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I like fthrow --> running shff nair --> fsmash, though the fsmash won't be tippered.http://www.smashboards.com/showthread.php?t=288789&highlight=Kadaj ????
Just finished reading through it...that OP should of been changed >.<
So what is the best combo at 0% against mk? We can still get two dthrow grabs so would dthrow dthrow tipper fsmash be best? orrr other stuffz...
Also spike and fairV said:diddy (GR > DA)
no problem ally made that MU look even. What is it in reality? is it still like 80-20 or something for marth? lol^ WTF I had never seen those lol thanks for the link
you can buffer anything oos with tap jump off as you can on. For dolphin slash, I have x set to special, so i can roll jump (y) to special immediately. Obviously you don't need special controls, but it helps me.Started the game playing tap jump off, still do so. But I read something wich might help alot if you have it ON. so I play marth i guess on is really helpfull for OOS options and thats needed for marth?
Well,ya that's why i'm looking into it. There were many a time when i grabbed someone in the middle where a tipper upair prolly would of killed them.If he does a grounded DS he doesn't suffer RCO lag. I'm not entirely sure about the GR > uair but if it's similar to the timing of a dair then I'd just dair unless you're in the middle of the stage and uair would kill.
@ VICTR
What I've noticed most good Marth's do vs diddy is they just read his banana tosses and punish his follow ups. That's a really condensed statement but that should give you a start.
@ tubby
I don't have much wolf exp and I need to learn that MU as well so maybe Shaya could help with that. Against ROB you're gonna have to approach with the best spacing you can. His ftilt outranges your aerials but it has cooldown. I would stay just outside his ftilt range and test the waters with him. See if he commits to things and if he knows his spacing well. Space with nair not fair. His nair/bair/dair can be countered on reaction as long as you haven't commited to anything. Always pay attention to if he has a gyro charged or in hand. If he doesn't then know the spacing for a quick gyro so you know when to expect it. His dtilt is a pain. If he does it on your shield then DS oos. If he misses in front of you then dash > DB. If it connects DI up since it's a free followup and you don't want to be offstage vs ROB since he can gimp you well. If he does get you offstage and he goes for a fair the DS early. Juggles and ledgetraps are really good vs ROB. On the ledge all his options are telegraphed and in the air all he can do is AD, dair, and falling nair. Jump to bait the AD. If he doesn't then counter his nair/dair on reaction. He has trouble killing so his main method to kill you is getting you offstage. Always DI up. Don't get directly above him so you avoid usmash. If he's holding a gyro he's already shot then look for glidetoss > fsmash to get you offstage. Nair and bair are your best kill moves. If he upb's he can't AD until he lands or grabs the ledge so that's your chance to edgeguard him. Walk don't run (vs any character). Don't be afraid to throw out shield breaker as a mixup.
That's all I have hope it helps.
Me too I suck vs kirby. I jump too much for starters.Shaya, i need help with the kirby MU. You got any tips on that?
Thanks Shaya. I will try to implement that into my game.he does a breversed opposing direction db1.
So hes going towards the ledge > this way
he dbs < this way, and b reverses it back towards >.