ViCTORiOUSViC
Smash Apprentice
Ok I just tested this
Marth CAN do the Fthrowx3 -> Tipper Fsmash aganist Charizard
That's another victim
Marth CAN do the Fthrowx3 -> Tipper Fsmash aganist Charizard
That's another victim
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Pefecting the ability to condition, read, and pressure your opponent. Learn and utilize your best options, mixup your patterns, and study your match-ups.heres a good question,
How dose a advanced marth player evolve to the next stage?(witch would be pro level i belive)
And don't forget to pummel.Pefecting the ability to condition, read, and pressure your opponent. Learn and utilize your best options, mixup your patterns, and study your match-ups.
Don't overdo it or they break out.And don't forget to pummel.
No one pummels these days![]()
Just MK? Works fine on quite a lot of other characters. No guaranteed BS of course, but maximum amount of pummels + possible follow-up with Marth being in the advantage > a throw without any decent follow-up whatsoever. At higher percentages that is.Don't overdo it or they break out.
Or ground break (for MK).
MK was just the first that came to mind, there are others, for example, wario is another big name you wanna air release (for follow-ups). Squirtle is another air release character (0-death).Just MK? Works fine on quite a lot of other characters. No guaranteed BS of course, but maximum amount of pummels + possible follow-up with Marth being in the advantage > a throw without any decent follow-up whatsoever. At higher percentages that is.
Was more or less aiming at ground releases, air releases are common sense.MK was just the first that came to mind, there are others, for example, wario is another big name you wanna air release (for follow-ups). Squirtle is another air release character (0-death).
There are a couple of others, but I can't think of them off the top of my head.
Well, since you sort of said, "just mk", so I wanted to give a more complete picture.Was more or less aiming at ground releases, air releases are common sense.
Well, forcing a ground release gives your opponent 2 actual options:Well, since you sort of said, "just mk", so I wanted to give a more complete picture.
The thing with letting them ground break is that the result is neutral and you end up with bad spacing, so it's preferable to pummel a bit and then throw.
Up-throw is usually good to set up for juggle traps and d-throw or f-throw can set up for edge-guarding. Against most characters, I'd throw, after some pummels of course, depending the percent.
And what if they SH?Well, forcing a ground release gives your opponent 2 actual options:
- Going offensive
- Going defensive
Only faster characters can get away with going offensive, but against characters like G&W (who doesn't really have an offensive panic button) you can expect a defensive stance to set up.
Then Marth has the options:
Dtilt
DB
DS (lol)
Regrab
If you get your opponent to be defensive after they've been ground released, you're in a major advantage.
In my case, ground releases pay off.
Just my 2 cents.
Play Melee.Have any tips on speeding up my Marth.
start fast falling nearly everything. some characters though, it's ok to play slow against.Have any tips on speeding up my Marth.
I would think the same way you DI out of Pikachu's d-smash. I don't have a working Wii at the moment, so I can't actually test this myself, but try to DI upward. If that doesn't work, upward at an angle away from R.O.B. Good luck.How do I DI against R.O.B.'s D-smash.
Falco SHDLs *PING*PING*Ping? Whats dat.
Thanks for the advice. Her Din's Fire seems to get to me as well, but I suppose I should figure a way around that myself. By the way, does SH > nair > Grab > f-throw > f-smash still work? Or is it only for Melee?Dash, "ping", PS/shield
SHFF fair
Win.
Spacing Zelda is easy when fair out ranges her ground game except for ftilt/fsmash/dash attack.
Fsmash being dealt with by patience/nair/grounded move.
Dash attack or some sort of aerial counter from zelda... is really just about timing & spacing better.
IF you're getting hit by the smashes or dtilt often you aren't spacing yourself.
Don't try to challenge her sh nairs or her 'potential' fairs or bairs if she's already in your face, just pivot foxtrot away and dancing blade/fair counter.
Lol I got it.Falco SHDLs *PING*PING*
TL SHDAs *PING*PING*
Ike spams courch-cancelled jab *PING*PING* *PING*PING*PING*
Got it?
Would Meta Knight be broken if that was a true combo? No, sir.Grab release -> regrab on metaknight is a true combo yes?
Vids or it didn't happen.I think it may be actually if you shield grab, but you have to be frame perfect.
Enough said.Mikehaze
Training mode has an issue with that. Falcon boards actually noticed that it occasionally listed consecutive hits AFTER the opponent airdodged. I'm not exactly sure of the situation, but I think it counts hitstun stage 2 as a combo, even though you can airdodge out of it.Thing is, I've tested it a few times in training mode. Far left side of FD, 35%, 1 pummel, grab released, buffer dash grab, pummel, and it shows up as consecutive hits. I mean, on FD, you could chain grab release meta knight to the ledge and finish with a grab release D-air. The timing is difficult to pull off constantly but it's not as hard people make it out to be(thought, pressure is another thing though...). Just takes practice I suppose.
Vids or it didn't happen.Thing is, I've tested it a few times in training mode. Far left side of FD, 35%, 1 pummel, grab released, buffer dash grab, pummel, and it shows up as consecutive hits. I mean, on FD, you could chain grab release meta knight to the ledge and finish with a grab release D-air. The timing is difficult to pull off constantly but it's not as hard people make it out to be(thought, pressure is another thing though...). Just takes practice I suppose.
Yes. If you DI into Snake and you'll end up behind him.Can you DI out of Snake's jab combo, I'm consistently getting hit with this move >.