Pr0phetic
Dodge the bullets!
Marth can def Grab Release --> Dair MK 0.o
He can also Nair and DB him.
He can also Nair and DB him.
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Rolling is a spacing tool and a mix-up tool. At higher levels of play, you often want to maintain constant pressure on your opponent, and people often get scared and hit block, or OVER-COMMIT to an offensive option instead of continuing a trap. However, in many MU's such as vs. MK or vs. Marth himself, rolling in as a cross up is good because opponent's MIGHT use a ground spacing tool which is vulnerable to cross-up, like Dancing Blade or Ftilt. Sometimes I'll dash out as a feint, and then use a back roll to get behind my opponent, but usually I like to just space and pressure with DB1 and then a standard DB, Dtilt, Fair, Nair pressure game.is rolling ever the best/good option for marth in a situation?
is it always better to use backroll to get the extra 4 frames of invincibility? would u PIVOT then backroll as a substitute for forward roll?
thanks
This is very true. Crouching disables you from being vulnerable to a rising Fair, allowing you to get better punishes than if your shield was hit.[regarding Diddy Kong] don't get forward air'd.
I don't believe it has lag. All characters are capable of platform canceling.does platform cancelling have any lag at all?
can all characters platform cancel?
D3 can platform cancel on his SH, if there was to be a low enough platform. However, characters with multiple jumps cannot platform cancel on a multi-jump (thank god)I believe Marth can do it on both of his jumps.
Some characters like DDD can only do it on their full hop.
Snake can hit you without being dumb, but a proper spacing and pressure game gives Marth an upper hand. This is a GREAT MU to practice your spacing. Shield comes out frame one. Learning to evade grenades isn't hard. The trick is not to fear them. Ignore grenades that have 120+ frames before they can hurt you.http://www.youtube.com/watch?v=KzAWoZsGpwQ
frame 2
because he can't hit you unless you're dumb and let yourself get blown up by nades
he wouldn't but people mash buttons/spin the analog which means they may hit a jump command.
Bowser and Charizard get more advantage with releasing. DK gets more advantage when released.Yeah grab release to jab is guaranteed because every character in the game who ground grab releases another has a 1 frame advantage on them.
(i.e. the player who grabs is free to move from frame 29, the person who got released is free frame 30).
Try reading the MU thread for vs. Snake, and see if you can find my post anywhere there, because I've definitely covered this problem. Dancing Blade is a poor approach tool against Snake. If it trades with Ftilt, you have a LOT more hit stun than Snake does, and it gives him a free full ftilt after that, making you take 25% in the jaw while Snake took 4%. Considering the weight differences, this is horrible. Since the moves have very similar range and both come out on Frame 4, this trade happens far too often for me to advise using Dancing Blade as an approach. It's also not safe on block, and sets off grenades easily.Quick question. As Marth, how do you handle/punish Snake's dash attack and his F-Tilt? Whenever I go for the D Blade, I get whacked by the F-Tilt.
I believe at 54%, MK will die from a fresh GR Dair. I read that a while back somewhere here.which % does marth grab release dair spike on mk ko guranteed?
will it still ko if it is stale? if not how much more % will you need?
does grab release dair also work on pikachu or any other characters?
does marth have any frame perfect combos/techniques?
what other grab release combos does marth have?
(haven't located brawl stats thread)
how many frames is teching? tech rolls?
how many frames is auto cancelled fair,uair ?
ps: sorry if I missed your social
tencharlimitcheers dean, jp
1. more effective to dair spike backwards then forwards? why?
There are more frames where the Sword is 'backwards,' and during them the spike hit-bubble is not in a ******** position.
2. more effective to footstool spike backwards or forwards? why?
It's character dependent? I don't believe one is simply 'more effective.'
3. good situations to go for normal dair spikes?
D-air spiking only really works on opponents that are below you, so sometimes a ledge dropped rising D-air can be used 'sensibly' to intercept a recovery. Spiking through a predicted air-dodge is sort of possible, but more combo-vid stuff.
4. good situations to go for footstool spikes?
When a ZSS D-smashes an opponent off-stage? I don't think footstool spikes are ever sensible. I guess if the opponent has a recovery that you'd gimp with a footstool anyway.
5. how do normal dair/footstool dair spikes compare in safety, effectiveness etc.? cheers
Neither is really sensible in any situation, although the risk / reward for ledge dropping a D-air on a recovering opponent makes it an option.
6. when grab release dairing mk, is i generally better to full hop the dair to auto cancel? or sh dair so you can punish afterwards easier?
Pretty sure you have to do a rising full hop D-air, although I haven't put much time into it.
7. is 10-dthrows - tipper f-smash guranteed on all spacies? how much frame leeway do we have? and is it generally 0-death? thanks
I can't say off-hand if it works on all spacies, but it's certainly not a 0-Death. Merely a 0-50% combo.
As the person responded to you mentioned, the hitlag your move has on clank affects the speed which you return to neutral. However, I'd advise Counter, Fsmash, Forward Roll, Nair, or Fair, instead of trying to use Dancing Blade.Pierce, I remember Junk saying that buffered DB beat out Snake's Ftilt if it clashed with jab, like you were saying. Do you or anyone knoe what frame data looks like for clashes?
im practicing stutter step f-smashes, it seems as tho with different timing i can get two different distances?
is that possible or am i mistaken?
This is correct, additionally there are 5 steps backwards for the same reason. Also consider you can dash out of your initial dash, to get a bit more range, though this is very, very difficult.There are 5 frames of the initial dash that each frame has a different length.
Hence there are 5 different lengths to stutter step.
The full 5 frames is about 1/3rd-half of marth's sword length. Meaning you can really extend the range of your fsmash by quite a large margin.
cheers dean, jp
1. more effective to dair spike backwards then forwards? why?
2. more effective to footstool spike backwards or forwards? why?
3. good situations to go for normal dair spikes?
4. good situations to go for footstool spikes?
5. how do normal dair/footstool dair spikes compare in safety, effectiveness etc.? cheers
6. when grab release dairing mk, is i generally better to full hop the dair to auto cancel? or sh dair so you can punish afterwards easier?
7. is 10-dthrows - tipper f-smash guranteed on all spacies? how much frame leeway do we have? and is it generally 0-death? thanks
Everything in Rad's post was relatively accurate, except Dair hits higher than you realize on the backside, and is pretty good with range. Use Dair when you see an opening, but don't try to create openings with Dair.I'm actually a noob so I'm probably wrong about everything.
This is true, but you were mostly right. I will come in and answer everything, and be sure of what I'm talking about, so if you're not sure, no answer is better than a wrong answer.please don't reply to anything if you believe you're 'probably wrong about everything'. thanks anyway though.
were the ally marth vids vs adhd recorded?
marth vs diddy, what distinct advantages do we have over diddy that puts the matchup in our favour? 55/45?
pierce notes that mikehaze is a grab release expert? is there any chance someone could ask him to write up a guide on grab releases his explored that may not be too well known?
any marth lessons written up from him being the best marth around?
grab release dair on mk, any tips on getting it consistent? i've just been practicing it on someone mashing u-air.
When you are running, just press shield? I'm not quite sure what your question is asking. You can't shield during your initial dash though.this might be a silly question but with Marth how do you run in shield cause i like i seens vids of other marth players in out of no where they block while runing then continues the attack
so how do you doo it?
If you type with better grammar and be more polite your questions will probably be answered faster (or answered at all).lol i still didnt get a answer in i thought this was a thread for ppl to help others
by asnwering there questions guess not
When you are running, just press shield? I'm not quite sure what your question is asking. You can't shield during your initial dash though.