Padre!
Smash Rookie
Hey guys, I've been having some troubles vs a few Marths in my scene. Just need a few tips and some general stuff for dealing with him. Thanks.
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If Marth is coming at you with F-air and N-air, that isn't too bad. As long as you shield, it shouldn't be too hard to punish, unless the Marth is really precise and only hitting you with the tip, but even the Marth N-air approach is pretty bad, and even if spaced well, it's easy to punish. A N-air or up air out of shield should be fairy easy to connect, unless f-air is spaced properly, but even then Falcon immediate up air is so good it might still connect in time. A wavedash out of shield grab is also great and pretty free if he doesn't space well.What if Marth approaches with f-air or neutral air? Also when Marth throws you offstage, you're supposed to sweetspot right? But what if the Marth reads your sweetspot and grabs the ledge before you do and gimps you?
Thanks a lot bro!You can punish earth aerial on shields pretty easy. Like JoJoe said, you can almost always punish them with Uair or Nair OoS. If Marth tries to rising double fair your shield you can drift forward and do either aerial in between the fairs. If he does an immediate Nair you can aerial after it finishes and before he lands. It's a bit safer if Marth delays the aerials to right before he lands, but you're still at frame advantage on shield against those.
About the off-stage gimp: it's all about adaption. If you go for the sweet spot DJ every time, then eventually he's going to grab ledge. In that case you need to DJ early to get back on stage, or do the S2J and immediately DJ back and Up-B high, trying to drift as far center stage as you can. If you feel like you've really got a read on if he's going to grab ledge, do an early DJ Uair or Knee to catch him trying to WD or SH to ledge. You should be safe then, but going for the aerial is a bit risky, cause if he baits it out and you whiff it then you're REALLY dead since he can just F-smash you and you no longer have a double jump.
They have to DI in for the chaingrab to work. It's really easy to get out of if the other person knows what DI even is, and realistically you shouldn't get the regrab on a decently skilled player more than once in a row (maybe twice if you're doing a lot of U-Throw mixups.)Is the 0-30% chain grab guaranteed on marth? I believe back DI needs a nair, but can forwards away DI still be regrabbed?
Right, but it's not guaranteed much past 0%. He was asking if regrab is guaranteed 0-30%, to which the answer is no.I believe that is incorrect, you can regrab even 315 degree (down and away) tdi according to my testing (i believe that was at 0%, it was in my thread and haven't looked at my data in a long time). It's just very tight timing so one thing I've been doing is just nairing and tech chasing DI away since dthrow does force a knockdown. That's much easier imo
As great as a guaranteed knee sounds I think at that percent you're much better served reacting to their DI with either a regrab or a SH nair. It will be extremely hard to get any sort of followup off of the knee whereas your could easily keep a nair combo going.They want to DI in to avoid the regrabs.
Which you respond to with SH nair, FH nair, uair, bair, etc.
Also, not at 0 but at around 10%, Marth has no options whatsoever to get out of dthrow knee on DI in LOL
If they jump, they get hit.
They can't aerial in time.
They can airdodge but you can just punish that afterwards. Ez.
You can chain grab DI in. DI away and it turns into a tech chase.You can chaingrab any DI except in 0-30. The timing is really tight if they do the longest DI, but it can be done, you just gotta be frame perfect like action replay baby.
I didn't know you can knee if they DI in after 10%, but that's sick! Don't know why ppl think nair is better. Knee has a similar trajectory like nair, it just has way better knockback and hitstun, so always take knees early on in combos if you can. Usually leads to more knees.
No, you cannot regrab DI in, you need to either SH uair/nair/knee.You can chain grab DI in. DI away and it turns into a tech chase.
Ok there sporto, no need to be rude. I don't like bad info either, and you're right, if you can't regrab DI in then that's good to know. I just haven't tested it, I'm just going off what I see. I regrab what looks like DI in, but it's probably no DI. Either way, a player's reaction should be good enough that even if I gave bad info, the fact that you can regrab at low percents is what's important. If a player is trying to regrab DI in and it doesn't work, a player probably could have seen and reacted with the better option regardless. After all, its not you who is DIing for the marth, its just you who must react.No, you cannot regrab DI in, you need to either SH uair/nair/knee.
DI away is NOT a techchase.
They can jump out.
However, you can regrab no DI and DI away.
If you don't know the punish game then don't try to give baseless advice on it.
PS: frame perfect SH knee on DI in works from 12%
Fair enough, I apologize for my rudeness.Ok there sporto, no need to be rude. I don't like bad info either, and you're right, if you can't regrab DI in then that's good to know. I just haven't tested it, I'm just going off what I see. I regrab what looks like DI in, but it's probably no DI. Either way, a player's reaction should be good enough that even if I gave bad info, the fact that you can regrab at low percents is what's important. If a player is trying to regrab DI in and it doesn't work, a player probably could have seen and reacted with the better option regardless. After all, its not you who is DIing for the marth, its just you who must react.