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Fun fact: spacies can buffer a roll or spot dodge out of the fthrows at any % with DI down and away.At 0% if Marth Uthrows Falco and Falco DI's behind, Marth cannot regrab him. That's why Marth's Fthrow>Fthrow>Fthrow then start chaingrabbing. At 19% they can stop DIing and shine you. Pivot grab outspaces the shine. At 31% if spacies DI the Uthrow you get a free tippered Utilt. If the spacies doesn't DI it's harder to combo off the tipper, especially if they have good DI then can get closer to the ground and tech. Also, Marth can Uthrow>Utilt>whatever Falcon at 42%
so ya gotta be quick. and if they do it on reaction the first time, either dont do it again or predict and punish the roll or spotdodgeFun fact: spacies can buffer a roll or spot dodge out of the fthrows at any % with DI down and away.
if they di marth will outrange the shine. he wont need to pivot grab. the pivot is on a no-di reaction in order to move out of the way when the shine occurs because he was going to be right where the spacie fell. if the spacie di's he will either have a much easier time with the pivot or just be able to grab again and not worry about the shineYou say they can stop DIing and shine at 19%, but can they DI AND shine out? I feel like that would beat pivot grabbing if they DI'd hard behind you or something.
Yes. The jump and the shine would occur at roughly the same point because that's when stun would be over, so if you can pivot grab the shine you can pivot grab the jump.If fox opts to simply jump out of the u-throw at 19%+ or whatever instead of shining, will the pivot-grab catch him?
I know they can get out of the fthrow. they always buffer behind you.Fun fact: spacies can buffer a roll or spot dodge out of the fthrows at any % with DI down and away.
You say they can stop DIing and shine at 19%, but can they DI AND shine out? I feel like that would beat pivot grabbing if they DI'd hard behind you or something. Are you saying Marth can uthrow -> utilt Falcon UP TO or AROUND 42%, or just at 42% exactly (which seems a lot less useful lol)? Also, do you know what %s/DIs are guaranteed fsmashes?
Because jab has 2 IASA points. It just so happens that the earlier one can only be another jab (A or Z), while the later one (only 1 frame sooner than the move ends) can be anything. It happens because your timing is off. It could be off by as little as one frame and you'll jab again instead of grab. A tip for you is to hold down after the jab. That will guarantee an IASA with crouch. You can grab after that, or use it just to learn the timing better so you can limit those pesky jab locks. I've been working on the same thing actually.I misread that as ulti loooool.
I hate when you jab someone and then they get hit behind you a little bit and then you follow up assuming they'd still not be anywhere else and missss
I suck at those.
Somehow I jab jab > grab with Z. So A > A > Z and somehow I ****ing jab a third time. Why does this happen? : [
Also right now I'm making an effort to improve because I'm getting kinda... what's the word... like i'm slackin.
Can you expand on this a little more because I'm having a lot of trouble visualizing it.Another thing that I think is amazing that I've been doing is reverse fair > ff sourspot dair > grab. It's awesome, works amost every time because it's not expected so not DI'd, and your opponent will just be dumbfounded by the awesomeness.
Yeah, sure thing. I mainly do it to fox as a chain grab continuation. After the uthrow > utilt > regrab, I usually uthrow again with another utilt. I quickly read the DI, and if it's slightly behind you can reverse fair to send them backwards, but it's fox. So he falls below you a little bit as he gets sent backwards. You could dair right away and floor him, but then you have to tech chase. Instead, I like to fast fall dair which hits in the middle of the sword and pops him back up instead of down. L canceling the move gives you enough time to regrab. I've yet to see anybody get out of it when I'm actually successful doing it so I think it's guaranteed, I just need to get more consistent with it.Can you expand on this a little more because I'm having a lot of trouble visualizing it.
I've known about this for a while, but I still can't find a way to use it either...Alright so I just noticed that after you dash attack there's this funky little timing where marth can jump with backwards momentum with no directional input. Can't think of an application. Help please.
stealing thisYeah, sure thing. I mainly do it to fox as a chain grab continuation. After the uthrow > utilt > regrab, I usually uthrow again with another utilt. I quickly read the DI, and if it's slightly behind you can reverse fair to send them backwards, but it's fox. So he falls below you a little bit as he gets sent backwards. You could dair right away and floor him, but then you have to tech chase. Instead, I like to fast fall dair which hits in the middle of the sword and pops him back up instead of down. L canceling the move gives you enough time to regrab. I've yet to see anybody get out of it when I'm actually successful doing it so I think it's guaranteed, I just need to get more consistent with it.
by SuperDoodleMan
If you don't understand a term, look
it up in the Terminology txt
-------------------------------------
Slash 1
Total: 27
Hit: 4-7
Window of the second slash: 3-27
Second slash starts: 20
IASA: 26
-------------------------------------
Slash 2
Total: 28
Hit: 5-9
IASA: 27
-------------------------------------
F Tilt
Total: 35
Hit: 7-10
-------------------------------------
D Tilt
Total: 49
Hit: 7-9
IASA: 20 (CAN'T INTERRUPT W/ SHIELD)
-------------------------------------
U Tilt
Total: 39
Hit: 6-12
IASA: 32
-------------------------------------
Dash attack
Total: 49
Hit: 12-15
IASA: 40
-------------------------------------
F Smash
Total: 49
Hit: 10-13
Charge frame: 3
IASA: 48
-------------------------------------
U Smash
Total: 54
Hit: 13-16
Charge frame: 7
IASA: 46
-------------------------------------
D Smash
Total: 64
Hit: 5-7, 20-22
Charge frame: 3
IASA: 62
-------------------------------------
N-Air
Total: 49
Hit: 6-7, 15-21
Auto cancel: <5 25>
Landlag: 15
Lcanceled: 7
-------------------------------------
U-Air
Total: 45
Hit: 5-8
Auto cancel: <4 27>
Landlag: 15
Lcanceled: 7
-------------------------------------
B-Air
Total: 39
Hit: 7-11
IASA: 35
Auto cancel: 32>
Landlag: 24
Lcanceled: 12
-------------------------------------
D-Air
Total: 59
Hit: 6-9
Auto cancel: <5 48>
Landlag: 32
Lcanceled: 16
-------------------------------------
F-Air
Total: 33
Hit: 4-7
IASA: 30
Auto cancel: 27>
Landlag: 15
Lcanceled: 7
-------------------------------------
Ledge stand <100%
Total: 32
Invulnerable: 1-30
-------------------------------------
Ledge stand 100%>
Total: 58
Invulnerable: 1-55
-------------------------------------
Ledge Roll <100%
Total: 48
Invulnerable: 1-38
-------------------------------------
Ledge Roll 100%>
Total: 78
Invulnerable: 1-56
-------------------------------------
Ledge attack <100%
Total: 54
Hit: 24-27
Invulnerable: 1-20
-------------------------------------
Ledge attack 100%>
Total: 68
Hit: 38-41
Invulnerable: 1-34
-------------------------------------
Ledge jump <100%
Total: 50
Invulnerable: 1-11
Soonest FF: 42
-------------------------------------
Ledge Jump 100%>
Total: 57
Invulnerable: 1-18
Soonest FF: 49
-------------------------------------
Get up from the ground
Total: 30
Invulnerable: 1-22
-------------------------------------
Roll from the ground
Total: 35
Invulnerable: 1-19
-------------------------------------
Standup attack A from facedown
Total: 49
Hit: 22-23, 27-28
Invulnerable: 1-28
-------------------------------------
Standup attack A from face up
Total: 49
Hit: 20-23, 30-31
Invulnerable: 1-31
-------------------------------------
Grab
Total: 30
Grab: 7-8
-------------------------------------
Running Grab
Total: 40
Grab: 10-11
-------------------------------------
Counter
Total: 59
Counters: 5-29
--when it counters--
Total: 46
Hit: 14-20 (or 1 frame later for real
strong moves)
Invincible 1-16
-------------------------------------
Sword Dance
note: consecutive attacks start right
away when pressed in the window
--F1--
Total: 29
Hit: 6-8
Window for attack 2: 9-26
--F2--
Total: 40
Hit: 14-16
Window for attack 3: 17-33
--U2--
Total: 40
Hit: 12-15
Window for attack 3: 17-32
--F3--
Total: 46
Hit: 11-14
Window for attack 4: 16-37
--U3--
Total: 46
Hit: 13-17
Window for attack 4: 18-38
--D3--
Total: 46
Hit: 15-18
Window for attack 4: 19-35
--F4--
Total: 50
Hit: 23-26
--U4--
Total: 50
Hit: 20-25
--D4--
Total: 60
Hit: 13-15, 19-21, 25-27, 31-33,
37-38
-------------------------------------
Shield Breaker
time to get to charging: 11 frames
Hit (from release of B): 5-10
Max charge time: 121 frames
-------------------------------------
Dolphin Slash
Total: 39
Hit: 5-10
Invulnerable: 5
Landfallspeciallag: 34
-------------------------------------
Taunt
Total: 93
WTF HE SAY???: 2
-------------------------------------
Jump: airborne on frame 5
Air time: 59
Earliest FF: 31
FF air time: 45
SH air time: 38
Earliest FF: 20
SH FF air time: 26
2nd jump earliest FF: 26
-------------------------------------
Air dodge
Invulnerable 4-29 out of 49
Ground dodge
invulnerable 2-18 out of 27
Roll
invulnerable 4-19 out of 35 (forward)
invulnerable 4-23 out of 35 (back)
landing lag: 4 frames
Dash becomes run at frame 16
Turn-jump Threshold: 31
run turnaround: 51
_______________
final line
You...don't need the dair? Or falling uair? Or falling bair? Marth is hella gay. haha. Nah, I thought it was needed because fox gets sent below you and would hit the ground before you did if he ff as well.I've never seen the sourspot dair thing but you can just FF the reverse fair and get a grab in that situation. The dair is unnecessary, though I suppose it'd look pretty cool.
I've known about this for a while, but I still can't find a way to use it either...
I've got a bunch of nifty tricks I've been working on lately using uncanny movement/move sequences. I've even got a pretty consistent chaingrab going on puff. Haven't tested out all the DI stuff yet nor do I know the exact percents it works on but it's pretty ****. It's basically a 0 to death on YS and perhaps even BF or FD. I'll let you know more when I have more.stealing this
love it
This is true for every move. DIing at the same angle as the original trajectory, or at a 180 degree offset, does nothing.As KK alluded to, Fox's uthrow is one of those DI specific moves. Only left/right DI is read. DIing up, down, etc does nothing.
If it's the dthrow one it doesn't work lol.
You'll see it eventually.He probably means the fthrow one. Puff with be DI'ing that down to avoid a tipper, so Marth should be able to CG her a bit. I'm not familiar with the percents though, and if the Puff is semi-decent, she'll realize she needs to change up her DI. So...it's a good thing to throw them off for a little.