Monk/Honkey/Banana
Smash Champion
Ermm...Jabbing against Snake equals "Whatreya doin'? *KUNG FU CHOP!* "Jab. Just... abuse it more than you would in any other matchup. I'm dead serious.
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Ermm...Jabbing against Snake equals "Whatreya doin'? *KUNG FU CHOP!* "Jab. Just... abuse it more than you would in any other matchup. I'm dead serious.
vs D3: Don't do anything that's remotely punishable like Dsmash on shield or landing in front of him. Make sure that you DI away whenever you use an aerial on him to avoid the grab. Make all of your approaches safe like fireball -> Dair behind shield or something to that effect. Know that his Bair beats pretty much everything we've got, so don't challenge it. Don't be afraid to bait that grab with a cape jump either, it's probably your best weapon in this matchup.hey guys, mario is my 2nd character, and I have some problems vs Marth and King dedede (yeah.... chaingrab U_U)
any tips? thanks.
Wow thanks for your tips Im very gratefull , I know that mario is an excellente character, thanks again, I´ll practice really hardvs D3: Don't do anything that's remotely punishable like Dsmash on shield or landing in front of him. Make sure that you DI away whenever you use an aerial on him to avoid the grab. Make all of your approaches safe like fireball -> Dair behind shield or something to that effect. Know that his Bair beats pretty much everything we've got, so don't challenge it. Don't be afraid to bait that grab with a cape jump either, it's probably your best weapon in this matchup.
Ban FD.
vs Marth: He's most dangerous when he has his momentum. Don't hesitate to use your upB if you're feeling pressured. Nair trades hits with his upB offstage, so be bold with it. Also remember that Marth is especially weak from below, so dthrow and utilt are your best friends. Keep Fludd charged whenever possible for FIHL or offstage gimps. Again, keep your approaches safe since he outranges you and outprioritizes you with the majority of his attacks.
yeah i already know thatThere is no easy way to beat MK(unless they suck) You have to play the match patiently...Use fireballs while they're approaching you then attack when they get near you...
When they're offstage, try to pressure them to use there UpB so you can attempt to gimp them by caping it....
yeah that's a good ideaBest way to beat a Metaknight:
Unplug their controller.
I lol'd at this, LOL.Best way to beat a Metaknight:
Unplug their controller.
As fromundaman said, this happens when you Up-B and do not immediately land on stage. If you are hit before you land, or if you sweetspot a ledge, the next time you try to land, you will have a landing lag animation similar to that in length.In these days I´ve noticed that when I land in the platform with Mario, a weird lag happens as if I had landed having just used the Up B, might someone explain for that this happens?
Sorry If i comitted some mistake my english is too poor U_U
As fromundaman said, this happens when you Up-B and do not immediately land on stage. If you are hit before you land, or if you sweetspot a ledge, the next time you try to land, you will have a landing lag animation similar to that in length.
I beat this one to death a looooooong time ago. What you can do:
Remove it manually when you have space obviously by SHing. Do a normal getup, hit your opponent away, problem solved.
Replace the lag animation with the landing lag animation of an aerial. N-air, B-air, and U-air have less landing lag than the Recovery Carryover lag animation. Keep in mind, autocanceling an aerial DOES NOT bypass the lag and instead will cause you to incur that lag animation instead. Air dodging does not bypass this either keep in mind.
You can bypass but NOT remove the lag animation by landing with a special attack. Ledgehop Fireballs are a good way of temporarily getting around the lag from the edge since they can autocancel with almost no landing lag, and they're a projectile for disrupting your opponent. Cape is useless for this, but can be used to do ledgehop B-air. The other one that gets almost no attention is ledgehopping the FLUDD charge stance. If you charge FLUDD while landing on stage, this is the fastest way to get up shield, or roll, or spotdodge from the ledge. Make sure not to air dodge while charging FLUDD of course. Keep in mind the next time you try to land in any other way, the RCO animation is still there to deal with.
Fortunately for you, Mario is very good at edgecamping, so waiting for an opportune moment to get back on stage is not all that hard as long as you use good observation.