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But what if I smash BOTH sticks?! Didn't think of that one, did ya smart guy?DFSDNJKFJKNSDFSDF i want to slaughter a newborn when people think that c-stick is used for SDI
the only role that c-stick plays in DI mechanics is ASDI (automatic smash DI)
and even then, the control stick can be used for ASDI anyway, the c-stick just outprioritizes the control stick in that regard
control stick has 100% exclusive control over regular DI
and control stick has 100% exclusive control over regular smash DI
and c-stick > control stick for automatic smash DI
the SDI is as the hit lands. The first frame that the first hit touches you. The hit is only active for a few frames so the input for SDI is a very tight window. You should almost always DI behind him on the uthrow because that most of the time forces fox to go into turnaround animation which increases the margin of error for him. It gives fox less time to place the uair hit-box on you perfectly(well close to perfectly as he can get). The better he places the hit-box on you the less likely you are to escape.Unfortunately, this is still a problem for most Marths, including myself.
Yes, it seems logical to me to DI behind Fox. Should I be doing this at all percents? And the next question is, when do I SDI the other way? Is it just before the first hit lands? As it lands? Once I hear the noise? And is there any way I can practice besides having a Fox uthrow+uair me forever?
this^DFSDNJKFJKNSDFSDF i want to slaughter a newborn when people think that c-stick is used for SDI
the only role that c-stick plays in DI mechanics is ASDI (automatic smash DI)
and even then, the control stick can be used for ASDI anyway, the c-stick just outprioritizes the control stick in that regard
control stick has 100% exclusive control over regular DI
and control stick has 100% exclusive control over regular smash DI
and c-stick > control stick for automatic smash DI
i don't think that's true, but if it is, that's really interestingI think Cstick asdi is completely separate from normal ASDI, at least that is what Ajp_anton taught me
What if you use both sticks as Bones suggested at different timings in order to have more chance of SDIing at the right time?
DFSDNJKFJKNSDFSDF i want to slaughter a newborn when people think that c-stick is used for SDI
the only role that c-stick plays in DI mechanics is ASDI (automatic smash DI)
and even then, the control stick can be used for ASDI anyway, the c-stick just outprioritizes the control stick in that regard
control stick has 100% exclusive control over regular DI
and control stick has 100% exclusive control over regular smash DI
and c-stick > control stick for automatic smash DI
Dolphin Slash
Total: 39
Hit: 5-10
Invulnerable: 5
Landfallspeciallag: 34
----------------------------------------------------------
Jump: airborne on frame 5
Green = Stun
Red = No Stun
Near-Identical Middle Split (8 / 7 split)
01 Shine hitlag
02 hitlag
03 hitlag
04 hitlag
05
06
07 Jump start
08
09
10 (airborne 01) -- (air time for perfect SHFF is 15 frames)
11 (airborne 02)
12 (airborne 03)
13 (airborne 04)
14 (airborne 05) start Nair (1)
15 (airborne 06) start Nair (2)
16 (airborne 07) start Nair (3)
17 (airborne 08) Nair hits (4) Stun 1 - 7 ~ All hitlag occurs here
18 (airborne 09) Stun - 8
19 (airborne 10) Stun - 9
20 (airborne 11) Stun - 10
21 (airborne 12) Stun - 11
22 (airborne 13) Stun - 12
23 (airborne 14) Stun - 13
24 (airborne 15) Stun - 14
25 Land, L-cancel
26 L-cancel
27 L-cancel
28 L-cancel
29 L-cancel
30 L-cancel
31 L-cancel
32 Shine
Earliest Nair Possible (4 / 11 split)
01 Shine hitlag
02 hitlag
03 hitlag
04 hitlag
05
06
07 Jump start
08
09
10 (airborne 01) -- (air time for perfect SHFF is 15 frames) start Nair (1)
11 (airborne 02) start Nair (2)
12 (airborne 03) start Nair (3)
13 (airborne 04) Nair hits (4) Stun 1 - 7 ~ All hitlag occurs here
14 (airborne 05) Stun - 8
15 (airborne 06) Stun - 9
16 (airborne 07) Stun - 10
17 (airborne 08) Stun - 11
18 (airborne 09) Stun - 12
19 (airborne 10) Stun - 13
20 (airborne 11) Stun - 14
21 (airborne 12)
22 (airborne 13)
23 (airborne 14)
24 (airborne 15)
25 Land, L-cancel
26 L-cancel
27 L-cancel
28 L-cancel
29 L-cancel
30 L-cancel
31 L-cancel
32 Shine
Latest Nair Possible (15 middle)
01 Shine hitlag
02 hitlag
03 hitlag
04 hitlag
05
06
07 Jump start
08
09
10 (airborne 01) -- (air time for perfect SHFF is 15 frames)
11 (airborne 02)
12 (airborne 03)
13 (airborne 04)
14 (airborne 05)
15 (airborne 06)
16 (airborne 07)
17 (airborne 08)
18 (airborne 09)
19 (airborne 10)
20 (airborne 11)
21 (airborne 12)
22 (airborne 13)
23 (airborne 14)
24 (airborne 15) Nair hits (4) Stun 1 - 7 ~ All hitlag occurs here
25 L-cancel Stun - 8
26 L-cancel Stun - 9
27 L-cancel Stun - 10
28 L-cancel Stun - 11
29 L-cancel Stun - 12
30 L-cancel Stun - 13
31 L-cancel Stun - 14
32 Shine
Dair Shine
Assumes frame perfection in SHFF timing and perfect jumps out of Shine. Something worth noting is that this model assumes you do the Dair frame perfectly, which means a perfectly fast falled SHFFL Dair produces 4 hits, opposed to 3. I haven't calculated what the difference between the 3 hit chain and the 4 hit chain looks like. Not sure if I will.
01 Shine hitlag
02 hitlag
03 hitlag
04 hitlag
05
06
07 Jump start (1)
08 (2)
09 (3)
10 Airborne, Dair start (01)
11 (02)
12 (03)
13 (04)
14 (05) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
15 (06) Stun – 5
16 (07) Stun – 6
17 (08) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
18 (09) Stun – 5
19 (10) Stun – 6
20 (11) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
21 (12) Stun – 5
22 (13) Stun – 6
23 (14) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
24 (15) Stun – 5
25 Land, L-cancel (1) Stun – 6
26 (2) Stun – 7
27 (3)
28 (4)
29 (5)
30 (6)
31 (7)
32 (8)
33 (9)
34 Shine
Bair is in the other thread.
Resources used:
SuperDoodleMan (SDM) frame data, just google it if you really want it
Seanson Hitbox System, mostly for verifying SDM's stuff, it's somewhere in Melee Discussion
Phanna's shield stun, hitlag crap
As someone who doesn't really play Marth, my only assumption is that compared to Samus, Marth is like a ******** duck in midair compared to Samus and when Samus hits the ground after up-B, she doesn't have like a bajillion years of lag for the other character to ****.Why no upB OoS versus shield pressure. Why no Samus?
Yo nah man Dtilt is just mad good for lots of reasonz. Like being a move that looks like you're ****ing someone ROFLkevin's answer to everything is dtilt lmao
it's kinda like how i tell him that falco's answer to everything is dair and that he should use it more
even though it's bad advice and would probably get him *****
doesn't stop me from saying it in person though to tease him over and over
LOL
yo kevin, when armada is spaced from you and is obvious going to WD back, you should dair there. right where he was right before that wavedash. that'll get you far lmao.
this, and I'm waiting for discussion on it.I think PP just likes to plug d-tilt because he thinks it's severely underused by lesser Marth players.
why? should one be preferred to use over another? if it's situational, are there any rules for the situations(generally?)I think Cstick asdi is completely separate from normal ASDI, at least that is what Ajp_anton taught me
Up-B is riskier to miss with than grab but hey if you get the read then pop it off.Why no upB OoS versus shield pressure. Why no Samus?
So yeah, if you do it as sloppy as possible (and upB OoS isn't even hard) it'll take 9 frames from beginning (jumping OoS) to connecting the hit of upB. If you do it as fast as possible it takes 5 (or 6 if you are a small child) frames.
Comparably nair OoS for Sheik is 7 frames. Also keep in mind the shield pressure data assumes perfection, and I don't think many players if any are frame perfect all of the time when involving multiple movements.
If I'm not doing that right let me know. But why no upB? Why no Samus? Just don't do it on FD lol
edit:
"Because grab takes 7 frames" is not an answer since grabbing at marth-kill-percents is useless most of the time
S/o to makers of data
In most situations that you can up-B OoS you'll also be able to grab. At mid to mid-high percents, a grab will (should) give you so much more than up-B and thus up-B is a bad option a la Umbreon theory (it's not necessarily bad but grab is better). If it's at kill percents then yeah up-B if you know it's going to hit. It's not always obvious when it'll hit though and you risk getting hit off stage without a jump.
Also I heard that you can up-B OoS before Fox can shine if he does a drill->shine on your shield. I'm not 100% this is true but it could be worth exploring?
I couldn't find the specific video of it, but I thought there was a match where Sethlon or maybe neo only Dtilts as roy. Literally, only uses that against someone grounded.this, and I'm waiting for discussion on it.
A Roy using only dtilt on a grounded opponent doesnt surprise me at all. Roy have very few options in like, every situation, Dtilt is the combo starter, comes out fast and spaces well(So like Marth's but starts combos instead of gimping)I couldn't find the specific video of it, but I thought there was a match where Sethlon or maybe neo only Dtilts as roy. Literally, only uses that against someone grounded.
Marth could put that to better use having the better dtilt.
For up-B OoS I think you are not counting the one frame necessary within jumping to cancel your shield before you can actually input up-B. Effectively the hitbox from shielding will come out on frame 6 not frame 5; grab will come one frame later (and this is assuming the up-B is frame perfect which probably isn't that hard but definitely harder than grab).
Also I am pretty sure there are some spacings very close inside of Marth that up-B will do that you can grab but up-B will do that weird upward-trajectory knock back.
I personally don't really think up-B is underused but I can see why you feel that way. Most Marth mains have explored a fair amount but because of the risks involved if you whiff it or even get a poor hitbox from it I think most of us have resorted to only using it when we are 100% sure that it will hit (Falco dsmashes your shield or something). But like I said before, it's not always easy to know when it will hit especially with how (good) players nowadays are constantly mixing up their pressure timings and stuff.
Also saying that up-B OoS makes spacey pressure unsafe at high percents indicates some level of misunderstanding on how spacey pressure works... Are you sure you are factoring in shield stun when doing your frame data calculations?