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Jigglypuff also falls slower than Falcon so you can actually react to her for longer. It also helps knowing Puffs don't(and shouldn't) fall into you without using at LEAST one/two jumps to try and slow you down lol. Burn your energy on the moves that matter.
At that position, I might just walk toward the edge but be ready to FH/DJ Uair. Or maybe I'd empty hop and react. Oh looked at it again, I would definitely get on the ground lol then do other stuff. Get that silliness above you. If you hit her once or twice she gets pretty easy to pseudo-combo and damage output skews in So, you choose to wait until she clearly has to get lower once you know a couple jumps have been burned? Well, that goes with saying how you go about wasting your time on the ground until that happens. DD or just stand there?
It's not a matter of doing it appropriately. He was asking how to do it in general and my advice is to just slow down and not mash anything.Ken is like the only person who really does it well. but that was back in a different metagame so yeah....
Well, a few pages ago I covered that situation. As you know that using side-B leaves you 12 frames to react, you simply need to look at the hitbox frames of other attacks and compare them to side-B’s startup.I could really use an explanation of how long you have to react to falco's side b. I have no real conception of how much time I actually have when the falco side b's from close by.
Jab doesn’t cover all of spacies’ options, I explained that on the linked page as well. (By the way, I’m writing a reference guide right now so this stuff won’t be scattered among 20+ pages anymore)I just know that realistically ftilting is far harder than jab so marth's don't typically do it in those situations, that jab seems to work but that the falco sometimes seem to get by marths in tournament. Can they clink it? can it magically miss?
Yeah, that’s true, although “teleporting” isn’t different from normal movement, just 10 times faster.I remember hearing about the mechanics once, and falco basically appears at three spots during the teleport. I think you have to put your hitbox in between the falco in the frame that he is crossing that area. what determines the direction the falco is sent?
Side B true combos into utilt versus floaties at a lot of percents but most importantly at percents where you can kill them. If it isn't a "true" combo then apparently it's not very easy to escape since every Marth player does it. That's a silly statement but from my own experience and from what I've seen it is a combo. I imagine it works at higher percents/situationally versus fast fallers.I do not think sideB1 actually combos into anything. Too many times I have gotten hit trying to sideB -> grab/utilt even at various percents ranging from like 30% to 170% and even seen people jump out plenty of times. SideB2Up (when it hits) seems to actually combo into other moves it seems. Oh, and SideB3Side has a huge knockback growth making it even more powerful than tipper fsmash at certain points. Its the 4th move that really has no purpose being used because if they haven't already DI'ed out by this point, the 3rd hit should have knocked them too far away for the 4th to connect.
Falcon can bring his grab out earlier than Marth his DB2U¹, but if Marth is standing at least as far away from him as in the following picture, Falcon will whiff. If Falcon does shield SDI, Marth needs to stand a bit less close to him, of course.Using more than one hit of Sword Dance is fine as long as you hit confirm. It only starts to look super awful when you do it against shielding opponents other than Scar who will just shield grab you or attack OoS in between hits.
As for oos attacks, all of Falcon’s aerials as well as his up-B have too much startup so they can’t hit Marth in time. I tested side-B-1 to side-B-2↑. If Marth uses side-B-2→ instead, Falcon can jump over the hitbox.
Falcon can easily jump above it. He can’t grab though.What happens if you go into SideB3Down from that situation?
If you delay, you give Falcon better oos options. Also, Falcon can grab you out of DB3U and DB3S unless you’re spacing it really well. He only has a window of 1-3 frames for the grab, though.Can you delay everything enough to cause shield decay to allow a for a stab with SideB3, SideB4 Down?
Good idea, updated my previous post. Included more stuff too.Also we should just start calling them Dancing Blade # Direction, like, DB3S or DB4U, it takes forever to write lol.
WD length away.When your opponent is on the ledge, is it better to be a wavedash length away from the edge or right up against the edge in shield?
I love you.WD length away.
Regarding all other frame related questions: I’ll answer them in the next 24 hours if noone else does, I’ve been busy making this guide and need some rest.
It’s too complicated to give a simple answer. Basically, Falcon can waveland on spot and escape below DB2U by doing so. DB2S would hit him, of course. Also, at low % Falcon doesn’t even need to get into crouching animation to get a frame advantage, holding the control stick down is enough to land free jabs before Marth can bring the next hitbox out.Can Falcon waveland into crouch, or shield release into crouch, or just get hit and retaliate ?
I don’t think it should be used as the standard DB1 followup, but it’s definitely good to mix in. I don’t think any Falcons will react to it with a wavedash on spot if they aren’t expecting it.I'm wondering if it's actually worth it connecting with DB2U, or if you're better off landing it on their shield and baiting that grab+pressuring a bit.
If your opponent doesn't have that quick of a reaction time then it will probably work the first time, but after that, when your opponent sees that side-B off the stage, they'll know to either shield and punish or wavedash away and f-smash.Been experimenting with side-b away from the stage into rising dair to get back on, but it seems generally terrible and unsafe.