Deathconsciousness
Banned via Administration
- Joined
- Jun 20, 2013
- Messages
- 826
"OG Purp in this hoe, you don't even know."
-Mango
-Mango
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FD is easier to punish on? You can abuse dashing harder there or on PS? Spacies can't recover as easily on BF?
Heck some Marths used to like DL and it's probably because of the great movement game.
When someone posts something like this below...Hmmm idk I see you marth minds viewing this thread so speak
There isn't much more to say.screw u max LMAO
He said WD grab was faster if the other player is in range of the WD.Beat! said:Did your friend specify any particular situations where a wavedash grab out of dashdance would be better than a dashdance grab, or was he saying that it's a better choice in general? Because if it's the latter then I disagree, and if it's the former then I suppose it could be true, but off the top of my head I can't really think of any commonly seen situations where the wavedash would actually accomplish anything that a regular DD grab couldn't.
So, there is nothing really disadvantageous about the stages for Marth, but more what does the opponent gains on them.
lmao that explains a lot about javi.For years I have tried to pivot stop with my controller to no avail, then I greased my control stick I was able to finally do it with great consistency.
v Sheik itsSheik immediately springs to mind.
20% is just the point where Fox's hurt box doesn't end up in Marth when you up throw him. If you have a look at how upthrowing fox looks without DI, you'll notice the guy ends up going slightly behind you, and at 20% it ends up to be actually enough for your grab to miss. And simply turning around to grab won't help because you move the grab box too far in the other direction and fox will still end up behind it. So you need to move and put a grab hitbox where you just where standing, and how to do that is kinda obvious, haha.I keep seeing people say that I need to start pivot grabbing fox at around 20% in the upthrow chain to avoid them shining out or jumping out. I'm not sure I understand why. I've heard that Marth's hitbox wont allow you to grab without pivot grab at that percent, and seems to be a pretty solidly accepted concept (start pivot grabbing at around 20%) but I never understood the mechanics of why this is necessary. As far as hitboxes/the mechanical factor of the moves go why do we start pivot grabbing at that percent?
Thanks
v Sheik its
FD > Stadium >> FoD >> YS >>>> BF >>>>>>>>>>>>>>>> DL
In a bo3: ban DL, strike DL + BF, counterpick either Stadium or FD.
In a bo5: strike DL + BF, counterpick Stadium + FD
Sheik not having SH fair to deny dtilt approaches is pretty dope. And her needle game is mediocre there whereas its godlike on BF. Plus top platform/uthrow punishes are easier. Short stage lets you throw her off faster, though you have to be careful of walljump options. etc
You’re neglecting one crucial fact: Marth’s horizontal grab range is less than infinite. At DamageFlyTop 38, Fox’ hurtbox has a low horizontal hurtbox extension that allows him to slip through both grab and turnaround grab. And not just at 38, at all frames at that %-DI combination.
Considering that an avatar is a picture as well, that means I automatically attach a good picture to each of my posts. That's pretty neat :DPretty pictures are nice but when you post I get the added advantage of seeing your incredibly cute avatar again.
But wait! There’s more.Pivot is faster, but you can go further with a WD.What are the tradeoffs of turning around using a wavedash compared to with a pivot? For example, if I wanted to move slightly in a direction (left/right), but then use a move facing the direction I came from, what is the difference (other than how I execute) between the options?
The earliest frame of the dash you can turn on is frame 4. So, together with the turning frame, pivot from standing takes 5 frames.Some stuff I knew, a little I didn't. Let's say you're coming from standing still (dashdancing complicates things.) You need to do an initial dash before you do the pivot (giving you the horizontal movement), can you produce a range of frames that this would be at? (As in the total time it takes for a as-short-as-possible pivot before first actionable frame, as well as the longest possible pivot's time until first actionable frame) I think this would be more accurate way to compare their startup times.