Bones0
Smash Legend
Neutral DI # DIing on top of them
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Tipping is where you hit with the tip of Marth's blade. It's most often referred to in context of his forward smash (if you just here tipper, it refers to that) which does 20% unstaled and has extreme knockback. Tipping makes a different sound than hitting with a different part of the blade. Other moves like up-tilt and forward-tilt have their knockback increased by tipping, and moves likes forward-aerial have their knockback drastically changed (a tipped fair sends opponents upwards).can you give me a definition of the word useage of "tipping". I don't quite understand it.
Dtilt range is right where you wanna be. I believe if they roll from the ledge you can just grab them,. Just react to whatever they do. You might wanna be closer to the ledge to bait a ledgehop>attack. If you see that coming just WD back and Fsmash and that should be a stock.Anybody like to talk about Marths options while the opponent is on the ledge?
I usually stand around Dtilt range and try to cover most options from there but I don't seem to do the right stuff most of the time :S
What do you do?
What character are you fighting? What you wanna do depends on that.Anybody like to talk about Marths options while the opponent is on the ledge?
I usually stand around Dtilt range and try to cover most options from there but I don't seem to do the right stuff most of the time :S
What do you do?
I suggest wavedash back if you're getting hit or scared of getting hit. I'm surprised though, dtilt should at least trade?Against Falcon for example I get hit by ledgehopped aerials a lot if I'm at dtilt range.
I also find it hard to punish his ledge jump from that position.
Do you double jump? Most people just get scared and try to as high as possible. Marth can lolnope them usually with a double jump fair. Ledge jumps imo are super predictable though and for some reason have like 0 invincibility on them, fsmash can take care of it before they even get in the air lol.For ledgejumps I always try to hit with uair and then miss. I should go for Nair maybe.
My guess is that falcon is jumping up with his invincibility frames and attacking before he can get hit.I suggest wavedash back if you're getting hit or scared of getting hit. I'm surprised though, dtilt should at least trade?Against Falcon for example I get hit by ledgehopped aerials a lot if I'm at dtilt range.
I also find it hard to punish his ledge jump from that position.
Yeah okay, so Falcon's Uair reaches really far when he gets up. What I like to do against that is either give the move lots of respect or get in clear range of it and try to shield grab it or act like I want to shield grab it(lots of Falcons roll after doing edgehop Uair). It's okay to give Falcon more space when he gets up because even if you let him back onstage once in a while he can't really go anywhere when he does(he needs room to move). Just be ready to cut off his FH option if he catches on to you letting him up more.Against Falcon for example I get hit by ledgehopped aerials a lot if I'm at dtilt range.
I also find it hard to punish his ledge jump from that position.
In general if my opponent rolls i go for (turnaround) grab.
If he stands up either Grab, Dtilt or Fsmash. Dunno whats best. Fsmash is kinda slow I guess. If i Dtilt it doesn't Tip most of the time - probaly because im at tip distance if they're still at the edge so if they move forward with normal get up they mess up my spacing.
For ledgejumps I always try to hit with uair and then miss. I should go for Nair maybe.
Last: if they do an aerial I'll down b if i can predict it. Its laggy an punishable if guessed wrong tho. Dtilt seems to be unreliable. Maybe Ftilt? Not sure.
I think there is a tendency to grab at the same time or just before jumping when you're also pivoting the grab. If you hit left right really quickly, you're going to grab as soon as you hit right, but you're also going to hold off on pressing jump before you turn around, so you end up grabbing after the pivot but before your JC.So how come I miss jc grabs while trying to pivot/dd grab when chain grabbing?
Other than that I never miss them.
This is old news but doesn't really help me.if you pivot and jump, the jump registers you as facing the opposite direction than you intended. If you truly pivot, you do not need to jc
Are you positive on this? Grabbing before the jump seems like an unlikely issue seeing how jump->grab happening in only one hand and one motion (x->z or y-z) probably wouldn't find itself out of sequence just because of left hand dashing or whatever. I know for a fact that for Fox/Falco at least, when they are in shine they CANNOT jump on the same frame (or some frame very close to the input for turning around) that they turn around in shine. But I'm not sure if this is an attribute unique to shine or not.You can jump on every frame. You just won't turn around if you jump at the same time or prior to changing directions. If he is dash grabbing, the only possible explanation is that he is grabbing before the jump. Whether you input a pivot on the same frame, before, or after is irrelevant.
I knew I wasn't crazy. Hope this helps Tero.Nevermind, I was bored and this bothered me, so I checked it quickly. I was half wrong, there are things I never encounter when TASing...
Dash and run are defined as following, right?
Dash: the initial frames of your run, during which you can pivot.
Run: Follows the dash when you hold a direction for a while. Turning around is slow.
During the dash animation (not stand, not walk, not run), you can't jump on the same frame you turn around (pivot).
The dash animation is still active if you let go of a dash before it turns into a run, all the way until you come to a complete stop (unless you cancel it otherwise of course).
Other than that, jump always overprioritizes turn-around.
Cool?? That's not cool at all.whoa, I didn't know that. pretty cool.
If im pivoting I wouldn't dash Grab any way since the Game registers my Position as standing thus resulting in a standing grab.From the frame data thread:
I knew I wasn't crazy. Hope this helps Tero.
Or just do an actual pivotIf im pivoting I wouldn't dash Grab any way since the Game registers my Position as standing thus resulting in a standing grab.
explanation could be that im jumping during the Pivot Frame so the Jump will be cancelled and im grabing afterwards so there is no Pivot and no jump resulting in a dash Grab.
Solution is JC grabing a bit later i guess
I would avoid jabbing and ftilting pills especially if Doc is falling behind his pill in order to follow up with it. The recovery from swatting pills with grounded moves is more than enough for Doc to get a dsmash or grab in. I would suggestion using aerials (fair, sparingly nair) to swat pills because they go through the pills and don't have any recovery lag for hitting them.Someone gimme some Doc info....I am so lost...jab/ftilt pills. Uthrow? Thats all I got lol.
It only works if she DIs in at kill percents and out at lower percents iirc(regrabs all day if she doesn't DI out though or Nair combos).What percentages do forward and down throw respectively true combo into (pivot) tipper F & D Smash on Jiggs? This may change everything I thought I knew about this match-up, because it always hinged on Puff relatively monopolising the punishment/kill game.
I thought she could also avoid the throws by DI'ing away without down?Fthrow -> pivot (tipper) fsmash combos up to at least 100% unless Puff DIs absolutely perfect (down and away). Not only is it really hard for Puff to consistently react and DI quickly enough if you throw immediately after grabbing, but that "perfect" DI is also sub-optimal vs Dthrow (since it becomes down + inwards instead), so if you mix it up you can **** her up even if she does react in time.
Or upthrow uptilt lol.Doc is one of those characters that loses to up-throw f-air, lol. Make sure you recover well so you don't get caped. Use aerials to deal with pills. Just out gay him and you'll be fine