Bones0
Smash Legend
When he's facing you, sure.Yes you can.
Marth's CC on nair is incredible. Its one of his main tools.
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When he's facing you, sure.Yes you can.
Marth's CC on nair is incredible. Its one of his main tools.
You get turned around when hit....When he's facing you, sure.
whatPP I have a challenge for you. You are to gather your knowledge of playing marth and summarize the character into deep yet simple statements.
I have a feeling anyone else would comment on dash dash or swing your sword. But no, PP understands you cannot convey **** in a few words which are not sentences. He understands to properly convey **** you explain it in 10 sentences of 10-20 words each and must be done while intoxicated on powerade filled with 5 equal sweeter purchased from gas station while on the way to a late night physics lab.
I suppose optional conditions might be making sure the unit position vector positioned at your pituitary gland is facing in the direction directly between your eyes and sweeps an 180 degree arc multiple times as you write the sentences.
nah I also feel like PPU jumps too much vs doc(or at least at bad times some). Many people like hopping around with Marth at times which make me cringe though.Concerning PPU's vids vs Shroomed:
I feel like he jumps way too much against Doc. He gets hit out of a lot of his attempts to set up late fairs. Though perhaps he does that because pills would interrupt him if he tried to work mostly on the ground? Can't really say I know this matchup, though, so maybe he's doing it properly.
I was talking about when they nair past you because you stopped and crouched (or ASDI'd down, really).You get turned around when hit....
*** u stron bad stealin my ideas from fbusmash out of shield LOL
this is so silly i have to use it
There's everything wrong with this, if you whiff you'll likely get heavily damaged or die. You cant do this type of stuff anymore, players arent slow. If you want to become better than you need to be 100% precise with punishment and moves.Nothing wrong with throwing out moves in front of you hoping they will run into it..
I find this ironic because I feel like when I watch you play you whiff more than half your moves (but you do it intentionally for frame traps and stuff so it's cool). lolThere's everything wrong with this, if you whiff you'll likely get heavily damaged or die. You cant do this type of stuff anymore, players arent slow. If you want to become better than you need to be 100% precise with punishment and moves.
it's true. i strike fear into the hearts of men with kirby.They don't understand what she's doing/her conditioning game is weird she has several jumps which isn't traditional.
no no no noNothing wrong with throwing out moves in front of you hoping they will run into it.
Can you do a post like this for Falco?Disrespecting bad chars without a spacing setup (YL bomb approach, Mewtwo's shadow ball trolling, ICs' blizzard [though they're not a bad character], etc) is easy
Defensive dash dance > grab if you're on defense - focus on avoiding their longest approach move
Offensive dash dance > grab if you're on offense - try to force bad sidesteps and keep outside range of thier staple counterattacks and panic attacks
You can also Fair wall (or to catch jumps) if they jump or lack a ranged aerial (like Zelda kick or something) or if you want to bait them in general although this is more of a mixup
Obviously there's more but those three are the staples - SHFFL fair can be a great pressure tool but vs limited characters it often doesn't accomplish more than just keeping them honest about certain movements and dash dance grab will generally be stronger (this is different vs good characters like Fox and stuff because they have shield games and FJ games and stuff)
Don't shield under pressure if you have stage - most bad characters lack the mobility to launch a real offense into your variable movement and have bad defense options if you don't jump when they're getting their counterattack setup. Shield limits Marth way more than his movement does. Even WD back to reposition your DD's launch point is a stronger play because Marth's OOS is basically grab and WD unless they do something silly into it (Fair OOS is super risky for so many reasons vs people that understand it, or it's being used for the same thing as WD back OOS [defensive repositioning]).
Bad characters are Link and lower for the purposes of this post
Good characters are more complicated but in general you're going to be beating spacies by using the punishment disparity, Sheik by not letting her land and dash dancing her ground game, Peach by not letting her set up effectively, and Falcon by hoping you grab him first. Everything else in terms of strategy is just fluff to facilitate those. It's convenient that dash dance grab works effectively vs most of the good characters, but it's not the only thing you have and it pays to have a mixup because they will focus hard on beating dash dance grab. This is where sword comes in.
Melee turns me on, I turn on Melee, and we never get tired of each other. It's the perfect relationship...This just in, the only difference between Bones and Melee is that you don't need a system to turn him on and you certainly don't need a controller to make him going
So I don't laser or grab enough. TELL ME SOMETHING I DON'T KNOW. UGH!Just my 2 cents.
This was amazingly insightful and helpful. Thank you very much KirbyKaze as this probably would have taken me an abhorrently long time to figure out on my own. It's really quite fortunate that there are experienced players like you who take the time out of their day to help the new players in this game.Disrespecting bad chars without a spacing setup (YL bomb approach, Mewtwo's shadow ball trolling, ICs' blizzard [though they're not a bad character], etc) is easy
Defensive dash dance > grab if you're on defense - focus on avoiding their longest approach move
Offensive dash dance > grab if you're on offense - try to force bad sidesteps and keep outside range of thier staple counterattacks and panic attacks
You can also Fair wall (or to catch jumps) if they jump or lack a ranged aerial (like Zelda kick or something) or if you want to bait them in general although this is more of a mixup
Obviously there's more but those three are the staples - SHFFL fair can be a great pressure tool but vs limited characters it often doesn't accomplish more than just keeping them honest about certain movements and dash dance grab will generally be stronger (this is different vs good characters like Fox and stuff because they have shield games and FJ games and stuff)
Don't shield under pressure if you have stage - most bad characters lack the mobility to launch a real offense into your variable movement and have bad defense options if you don't jump when they're getting their counterattack setup. Shield limits Marth way more than his movement does. Even WD back to reposition your DD's launch point is a stronger play because Marth's OOS is basically grab and WD unless they do something silly into it (Fair OOS is super risky for so many reasons vs people that understand it, or it's being used for the same thing as WD back OOS [defensive repositioning]).
Bad characters are Link and lower for the purposes of this post
Good characters are more complicated but in general you're going to be beating spacies by using the punishment disparity, Sheik by not letting her land and dash dancing her ground game, Peach by not letting her set up effectively, and Falcon by hoping you grab him first. Everything else in terms of strategy is just fluff to facilitate those. It's convenient that dash dance grab works effectively vs most of the good characters, but it's not the only thing you have and it pays to have a mixup because they will focus hard on beating dash dance grab. This is where sword comes in.
Thats because her hitbox is ********, you can't challenge it very effectively and she can easily whiff without getting punished. In b4 Falco.Depends on how much they respect you/you make them respect you.
Also, look at Puff. That character gets away with mad moves sometimes LOL.
Well i don't think anyone can get 100% accuracy when they finished a game because that would mean they pretty much 0-deathed the opponent every stock without missing. I usually get 25-35% and normally those whiffs are to cover options ya, especially off-stage. On-stage I try to be as accurate as possible but with an opponent in the mix then it's pretty damn hard because he can make you whiff too.I find this ironic because I feel like when I watch you play you whiff more than half your moves (but you do it intentionally for frame traps and stuff so it's cool). lol