jinofcoolnes
Smash Journeyman
- Joined
- Feb 15, 2008
- Messages
- 418
JC, less chances of geting hit to.
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Iam glad i helped....................But jumping takes 6 frames while shield drop takes 4 so which one is really safer?
Somebody with a good knowledge of marth frame data want to clarify?
It's just you.Just a random question. Is it just me, or does Marth kinda suck in free for alls? >_>
I usually shield drop counter myself, I'm not sure which is better. I'll try to remember to ask someone with superior knowledge of general frame data. Fair to Uair is not a combo, because Fair to Fair isn't a combo. Also Uair to Fair isn't a combo, but it's a great trap, if you rather edge-guard than juggle.Iam glad i helped....................
I said JC cuz if you jump you can pivot/move you counter a bit toward or away form your oppoment.
Also i got a question is Fair to Uair a combo?
If so what dmg% does it need to pull it off?
I **** in FFA with Marth.Just a random question. Is it just me, or does Marth kinda suck in free for alls? >_>
If you space properly, then yes, to a degree. It may be somewhat tricky to space a second Fair. I usually Fair to Dancing Blade, and it works almost like a combo many times. Fair to Dtilt is good. Two Fairs are rarely necessary anymore, unless your opponent has bad DI.Fair to Fair isn't a combo, although is does work a lot against people that haven't mastered their DI, and also even if the second one doesn't hit you are still relatively safe to apply more shield pressure with DB or SB.
http://smashboards.com/showthread.php?t=173917&page=6there in YT are some old vids of Roy_R when he came to Colombia and owned everybody in Melee
also, 2 wifi matches from the first days of brawl, vs one of the best players here
should i share those vids?
It would be be great news if it accually combos. I got like 6 back to back fairs today on a guy who swears he was trying to air dodge the whole time. it might have just been bad DI though.i dunno but stale fair=badnews.
Most stages that Marth excel in MK also excel in. I cant think of a stage that Marth has the advantage over MK with, Maybe Green Greens, if its legal.thanks for the answers. I've got one last question for now; if marth isn't very good against metaknight and snake, are there any character or stage counterpicks i could choose?? Or i could just keep working with marth against them, i guess.
I thought Snake players love Luigi's Mansion because HE DOESN'T ****ING DIE THERE.Most stages that Marth excel in MK also excel in. I cant think of a stage that Marth has the advantage over MK with, Maybe Green Greens, if its legal.
For Snake, Japes is an awesome CP, the high ceiling to keep utilt for ko'ing too early, and gaps in the ground prevent grenade spam. If Japes is banned you can try Luigis Mansion. The Mansion will keep Snake from being able to do his usual game and you can pressure with ftilts and dancing blade, plus he wont be ko'ing you anytime soon inside it.
Also, ALWAYS work with Marth against MK and Snake, I actually rather play Snake now then something like a good Diddy or Luigi because Im so used to how they work.
Well, up b can send Snake at a low angle and KO way easier then a ftilt from Snake, simply because of the trajectory. Up B sometimes sends almost straight forward.I thought Snake players love Luigi's Mansion because HE DOESN'T ****ING DIE THERE.
I guess it depends on the players.
Of course. Though honestly if they're really being predictable, why not just tip a fsmash? =b If you're gonna punish, punish.If a player is predictable, use counter. This applied for all situations, not just edgeguarding.