Europhoria
Smash Lord
So... I don't usually do this.
I've been stuck on a crappy computer + stuck mostly at home for about 2 weeks now. So I've actually been playing Marth on my own. I came up with a strategy to beat, or at least combat and better punish opponents who crouch cancel my approach.
By approach... really I mean the short hop double f-air/f-air and u-air thing. I fully accept that I can space d-tilts/n-airs/f-airs to avoid being crouch cancel ***** but >_> There are ways of combat that **** too for the person spamming CC (for peach for example, they can dash attack under the aerials or jump over the d-tilt).
I've replaced the u-air or f-air as the second aerial in the short hop for a d-air. This is somewhat due to my obsession with his d-air and my hatred for Samus/Link/Other characters that run away spamming projectiles and spamming CC. Generally you need to hit with the middle of the f-air or they take too much knockback for the d-air to hit. Judge spacing as appropriate.
If they don't crouch cancel, then they pop up and it's like hitting with a f-air except that there's more stun and you have more options to chase. They'll pop up for an up-tilt, a d-air, an f-smash, an up+b, a grab, or you can keep chasing them with f-air except it's now harder for them to DI down and out of this because they're higher off the ground then from another f-air.
If they CC they'll either be in stun and you get a free grab OR they fall over and you wake up jab them, then take your free grab. If they CC and you do an up-air or a f-air you're going to get hit by a down-smash or something else >_>
The only character I can think of at the moment I won't use this tech on is another Marth or Roy because I can see myself being grabbed easily between the f-airs. However from some random testing on CPUs it works on Peach, Samus, Link, Falcon, Fox, Falco, DK, Sheik, Zelda, Yoshi, Young Link, Ganon. I didn't test it on Kirby or Jiggs though. I'm not sure how effective this will be vs. Fox/Falco/Sheik because I can somewhat imagine being hit out of this depending on spacing but I'll be looking into that. I'll post updates
*Thoughts for you to consider before posting* Use this if you want. I'm still not used to the tech myself. However my reflexes are good so it'll probably work better for me then for most of you because you have to be able to make split second judgments about whether it's better to d-air or f-air as well as spacing choices for the d-air should you choose to you it. You must tip the d-air or this tech is useless.
I've also been toying around with wavelanding out of this instead of doing a d-air. I've been using it as a method of retreating into shield/f-smash/u-tilt if I feel I'm gonna get ***** for the f-air or if I think I can combo better that way. I've also been practicing f-air for slightly outside of the tip range to pressure them into shield and then waveland into grab.
I've been stuck on a crappy computer + stuck mostly at home for about 2 weeks now. So I've actually been playing Marth on my own. I came up with a strategy to beat, or at least combat and better punish opponents who crouch cancel my approach.
By approach... really I mean the short hop double f-air/f-air and u-air thing. I fully accept that I can space d-tilts/n-airs/f-airs to avoid being crouch cancel ***** but >_> There are ways of combat that **** too for the person spamming CC (for peach for example, they can dash attack under the aerials or jump over the d-tilt).
I've replaced the u-air or f-air as the second aerial in the short hop for a d-air. This is somewhat due to my obsession with his d-air and my hatred for Samus/Link/Other characters that run away spamming projectiles and spamming CC. Generally you need to hit with the middle of the f-air or they take too much knockback for the d-air to hit. Judge spacing as appropriate.
If they don't crouch cancel, then they pop up and it's like hitting with a f-air except that there's more stun and you have more options to chase. They'll pop up for an up-tilt, a d-air, an f-smash, an up+b, a grab, or you can keep chasing them with f-air except it's now harder for them to DI down and out of this because they're higher off the ground then from another f-air.
If they CC they'll either be in stun and you get a free grab OR they fall over and you wake up jab them, then take your free grab. If they CC and you do an up-air or a f-air you're going to get hit by a down-smash or something else >_>
The only character I can think of at the moment I won't use this tech on is another Marth or Roy because I can see myself being grabbed easily between the f-airs. However from some random testing on CPUs it works on Peach, Samus, Link, Falcon, Fox, Falco, DK, Sheik, Zelda, Yoshi, Young Link, Ganon. I didn't test it on Kirby or Jiggs though. I'm not sure how effective this will be vs. Fox/Falco/Sheik because I can somewhat imagine being hit out of this depending on spacing but I'll be looking into that. I'll post updates
*Thoughts for you to consider before posting* Use this if you want. I'm still not used to the tech myself. However my reflexes are good so it'll probably work better for me then for most of you because you have to be able to make split second judgments about whether it's better to d-air or f-air as well as spacing choices for the d-air should you choose to you it. You must tip the d-air or this tech is useless.
I've also been toying around with wavelanding out of this instead of doing a d-air. I've been using it as a method of retreating into shield/f-smash/u-tilt if I feel I'm gonna get ***** for the f-air or if I think I can combo better that way. I've also been practicing f-air for slightly outside of the tip range to pressure them into shield and then waveland into grab.