Custom specials are fantastic, and make many characters in this game more potent/option rich in ways that enhances the game's depth and overall character viability. Most events I'm aware of are willing to run customs legal, and if you plan on winning, and happen to want to do so with Marth or Lucina, you likely want to know what your best choices are.
I personally go with a 3113 load, retaining Dolphin Slash and using Iai counter. However, this is by personal choice. What is "safest" to use for any player not too certain or experienced with all their options should go with:
3131. Dash Assault, Regular Dancing Blade. Dolphin Jump because of it's obscene reach, allowing us to basically always recover, and be able to go very deep to edge guard or gimp, honestly, I will likely find myself switching to it in tournament due to the overall increase in safety I'll garner by taking it. Regular Counter will be more effective in "aggression", while Iai counter steps forward and knocks people behind them (but at stronger power), meaning it's definitely more defensive. Iai counter may be an easy choice to take up and never switch away from, but if you don't have it available don't fret!
Move | Notes
|Still a very potent move with a lot of potential. Switching to this move off of what would be the likely default of Dash Breaker will require adaption from your opponent that you can abuse. Still capable of getting you a guaranteed kill move. However, I think despite all this, the best use case of someone shielding a 19 frame move (which is very easy to react to) is going to be not as likely as one would hope.
|In short, pretty mediocre. Very low damage on the blade, with no damage on the windbox, killing it's perceived potential for zoning. May have some unique match up merit against those which a windbox could score a kill (Little Mac's Side B?). But even then other options seem vastly superior.
|
Best call it DASH BREAKERRR
because BREAKER is a cool word~
Best move in the game, your go to choice for turning Marth and Lucina into extremely potent threats against everyone. Slighter shorter in range than two of our rolls, or 1/3rd of FD. Retains transcended priority and seemed to just have extra hitboxes hitting all over the place. Fully charged it goes just short of 3 rolls, and has an extra hitbox in front of it that lingers; I believe some of the fully charged hitboxes have
shield breaking
properties, not as potent as the regular shield breaker.
| Standard and most versatile. Kills upwards and forwards on tippers. Always use upwards variations to ensure hits combo.
|*obtained with on page 3 of challenges* Haven't personally tested, but potentially allows for more consistent dancing blade hits for Marth due to tippers allowing escapes relatively easily. Does less damage though, which is probably not worth it. It's easier to use, but definitely weaker in every way, if regular dancing blade is hard to execute, then this is a fair choice in the mid term.
|A lot slower, but slightly longer range. Individual hits won't combo in between each other. If you can somehow get these hits out, then yeah, scary. But I don't think there's really any reason to use it.
|
https://www.youtube.com/watch?v=6uZWArSOmCc
Still has invincibility on it, but it feels a lot less usable as an out of shield move this game. But still likely very good with multi hits on shield, beating out other things as an all in. Good damage, does have a bit of kill power on it.
|Totally changes the character, theoretically gives him amazing follow ups on nearly all of his attacks in a way that combos, however vectoring up seems to kill most of these sweetspotting, and it otherwise completely guts our recovery, I don't think it's a viable choice, although it does have interesting game play involved.
|Nearly infallible recovery. Will come back from everything, seems to have a lot of invincibility. As I mentioned at the start, allows us to go deep and always get back. A very easy choice to take before all the others just because of the recovery potency.
|1.2x damage, with a minimum of 8%. Knocks people away as you would expect. Can definitely kill.
|0.7x damage, with a minimum of 4%. Not personally used, but could actually have competitive merit depending on how "EASY" easy is. If it has almost no cooldown so we can spam it? maybe. But either way, currently a suboptimal choice as we use counter either for reads or certain option-select like scenarios (recovering), this doesn't help either much at all.
|1.4x damage, with a minimum of 6%. This move seems to be a lot stronger, but it may not be always optimal depending on the type of enemy you're against. However, makes us step forward (kinda like Shulk/Mac) and knocks opponents behind us, very very hard (as the 1.4x indicates). Counter as a move for us was always most successful as a deterrent for perusing us off stage, as we could use it's invincibility and trap to cover immediate attacks, and as we are off stage/falling and we have such a fast vertical recovery, it is almost always safe. Iai counter accentuates this usage significantly, making taking that hit off stage (or when we're backed into a corner, i.e. closer to a blast zone) so so scary. I personally enjoy this choice the most because of this, and I think that even in other situations, the drawback of them maybe flying in a non-optimal direction isn't stopping this move from otherwise being better (from what I can see).
this is just to avoid having the extra tab with all the 'attached' files. take a gander if you care to see all the above images again
I personally go with a 3113 load, retaining Dolphin Slash and using Iai counter. However, this is by personal choice. What is "safest" to use for any player not too certain or experienced with all their options should go with:
3131. Dash Assault, Regular Dancing Blade. Dolphin Jump because of it's obscene reach, allowing us to basically always recover, and be able to go very deep to edge guard or gimp, honestly, I will likely find myself switching to it in tournament due to the overall increase in safety I'll garner by taking it. Regular Counter will be more effective in "aggression", while Iai counter steps forward and knocks people behind them (but at stronger power), meaning it's definitely more defensive. Iai counter may be an easy choice to take up and never switch away from, but if you don't have it available don't fret!
this is just to avoid having the extra tab with all the 'attached' files. take a gander if you care to see all the above images again
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