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I think knowledge should rather be archived on ssbwiki than here. With the bugged search and restrictive editing rights, dedicated threads quickly become outdated/insufficient. Right now, ssbwiki is still quite full with misinformation and unhelpful articles, so everyone can help by checking for this.What you found looks really useful Kadano.
There should be a thread with techniques like that really, I feel like many players will miss it in here.
Reverse ledgedashing / ledgedashstall is pretty accurate, I think. The latter only if it’s used repetitively to stay invincible, of course. “Reverse” can be dropped because normal ledgedashes can’t be used as a stall anyway.Edit : Also, there should be a name for jumping onto the stage and wavelanding back to the edge. So many tricks lack their own name and it's obnoxious to explain sometimes.
I don't think it's really worth adding to your game let alone naming.
marth boards you used to be ok. What happened?
The marth board is great.marth boards you used to be ok. What happened?
marth boards you used to be ok. What happened?
Haha, I never believed I could fake anybody out with that. I've been using Falco's reverse ledge dash (I like that term. It's very much in the vein of pen spinning naming conventions :D) for quite some time, but purely as the most stylish way to refresh invincibility.Why? I've already added it to my game to decent effect. It just makes it that much harder for on-stage opponents to react to ledgedashes, and I tried it while edgeguarding up-Bing spacies (even with Falco's much slower reverse LD), and it does a good job of making them think you're faking an edgehog and immediately covering higher options so they angle at the ledge and you regrab right before they reach it.
Its extremely useful and definitely worth learning.I don't think it's really worth adding to your game let alone naming.
marth boards you used to be ok. What happened?
I don't think it's really worth adding to your game let alone naming.
marth boards you used to be ok. What happened?
You'd have to dash left then dash right instantly afterwards pull up shield (which could result in a roll because if you press a direction RIGHT before you shield you'll roll). Other than that, it's a pretty consistent way to do it, you don't have any lingering momentum after you shield. I used to think that the shield needed to be up for a bit to cancel your forward momentum but I think it's only in cases of when you're full on running and not initial dashing. For the comparison of pivot jumping, I think using the shield is a bit slower.Hey does everyone here know about using shield to help pivot? Just wondering..... >.>
marth boards you used to be ok. What happened?
If you think frame questions don’t belong in this thread, just say so. I also sometimes think this thread should rather be kept on a macroscopic/strategic level and “is this possible”-stuff should get its own thread. As it’s Dr. Peepee’s thread I’m hijacking, I’d like his opinion on this.i stopped posting because the thread got boring.
If you imagine the control stick as a coordinate system with neutral as [128,128] and ranges from 0 to 255 as left to right and down to up, all y within [76,105] result in a dtilt even on the first 4 frames. Hitting this spot is hard because it requires you to move your thumb quickly, but only a very short way.1. How long do you have to be holding down to perform a d tilt instead of d smash in a neutral state? (Even when I tilt really lightly down and press A at the same time it turns into a d smash, am I just doing it wrong?)
Yes, it’s slightly faster.2. Marth's full dashes (foxtrot) into another full dash across the stage seems to be faster than wavedashing across is that true?
Not always, but most of the time. The only exception I know about is when you dash forward and press L/R on frame 3 of your dash. On this frame—and only this frame—it comes out on the second frame.3. When you press shield does it come out in the first frame?
I’ll look into this tomorrow (if nobody else does it first), testing this is quite tedious and it’s pretty late where I live.at what % can u throw Peach and Puff to kill with uair and is it always (or ever) guaranteed?
If you think frame questions don’t belong in this thread, just say so.
Whoopsies, ment to post that in the Falco thread lol but I am curious to know what percent tipper uair kills peachI’ll look into this tomorrow (if nobody else does it first), testing this is quite tedious and it’s pretty late where I live.
Upthrow to upair never combos and kills. Not even on YS’s top platform.Whoopsies, ment to post that in the Falco thread lol but I am curious to know what percent tipper uair kills peach
Hmm yeah I'm only asking because I've seen it a lot vs. Armada. I guess it's a matter of not reacting to it or reading the DJUpthrow to upair never combos and kills. Not even on YS’s top platform.
In a general view, you can master any character you want. I've watched most of your matches and witnessed your amazing combos, and that's the main reason why I still continue to play Melee.Marth isn't quite ready yet. But perhaps it was more of I wasn't ready yet.
I'm very good with Marth in most matchups but I have some things to learn about fighting spacies with him. He has a lot of catching up to do in those matchups it seems. I had to learn a ton playing Mango for a few hours in Marth vs Fox/Falco all of Friday night, and I did, but I'm pretty unhappy with how I felt overall before during and after the tourney.
That just means there is work to be done.
I am curious of your opinion of Puff Umbreon. She seems amazing and awful at the same time.
Upthrow to upair never combos and kills. Not even on YS’s top platform.
Holding towards your back so Marth moves away from his opponent to do a “spaced fair”.I'm not sure what you mean by "drift"?
umbreon- you won't come to my house and fight me tho