Zano
Smash Master
just go into training mode and learn the spacing by practicing on the cpu.
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Fair enough- can't believe I forgot to mention that stuff.if the opponent is open, at lower percents, it's usually the best option because it's a launcher, which then combos into many things, including Nair. If the percent is low enough Nair combos into many things as well, including Fair. Fair is excellent because it sets up a reset, as most opponents will airdodge after getting hit by a combo string. This is mostly universal, not just vs. snake.
Get videos!Yeah, ok I figured that's what Uair was for but for some reason I thought you guys meant it was safe; IE I could run up to a shielding snake and do it for free. You have to remember I'm coming from MK, so I'm used to having safe options.
It seemed when I camped and rising full hop faired Snake's shield he couldn't do much. I'm fitting into marth main mentality day by day. I'll report how I do after this weekend's tournament with any questions I come up with.
It gets A LOT better over time, for now just learn the spacing and play people and it will definitely improve over time, I've been surprising myself lately by going for a tipped fsmash and getting them way more often than I did before. o.OHi, I'm new. I was just wondering what the best way to practice spacing and hitting with the tip of Marth's Sword was if I don't have anyone in my area to practice with.
Thanks in Advance!
L/R+Down to PC will cause that from my experience. Might involve buffering the down. Not sure.Yo, i have a quick question. how do you do this http://www.youtube.com/watch?v=4zgXxGcolrk&list=FLGBtyNunGL3oPQafbCgAlYg&index=3&feature=plpp_video at :29 Seconds
I know its Snake but I figured that the Marth boards would know since I see Mr. R and Kadaj do it. I know its different from the down air Ledge cancel right...
It's a pit habit. I tend do it automatically. But ik it can effect the outcomes of chaingrabs for some characters so that's why i ask.wow people actually boost grab with marth?
Why?Dthrows are buffered, yes.
Boost grabs for Marth are useless.
Don't whiff nothing against them, this matchup is like the best if you want to get really good spacing with marth. Our nair i think trades or beats their blizzard wall you can also counter it, aim for the middle of it, I'm not sure if this is true but I think we get gr to upair on popo I get it most of the time, also against ice blocks you can either ps them or hit them with dtilt when your at a safe enough distance and if you hit them at the right spacing you will send them back. Don't ever let the icies be under you when your on top of a platform their upair is really ****ing broken. When their offstage trying to recover, runoff counter. If you land an upair when they are at 0% go for a nair this works on most of the cast as well. If you land with a fair and they shield it and you know your going to get grabbed might as well go for the up B IMO. If you get grabbed and they go for the fair spike sdi onto the stage. IMO a good stage against them would be castle siege, bf and yi. Also this mu is even or slightly in icies favor.Hey, marth matchup advice? Any really noteworthy vids?
How do you deal with desynched blizzards without having to risk putting yourself in a position to end terribly?
Recommended stages?
It was a platform cancel dropthrough, and he did it twice.Yo, i have a quick question. how do you do this http://www.youtube.com/watch?v=4zgXxGcolrk&list=FLGBtyNunGL3oPQafbCgAlYg&index=3&feature=plpp_video at :29 Seconds
I know its Snake but I figured that the Marth boards would know since I see Mr. R and Kadaj do it. I know its different from the down air Ledge cancel right...
fortunately for you, I read this thread on my phone when I'm out of the house, and waiting, and need to burn time.Does someone know where I can find a rant from pierce about why Marth beats olimar?
Judo explained some stuff to me but I want to cross-reference it with other stuff from actual marth mains.
Awesome, thanks pierce.fortunately for you, I read this thread on my phone when I'm out of the house, and waiting, and need to burn time.
In today's meta, Olimar revolves around repelling approaches and dealing poison damage while the opponent is distant. Marth is able to approach in such a way that Marth can bridge the distance very easily. Since Olimar's grab is frame 11, Marth can approach falling fair safely. Olimar's shield is subpar, so Dancing Blade is very effective.
Marth's combination of high mobilty on ground, high mobility in the air, and long range makes it so that Marth can consistently break Olimar's zoning, so long as the Marth player does not frequently fall into traps. Additionally, the reward Marth gets for landing a hit is typically massive, because can easily for Olimar to the ledge, where Marth can trap him quite effectively.
However, don't at all count Olimar out in the MU. If the Olimar has superior spacing, the Marth player will find it difficult to parry forward smash, grab, and purple toss. Olimar also has his own options of making reads via dash grab, which is a fantastic bursting move, and approaching Fair, which can hit a jump read very effective. UpB is transcendant, and does not have lag when done near the ground. This causes it to be an excellent way to parry approaches, especially jump-ins. Despite Olimar having a subpar roll, crossing up Dancing Blade is very rewarding. UpSmash kills Marth really early, and between grab and forward smash, Olimar has a powerful ledge trap on Marth as well. Whistle is quite effective on going through Marth's single hit attacks, and letting him get a very rewarding parry, making it very difficult to juggle Olimar. At the highest level of play, the MU is very slight favor Marth, but at high and mid level play, Marth wins solidly. At low level play, Olimar wins out.
Shield breaker is very important in the MU because it will trade with grab, but this will break the gra, since Olimar uses a remote grab via pikmin and never has grab armor. It will also help to break Olimar's shield, which obviously can kill him remarkably early.
It's also important to note that you can shield pikmin toss. Olimars often take advatage of extraneous motions to get rid of pikmin as ways to help make reads. Latched Pikmin can be blocked as well. Unless stuck with a white pikmin, or several pikmin, it's not efficient to hit off every pikmin, as you will get stuck with more in the cooldown of your move, if not punished entirely. Pay attention the the HP of important pikmin, especially purples, which have 15 HP. Obviously, paying attention to the line-up is also important.
For more detailed information, I recommend studying Olimar.