• 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!

Resource icon

[Silly Melee] Marth's Dash Attack Cancel - Setups, and Uses

OK, first things first.

This is a SILLY MELEE guide. Silly Melee is a SSBM mod designed by Alpharad, and MagicScrumpy.

Don't know what Silly Melee is? It's a creative mod designed to throw logic out of the window, and give everyone ridiculous movement options and tech. You can find more on it at sillymelee.com

Sorry if this is in the wrong place, didn't really know where else to put it, and wanted to share it.

[Guide]:

Generally, since most of Marth's options come out too slow for a quick followup at high percents, we're talking lower percents, and a bit higher for fastfallers. As for floaties, this is near useless.

If you try this on Jiggs, you're probably going to be disappointed.

:GCR::GCA: -> (few frames) -> (option)

Happy? This is self explanatory. Although it is important to know that badly timing your attack can lead to it being delayed, making your chances of a hit lower.

Some of Marth's moves may be used after a Dash Attack to quickly pop up opponents for a combo, or be used to quickly rack up percents.

The easiest options are his tilts.

U-Tilt will provide a variety of options. The direction the enemy heads is based upon what part of the Sword hits them. U-Tilt after DA is mostly used for popping up enemies, and then starting a combo.

F-Tilt is a bit riskier, yet can lead to a potential grab if the opponent won't react fast enough. It is generally used to get damage on the enemy quickly.

D-Tilt is pretty much useless due to the trajectory of DA. Since DA pops them up lightly, D-Tilt won't land most of the time. It might lead to some other moves, but nothing is guaranteed.

Now onto Smash Attacks!

F-Smash can be deadly, considering that DA pops them above and in front, just in the right spot for a tipper sometimes. Most of the time though, you'll be landing sour-spots.

D-Smash is nearly guaranteed at reasonable percents, with it being so fast. Unfortunately, there isn't much you can do from it. Try experimenting with it. If you need the opponent off you, and fast (or maybe you want to launch them off the stage), it's a great option, considering that it's hard to avoid.

U-Smash is useless, don't try.

I haven't experimented with the Air Attacks that much, maybe in a later update? :D

None of these will be true, but they're just suggestions.


[DAC] -> U-Tilt -> Bair

[DAC] -> D-Tilt -> Grab

[DAC] -> U-Tilt -> Bair -> DJ Fair

[DAC] -> Grab -> Pummel (x2) -> Any throw, or release.

Well, I think that is about it! Anyways, thanks for reading up on this!

Stay Silly ~ <3
Applicable Games
Melee
Author
Sudoi
Views
205
First release
Last update
Rating
3.00 star(s) 1 ratings

More resources from Sudoi

Latest reviews

Putting more applications could be useful for this, such as if you can Jab out of Dash Attack, Grab out of Dash Attack, etc etc. Deeper explanation of what you can do afterwards OUTSIDE of attacks can also help, like if you are able to dash in the other direction or something such as this.

Since its Silly Melee I'm not knowledgeable on this, but it makes Marth's Dash Attack sound interesting lol.

This is sort of a guide, but due to limited access compared to things like Melee and Smash 4 and being relatively slim in terms of people that would even WANT to learn this makes it odd to cover. Average job anyways.
Top Bottom