I'll test it with someone next chance I get, that's all I can say lol.
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second jab covers shortenI don't think I've ever seen shorten actually covered without giving up coverage elsewhere, and doing that turns it into a bad 50/50. Same goes for that perfect firefox sweetspot that goes under jab (falco can just shoot both of these lol so good).
I'll believe it when I see it, but I think spacies can just force ledge in a lot of instances vs marth.
Why would the second jab cover it any better than the first?second jab covers shorten
you're so much nicer than me, but yeah i wonder what they are thinking sometimes...Well, for me the shfair would certainly be on reaction. I suppose I was thinking about Fox, though I don't imagine it would be that much harder against Falco? I'm not sure. I guess if I see I don't have time to do anything, I usually just shield.
Is jab actually a viable option against a high Falco illusion? I find that it hasn't worked too well for me. Maybe I'll have to play around with it more. I've also thought about utilt as a read, but can it be done on reaction? Does it come out high enough, on time?
It kind of annoys me when people say Falco has a terribad recovery. Clearly the last few pages of discussion would suggest he's not doing so bad. Now Marth, on the other hand...
Not saying I've tested this extensively or anything, but don't knock it til you try it! You'd be surprised how consistently you might get the weird hitbox. And if you do get the tipper, they'll probably be DIing do that they'd get sent far off the other side of the stage anyway (depending on what stage you're playing on of course).If you don't get the weird hitbox on utilt, you're just going to send them behind you back onto the stage. I doubt you can get the weird hitbox consistently either.
Because I haven’t had a proper understanding of utilt’s hitboxes, I just made some tests and condensated my findings in an image. Maybe this will help somebody.If you don't get the weird hitbox on utilt, you're just going to send them behind you back onto the stage. I doubt you can get the weird hitbox consistently either.
I think he meant he’d time it so that first jab hits full-length illusion and second jab shortened. I thought this was possible, too, but I just checked and it actually isn’t. Both jab1 and jab2 can hit shortens from above, but never (not even on YS) sweetspot (as low as possible) full-length or shortens.Why would the second jab cover it any better than the first?
I used the abbreviations I found in SSBM Hitboxes (NTSC 1.0).xslx, I thought this was a great reference. Can you link me one that’s more agreed on?kadano: knockback growth is abbreviated "KBG," otherwise good stuff
Thank you! I won’t.Kadano I love your posts and how informative they are. Never stop.
With double SDI (180°→135°) at 0% (second slash still hits him though, yay!). With single SDI at about 10%. Without SDI in a few cases as soon as 30% (if he manages to get hit by side-B’s inner hitbubbles so he’s close to the stage¹), but in most not before 146%.Regarding side-B, what percents can Fox start to simply DI the side-B onto the stage?
Dude, you need to hit up the Masterhand program.Because I haven’t had a proper understanding of utilt’s hitboxes, I just made some tests and condensated my findings in an image. Maybe this will help somebody.
Funny that you mention this, Strong Bad linked it to me just a couple of hours ago. Yeah, I can’t wait messing with it!Dude, you need to hit up the Masterhand program.
http://www.smashboards.com/threads/tool-master-hand-v1-20-melee-character-file-viewer.313930/
I didn’t know about this special angle, so thanks! Omniscient Magus wrote a page about it. For utilt, knockback angle is 44° against grounded opponents and 45° against aerial opponents so I don’t think this makes an edit necessary. (Even against a crouching Bowser with 0%, launch speed is 1,35 > 0,963)Also, I think all those 45 degree should be replaced by the 361 angle. If I recall, its pretty much an angle that will scale with damage. Something like a 30 degree angle at lower percents, and a 45 degree angle at higher percents.
man isn't this the disgusting truth. i don't remember ever feeling like marth's recovery was bad.Watch PewPewU videos religiously and your recovery will get better
Marth actually has a ton of tricks, most people just recover in a far too linear manner
As long as they can't ledge cancel (LC) their side-B on a plat, there's no reason to give them a free shoten. Marth is the only character with the right move for the job (dtilt), so it doesn't make sense to give it up every time. If they can't LC on a plat, you just stand at the ledge. Dtilt on reaction to side-B, and it won't matter if they shortened. If they side-B too high to dtilt, jab instead. If they side-B too high too jab, I don't think they can hit you (definitely not if you crouch on reaction), so just punish their side-B's landing lag. If they are able to LC, you will have to choose between potentially giving up center stage by allowing them to go for the LC and just trying to punish their cancel somehow (a lot of spacies will always FF bair, so you can just grab it), or you can give up the ledge (definitely let them have the ledge if they cannot ledge dash). You can also try to jump out there to hit them (to be at LC spacing they have to be fairly close to the stage, perhaps with YS being the exception) but I don't really like doing that because if you screw up they have stage control.yeah, agree with frootloop on that one. I just focus on knocking them off far enough that they are forced to do a frame perfect shorten as opposed to the free short shorten, and then just take the 50-50 on the free short shorten
Probably because everyone ever falls for the dumbest Marth tricks ever, like side-Bing to make the opponent think he is up-Bing. That **** should never work, but I guess it's all Marth has anyway. Marths should just be ready for the day when people start edgeguarding him properly (at least with spacies), and you will have to start landing on stage and ground teching whatever attack they LH with. Who am I kidding, people never learn.man isn't this the disgusting truth. i don't remember ever feeling like marth's recovery was bad.
back to dodging/hating this thread.
pp is wack.
"KBG" has been used since 2008 when we were still hex editing hitbox properties during Brawl+ development. It's referred to as KBG in PSA, Master Hand, and my Knockback & Hitstun calculator. Base Knockback is similarly abbreviated BKB. This is mostly because Knockback is never simply abbreviated "K" when speaking about it in general, but rather as "KB".I used the abbreviations I found in SSBM Hitboxes (NTSC 1.0).xslx, I thought this was a great reference. Can you link me one that’s more agreed on?
The problem of course is that you aren't always close enough by the time they can jump and set up for it. If that were not the case, marths would probably edgeguard falcos almost 100% of the time.As long as they can't ledge cancel (LC) their side-B on a plat, there's no reason to give them a free shoten. Marth is the only character with the right move for the job (dtilt), so it doesn't make sense to give it up every time. If they can't LC on a plat, you just stand at the ledge. Dtilt on reaction to side-B, and it won't matter if they shortened. If they side-B too high to dtilt, jab instead. If they side-B too high too jab, I don't think they can hit you (definitely not if you crouch on reaction), so just punish their side-B's landing lag. If they are able to LC, you will have to choose between potentially giving up center stage by allowing them to go for the LC and just trying to punish their cancel somehow (a lot of spacies will always FF bair, so you can just grab it), or you can give up the ledge (definitely let them have the ledge if they cannot ledge dash). You can also try to jump out there to hit them (to be at LC spacing they have to be fairly close to the stage, perhaps with YS being the exception) but I don't really like doing that because if you screw up they have stage control.
Probably because everyone ever falls for the dumbest Marth tricks ever, like side-Bing to make the opponent think he is up-Bing. That **** should never work, but I guess it's all Marth has anyway. Marths should just be ready for the day when people start edgeguarding him properly (at least with spacies), and you will have to start landing on stage and ground teching whatever attack they LH with. Who am I kidding, people never learn.
People definitely react to side-B wrong, but from Marth's perspective it also seems like they probably just got scared because they ran out of invul too. That's why I just ledge grab as late as possible, ledge stall once, and then roll or LH an attack. It's not even hard, so idk why it's so rare. I understand people are worried about being counter-killed, but I don't even see people attempt it in friendlies. Hell, when I'm at really low percents, I sometimes don't even worry about getting hit by early up-Bs because I can just DJ after the stun and still hit Marth back off stage.The problem of course is that you aren't always close enough by the time they can jump and set up for it. If that were not the case, marths would probably edgeguard falcos almost 100% of the time.
and people I play don't fail to edgeguard marth from reacting to side b wrong, it's because they either fail to invuln refresh (every fox or falco i have played in my life except for wenbo) or because they are really bad and try to light shield edgehog in a million places where they shouldn't (it's notable that everyone who light shield edgehogs as their primary edgeguard rather than using it only for spots where it is guaranteed end up having the lowest edgeguard rates on me of all spacies I play).
even PP didn't use the invuln refresh correctly when I played him. I think that most foxes and falcos aren't willing to risk messing up and suiciding during it. so they take easier but less guaranteed stuff.
most foxes I play just repeatedly die because they try to drop down shine when the marth correctly spaces at ranges where he isn't under the fox and the marth angles his up b and instakills them. And to think if they had just refreshed their invuln they would have had a guaranteed edgeguard. I have to wonder why they are so inconsistent at it that they aren't willing to risk it. is it that hard? I don't know cause I never had more than an 80% hit rate on it and I don't edgeguard marth properly either...
also, 0e, 0c for life. if you aren't using them then i pity you
Alright, that makes sense. I’ll refer to it as KB in the future."KBG" has been used since 2008 when we were still hex editing hitbox properties during Brawl+ development. It's referred to as KBG in PSA, Master Hand, and my Knockback & Hitstun calculator. Base Knockback is similarly abbreviated BKB. This is mostly because Knockback is never simply abbreviated "K" when speaking about it in general, but rather as "KB".
I actually don’t remember where I found it and Google didn’t produce anything, haha. All I know is that it was published on 2011-06-21 by “Andrew”. Sure: SSBM Hitboxes (NTSC 1.0)Would you mind linking me to that spreadsheet? I've never heard of it.
Sakurai is an evil genius.Why dis game so hard
So does Marth not have an "approach" outside of dash/grab?It is a poke good sir.
A poke.
Not an approach.
But you CAN approach out of Dtilt.
The dash forward is the approach, if anything.
Dtilt is a poke.