Tee ay eye
Smash Hero
marthematics
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They don't call him math marth for nothinCan't believe I missed the math jokes.
sadface
Can't you just...umm...roll?Maybe I'm missing something, but I would just LH counter if they are spamming blizzard... >_>
1) To combo dair->grab do it either when dropping on your opponent (whether from a platform or otherwise) or at 4/5ths the apex of your short hop
2) It usually combos straight up but at low %s they may have a small window to buffer a spotdodge.
3) Dair -> grab is guaranteed on Falcon and Ganon, as long as they remain standing. If they spotdodge, you can grab again.
4) Against the 27 frame spotdodge characters (Puff, Marth, ICs, Peach) you have a +1 frame advantage after your missed grab. You can't do much with that, but you can at least try to keep your tempo with a mindgame, pivot grab, or whatever. Don't try to grab again or you'll get *****.
5) Against the 22 frame spotdodge characters (Falco, Fox, the Marios, Samus, Sheik, Pika) you are at a frame disadvantage if you miss your grab after the dair. Only a -4 though, so they have to be quick with whatever they do. If a Fox takes the dair, recognizes he has a 3 frame advantage, remembers to buffer a spotdodge, recognizes that he has a 4 frame advantage after your missed grab, and then runs up and JC shines you during your lag, well then they deserve the shine. Promptly pause the game, shake his hand, and congratulate him on advancing the metagame.
I was pretty sure double jab failed, but the question I do not know is -why- does it fail? Is it too quick? Too slow?Jury still out on if neutral B is helpful, I forgot to test that. Just really focused on double jab and it fails for sure but I got caught up in playing and didn't really experiment enough lol.
So then, what about side b 1 and 2? It hits around roughly the same time as jab but can be interrupted much sooner with the second side b.Basically they are doing a side B right in front of your face, just outside of your range. It's done I'd say at about Marth chest height (honestly could be higher I'm not sure). So basically you jab for a normal side B and it whiffs and they fall to ledge during the lag between jabs. Teeter cancelling (while btw not always feasible to setup in time on every edgeguard) doesn't help, just changes the range that they start the side B from if anything.
You could try to call this with an ftilt or fsmash but air dodge is still a threat at this distance and if you whiff those things you will be shined.
I feel so afraid to go out there vs Falco, but it is true that most of them won't DJ Dair, especially if you cover that option once maybe twice.I think OverB -> second overB might be promising or overb -> jab or dtilt.
Other options that I think would are:
Fair edgecanceled into dbj dair/fair (needs time to set up, looks amazing though)
Fair -> delayed jab/dtilt (learn the timing required to properly cover both normal phantasm and shortened, can't jab/dtilt right away)
shff autocancel nair maybe? Not sure how long the hitboxes are out but being able to react immediately from a 2 frame landing lag might count for something. I'm thinking like you shff nair immediately on reaction to their doublejump, then you jab/dtilt/grab/etc. accordingly to what happens afterwards. I think this might have promise unless the sweetspot sideB is just too fast to grab the edge if the shff nair -> dtilt doesn't cover that option fast enough.
If I think of anything else I'll add it, but a lot of other ideas involve hard reads where you just trust your instincts that they will shorten. Obviously though, jumping out stops them from shortening heh.
I have mixed results with jumping out, mainly due to vs Falco for some reason I suck at hitting that meteor cancel at times when his phantasm hits me (cause I tend to hold up not remain at neutral when it hits). But for example, KDJ jumps out a lot as Marth, and almost always at the least clangs with the phantasm/illusion so he doesn't get hit.
If they jump right away, then run off Fair should usually get them, depending on % and DI to some extent obviously. Shine stall is the only thing that complicates this a little bit but most Falcos just side b shorten or airdodge out of DJ out of the stall. Side b would get hit by your up B if you swung really early I bet, and you could punish the airdodge and probably get a reset in some/most situations for the edgeguard.testing is a pain, and i'm not convinced running off is a good choice against falco, though i guess it's an option you should be willing to use if you feel your opponent is around your skill level...
otherwise it's increasing variance unnecessarily.
anyone wanna hazard a guess as to what the statistical percentage running off will result in killing falco vs the percentage of the time he will kill you?
i guess i will play with it sometime, it should favor marth, but that kind of variance is not fun.
can you cover all falcos options besides dair on after you run off? just wondering whether run off fair is guaranteed to hit..i thought that if they were planning an immediate wall jump or an immediate airdodge on you also didn't cover them.
i always felt that the percentage coverage you get from just staying on stage seems just as good without any risk. sweetspotting the jump is difficult enough isn't it? it doesn't need to hit a lot for me to be satisfied since I maintain stage control that way.
don't most of marth's moves hit below the stage anyway?
hey pp, what percent of the time do marths hit you with dtilt when you try to jump to the ledge? zero %?
just wondering how possible it is to always perfect sweetspot, because that affects the decision significantly.
the thing is, those positions where marth is too far away to have good dtilt angles after the dthrow are also going to be too hard to run off fair in time, so even if it's not perfect, i still think it's probably at least as good on average as running off and with much less variance...Eh, if it's Yoshi's I can get Dtilted quite a bit when recovering LOL. Recovering suuucks there a lot with Falco against Marth lol.
Other stages, I feel like I can get Dtilted sometimes for trying to DJ sweetspot, but if Marth isn't quite close enough to the edge I can space a little away from the edge with my DJ and regrab it. Dtilt should cover DJ sweetspots no matter what but Marth has to be positioned well and sometimes he can't always get that set up. I think it's hard to get set up for Dtilt really well after throwing Falco offstage anyway.
I'll see if I can test some Dthrow stuff with Twitch.