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Air Momentum Canceling For Marth

Atria

Smash Journeyman
Joined
Jan 6, 2009
Messages
416
Location
Australia
Yesterday, I was asking around the tactical boards on how this technique worked and I understand how to do it. I'm just wondering if any of you guys know what the current strategy is for canceling air momentum both horizontally and vertically when using Marth. I know his fastest aerial is the Fair, but what do you guys normally do from here after you use the Fair?

Also if by any chance, you know what another character's strategy is for canceling air momentum, (Kirby, Lucario, Olimar, Pit, ROB and all of P.T.'s pokemon) then can you share with me what it is that you do to stop their momentum when knocked both horizontally and vertically at a high % as well? I would prefer it if you answered in the character's respective board because I'll be asking around there too. Thanks in advance!
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Most people double jump to remove more momentum after a fair.

Kirby would be Uair, 2nd jump, hammer/3rd jump w/ fair or whatever. I mean as long as you use the initial uair you're going to live otherwise you'd die regardless (unless you DI'd really badly).

General procedure is -

Fastest aerial/momentum-changing aerial (only if you lack a reliable aerial, like ROB) -> double/2nd jump -> whatever trick to get back on stage, including or excluding stalls like Lucario's dair.
 

Atria

Smash Journeyman
Joined
Jan 6, 2009
Messages
416
Location
Australia
So, NONE of Marth's specials help counteract knockback momentum further because they ALL give Marth a 'boost' in the air if any of them are used? So therefore, is jumping/fastfalling the only option Marth has?

Oh! I forgot to say that somebody told me that apparently Marth can use his >B to help counteract the knockback momentum even further. Is this true at all or helpful in any way?
 

Punishment Divine

Smash Champion
Joined
May 21, 2008
Messages
2,863
Location
Long Island, NY
So, NONE of Marth's specials help counteract knockback momentum further because they ALL give Marth a 'boost' in the air if any of them are used? So therefore, is jumping/fastfalling the only option Marth has?

Oh! I forgot to say that somebody told me that apparently Marth can use his >B to help counteract the knockback momentum even further. Is this true at all or helpful in any way?
His Forward-B cancels all his momentum, as in you lose any of the momentum you had, so it's not that good of an option.

I usually just fair, fast fall, then DJ. I'm not really sure if it's the best way, but I've been doing it for a while.
 

cman

Smash Ace
Joined
May 17, 2008
Messages
593
When you still have momentum after a hit and use a special it pops you up and backwards a bit, correct? Does the height gained offset the distance (assuming doing so will not kill you)? Since Marth has fairly good air speed, would he get a net gain in height when he gets back to where he otherwise would have stopped?
 

**Havok**

Smash Lord
Joined
May 23, 2008
Messages
1,707
Location
SooooCaaaaal
The only thing you can actually use IS jump, like punishment divide said, DB won't leave you in a good position nor will fast falling (not all the time).

Just be thankful that marth can live to semi high percentages lol
 

Atria

Smash Journeyman
Joined
Jan 6, 2009
Messages
416
Location
Australia
Ah thanks for the help you guys! =D If you can help me with any of those other characters I mentioned above, (preferably P.T. and Pit ATM. Can't decide for either on what their lowest duration aerial is... >_<) you can post anything you might know in their respective board or here. Thanks once again!
 

Xisin

Smash Ace
Joined
Mar 12, 2008
Messages
842
Location
Morehead, KY
NNID
Xisin14
actually i think if you use DB or shieldbreaker while you are in unfriendly momemtum you gain even more unfriendly momentum. I'd like to retest it but I'm positive I've ko'd myself before by trying to use it to stop.
 
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