Elyssa Xey Hexen
Broken!
- Joined
- Aug 6, 2008
- Messages
- 19,345
You are being sort of vague in that description of height. I will just assume spacies are just illusion/phantasm straight into you or just plain overhead and no shortening tactics. Pretty much if they are going right through you you will just need better reaction time or timing or choice of attack. Like if they are going slightly above you, don't use Dtilt. If you are slow on reaction do not use Fsmash. If you are trying to Fair them, consider maybe you are getting hit a lot in landing lag of a short hop.I am having issue edguarding spacies. Namely that they always are able to side b right past me as I am terrible at stopping it. I read some of the theory a few pages back but i'm so bad. I was wondering if maybe i'm doing something wrong to allow them to recover from that height in the first place.
I disagree with short hopping really at any point to cover SideB. While short hopping you lose most of your mobility and limit your effective coverage to only a certain location of the stage which is literally however far Marth can swing his sword. When you do that, the spacies have far more control at that point because they see "Oh, marth is in the air. I'll get a free pass to the ledge." So, I think its better to stay grounded at all times. Spacies going for a SideB above you is perfectly fine since they are in lag for a very long time. SideB lag, helpless falling, and landing lag allows you to always catch them whatever they do. Only problem is if they manage to ledge cancel the SideB.If they can DJ above your jab, SH to follow their height and fair on reaction to their side-B. If they can't, jab side-Bs above the ledge. If they don't side-B above the ledge, dtilt the ledge height side-B. If they up-B at any point, you should be landing from an empty hop or standing still waiting. If they are close, run off and hit them, if not, stay on stage and edgeguard. Never fsmash unless it's guaranteed and they can't tech it.
If you stay grounded you can cover all ledge shenanigans and only have to worry about SideB through you. And any attack with a hitbox will hit them out of it. It doesn't matter which attack so long as its one you can time/space when you react to SideB, whatever works for you. The other option is simply to just shield the sideB through you and just WD OoS -> grab or something.
When you see UpB, its just a matter of quickly accessing their possible angles and covering the angle with the shortest flying distance first, then working your way up to the ones with the longer air time. Or if you are close enough and have enough time simply go out there at them.
Problem with this is its harder to cover UpB that way depending upon if they have their 2nd jump or not and how close to the stage they are. If fox/falco already burned up their jump and they have to SideB/UpB, and all possible angles to survive put them directly into the path of Marth's blade, then charging is great. Otherwise, they can typically just like 2nd jump over you SideB/UpB to the top platform or something.If you find yourself in landing lag as you're getting side-b, try a neu-b. You can keep charging it from aerial to grounded state and simply release it if they drop too low for neu-b and decide to up-b instead.....or just hit'their up-b with it fully charged. Roystyle.