Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
probly snake.....BOSS whats your most hated character to giht(besides metaknight nd DDD)
Kirk, best Ike in the US in my opinion.Ike? Must be a good one around there if you don't like fighting him...
On battlefield I don't even fireball camp against DDD anymore...I just rush him...
omg I know Link really well. It can be an annoying match up with his projectiles and range but Mario has waaaaay more then enough to beat him. Cut back and SHFireball approaches because once Link catches onto it he can SHZair and go right through the fireballs and into you Mix it up with normal Fireball Camping and Fireball approaches, try and use some aerial approaches too. Link has a lot of range and killing power in his Fsmash and Link players will spam it out of a retreating pivot boost to keep you away. Caping his GB destroys all his other projectiles he will try and use after that so the only thing you should really be worrying about are his bombs (Difficult to cape.). If you manage to get inside Link's comfort zone you can combo him extremely well into high %'s with Utilt's and grabs into aerial combos. Offstage is a joke, Link might be the easier character to gimp as Mario and there's no excuse not to. Link players like using their Zair in this match-up to prevent gimping so remember that and throw in some normal ledge grabs to gimp them too.I'm having real trouble lately against Link, Samus and DDD users cause of their many ranged attacks. Any advice?
Link can easily gimp Mario as well. If Mario is a distance from the stage. Simply hop off the stage backwards and throw a GB at the ledge. It should bunce off and push Mario back. If that dosn't kill him on its own, a simple edge hog should finish it.omg I know Link really well. It can be an annoying match up with his projectiles and range but Mario has waaaaay more then enough to beat him. Cut back and SHFireball approaches because once Link catches onto it he can SHZair and go right through the fireballs and into you Mix it up with normal Fireball Camping and Fireball approaches, try and use some aerial approaches too. Link has a lot of range and killing power in his Fsmash and Link players will spam it out of a retreating pivot boost to keep you away. Caping his GB destroys all his other projectiles he will try and use after that so the only thing you should really be worrying about are his bombs (Difficult to cape.). If you manage to get inside Link's comfort zone you can combo him extremely well into high %'s with Utilt's and grabs into aerial combos. Offstage is a joke, Link might be the easier character to gimp as Mario and there's no excuse not to. Link players like using their Zair in this match-up to prevent gimping so remember that and throw in some normal ledge grabs to gimp them too.
Gale Guarding is HIGHLY situational and can even result in an SD for Link i he does not time it right, most Link players don't use this as it's easy to see coming and prepare for. It's really only meant to be used on recoveries that fail as hard as Link's does. I play Link as much as I do Mario so I know what I'm talking about. Mario has A LOT more options off stage to mix up his recovery with then Link has to gimp him, like Cape Stalling. Link has a harder time gimping Mario then you would think thanks to the fact that a lot of Link's are afraid to chase someone off stage due to their horrible recovery that may not allow them to recover from a gimp attempt. Link's best gimping tools are his run off Nair (Weak Hitbox),his run off Bair to try and stage spike, and his arrows. Mario does not have to worry about being Bair stage spiked as often since his UpB is pretty fast, has a bit of a disjoint, invincibility on the start up, and very good priority.Link can easily gimp Mario as well. If Mario is a distance from the stage. Simply hop off the stage backwards and throw a GB at the ledge. It should bunce off and push Mario back. If that dosn't kill him on its own, a simple edge hog should finish it.
Question: How do you handle an over aggressive MK? Especially one that knows what he's doing and actually combos.
Good to know, thanks. I always thought that Link players would do something really smart like GB gimp to make up for their lack of a decent recovery. Nice to know I only really have to worry about a ledgedrop to nair.Gale Guarding is HIGHLY situational and can even result in an SD for Link i he does not time it right, most Link players don't use this as it's easy to see coming and prepare for. It's really only meant to be used on recoveries that fail as hard as Link's does. I play Link as much as I do Mario so I know what I'm talking about. Mario has A LOT more options off stage to mix up his recovery with then Link has to gimp him, like Cape Stalling. Link has a harder time gimping Mario then you would think thanks to the fact that a lot of Link's are afraid to chase someone off stage due to their horrible recovery that may not allow them to recovery from a gimp attempt. Link's best gimping tools are his run off Nair (Weak Hitbox) and his run off Bair to try and stage spike. Mario does not have to worry about being Bair stage spiked as often since his UpB is pretty fast, has a bit of a disjointed, invincibility on the start up, and very good priority.
Force you into using your small cape boost prematurely? Along with cancelling your forward momentum if you already did?Additionally, you can cape Link's boomerang so it shouldn't work anyway.
Yah, unless you were hit at a really bad angle, you should have no trouble recovering afterwards.Force you into using your small cape boost prematurely? Along with cancelling your forward momentum if you already did?
I thought I remember reading somewhere that it started frame 1 or 2 (I forget) and it had invincibility upon startup just as with Marth's up-b. Is this frame data correct? Or am I misunderstood?Super Jump Punch
Hit: 3-14
End: 40-ish
Invincible: 3-6
Shield hitlag difference: 0
Shield stun: 3
Landing lag: 30
Advantage: Ha ha ha.
Yes he can.Good advice Ismael.
Can't Marth swat away fireballs with a Fair though?
nice tips, on the priority/frame side though, does anyone know the mario bair vs marth fair data for priority or frames?Remember, Marth has no projectiles, so you can safely fireball camp and force him to approach, and punish his fairs with a few short hopped bairs. Once he's close, punish with utilt and uair combos (easy on the uairs though).
Don't forget to surprise stutter step him when he gets cocky with his range.
He's also easy to gimp. Fludd = FIHL lag = cape = pwned. If he goes for the ledge, quickly ledgegrap, and ledge cape to ledgegrab, when he upbs you'll have invincibility frames. He dies. Marth likes to abuse the speed of upb, but you can use it against him.
When recovering... don't go for the ledge unless completely necissary. He'll most likely fair gimp or dair spike you.
Don't be above him, he's most dangerouse when your above him.
Our utilt clashes with Marth's ftilt and A so if your getting in close for a utilt combo he can't make you gtfo so easily. If Marth gets you in the dancing blade, DI up and jump out of it, before he hits you with the final slash. The ending lag should allow you to retaliate.
And forget that Marth's B has slight start up lag, so as long as you space his fairs and shield his ftilts then you should always stay on him. Our extremely fast Dsmash is the smash of choice against Marth. Just remember to stay frosty.
Remember to read his moves. Seems like he sits back and retaliates everything you try, so you might be able to mess with him such as "doing the Boss". Run to him and then immediately throw out yor sheild once you get close. Shield grab.
Stutter step fsmashing isn't only just for use if you happen to be turned in the opposite direction, that simply makes it predictable. Quickly turning around and then immediately throwing a stutter step mid-fight really throws him off and makes him rethink his range.
If I read your post correctly, I think Up B starts on frame 3, and we gain invincibility frames RIGHT from the start up (hence it starting on frame 3.)I was looking through Mario's frame data and came across his Up-b in this thread .
I thought I remember reading somewhere that it started frame 1 or 2 (I forget) and it had invincibility upon startup just as with Marth's up-b. Is this frame data correct? Or am I misunderstood?
Thanks.