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Can marths side b combo be escaped?

Kreeeee

Smash Cadet
Joined
Jan 31, 2008
Messages
46
Location
UK
I have issues fighting a marth player who uses his side b combos a lot and sometime I can shield grab during it but I'm not sure about the general method to escape it. Any hints?

Cheers.
 

Benjamin Linus

Smash Apprentice
Joined
May 19, 2008
Messages
173
Location
On the Island
The smartest thing to do is shield until it ends and then punish afterward. sometimes it shield stabs you so in that case roll behind during the side b.

if your playing an advanced player who will wait for the roll i would suggest rolling away and try and get position on him again.

but generally once your hit by the first hit of the side b combo you cannot escape it unless the user doesnt do it fast enough in which case you may be able to bring up your shield inbetween one of the hits.
 

feardragon64

Smash Champion
Joined
Apr 9, 2008
Messages
2,154
Location
San Francisco
Ya, if they're escaping it's either not spaced properly or you're not inputting the directions fast enough =]

Be wary that wifi will also mess up your timing a bit...
 

GhettoSheep

Smash Journeyman
Joined
Feb 20, 2008
Messages
275
Location
Socal/Seattle
Yeah, just do the dancing blades as fast as possible and they cant escape. Make sure you memorize the timing so you don't mess up on wifi though.
 

Eltrotraw

Smash Journeyman
Joined
Apr 16, 2007
Messages
254
Location
Being alonesomeness in Long Beach, CA.
the up combo has shorter range than the forward combo, so don't continue into the up combo if the opponent's too far.

the down combo ends up having Marth step forward further than the other two combos(mainly the last two hits), so keep that in mind if the opponent's too close.
 

whut?

Smash Journeyman
Joined
May 2, 2008
Messages
347
Location
long island, NY
i dont think any of the combos are escapable if youre quick enough, like others said.
what does anyone think the best sideB variations are to use? i guess its situiational.
i didnt want to make a new thread about it..forum clutter FTL
 

Eltrotraw

Smash Journeyman
Joined
Apr 16, 2007
Messages
254
Location
Being alonesomeness in Long Beach, CA.
The third hit(down) still works as a pseudo spike, if I'm not mistaken...

One of my favorites to do is forward+b(initiate), forward, down, then end it from there:
-If the opponent's pretty far, end it with down
---To add to that, if the opponent's near/off the ledge, end it with forward to knock them off and start edgeguarding
-End it with forward for decent knockback to respace, usually reliable enough
-If the opponent's really close, end it with up to pop em up for potential juggles. Especially useful on Snake imo

Also, about that third hit, according to Emblem Lord, if you end the combo from there, Marth will return to about a half step from his starting position. Helpful if you've been hitting someone's shield so you could be safer from retaliation.

If I'm just feeling lazy, I could just do forward, forward, forward, forward.

You're right in seeing that it's situational. The forward x4 one is most reliable if you're lazy or don't want to move that fast, but the extra options do help. Just remember to watch their DI as they try to escape from it - if you notice a pattern in their DI, change it up to see if they fall into it.

Remember that the last hit of the up combo does kill(~170-180% for most characters I think).

Against some opponents, you can try to trick them by suddenly ending your dancing blade early, though I wouldn't recommend it too much.
 
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