1PokeMastr
Smash Champion
- Joined
- Dec 10, 2009
- Messages
- 2,251
I am left.
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Nair is not used as much as Fair but it's still very good. KOes significantly earlier than Fair too when tippered (great for KOing from punishing a ledge climb). It has slightly more horizontal range than Fair too (though only by very little) and the hitbox lasts longer than Fair. And autocancels earlier. Sometimes you can abuse the lack of a vertical hitbox for shield poking as well. But it's hard to find use of this move most of the time vs smaller characters like MK (besides from throw combos and grab releases) because you have to go so low with it and leave yourself exposed to getting hit by your feet. It finds more use vs bigger characters like DK and Dedede, who get shield poked by Nair pretty easily and who you can hit with a SH early Nair. For zoning, Fair is clearly better, but Nair finds its use vs poorly ranged chars like Wario too, when he approaches from the air and thinks you're going to Fair but then you go for a SH Nair and gets surprised by its longer duration and slightly more horizontal range range.I'm curious why Nair isnt a more frequent option. I realize that it doesnt hit below or above marth and that it can be countered easily if the opponent is on the ground but it seems to work well against air dodges and it edge guards nicely. I also happen to like the trajectory and the landing lag is almost non-existent. So what makes it a less used option because id put it up just behind Fair in usefulness though I dont see it used much in tourneys?
Thank you
but could most of DKs ground game options be beaten by shielding and then punishing him and generally playing the wait and bait games? also i feel that because of the lag of his other air options DK only has bair in the MU because everything else other then uair (though i doubt marth would be in range of it most of the time) would be beaten by nair fair and to a lesser extent bair.
I rotate both sticks and some buttons when I mash out. You have some time to react to getting out of a grab anyway so if you are paying attention and notice that your grab release animation is coming out you can just react and stop mashing so that you don't do whatever move by accident (a lot harder online due to all the delay and stuff).With mashing out of grabs, I always just mash the cstick and the analog around in circles, because I assume that gives you many inputs per second.
Does that do anything...? Because, for example, if you tilt the cstick one way, you do a Smash attack. But, if you rotate it around right afterwards, your character will not respond to the cstick unless you return the cstick to neutral.
So yeah, does turning the cstick around in circles help with mashing? Or is it just a lot better to set Dpad to Attack and mash with that + analog? >.>
Sometimes (not always, I don't know the reason behind this) your horizontal aerial speed halves (like if you were in a special state) when getting hit and momentum cancelling. Most of the time it happens if you like get hit during Dolphin Slash, but sometimes happens even if you have not used Up b at all or aren't in RCO lag. Things like using side b, neutral b, any aerial or air dodge stop this and put you back into your normal, horizontal air speed, so using multiple Fairs for example prevents this annoying mechanic from messing up your recovery. And yeah, double jumping helps when you're going to die if you don't double jump. Don't double jump if you're too close to the top though. It makes you live longer horizontally but you die earlier vertically. And like LzR said, 99.9% of the time only use it if you think you're going to die if you don't double jump. Otherwise you're just limiting your recovery options for free. In some situational cases it can help us get back onstage quickly because it puts us higher and closer horizontally to the stage. I wouldn't say without double jump Marth's recovery one of the worst (this isn't Melee, his up b can still be very hard to intercept unless you're like MK due to the fully invincible start-up) but still, you want to keep all the options you can get if possible (and double jumping is one of the strongest ones).Huh. Okay then.
So it's probably pretty hard to get many inputs on the cstick if you have to return it to neutral again and again.
Unless you kinda flick it back and forth. O.o
I don't think I'm going to do the dpad thing... I would either have to move my right thumb over, which will take time to get into position and go back, or I do something weird with my left hand. Which would be weird.
Okayyyy so another thing:
With momentum cancels, does it actually help at all if you fair (while holding diagonally down) multiple times?
I see many people doing their (fastest) momentum-cancelling aerial multiple times before they fully stop (and attempt to recover back to the stage). So, does spamming fair actually help? Or should you just fair once, and stop?
Also, our DJ is a momentum cancel, right? so if we're at super high percents and think we might die, just fair, and DJ?
Critique: Stop spamming Fsmash, Stop grabbing when they're nowhere near you or they're not unsafely hitting your shield, get better at edgeguarding, stop using dash attack (I don't care if it was meant to be a dash fsmash, just stop), stop using usmash when they're grounded, keep it for a punish/ air dodge/ roll read, do not run in with it, use more dancing blade, get better character movement, the textures hurt my eyes and I only watched 10 seconds.
Olimar's Dsmash, like just about every Pikmin move Olimar does, has item priority. Moves with item priority are really easy to clash with nearly any move Marth has except his special moves (Up b still beat them though simply cause of the invincibilty frames) which have trascendent priority and usually trade with them. Dtilt, Fsmash, Fair, whatever you want other than his special moves. The ground moves clash while aerial moves BEAT the moves. That's what makes it difficult for Olimar to anti-air Marth. He has to either like shield an aerial and punish (though that can be really difficult cause Olimar's fastest punish is like Usmash and it's 9 frames when done OoS and Marth's aerials have so little lag) or completely whiff punish it. Clashing with Olimar is usually good and puts us at an advantage cause Olimar isn't great at close range. Also helps that Olimar is the only character in the game who has no grab armor at all. There is no special way of beating Olimar's Dsmash actually. You can Dtilt or something like that to clash and then be at an advantage, Fair through it (because of Dsmash's item priority properties) or just shield it and punish with DB, Dsmash, Up b, Fair, maybe dash grab too. It's unsafe on shield after all.any critique? https://www.youtube.com/watch?v=CU0J_VaDcnI&list=UUdl1xovLrOlLtqnvFpkpQAA&index=6
against ZSS how can i get past the side-b when i am on the ledge.
how do i beat olimar's dsmash?
what is a good set up for a dair?
how can i beat MK's spotdodge to dsmash
some tips vs a ness that spams dthrow and fair?
any moves that beat G&W's/toon link's dair?
Love you too, no homo.
What LzR said. When air releasing, the releaser can't move for 30 frames (20 for Bowser) while the released for 50 frames (49 for Puff). Some characters like Wolf and Fox fall so fast that this animation gets cancelled earlier when landing and therefore those characters can move earlier than from frame 50 unless they get air released and fall offstage because of it. You can't force out an air release if the opponent's feet are touching the ground (they'll only do if they press jump or up somewhere in the mashing). Marth grabs the opponent pretty high. Other chars like MK grab too low and therefore are unable to have anything guaranteed from grab releasing other than vs Ness and Lucas or like vs Wario IF he manages to grab Wario on the edge or pivot grabs AND somehow manages to grab Wario (or other SMALL characters) out of the air (doesn't work vs air dodges if they're timed well enough to be invincible until touching the ground). I believe not every character can force an air release on those small characters by pivot grabbing someone out of the air. Most chars who grab high are slower chars who simply are too slow to follow-up from air releasing except like vs Wario. I think like ZSS, CF, Sheik, Yoshi and Marth are the only decently fast characters who grab high. And the only characters who can force air releases on taller characters like Diddy or spacies are Snake and Yoshi.Does MK have a longer grab release animation than others or something?
He's floaty... so that's harder to combo off of
And he doesn't have insane air friction like Wario
So like
wat
why do people grab release MK so much?
http://youtu.be/XaXDqPW17jo?t=17m22s
Like, I've never really seen people grab-release combo off of MK besides Marth... and... that... O.o
Would that landmine combo work on other characters, probably?
So yeah, what properties of MK make him combo-able off of grab release?
[/URL]any critique? [URL]https://www.youtube.com/watch?v=CU0J_VaDcnI&list=UUdl1xovLrOlLtqnvFpkpQAA&index=6
Good post for there. You're right with what you said. To complete this critique though I must say that Dagon should grab a lot more than he does. Utilt isn't the optimal option either. Utilt is still ok but it's not nearly as good as in Melee. It has more recovery frames in this game. It's pretty much only useful for killing and sometimes for hitting from below plataforms (and as a situational anti-air, though it's dangerous to whiff as it's usually laggy enough for the opponent to air dodge into the ground and punish you afterwards). Other than in start-up (taking into account the jumping start-up frames), Fair and Uair outclass it and Usmash is more rewarding to hit with. Like at lower percents hitting with Utilt just results in you hitting them once and afterwards the opponent is put back into neutral, which means you've only punished for like 9-12% damage. The other options I mentioned have much stronger follow-up potential until high percents (meaning you can punish for much bigger damage) so I recommend using those moves instead. Also Utilt isn't not safe on shield at all, while Uair and Fair are when well spaced.Like 1pokemastr said stop using smash attacks so much. If you watch the top marths play you dont see many smash attacks for a reason, they just arent that reliable unless its a guaranteed situation. It seemed to me like you were making a lot of risky predictions that your opponent saw right through so try to get more mind games goin. Going back to what many of the top marths do; Fair is the normal approach option so learn that move inside and out because you will often find that its your best move. As stated before Dancing Blade (side B) is very useful and most importantly it comes out very quickly. I didnt notice you using grab after successfully blocking an unsafe attack which is an easy way to put your opponent in a bad situation and make them think twice about getting in your face. I also noticed that you ran in to attack often and with very obvious intent to attack, but I didnt see you fake any approaches. now this isnt always bad but it IS very predictable. I also saw that when you did run in you could have spaced your moves better so that you were in a safer position. Marth general does well when keeping his opponent at the tip of his blade since tippered attacks do more damage and knockback. Tippering will also make it harder for your opponent to get in with their own moves which allows you to control the tempo of the match on your terms. this is a minor issue but i saw you dash every time you decided to approach which can be bad since dash gives you less options and makes it easier to over-commit to certain attacks if your opponent sees it coming like that fox player did. the fox player stayed away from you using laser until you got close and then he would avoid whatever attack you used and punish you then run away and repeat, which kept the match on his terms. In order to get in on a projectile user you need to get in close and punish but of course they will be waiting for that, so they will get out of the way and attack to reset the situation. when they go for an attack to reset, you have an opportunity to punish them because that attack can be (key word "can") predictable. I also saw you use Dair too often. I'd recommend toning it down on Dair because its not that safe most of the time and the better options are generally to get out from above them and use Fair or DB or land and reset.
Please comment if any of this is confusing or if I worded this badly as I often do lol. I'd be happy to expand. I hope things go better as you continue to improve your marth because marth is a complicated and extremely fun character that I myself couls use a lot of work on.
Simply press the buttons a bit slower. Inputs after DB2 don't read if you are too fast with the timing of the B button.Question: Why can I never pull off a more than 4 hit combo Dancing Blade (I think that there's a flurry of pokes after the fourth slash, correct me if I'm wrong)? I can only ever hit 2 on a GC controller, and 4 on a Wiimote/Nunchuk. I really want to figure this out so I can play Lucina properly in Smash 4, by using Brawl Marth as a template for my training.
First of all welcome to the smashboards.(I think that there's a flurry of pokes after the fourth slash, correct me if I'm wrong)
Marth's jump is 6 frames. All double jumps in the game however are frame 1 (meaning you can do whatever you want from that frame). Auto cancelling landing recovery is the same as a normal landing: 2 frames when soft landing and 4 when hard landing (hard landing you get from fast falling or reaching max fall speed in normal fall). And no, you can't tech to the ground during jump start-up frames because you are still on the ground until frame 6. And uhm no there is no jump input at all during pivot grabbing. This isn't Melee so there is no jump cancel grab. Usmash OoS is pretty good because Usmash can be cancelled into during jump start-up. So if done perfectly executed Usmash is 1+12 frames fast OoS.As far as I know, there are a lot of things going on in those 6 frames between the jump input and the actual jump (Is it 6 frames for Marth? Our Marth frame data thread apparently isn't really exact... like, the landing lag for all three of our autocancelled are apparently three frames...
"Pretty much all of these are impossible to 100% accurately measure. These are educated guesses backed by data."
So yeah, I don't know how many frames it takes to jump. But anyway, jumping has really weird properties; you can use it to pivot throw from a dash, you can use it to up-B OoS, etc.
So yknow, if you get spiked while grounded, you go up. If you get spiked in the air, you go down, and if there's the stage floor beneath you, you lie on the ground (assuming that you didn't tech).
If you start up a jump while someone spikes you, will you lie on the ground? (Can you tech it?) Just curious. o.o
EDIT, extra question:
I cannot play a defensive Marth for my life (quite literally, for my stocks :I)
does a defensive playstyle just depend on punshing stuff, and throwing out safely spaced hitboxes while you're at it?
Because the closest I can get to defensive Marth is Bairing/Fairing a stupidly predictable Shuttle Loop. :/
Also, why does Usmash OoS work? I don't use it, but apparently it's really good.