Mokkun
Smash Rookie
All right, thank you for answering.
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Rofl, I'm sorry VietBengals...shut your windows tonight.
I think you are missing the point on why DS OoS is good. Invincibility frames. Fair and nair don't give you that, nor are they nearly as reliable, especially not nair.i don't DS out of shield at all. normally i just jump back and throw some nairs or fairs. is this bad y/n
Yeah, it also hits very very quickly OoS (frame 5), meaning that you can punish almost any move with its fairly good hitbox. Any move that has more than 5 frames ending lag after block hitlag and blockstun can be punished, and this is vast the majority of moves in the game. So they have to space well to avoid this.I think you are missing the point on why DS OoS is good. Invincibility frames. Fair and nair don't give you that, nor are they nearly as reliable, especially not nair.
True but if you are near the edge and they are trying to come back on and they are at 100%, its got a great killing potential if you hit the perfect spotting. More like 80% with perfect spotting. It doesn't setup but if they are past mid percentages, its better anyway.Dolphin Slash doesn't allow for a continuation of setups though.
I barely use it for anything other than multi hit attacks. A short hop to fair comes out in 8 frames anyway, and we all know how nicely you can continue the love with fairs.
Or just grab them, which is much nicer.
Read my Jigglypuff guide stickied in the boards and it gives the match from a Jigglypuff perspective.Jigglypuff ***** me. I know that F-air is longer range but I fail at landing it since jigglypuff in the air is pretty **** fast. Then while she's mid-air I can't grab and dancing blade doesn't work too well either. She dodges my F-airs and when I land she comes in with pound and juggles the crap out of me. Is there a more detailed strategy against jigglypuff?
You dont have trouble with kirby do you? Fight jiggs like a kirby w/o a hammer (or an Up B recovery )Jigglypuff ***** me. I know that F-air is longer range but I fail at landing it since jigglypuff in the air is pretty **** fast. Then while she's mid-air I can't grab and dancing blade doesn't work too well either. She dodges my F-airs and when I land she comes in with pound and juggles the crap out of me. Is there a more detailed strategy against jigglypuff?
they're pretty similar...Kirby is really just a better version of jigglez essentially lol. It's even easier though cause her range is worse and most of her attacks are slower.Thanks, I think I'll use jab more. I find it difficult to land a dancing blade on jiggs mid-air. I will indeed look that guide up.
I don't think Kirby and Jigglypuff are fought the same way. Pound stays there for quite a bit of time and that gets me quite a bit.
Uhh.. why not just use retreating fairs?She dodges my F-airs and when I land she comes in with pound and juggles the crap out of me.
I guess any questions are fair game here.
What stages are good/bad/neutral for Marth?
What characters are good/bad/neutral match-ups for Marth?
Depends on her spacing. If she is fair spacing you can 100% DS OoS punish her. Without being punished. It will sweetspot. Then again, you can also grab **** her and the like.The problem I see using DS OoS is that while Jiggs is mid-air, I don't think it'd sweet spot so it wouldn't knock jiggs far enough back at lower percents for me to not get punished.
I would prefer to use battle field for Marth over anything.I guess any questions are fair game here.
What stages are good/bad/neutral for Marth?
What characters are good/bad/neutral match-ups for Marth?
I guess the momentum shifting stuff is tricky and all, but you could do this just straight up charge, lean in a little while double jumping and still land on the stage, (btw I knew it before you posted but if you want credit I don't really care). If you're going to do this I wouldn't charge it, unless you've conditioned your opponent to shield, then they see the SB and they spotdodge and catch them by charging it but even then if you charge it there's always a chance they will immediately attack you or just roll away. Really you should just try it yourself and deem its usefulness, I feel risks are not worth rewards in this case but it depends what you consider a reward.Aerial DB1 -> F-air or U-air is actually a good mix-up since it can screw up the timing of the opponent's sidestep.
Question: Did I find a new ledge mind game or is it known?
On the ledge, drop, double jump away from the stage, then quickly reverse shield breaker and you will land on the edge of the stage. This means you are able to charge shield breaker like this for epic mind games maybe?
Would this be useful? Or too risky to ever try using seriously?
Btw, thanks for all the advice.
Pwn GW with your range.What exactly am I supposed to be doing in the GW vs. Marth matchup? GW is just...ugh. Halp por favor.
Not really, we both stated that it can be used as a mix up. Using it frequently is not recommended. Just something to throw out there once in a while to catch your opponent off guard.hmm kinda of got two different answers
Watch G&W bair you all day while you either counter or DS OoS him till he gives up and tries some original approaches (which you can also counter just to make him feel stupid and helpless) . G&W gets all grabby so avoid the grabs and whip out the good stuff (fair, nair, DB, dtilt). Go for DS OoS for the kill since G&W is more than happy to whip out bair again for you to shield it and punish him. Dont get usmashed since it kills at ridiculous percents.What exactly am I supposed to be doing in the GW vs. Marth matchup? GW is just...ugh. Halp por favor.
Talk to me on aim later and i can break it down for youWhat exactly am I supposed to be doing in the GW vs. Marth matchup? GW is just...ugh. Halp por favor.
I think it would be more of a surprise thing to do on floaty characters... and hyphen smash is soo lame of a name...Grab release to hyphen smash?
It sounds avoidable, but probably applicable.