N3XT
Smash Rookie
- Joined
- Jun 1, 2016
- Messages
- 2
In the Marth v. Puff matchup, it's hard enough as is. A missed rest needs to be punished accordingly, and tippered fsmash doesn't always kill on every stage. I had an idea for something that could be more useful, and possibly, more deadly. Instead of always opting for the tippered fsmash, instead opt for a partially to fully charged sheld breaker (neutral b).
When a puff misses a rest on stage, begin to charge your shield breaker. As soon as jigglypuff wakes up, release the b button. The reason this works, is because the puff has two choices:
Choice 1: Shield.
Why choice 1 will work in the marth's favor, is because the shield breaker will tear through the puff's shield. When the puff's shield is gone, so is the puff (unless you are playing on a map with a ceiling, but you probably aren't in a tournament if you are...)
Choice 2: Take The Hit.
The puff might opt to take the hit. If this occurs, the puff will usually die anyways because of how light she is and the sword should be enough to kill her.
The alternative is charging a forward smash. If the marth does not release the smash in time, the puff can simply shield the fsmash, and there goes your chance to punish the rest. This technique simply leaves less room for error.
Note: Opt for the tipper of the shield breaker
For example:
Notice how m2k opted for the shield breaker instead of an f smash? It simply leaves less room for error.
Using this technique, you should in fact wait until the point when the puff is able to shield, so if they do, you get a guaranteed kill (shield break), and if they don't, well, hopefully it still kills anyways (its a punish, it doesn't have to lead to death to be worthwhile)
The reason I made this thread is because I see so many jiggs at my locals, and the marths there keep going for charged fsmash, and ultimately getting punished for it because they mis time it. Using shield breaker leaves less room for error even when mistimed.
I am not an expert in this stuff, nor do I claim to be, simply a thread to post any other things about good rest punishes that you might know.
NOTE: The shield breaker can be teched, but the timing is very strict. It will still do decent damage, and most of the time kill.
ALSO: If you are on a stage with a low cieling, know that you are able to kill with tippered d-smash at around 30 percent (it varies on di from puff). To perform, stand next to puff, roll behind it, then charge dsmash. It should tipper and kill.
ALSO ALSO: You can opt for the charged f-smash if you really want to, I'm not stopping you, I am just providing another rest punish option.
tl;dr: Read It
*cough* *cough* Phantom f-smash is more optimal *cough* *cough*
Say hi to TAS for me... #firstpost
When a puff misses a rest on stage, begin to charge your shield breaker. As soon as jigglypuff wakes up, release the b button. The reason this works, is because the puff has two choices:
Choice 1: Shield.
Why choice 1 will work in the marth's favor, is because the shield breaker will tear through the puff's shield. When the puff's shield is gone, so is the puff (unless you are playing on a map with a ceiling, but you probably aren't in a tournament if you are...)
Choice 2: Take The Hit.
The puff might opt to take the hit. If this occurs, the puff will usually die anyways because of how light she is and the sword should be enough to kill her.
The alternative is charging a forward smash. If the marth does not release the smash in time, the puff can simply shield the fsmash, and there goes your chance to punish the rest. This technique simply leaves less room for error.
Note: Opt for the tipper of the shield breaker
For example:
Notice how m2k opted for the shield breaker instead of an f smash? It simply leaves less room for error.
Using this technique, you should in fact wait until the point when the puff is able to shield, so if they do, you get a guaranteed kill (shield break), and if they don't, well, hopefully it still kills anyways (its a punish, it doesn't have to lead to death to be worthwhile)
The reason I made this thread is because I see so many jiggs at my locals, and the marths there keep going for charged fsmash, and ultimately getting punished for it because they mis time it. Using shield breaker leaves less room for error even when mistimed.
I am not an expert in this stuff, nor do I claim to be, simply a thread to post any other things about good rest punishes that you might know.
NOTE: The shield breaker can be teched, but the timing is very strict. It will still do decent damage, and most of the time kill.
ALSO: If you are on a stage with a low cieling, know that you are able to kill with tippered d-smash at around 30 percent (it varies on di from puff). To perform, stand next to puff, roll behind it, then charge dsmash. It should tipper and kill.
ALSO ALSO: You can opt for the charged f-smash if you really want to, I'm not stopping you, I am just providing another rest punish option.
tl;dr: Read It
*cough* *cough* Phantom f-smash is more optimal *cough* *cough*
Say hi to TAS for me... #firstpost
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