can we talk about puff?
She's the only character that I don't really get what "bad position" means. Against everyone else I can just get below them and let gravity do its stuff, but against puff it's not so clear because she's phenomenal in the air. As a result I can't get a lot of mileage out of my neutral game wins.
This isn't necessarily just with marth, but you guys are actually discussing things here.
you are still in a great position when you are under her, and that is still the position to be in, its just harder to capitalize... all i do as puff when im above a marth is juke them out with my movement until they fail to keep up, or, more commonly, until they swing out an fsmash or uptilt that misses and then i come down and punish the lag... you have to just get really good at moving around while looking at the way jiggs moves, you have to be 100% confident in ur tech skill because youd be surprised at how many marth players stubble in a dashdance when i weave one way and then another and i get down for free, you can watch
this vid to understand more, i would recommend the whole hour but the first 30 seconds is probably good enough.
one thing i dont see a lot of marths do is waveland the platforms when chasing a high up jiggs, you wouldnt even believe how stupid good that is, just be in the center of the stage than waveland BAM fsmash, i dunno why, but no matter where the **** i am, it seems to tipper, although pp is the only marth ive seen that has been able to do this consistently without messing up and letting me down for free
don't be afraid to pressure her offstage, usually thats puff go to route to get back down cuz marths will back off and just take center stage, one unused tool here is shieldbreaker, all puffs space right outside of fair range so that they can threaten pound to reverse the situation, but if u shieldbreaker itll either hit them, or they will have to weave an uncomfortable amount and not be able to punish you
for the ledge you just want to poke her with dtilts everytime she tries to grab it, if she does finally grab it just cancel the dtilt into a wd back since she will usually reactively try to punish the "next" dtilt that doesnt come and instead will eat an fsmash/ftilt that will make her have to recover again
oh man, now that i said ftlitl i gotta talk about ftilt, that **** is mad good vs puff, in a lot of spots you wanna fsmash, think about whether ftilt is better, its a lot safer and WAYY harder to punish, but ofc you need room to use it, but if ur playing the mu right you shouldnt be that close to them anyway
i could talk more about the other 100 tricks marth could use to **** puff, but i think i answered ur question and i dont want other puffs to get mad at me lol
I feel like sometimes it's worth going for the kill even when it means losing your positioning. You win the match when you've taken four of your opponent's lives, not when you've successfully out-positioned them for 75% of the match or get them to 150%. Since Marth is typically poor at killing at high percents, I had rather take a 60-75% chance of getting a kill than a 100% chance of keeping them in position indefinitely. No one's spacing is so good that it doesn't allow the opponent to get hits in during that time, and typically other characters can make marth pay quickly and brutally.
i completely agree
the beauty of going for 50/50 kills is that if you are wrong they are still in combo percents and not in that no mans land where marth doesn't know how to finish them off
@mow: don't put top players on a pedestal, they are human and have habits just like everyone else... even if they are better at mixing it up you can get a feel for what they are trying/want to do
if thats not how you want to play the game then great, but don't tell other people its wrong
when playing, instead of thinking only in terms of consistency and stage control, try thinking about highest EV or expected value
if i was marth and i have falco on the edge twice, lets say i can upthrow both times and get a guaranteed ~70% combo into a good position (which i also have to say, upthrow combos are susceptible to ledgecanceling and other shenanigans too)
or, i can dthrow and counter, and 50% of the time i will be wrong and eat a 45% combo guaranteed from falco, but 50% of the time this is just instant death for the falco
its very reasonable to argue that the second option has a higher EV and i WOULD argue that, especially considering games are only 4 stocks
the beauty of smash is that its not even CLOSE to that simple since there are 100 more options than the ones ive listed and you have to account for so many things (how many stocks they have left, if you have the lead, how often they di in/out, etc.), but to just state that a lower variance way of playing is objectively better is very wrong...
i think you were right in the case of fthrow vs upthrow vs peach, but you have to handle these things on a case by case basis, which is why ur analogy of fthrowing peach to dthrowing spacies offstage made little sense to me
also also, i think taj did a lot of this sorta stuff to mango, so idk why you are so confident you will get destroyed if u do this against a top player
@clowsui: ur overrated marth a lot, they WONT die, have u not seen every marth ever get someone to 140% then try to kill for an hour and lose a stock eventually before they can get a ****ing tipper fair to kill the fox??? his options become so much worse at a certain percent that you really have to consider how you are adding on damage... also even if u mess up, you will get DESTROYED, maybe not if u like miss a tipper upair on peach, but if u mess up one thing on a falco on a platform, BAM fall through dair into shine into ur whole day is ruined