So my question is, what are some good alternatives that I can use defensively but without being open. Spotdodging? I'm not so good at timing with that but maybe i should try. I hear retreating pivot grab is good. What are your guys' opinions? I would really like the help.
Every out of shield option can leave you open (there is no out of shield option in this game that's 100% safe/invincible), it depends on how the situation plays out and what your opponent does and whatnot
The problem isn't the rolling itself; it's the fact that you're making the decision to roll out of panic/fear, which makes you predictable/easy for the opponent to read you, and thus they know it's coming and can punish you easily and without hesitation.
Technically speaking, there are only 6 real out of shield options. Everything else is either a variation with regards to timing (ie
when you choose the OoS option) or what you do after the out of shield option.
1) Forward roll
2) Back roll
3) Spotdodge
4) Shieldgrab
5) Jump out of shield
6) Drop shield
The former 3 options are all kinda the same; they're fairly big commitments to make and easier to punish if you're doing them predictable. If you're already consistently getting punished for any of these 3, then the opponent is probably hitting you during the vulnerable cooldown of the option itself, and thus choosing something after the option will not prevent you from getting punished as you're probably getting punished before the next option can come out.
Shieldgrabbing is kinda the same but it's less of a commitment (with Marth anyway, that's who you main, right?) and it's also a counterattack; however it's also not invincible.
The latter two present a myriad of additional followup options that can all be very good and serve different purposes from one another. There are theoretically dozens/hundreds of different variations stemming from these two OoS options, and I can't cover all of them. For example, jumping out of shield sounds like just one option, but you can decide the following variations on it
- Short hop/full hop (2)
- 5 aerials, 4 B-moves, double jump, airdodge, or nothing (12)
- Move forward, backwards, or just straight upwards (3)
2x12x3 = 48 options right there. Some obviously better than others, but at the same time it's actually much more than 48. You can decide how far to move in a given direction/pair of directions (eg you might jump out and then weave back in), how long you wait before throwing out one of the 12 options, what you do after each of these 48 options mentioned, etc.
As you can see there's a huge variety in what you can do out of shield, not only with regards to what you do, but how you do it (ie timing & spacing) and how you follow it up. I can't cover every variation but here are some good ones for Marth
- Jump-cancelling upB OoS
- SH retreating nair/fair
- Drop shield --> run away and pivot grab
- Jump-cancelling usmash
- SH DB1 (first hit of sideB)
- Drop shield --> sideB/dtilt
- Jumping uair
Hope this helps.