So I wonder if I have anything to add to Marth approaching... There's a couple of things, I guess...
1. SHFF AC Nair:
If you start this asap and fastfall asap, it autocancels with you doing the short hop as fast as possible, so it's not slower even if you autocancel. However, It appears that if you nair a shield, they DO have the time to shieldgrab it... In my opinion shffl nair so that the 2nd hit of the nair hits right near the ground is more safe, I don't know why.
I would SHFF AC Nair every once in a while, mostly if my opponent was jumping. You must remember that most characters can just crouch under it and when they do.. you're left wide open. For example, I wouldn't use this too much against someone like Sheik. And usually I'd use this only if they were in air. I prefer shffl nair tipper for approaching against standing enemies.
2. Empty sh mindgame thingies:
I like to do something like a lot of empty backward/forward shff's out of my opponent's range. If they dash in, do an aerial. Works pretty well against some characters, but don't rely on it.. it isn't really an approach either, more like... Well, you can approach with it, but it relies on the enemy attacking first. I pretty much only use fair or shffl nair out of this.
3. SHFFL fair:
I like to space a lot of these with empty SHFFL's. I time it so that the attack comes out right when I hit the ground, where they can't shieldgrab. Then I'll usually sh around and doing them when appropriate. When I hit a shield I usually just sh backwards. It's pretty unpunishable, of course depending on the opponent.
4. Run-through-fsmash:
If your opponent tends to shield or dodge when you dash at them, you could try dashing through them and doing dash-cancel fsmash tipper backwards. It sometimes catches them off guard, and even if shielded, hitting the back of a shield with the tip just might save you from punishment, depending on the opponent's skills of course.
5. Dashdance grab:
It really was not mentioned? Basically you dash dance in, dash dance out, whatever, wait for them to miss or sidestep, and grab... And it works quite well.
I suck in approaching -.- I would usually just counter my opponent's actions(no not the move) >_> Should I create a thread for attacking out of shield?
EDIT: Just remembered these: Dash - dash cancel neutral A: Okay range, safe tipper. Dash - shield: Awesome, do this right out of their grab range and see if you can outmindgame them.
Etcetc.. nearly every single move can be used for appraoching >.<
1. SHFF AC Nair:
If you start this asap and fastfall asap, it autocancels with you doing the short hop as fast as possible, so it's not slower even if you autocancel. However, It appears that if you nair a shield, they DO have the time to shieldgrab it... In my opinion shffl nair so that the 2nd hit of the nair hits right near the ground is more safe, I don't know why.
I would SHFF AC Nair every once in a while, mostly if my opponent was jumping. You must remember that most characters can just crouch under it and when they do.. you're left wide open. For example, I wouldn't use this too much against someone like Sheik. And usually I'd use this only if they were in air. I prefer shffl nair tipper for approaching against standing enemies.
2. Empty sh mindgame thingies:
I like to do something like a lot of empty backward/forward shff's out of my opponent's range. If they dash in, do an aerial. Works pretty well against some characters, but don't rely on it.. it isn't really an approach either, more like... Well, you can approach with it, but it relies on the enemy attacking first. I pretty much only use fair or shffl nair out of this.
3. SHFFL fair:
I like to space a lot of these with empty SHFFL's. I time it so that the attack comes out right when I hit the ground, where they can't shieldgrab. Then I'll usually sh around and doing them when appropriate. When I hit a shield I usually just sh backwards. It's pretty unpunishable, of course depending on the opponent.
4. Run-through-fsmash:
If your opponent tends to shield or dodge when you dash at them, you could try dashing through them and doing dash-cancel fsmash tipper backwards. It sometimes catches them off guard, and even if shielded, hitting the back of a shield with the tip just might save you from punishment, depending on the opponent's skills of course.
5. Dashdance grab:
It really was not mentioned? Basically you dash dance in, dash dance out, whatever, wait for them to miss or sidestep, and grab... And it works quite well.
I suck in approaching -.- I would usually just counter my opponent's actions(no not the move) >_> Should I create a thread for attacking out of shield?
EDIT: Just remembered these: Dash - dash cancel neutral A: Okay range, safe tipper. Dash - shield: Awesome, do this right out of their grab range and see if you can outmindgame them.
Etcetc.. nearly every single move can be used for appraoching >.<