair, or nair means he'll run out of jumps and Up+B to his death, but if he's pretty close, a skilled Dedede will counter your gimping with an Up+B, which grants him (like Ike) Super Armor. At this point, concede defeat and prepare for a long, exhausting battle on the stage. Also, DO NOT TRY TO EDGEHOG KING DEDEDE IF YOU VALUE YOUR CURRENT STOCK AND DON'T HAVE INVINCIBILITY FRAMES. DON'T DO IT. HIS UP+B WILL SPIKE YOU AND HE WILL LAUGH AT YOU. Feel free to edgehog if you're at 240% and he's at 10% or if it's his last stock or if you're good at invincibility frames though. He's also pretty easy to spike during his air jumps.

Kirby: 5/10: Kirby's an interesting character to fight aerially because his fair is extremely powerful and sometimes outranges yours. Just like Jigglypuff, fair in between jumps makes him hard to approach, but a well-timed spike means he dies. Because his Up+B hits twice, it's really hard to edgehog Kirby, which is why he gets a 5/10. Your invincibility frames *won't* save you, so be careful. It's pretty common that both of you will die if you try to edgehog him: he might not grab the ledge, but he'll drag you down with him.

Link: 7/10: He's easy to edgehog, but if he's not far off the stage, his tether recovery is hard to gimp unless you time it well. He jumps high and has a damaging Up+B that may stagespike a dangling Marth; use invincibility frames to avoid this and make him miss the edge for a quick stock.

Lucario: 8/10: Uhhh, basically just engage this Pokemon offstage aggressively, using fairs and nairs to try to put him down and at an angle. Then grab the ledge and chill; watch his Up+B, hit you and harmlessly bounce off, eliciting a scream of frustration from the Lucario player. Yeah. His Up+B really has no way to displace you if you're dangling, regardless of invincibility frames. J4pu mentions, however, as a quick word of caution that on stages such as Final Destination that have a edge-lip, a skilled Lucario can and will Up+B to a wall-sit and possibly chain that into some aerials that are powerful and deadly. That's something to watch out for as I mentioned on Final Destination and similar stages, but it's worth mentioning.

Lucas: 8/10: Good thing Lucas' fair is nothing compared to Ness'; just go ahead and try to knock him out as far as you can and then backdrop off to a bair when he's trying to PK-Thunder-recover. It's an easy kill, he can't stop the bair barrage that destroys his recovery. Don't get hit by Lucas if he successfully hits himself with PK-Thunder, however. It does like 30% and can kill at like 80%, so watch out. He might tether at low percents (pathetic range), so watch for that.

Luigi: 7/10: Luigi dies (like many characters) if he's down and at an angle. Up and at an angle means Green Cannon and directly downwards, he might sweetspot you with his Jump Punch. Careful of that; that's 25% and a kill at like 40%. Otherwise, he's easy to edgehog IF he's far away. If he's close, make sure to use invincibility frames to avoid the sweetspot of his Up+B. Also, if he's up and at an angle, you can sometimes jump in the way of his Side+B recovery to interrupt it. Use at your own risk, obviously, but it's worth mentioning.

Mario: 5/10: He's much the same off the stage as Luigi, but his higher rating is due to his very, very defensively minded Side+B Cape. This means he can recover from up and at an angle, down and at an angle, and directly downwards. His Side+B might flip you around, so try to outrange it. Other than that, he's even easier to edgehog than his brother, so just watch out for the flash of yellow that means he's caping.

Marth: 5/10: His quick and powerful fair (I don't need to tell you guys about it, right?) can repel yours, so be ready to clank alot. Up and at an angle, Marth might try to Shieldbreaker recovery, but it's pretty easy to predict (you'll both see it coming and know where he'll land.) Airdodge and fair, jump and uair, or predict and U-Smash to combat this. His Up+B could stagespike you, but if he misuses it, it's an easy edgehog. He repels you well, but if you get the edge on him, he's not getting to the edge.

Meta Knight: 5/10: Why such a low rating? Isn't Metaknight INCREDIBLY difficult to gimp? The simple reason that when's he's flapping his wings and fairing to get back on the stage, your backdropped bair will knock him off screen more often than not. Other than that, he has three recovery options, so he's a bit unpredictable. His Down+B means you get back onto the stage and C-Stick a downsmash. His Side+B means you get back on the stage and tip an f-smash. His Up+B means you make use of invincibility frames to avoid a stagespike. Overall, he's probably easier to kill on the stage (he's really light) then to gimp, but that doesn't mean you shouldn't jump off and engage to rack up some percents.

Mr. Game & Watch: 4/10: His laggy but insanely powerful aerials might spell out death for you and his Up+B will more often than not get back on stage even from down and at an angle. Even if he doesn't, he's incredibly difficult to edgehog because of his parachute thing doing damage. He'll usually recover, which is pretty bad news for Marth. Try to kill him by other means; he's not that hard to spike.

Ness: 7/10: He gets one more point than his friend, Lucas, because of his extremely long-ranged, quick, and powerful fair that will outrange you and might stop you from recovering. Other than that, see Lucas (except Ness can't tether.) Yeah, his recovery takes forever to start up, so backdrop a bair to kill him. Again, watch out for the actual damage from his recovery; it's huge.

Olimar: 10/10: Dude. What were they thinking when they made Olimar's recovery? Seriously, it doesn't get much better than this. The only thing is that his Up+B "recovery" (if you can even call it that) might stagespike you if he's got max Pikmin, but it's not hard to cancel. Just edgehog him; unless he PERFECTLY places his Up+B recovery, he's not grabbing that edge.

Peach: 3/10: Her tendency to float and her powerful aerials make her hard to approach off stage. Her insanely horizontal Up+B sometimes might be inadequate for severely down and at an angle, but she's hard to edgehog. Her umbrella will keep knocking you off the ledge and she'll usually recover. Her umbrella makes her hard to spike too, but when she's floating around in midair, she's semi-vulnerable to a spike sometimes (obviously, the better the Peach, the harder it is to spike her.)

Pikachu: 8/10: Yeah, his bair might kill you, but usually, his Up+B puts him above the ledge so he can fall and grab it. Yes, this means edgehog. Not much to say about Pikachu actually except be sure to gimp him to avoid his incredible edgeguarding game (D-smash and Down+B.)

Pit: 5/10: Yes, I know. His recovery is good. Very good. The reason his rating is thus, however, is because eventually he runs out of jumps and recoveries if you're persistent in fairing or bairing him off the ledge. You can't really edgehog him unless he was really far down, so watch out for that. Also, when he's flapping around, a carefully timed spike will mean the end of old Pit. So, in conclusion, Pit's hard to gimp, but really not as hard as everyone says.

Pokemon Trainer - Charizard: 7/10: He glides, but he's a huge target that is vulnerable to fairs and nairs. His recovery sucks and is pretty easy to edgehog given invincibility frames. In the right hands, he's a recovery-beast, but even his gliding can be countered by spaced fairs and nairs.

Pokemon Trainer - Ivysaur: 10/10: Knock him down and at an angle, grab the ledge, and watch his Up+B whiff.

Pokemon Trainer - Squirtle: 5/10: The hardest of the three (obviously) to gimp. His Up+B is pretty easy to edgehog with invincibility frames, so usually go for that. His quick fair and bair though make him hard to approach. Like most characters, down and at an angle might mean an edgehog or a failed recovery for Squirtle.

R.O.B: 5/10: About the same difficulty as gimping Pit. His jumps and his Up+B can run out pretty quickly if you jump off and spam fair. Careful though, he might footstool and spike you if you leave yourself open.

Samus: 7/10: She tethers often at low percents and has an Up+B that's murder if you're dangling. The obvious answer is to grab some invincibility frames and make her Up+B whiff, thus ensuring she'll fall to her death. Her uair and her nair are good at repelling you though, especially if you approach slightly from above.

Samus - Zero Suit Samus: 8/10: Actually, I'm not too sure about Zero Suit Samus, but it seems to me as though her two recovery options make her a little less predictable to gimp. I'm not really sure how her Up+B works regarding a dangling character, but both of her recoveries kind of have pitiful range.

Snake: 3/10: Bomb jump and an insane recovery means Snake is a character that will most often recover. Try to counter this by aggressively aerialing his floating body to see if you can knock him low enough so that neither technique can save him.

Sonic: 2/10: Sonic always recovers. Always. His Neutral+B can sometimes be taken advantage of by jumping off and airdodging so that he whiffs, but then his Up+B will save him regardless. Those two moves combined (Neutral and Up+B) and the weird quality that he has of refusing to be edgehogged by jumping or something (you know that quality) mean Sonic is hard to gimp. The only salvation you have is bairing his charge-up time on his Neutral+B, but it's hard as hell to time. The Sonic can choose whether to cancel (speed it up) or not cancel (slow it down) so you always, always, always, always get hit. That's the ultimate mindgame, and be prepared for advanced Sonic players to use it.

Toon Link: 6/10: Regardless of the fact that Toon Link is an excellent gimper himself, he's pretty easy to stop from recovering. His tether recovery has pretty short range and his Up+B is just as easy to edgehog as Link's. Just be careful of his quick and powerful aerials and his ability to avoid being spiked (and his ability to spike you) and you should be fine (and up a stock.)

Wario: 3/10: Wario's recovery is, in a word, amazing. His bike + Up+B means he's going to recover even at an angle and extremely down. His Up+B is hard to invincibility frame and is hard to DI out of; it hurts alot. The only reason he gets a 3 and not a 2 is that if he JUST lost a bike or the bike is still on the stage, he loses 80% of his recovery. A skilled Wario player will never let this happen, but just be aware of this.

Wolf: 7/10: Wolf's Up+B is easy to edgehog. When you're dangling, he'll either Up+B above you and miss the ledge OR Up+B right to you, kick you, and then die. Be sure to recover, and try to spam fair or nair to get him down and at an angle, and you'll find that gimping Wolf is infinitely easier than knocking him off-screen.

Yoshi: 3/10: Yoshi is HARD to gimp. His flutter jump's Super Armor means he doesn't get fazed by your strikes and his amazing ability to airdodge-recover means you need some serious hops to gimp him. His Up+B is also a mild recovery move that is hard to approach (it's a projectile after all.) It's weird that all these characters without a serious Up+B recovery are the hardest to gimp (excepting Olimar and Ivysaur of course.)

Zelda: 4/10: She jumps high and her Up+B recovery is impossible to predict. If she goes for the ledge and you're dangling, that's a stagespike if you're above 100%. Be careful of this and try to attack her on the startup lag for her Up+B; that's the time that she's the most vulnerable. If you succeed in doing this (and you most often will,) she'll either be unfazed or tumble to her death, depending on how hurt she is. It's kind of difficult to edgehog her, like I mentioned, unless she teleports above the ledge and tries to grab it. At that point, grab the ledge and get ready for her next stock.

Zelda - Sheik: 7/10: Sheik's inability to float like Zelda and her shorter and more predictable Up+B (it goes in a straight line) means she's pretty easy to gimp. Be careful of her strong aerials and the lack of startup lag on her Up+B though. Again, just like for Zelda, it's hard to edgehog her because she might knock you off. All in all, just go for her aggressively and try to put her down and at an angle.




And that's my first guide ever. Let me know what you think (I'm expecting a flood of "This is useless on Delfino Plaza" but whatevs.) It was fun to write and I think it'll help alot of people. Leave feedback and discuss or whatnot if you want.

Torn
 

Emblem Lord

The Legendary Lord
Joined
Aug 11, 2005
Messages
9,720
Location
Scotch Plains, NJ
NNID
ShinEmblemLord
3DS FC
3926-6895-0574
Switch FC
SW-0793-4091-6136
Looks pretty nice to me.

Maybe other people have more to say.

Good job.
 

TKD+ITA+Mar=

Smash Ace
Joined
Apr 8, 2008
Messages
951
Location
San Diego
Do I spy an Emblem_Lord Jr? lol =)

A good guide, I have a few quibbles here and there but pretty solid overall.
 

Demonstormkill

Smash Apprentice
Joined
Apr 22, 2008
Messages
116
Location
London, ON.
3DS FC
3926-6919-7589
Nice guide. When going offstage after ROB, i've gotten burned by his nair more than a few times. Is that just bad spacing/timing on my part or a viable defense for him?

I was also wondering what you meant about wolf kicking you and then falling to his death. If he hits you he can still grab the ledge so why exactly would he die after hitting you on a regular basis?
 

Torn

Smash Cadet
Joined
May 1, 2008
Messages
40
Difference of ranges

Nice guide. When going offstage after ROB, i've gotten burned by his nair more than a few times. Is that just bad spacing/timing on my part or a viable defense for him?
No, R.O.B's nair is very hard to space against; we all know it's very powerful and the hitbox is frankly broken. It is laggy though, so if you space it, that's pure profit, but mostly just be aware of it and adjust accordingly. Usually a R.O.B can afford to nair and then still recover, but if you stop him, he can usually only nair once per recovery.

I was also wondering what you meant about wolf kicking you and then falling to his death. If he hits you he can still grab the ledge so why exactly would he die after hitting you on a regular basis?
Actually, sometimes what you'll find is that Wolf's leg can still hit you and still miss the ledge (you're there for maybe 3 frames) or that his leg can hit you, but he's not in range to grab the ledge. Yeah, you're right, this is less an edgehog issue and more of a Wolf's recovery vulnerability issue, but because it happens when you're edgehogging him I thought I'd mention it.

So, yeah, guys, thanks for the feedback and feel free to discuss if you have any problems with the guide or any questions for some of us to answer.

Torn
 

Torn

Smash Cadet
Joined
May 1, 2008
Messages
40
Agreed

http://www.youtube.com/watch?v=bL8b919vv4I

Watch around 3 minutes. If you time it correctly, Marth can handle Aether. I know you've already put Ike at 10/10 (which I agree with despite being an Ike mainer), but you make it sound like Aether's sorta hard to gimp.
Yeah, that's an inventive use of Counter on the Marth's part to combat Aether. If you watch the first couple seconds and throughout the match though, Aether's seriously giving the Marth trouble. It's a good tactic to stand on the edge and Counter, but mostly, Aether's just hard to EDGEHOG because it evades invincibility frames and can sometimes kill both characters.

Haha, yeah, even Ike mainers agree that his recovery could use a buffing; thanks for the feedback and opposing viewpoint, man.

Torn
 

w3bhead

Smash Cadet
Joined
Mar 13, 2008
Messages
37
Location
California
This whole guide is really well written Torn and also very useful. It is even helpful to people who don't even main Marth because there is a lot of great information in it. It is clear that you put a lot of time into this and I applaud you. Thank you for sharing with us the fruits of your labor and I look forward to more of your posts in the future. Keep up the great work! "In alphabetical order (this is assuming skilled player, not level 9 CPU which is about the easiest thing to gimp since Tiny Tim):" ROFL
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
Luigi definitely isn't that easy to gimp, best recovery in the game
Well, you can spike him out of his side B (or Fair, bair, nair, ect). and countering his tornado is pretty easy.

Also, Sonic can both wall jump and footstool jump after his up B which is why it's so hard to edgehog him.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Oh god. Sonic. My friend mains Sonic and I can NEVER ever gimp him. Change it to a 1/10 ]:
It's doubtful that a rating of 1/10 compared to 2/10 would make any difference. The rating of 2/10 is probably better because the typical "too lazy, didn't read" Smashboard member would probably conclude that Sonic's recovery is broken (oh wait...). Also, just because Sonic gives you trouble doesn't mean everyone has trouble with him (but I will agree the Sonic vs. Marth match-up is pretty tied).

Anyway, good guide. It's always nice to have a guide or two for future reference.
 

J4pu

Smash Champion
Joined
Mar 30, 2008
Messages
2,343
Location
Torrance/Irvine, CA, USA
IMO you should rethink the ratings given to samus and lucario, because you did say this was a guide for good players
you didn't mention samus's down b stall that gives her plenty of time to wait until you lose your invinc frames if that's the tactic being used, and if rather your off the stage fighting she has 2 good options (upB and grapple as you mentioned) as well as a decent Nair
And for lucario you failed to mention that a good player won't go for the edge if you are hanging there, rather he will go into a wall-sit (or w/e the hell it's been named) under the lip, and then jump back out when he feels it is safe
 

Gindler

Smash Champion
Joined
Feb 26, 2008
Messages
2,442
Location
Orlando (UCF)
Nice to see Yoshi got a good score. Everyone seems to think he's the easiest in the game to gimp do to no real recovery move.

As for the rest, wow you really did your research on this one, is this rating system true for almost any character or just when using marth?
 

Torn

Smash Cadet
Joined
May 1, 2008
Messages
40
Answers

Nice to see Yoshi got a good score. Everyone seems to think he's the easiest in the game to gimp do to no real recovery move.
Yeah, haha, anyone with any experience fighting Yoshi knows he's a master of recovery.

Quick aside: is his Up+B only a one-time boost or does it chain? I haven't really observed this fact; I do know it's really tricky to approach, however, and if he can do it multiple times to wuss out your invincibility frames and stall a bit, it's probably worth mentioning.


As for the rest, wow you really did your research on this one, is this rating system true for almost any character or just when using marth?
First of all, thanks; it feels great to be appreciated.

In answer to your question, this guide was written strictly with Marth in mind, yes, but the information here could easily be applied to gimping in general. The ratings, however, take into account Marth's incredibly varied and powerful aerial approach game, and might have to be adjusted depending on which character you're talking about.


And for lucario you failed to mention that a good player won't go for the edge if you are hanging there, rather he will go into a wall-sit (or w/e the hell it's been named) under the lip, and then jump back out when he feels it is safe
I was initially kind of reluctant to award Lucario this option because like I mentioned, when I wrote this thing I was really scared everyone would say "You're a noob because you only consider FD." It's true that Lucario can wall-cling on the lip on Final Destination, but you'd be hard pressed to find another stage that would allow Lucario to make use of this. Off the top of my head, I think only Pokemon Stadium has a clingable lip in addition to Final Destination [Lylat Cruise, Smashville, Delfino Square, and Yoshi's Story (I think) all mean Lucario's dead.]

When a Lucario player's out far enough, he won't be able to make the stage by curving his Up+B to get on the stage. This is obviously a problem at low percents (jump on stage and D-smash) so actually, yeah, I could buy Lucario being pretty hard to gimp.

In fact, I'm gonna go ahead and touch up his rating to reflect these two facts and I'll edit his entry to mention them too (I'll make sure to credit you.)

Yeah, like I said, the only reason I didn't talk about wall-hugging (and Lucario's backdropping to an aerial which is actually extremely deadly) is because I wanted this guide to reflect all stages equally and not concentrate on Final Destination. On FD, the Lucario player could easily "wait until it's safe" yeah, or wallhop a couple of times and pace into an aerial, which could mean a dead Marth.

Thanks for all the feedback, guys.

^^Just Marth. But isn't that all that really matters?

lol.
Quoted for truth.

Torn
 

J4pu

Smash Champion
Joined
Mar 30, 2008
Messages
2,343
Location
Torrance/Irvine, CA, USA
Oh yea, I completely forgot that we weren't doing this pertaining to FD but on yoshi's story (if that's the one where the weird blobs come up on the sides, can't remember) he can wall sit on the whole wall i believe
not really important to ur rating, just thought I'd let you/ any other people that didn't already know know
and yea i now realize how few maps he can actually make use of this tactic.

EDIT- ^-- was talking about lucario
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
Nice guide, but perhaps you should go back and expand upon things if you have the time. It's nicely organizeed, but could probably use some more depth/weight. Good job though.
 

Torn

Smash Cadet
Joined
May 1, 2008
Messages
40
Nice guide, but perhaps you should go back and expand upon things if you have the time. It's nicely organizeed, but could probably use some more depth/weight. Good job though.
Hey, thanks for the feedback, I appreciate it.

Anything in particular you think would be helpful for people to know that would let me add depth without being redundant or long-winded?

I definitely do want to make this thing better and I

A) have time
B) enjoy writing this kind of thing so obviously I'm willing to do it.

It's kind of hard from my perspective to tell what's missing and what could use mentioning, so if anyone has any ideas, I'd love to hear them.

Torn
 

1170

Smash Apprentice
Joined
Mar 4, 2008
Messages
113
Location
Willamette Valley
There isn't any real need to spike Pit, because of the unique properties of his up-b. Just keep swatting. He'll die eventually.
 

Pierce7d

Wise Hermit
Joined
Dec 20, 2006
Messages
6,289
Location
Teaneck, North Bergen County, NJ, USA
3DS FC
1993-9028-0439

Diddy Kong: 7/10: If Diddy Kong is horizontally off the stage, his Side+B recovery hitting you can mean a hilarious death if you've already expended your second jump: watch out for this. However, if Diddy Kong needs to recovery vertically or at an angle, his Up+B's painful startup lag means a well-placed fair or bair (or even a not well-placed one, it just has to hit him) knocks one of his jetpacks off and usually lets him fall to his death. In addition, his Up+B is sometimes tricky to steer and an edgehog might mean 8-10% for you but a stock for the poor chimpanzee.

Ice Climbers: 6/10: Yeah, their Up+B stagespikes a dangling Marth at or around 50-100%; be careful of that. Other than that, if you kill the secondary Ice Climber, their rating skyrockets to 10/10 for obvious reasons. Otherwise, their Up+B has good knockback, an unpredictable hitbox, and launches them 500 feet into the air; don't underestimate this move. Usually though, if you've engaged them offstage, their recovery means the primary Ice Climber edgehogs the secondary one, lolol.

King Dedede: 5/10: King Dedede is nothing if not a very complicated character to try to gimp: if he's pretty far off the stage, a spike, double fair, or nair means he'll run out of jumps and Up+B to his death, but if he's pretty close, a skilled Dedede will counter your gimping with an Up+B, which grants him (like Ike) Super Armor. At this point, concede defeat and prepare for a long, exhausting battle on the stage. Also, DO NOT TRY TO EDGEHOG KING DEDEDE IF YOU VALUE YOUR CURRENT STOCK AND DON'T HAVE INVINCIBILITY FRAMES. DON'T DO IT. HIS UP+B WILL SPIKE YOU AND HE WILL LAUGH AT YOU. Feel free to edgehog if you're at 240% and he's at 10% or if it's his last stock or if you're good at invincibility frames though. He's also pretty easy to spike during his air jumps.

Pikachu: 8/10: Yeah, his bair might kill you, but usually, his Up+B puts him above the ledge so he can fall and grab it. Yes, this means edgehog. Not much to say about Pikachu actually except be sure to gimp him to avoid his incredible edgeguarding game (D-smash and Down+B.)

Pit: 5/10: Yes, I know. His recovery is good. Very good. The reason his rating is thus, however, is because eventually he runs out of jumps and recoveries if you're persistent in fairing or bairing him off the ledge. You can't really edgehog him unless he was really far down, so watch out for that. Also, when he's flapping around, a carefully timed spike will mean the end of old Pit. So, in conclusion, Pit's hard to gimp, but really not as hard as everyone says.

Snake: 3/10: Bomb jump and an insane recovery means Snake is a character that will most often recover. Try to counter this by aggressively aerialing his floating body to see if you can knock him low enough so that neither technique can save him.

Zelda: 4/10: She jumps high and her Up+B recovery is impossible to predict. If she goes for the ledge and you're dangling, that's a stagespike if you're above 100%. Be careful of this and try to attack her on the startup lag for her Up+B; that's the time that she's the most vulnerable. If you succeed in doing this (and you most often will,) she'll either be unfazed or tumble to her death, depending on how hurt she is. It's kind of difficult to edgehog her, like I mentioned, unless she teleports above the ledge and tries to grab it. At that point, grab the ledge and get ready for her next stock.

Zelda - Sheik: 7/10: Sheik's inability to float like Zelda and her shorter and more predictable Up+B (it goes in a straight line) means she's pretty easy to gimp. Be careful of her strong aerials and the lack of startup lag on her Up+B though. Again, just like for Zelda, it's hard to edgehog her because she might knock you off. All in all, just go for her aggressively and try to put her down and at an angle.
Torn
The above are what I disagree with, and I know people that play most of these, though I still say that I agree with what you said for about 3/4 of the roster.

Diddy's Up B is moderately fast and dangerous after charged, and somewhat hard to edgeguard with perfect invincibility frames. Furthermore, he might just blast onto the stage, and Diddy has retardedly good lateral drift. More importantly, his Side B makes his recoverly retardedly good. I know this thread is for F-D, but I think it's worth mentioning that my brother who is a VERY GOOD Diddy main can go from one ledge to another on Battlefield UNDERNEATH the stage. Much lower rating.

Ice Climbers, I agree with the rating, but I would like to mention they no longer edgehog themselves. That was fixed in Brawl, they both can simultaneous grab the edge now.

King Dedede. The key is in counter! If you are still on the stage, or close enough to meet him there, jump up and counter. Even if he cancels, you can still fast fall Nair and you'll reach him. Still about an accurate rating.

Most intelligent Pikachu players will not aim for the ledge if you can beat him or her there. Much lower rating

Pit, even though you can Fair him, a good Pit player (like my brother) will Arrow reject you, or Mirror Shield, and if he is far out, he will fly UNDER the stage, and beat Marth to the opposite side, especially if you try and Gimp him. This makes him very hard, but not impossible to Gimp. I would give a lower rating.

Snake can be Fair and then Naired off of his recovery if done right. He can also be spiked. Or, you can just to the common grab gimp that most characters do against Snakes that recover close. Not as hard to gimp as people like to this. I would give him a very slightly higher rating.

I agree with the rating on Zelda, but the teleport isn't always predictable, and her Nspecial can be a mindgame.

Good rating on Shiek, but perhaps one lower, since her tether recovery is actually one of the better ones.
 

Lord Aether

Smash Apprentice
Joined
May 2, 2008
Messages
199
Location
Ellicott City, Maryland
Quick aside: is his Up+B only a one-time boost or does it chain? I haven't really observed this fact; I do know it's really tricky to approach, however, and if he can do it multiple times to wuss out your invincibility frames and stall a bit, it's probably worth mentioning.
Can be used repeatedly.
 

∫unk

Smash Master
Joined
Mar 22, 2008
Messages
4,952
Location
more than one place
I'm confused on the Meta analysis... On most hits Meta survives, he will be above the stage. At this point he can use his plethora of options to make it back safely. Rarely is a Meta below you trying to recover. And when you drop down to Bair them they can react with a Bup, which out prioritizes and stage spikes Marth.

Please show me a video where your described MK gimping is working against someone good consistently.
 

uremog

Smash Ace
Joined
May 2, 2005
Messages
665
Location
Hawaii
don't forget squall hammer (side+B) for ICs

i think TL might be a little harder because his projectiles can help keep you from hanging while he's away and his falling sleep help keep him high enough to use them. his air DI gives him an ambiguous stage or edge option as well.

same with MK and his floatiness + gliding + upB
 

Anomic_Punk

Smash Champion
Joined
Sep 20, 2006
Messages
2,331
Location
Lawrenceville , GA
I'd also mention Meta's neutral B.

It recovers him horizontally, and its near impossible to outprioritize, your best option is to counter it, but if he expects it he's got more than enough time to bait it and then swoop in with the rest of his ungodly long tornado.

Also- Falco isn't going to start his Up+B unless he has no other option, because his side+B is near invincible, yes the firebird is easy to gimp, but any smart Falco will almost never use it.
 

Crizthakidd

Smash Champion
Joined
Oct 1, 2007
Messages
2,619
Location
NJ
Donkey kong is pretty good in this game now. or maybe im not going against him right....

hes got this grab and ledge spike / stage spike that is awlays killing me. and his horizontal recovery is effin huuuge lmao. either way i guess hes kidna easy gimping.
 

alchfilosofer

Smash Ace
Joined
Jan 19, 2008
Messages
753
Donkey kong is pretty good in this game now. or maybe im not going against him right....

hes got this grab and ledge spike / stage spike that is awlays killing me. and his horizontal recovery is effin huuuge lmao. either way i guess hes kidna easy gimping.
try some dair against his up-b
 

Torn

Smash Cadet
Joined
May 1, 2008
Messages
40
Hmm... Many of you are discussing specific characters and mentioning how this character or that may have a recovery with some contrary element to what I've said.

I think the best way to explain myself is to explain that anytime I mention something specific, like Diddy Kong's inability to blast onto the stage or Pikachu's tendency to miss the ledge, what was going through my mind when this was written was best-case scenarios. Yes, Pikachu will always want to curve his Up+B so that he lands safely on the stage if you're dangling. He will then turn the tables on you and begin his magnificent edgeguarding game and you will sorely regret your decision. However, despite his desire to do so, depending on his physical position relative to the stage, he will very often be unable to do so and be forced to take the course of action that I describe in his rating.

However, I only mentioned his tendency to miss the ledge because the best-case scenarios I usually summon to my imagination were going through my mind. There is a large square of area (very down and at an angle) wherein Pikachu will be unable to curve his Up+B onto the stage and where Diddy Kong will have to charge his Up+B and still not make the stage. Yes, Falco will usually mix up Side+Bs and Up+Bs for horizontal recovery, but when he is down and at an angle, I mention that he will be forced to use Firebird, and more often than not he will fall to his death.

Yeah, so the specifics I mention in the guide will often be relevant, but there are times when the enemy has been knocked so slightly over the edge that any recovery at all will mean a safe landing. However, there are innumerable times during the course of a round (where the opportunity to gimp presents itself to you most apparently and becomes the most useful) that the enemy is 100% plus and a neutral-finished Dancing Blade will knock the opponent cleanly into a magical zone (down and at an angle) where everything I say will usually become applicable and brilliant.

Now to address some specifics.
I'm confused on the Meta analysis... On most hits Meta survives, he will be above the stage. At this point he can use his plethora of options to make it back safely. Rarely is a Meta below you trying to recover. And when you drop down to Bair them they can react with a Bup, which out prioritizes and stage spikes Marth..
Yeah, this is a good point, but to discuss it a little more, off the top of my head Countering and Dolphin Slashing MetaKnight knocks him at an extremely low angle and I know also that many MetaKnight players will actually descend to a lower altitude to try to flap to a sweetspot ledgegrab in between fairs.

Evidence: http://www.youtube.com/watch?v=JOImB4Vp-Zs
The second match (against MetaKnight obviously) bears witness to this point quite a bit. The MetaKnight often goes for a recover from a very low altitude. Bardull probably doesn't go for the gimp because he's scared of losing his last stock to a stagespiked Shuttle Loop like you mention.

I would imagine that this is mostly done to avoid being read, but your point makes more sense actually. The stuff that I say is probably worth mentioning though because once MetaKnight falls to that altitude his gimp becomes as I describe and it's a much less straightforward affair to jump out and gimp someone who's up and at an angle.

And your point about Shuttle Loop is noted and I'll make sure to add that. That's a definite possibility if the MetaKnight's getting up there in percents and wants to take you down with them. That's definitely worth mentioning, thanks.
I'd also mention Meta's neutral B.

It recovers him horizontally, and its near impossible to outprioritize, your best option is to counter it, but if he expects it he's got more than enough time to bait it and then swoop in with the rest of his ungodly long tornado.

Also- Falco isn't going to start his Up+B unless he has no other option, because his side+B is near invincible, yes the firebird is easy to gimp, but any smart Falco will almost never use it.
Yeah, if MetaKnight's up and at an angle his options expand and yours shrink, good point.

Also, I talk about the Falco example in the introduction, so there's my reasoning up there. I will go ahead and mention Illusion though, I can't believe I didn't earlier, I didn't do much revising after the guide had been written, thanks.
Ice Climbers, I agree with the rating, but I would like to mention they no longer edgehog themselves. That was fixed in Brawl, they both can simultaneous grab the edge now.
Huh, I know I've seen this happen; I know it was a problem in Melee, but I think I've seen it apply in Brawl too. Maybe I misunderstood or something, but I will investigate this matter, it's obviously very important when considering Ice Climbers.
Most intelligent Pikachu players will not aim for the ledge if you can beat him or her there. Much lower rating
Yes, if Pikachu can he will avoid an occupied ledge. More often than not, however, he will be at such an angle relative to the stage that he will be utterly unable to.
Pit, even though you can Fair him, a good Pit player (like my brother) will Arrow reject you, or Mirror Shield, and if he is far out, he will fly UNDER the stage, and beat Marth to the opposite side, especially if you try and Gimp him. This makes him very hard, but not impossible to Gimp. I would give a lower rating.
As a personal note, I've beaten to the ledge every single Pit who has ever tried this tactic (you can see it coming ages before it happens) so most people don't even try it to my knowledge. Also, Mirror Shield means death if he's far enough down to have to repel a dominant Marth, I think.
Snake can be Fair and then Naired off of his recovery if done right. He can also be spiked. Or, you can just to the common grab gimp that most characters do against Snakes that recover close. Not as hard to gimp as people like to this. I would give him a very slightly higher rating.
Well, a good Snake will never let you grab his Sentinel (for those of us who don't know, grabbing Snake's Sentinel when he's hovering right next to the stage means he can't use it again for a while.) Also, in an attempt to justify my position, I've seen some pretty miraculous Bomb Jumps.
I agree with the rating on Zelda, but the teleport isn't always predictable, and her Nspecial can be a mindgame.
How much does she float after her Neutral+B? Enough to stall for a mindgame? Also, yeah, Zelda's teleport can be unpredictable, it's Sheik's that is easy to read.
Good rating on Shiek, but perhaps one lower, since her tether recovery is actually one of the better ones.
Isn't her tether longer than only Lucas'?

Good thread but was this tested on CPUs?
Uhh, no, this is taken from tournament videos and personal experience (I think I mention that somewhere.)

Thanks for the feedback, everyone.

Torn
 

Gindler

Smash Champion
Joined
Feb 26, 2008
Messages
2,442
Location
Orlando (UCF)
Yeah, haha, anyone with any experience fighting Yoshi knows he's a master of recovery.

Quick aside: is his Up+B only a one-time boost or does it chain? I haven't really observed this fact; I do know it's really tricky to approach, however, and if he can do it multiple times to wuss out your invincibility frames and stall a bit, it's probably worth mentioning.
It boosts 4 times, 3 and 4 do next to nothing though so I like to say it's only really a 2 time boost with first doing the most and exponentially (i like that word) getting alot smaller.

Marth is a beast to fight btw.
 

Proverbs

Smash Lord
Joined
Feb 21, 2008
Messages
1,698
Location
Seattle, WA
\Captain Falcon - 7/10: Captain Falcon's recovery Up+B WILL outpriority whatever move you pull out to stop him unless you compensate for range. His nair can effectively repel you if he's not that far down and he can sometimes take you down with him by pulling out a reverse stagespiked Sacred Combo. His rating is such though because if he's down enough to have to sweetspot an Up+B, edgehog means instant death for the Captain.

Uh, that last line...yeah right? Unless you're using invincibility frames, a Falcon using up+B to get the edge is the last thing you want. At higher percents this will stage spike you to oblivion. At lower percents, it sets up for Falcon edgeguarding you to death. And using invincibility frames works for basically any character, so Falcon really isn't any easier to edgeguard.

Furthermore, you missed the part about his forward+B. My third main is Falcon and I can't even begin to tell you the ridiculous stories of my Falcon-spikes on stupid edgeguarders that I have acquired in the time I've been playing him (less than a week, mind you). If a Marth is trying to throw f-airs to take him out or even b-airs, proper timing is all a Falcon needs to take you out. At lower percents you'd be extremely God-blessed--not even lucky, blessed--to be able to recover. Even then, all the Falcon has to do is edgehog using invincibility frames. Given the short time you have to recover, timing those frames won't be hard at all--he just needs to grab the edge.

And what about Falcon using his double jump to u-air an edgehogger and then use his up+B--or even a knee if someone's really stupid (basically use the slow start-up of the knee to make them think they still have time with the invincibility frames).

Falcon is not easy to edgeguard. He's not as hard as MetaKnight but he's nowhere close to Olimar.

Sorry if all of this has already been stated.
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
Very good thread Torn. I'll definitely be adding this content to my Guide.

However, I would like to point out that Yoshis double jump is gimped majorly by Footstooling, and can be killed at very low percents this way.
 

3xSwords

Smash Lord
Joined
Mar 14, 2008
Messages
1,193
Location
Bergen County
Uh, that last line...yeah right? Unless you're using invincibility frames, a Falcon using up+B to get the edge is the last thing you want. At higher percents this will stage spike you to oblivion. At lower percents, it sets up for Falcon edgeguarding you to death. And using invincibility frames works for basically any character, so Falcon really isn't any easier to edgeguard.

Furthermore, you missed the part about his forward+B. My third main is Falcon and I can't even begin to tell you the ridiculous stories of my Falcon-spikes on stupid edgeguarders that I have acquired in the time I've been playing him (less than a week, mind you). If a Marth is trying to throw f-airs to take him out or even b-airs, proper timing is all a Falcon needs to take you out. At lower percents you'd be extremely God-blessed--not even lucky, blessed--to be able to recover. Even then, all the Falcon has to do is edgehog using invincibility frames. Given the short time you have to recover, timing those frames won't be hard at all--he just needs to grab the edge.

And what about Falcon using his double jump to u-air an edgehogger and then use his up+B--or even a knee if someone's really stupid (basically use the slow start-up of the knee to make them think they still have time with the invincibility frames).

Falcon is not easy to edgeguard. He's not as hard as MetaKnight but he's nowhere close to Olimar.

Sorry if all of this has already been stated.
Just about to say that. This also applies to Ganon and Ganon can also stage spike you with his punch that he does at the end of his upB.
 

Nodrak

Smash Ace
Joined
Oct 12, 2007
Messages
992
Location
Ontario, Canada
Lucario: 8/10: Uhhh, basically just engage this Pokemon offstage aggressively, using fairs and nairs to try to put him down and at an angle. Then grab the ledge and chill; watch his Up+B, hit you and harmlessly bounce off, eliciting a scream of frustration from the Lucario player. Yeah. His Up+B really has no way to displace you if you're dangling, regardless of invincibility frames. J4pu mentions, however, as a quick word of caution that on stages such as Final Destination that have a edge-lip, a skilled Lucario can and will Up+B to a wall-sit and possibly chain that into some aerials that are powerful and deadly. That's something to watch out for as I mentioned on Final Destination and similar stages, but it's worth mentioning.
If Lucario is knocked at a point above the edge, you'd have to jump out and attack him and even then a well placed airdodge and a counter attack (or even Lucario's counter) can be used to not only hurt the Marth that jumped off the edge, but would aid Lucario's recovery.

There are many stages Lucario can wall cling to. Granted, most are banned or counterpicked. Even so, it's very easy for a Lucario player to just fly past Math and onto the stage itself, even without curving Lucario's upB. I wouldn't say you have to change the 8/10 to a low number, but 8/10 is a bit high
 

Proverbs

Smash Lord
Joined
Feb 21, 2008
Messages
1,698
Location
Seattle, WA
Oh, and let me put this out there: So far almost all of our guides against Captain Falcon are complete phail. Any good Falcon will destroy someone using those guides. So, just as a warning so you don't get destroyed by a bottom tier, all of those need to be revised. Even the Falcons are not sure how to play Falcon just yet and it's all being discovered right now. But the guides you have currently are all out of date. I'll do what I can to help the Marth boards with it, but I won't spoil the chances the Falcons have at reviving their main (and my third best character as well).
 

uremog

Smash Ace
Joined
May 2, 2005
Messages
665
Location
Hawaii
I'll do what I can to help the Marth boards with it, but I won't spoil the chances the Falcons have at reviving their main (and my third best character as well).
Interesting note. But there is no way to spoil these chances (or to not spoil them for that matter). Eventually what there is to be discovered will be and the metagame will reflect it. One person holding back won't prevent anything from spoiling.
 
Top Bottom