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I understand the idea, Cactuar, but swatting Peach until 200% or something makes one quite impatient. But yeah, if you don't get hit while doing it, who cares.
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IIRC M2K told me that 20% is the magic number for 2 tipped fairs comboing together in one jumpRandom question:
How do you avoid getting faired out of double fair combos in Marth dittos? Am I fairing too slowly (doubt it), or does it have something to do with not tipping? Does tipping affect stun? I'm guessing it does and it's dumb that I don't know that... I know it affects shield stun, but I've always just based hitstun on intuition.
Well it's mostly your way of keeping her honest about floating. It won't work unless you feel like she's about to attack or float into you because her float spacing is usually pretty tight/back vs Marth. You Fair is faster than her Fair(and your Fair is really big) and your speed is greater than hers so it so it should totally work out for you, but only with commitment. Peach's float never did seem like something to easily react to, but I haven't fought it enough so what do I know lol.i dont really see how fair is that good against peach's aerial/floating options. mind explaining? there's probably something i'm not getting.
well nvm kk more or less got it lolRandom question:
How do you avoid getting faired out of double fair combos in Marth dittos? Am I fairing too slowly (doubt it), or does it have something to do with not tipping? Does tipping affect stun? I'm guessing it does and it's dumb that I don't know that... I know it affects shield stun, but I've always just based hitstun on intuition.
Marth requires mindsets that are very controlled such as this to be successful. I enjoy the change of thought process from Falco. This is so calculated and precise, it's very different from how most characters must think.To followup the commentary regarding flailing:
Back when I actually played Marth, I made sure to always tell myself: It doesn't matter how long they live, what percent they live to. All that matters is that I don't get hit, and that I keep hitting them.
Don't get impatient and try to get lucky with a kill move. This might work at lower levels of play, but it is so sooo easy to counterplay at high-top level play that the risk reward just isn't worth it.
never knew it was because of the 20%. very cool tidbit, thanks.20% is funny because (assuming no staling) M2K's old 2007 Marth ditto combo on FD was something like
f-throw > u-throw > u-tilt > fair > fair > freestyle ****
And the point of the beginning is basically put the opponent at the 20% he needed for the dual fairs that opens up Marth's entire air combo suite
And then he 4-stocksCortanonymous by basically doing that on FD 4 times at SCC
Good ol' M2K
And yeah, Melee's mechanics are really good
I guess that's true. Falcon and Ganon might cause problems with uair though.Why would you care about what it is for other top tiers? None of them have the range to counterattack from that distance..
I don't either, but its catchy and annoying as hell lolNot sure what that has to do with anything.
that combo is at least as old as 2004, i remember using that against husband in marth dittos at like bomb 3. and no, i didn't find it.20% is funny because (assuming no staling) M2K's old 2007 Marth ditto combo on FD was something like
f-throw > u-throw > u-tilt > fair > fair > freestyle ****
And the point of the beginning is basically put the opponent at the 20% he needed for the dual fairs that opens up Marth's entire air combo suite
And then he 4-stocksCortanonymous by basically doing that on FD 4 times at SCC
Good ol' M2K
And yeah, Melee's mechanics are really good
what you actually said is that all 3 throws are positional advantage. up throw and downthrow are usually the correct choice, marths would be much better off if they used forward throw and dash attack sparingly.Fthrow/dthrow are for setting up positional advantage.
Upthrow is to set up combos/juggles and abuse the hell out of anyone who can't beat marth's uair.
You can't run into a moonwalk, only dash. I think the fastest way to grab the ledge is to run, WD, and turn around for the PC ledge grab. SH bairing and doing WD out, dash in (to turn around), WD out instead of PC dropping are definitely close though.Is it faster to do one of those "run to the edge, then moonwalk to ledge", or running and doing a short hop bair just before the edge?
In terms of edge grabbing, obv.
What about running to the edge, turning around on it to get the edge cancel then WD onto the ledge?You can't run into a moonwalk, only dash. I think the fastest way to grab the ledge is to run, WD, and turn around for the PC ledge grab. SH bairing and doing WD out, dash in (to turn around), WD out instead of PC dropping are definitely close though.
what you actually said is that all 3 throws are positional advantage. up throw and downthrow are usually the correct choice, marths would be much better off if they used forward throw and dash attack sparingly.
Wow you really are a dinosaur.that combo is at least as old as 2004, i remember using that against husband in marth dittos at like bomb 3. and no, i didn't find it.
Just to note, I was half-trolling because pivot-drops are stupidly hard to do consistently, but to answer: firstly you can't pivot out of a run (which is what I think we're talking about; how to get to the ledge the fastest while you're already running there from the other side of the stage or something). But if you meant pivot wavedash after you wavedash to cancel your run, then I think you lose some time for doing the second wavedash (at minimum, the 5-6 frames it takes Marth to jump). Simply pivot-dropping will eliminate the second wavedash altogether.@MT: Why would you do that instead of pivot wding back out of dash?
Corrected and qft.All of Cactuar's posts give me little orgasms. Thank you Cactus man
LOL. <3Corrected and qft.
I consider vertical position better for marth than horizontal position because marth's range and dashdancing means that he'll basically always win an air to air engagement, or any time the opponent tries to land from the air as well. you absolutely don't need to be proactive with combos and juggles simply because your advantage is so strong that you can react and still largely maintain a favorable position for the duration of the entire stock. that's such an incredibly powerful advantage- with a qualifier, it doesn't work nearly as well if your opponent can edge cancel your upthrows or is jigglypuff, which is thankfully almost no one.Uthrow gives you a vertical positional advantage because you are underneath and have such a large hitbox advantage, but the opponent gets choice in his horizontal position, requiring you to combo/juggle and providing for escape opportunities, which is why I don't consider it in the same category in those terms.
Fthrow and Dthrow are used to specifically control the opponent's horizontal position, with the intent to put them closer to the edge. Solid gameplay using fthrow and dthrow allows you to play Marth with no real focus on combo game, but rather, with relatively good prediction and reaction ability, ALWAYS move your opponent, step by step, closer to being off stage.
My Marth vs Falcon game almost entirely relied on fthrow/dthrow chains, continuing until the Falcon was eventually close to the edge, ending with a knock-off. Fthrow and dthrow provide a very different type of control than having a vertical positional advantage.
Theres a lot. But off the top of my head, check out one of the early PP/M2K sets (I think its on durhamred; M2K wins, SleepyK is commentating). The game on dreamland is particularly good.Can you find any clips of a Marth using FH? I know that's really specific, but maybe you had a specific instance in mind.