Tee ay eye
Smash Hero
dropping through a platform from shielding
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If you shield during your dash animation (not a full run), all of your momentum is immediately cancelled. It can act as a more reliable way of pivoting, and it can also be used to adjust your spacing in ways that pivoting cannot. A common example is dashing forward to close in a minute amount, shield stopping, then jumping back with full momentum with a spaced fair. Trying to do the same input without the shield stop would not allow you to drift as far back with the fair which could leave you open to an enemy's OoS option.A little late to be asking this... But what is shield stopping?
(First time here on Smashboards in over a month.)
That's what I thought it said at first too. XDdropping through a platform from shielding
I think there is merit to this. I'm teaching an entirely new group where I'm at and they are improving rapidly. I talk to them mostly about game theory stuff like what is posted here, and give them lists of things to work on tech wise. Often during matches I think aloud and talk about patterns they have and try to get them to think aloud as well. With the open discourse they can really understand where they mess up and why.I used to think that the optimal method was to "play to win". Then I moved to the idea of "play to learn" instead. Now I'm starting to think that the best way to play is "play so that both you and your opponent learn". It's not something I have refined in my head yet though.
Yep. Not sure I'd use the word "optimal", but the concept remains the same so yeah. Basically, if your practice partners improve, so will you. Help yourself by helping others.do you mean like...play to teach opponent to play optimal so that you can play to learn vs optimal play?
How often does this happen, though? Like, if you're right below them at first I don't see how they could drift away to the point where you're not comfortable following them (unless they go far off-stage I guess, but that's good for you anyway)but what exactly do you do whenever the opponent doesn't give you an absolutely free punish opportunity? like, let's say they just drift away from you, and you're not comfortable reaching after them
seems fine. Recognizing situations where you may not be able to keep them airborne and instead letting them land and immediately grabbing -> upthrowing them again is an integral part of juggling.do you just abuse the corner game from that point on?
Max:
My optimal improvement came from playing to win, then spending time outside of matches thinking to learn. if I play someone much worse than myself I play to learn and have fun. I think there is a lot to consider with this type of issue imo.
Peach
Ok so I learned that Pewpewu must be reading at least 5-6 steps ahead because I couldn't read him that much. >_< lol
I love watching that kid play. His nair game is so tight.
As with most matchups, staying grounded is good. However. Falcon's a heavily aerial-based character, so there's a lot more room than usual for using aerials yourself. Nair and Fair are both good for interrupting his movement and stuffing approaches. You want to be a bit careful if he stays grounded, though, because Falcon's side-B is similar to Peach's dash attack in that it's pretty good at sneaking under aerials, and it sets up combos (and I probably don't have to tell you that Falcon's combo game on Marth is pretty devastating).Falcon
Haha thanks. As for Puff, I know a bunch of detail stuff (aside from the f/dthrow -> pivot shenanigans), and I have a decent amount of ideas, but I haven't had regular Puff practice for a long time now, so my understanding of the matchup is very unrefined (the neutral game in particular). I've talked a bit about the matchup with Mahie, and we're coming up with all these questions and ideas, but we haven't really been able to reach any conclusive answers. If anyone who's reading this feel they have a better understanding of the matchup I welcome them to do the write-up instead. If not, I can try it, but it's going to be more of a bullet point type of list rather than a full coverage of the matchup.Beat, you match up write ups are amazing. I'd one for each character, well the top tiers at least. After falcon could I get a puff please?
he also says that uthrow is overhyped, but i don't know if that's him being a wizard that can see holes in uthrow or both of us having a mutual inability to use it perfectly
Yeah, and I didn't do half bad against Random-Ness either, although he is still a good bit better than me. I even managed to take a win versus his Marth in a ditto as well, albeit we only had one match.Also @Mookie, great to hear that it worked out!
I don't see how this can be true, as putting your opponent above you is only beneficial for Marth. There are only a limited number of options your opponent can do in that situation, and Marth definitely has the upper hand. Still, I'd like to hear his thoughts on this as well.he also says that uthrow is overhyped, but i don't know if that's him being a wizard that can see holes in uthrow or both of us having a mutual inability to use it perfectly
Uthrow in Marth dittos is AMAZING
I'd need to see or hear a better description of what's going on before saying more though. I personally can get wonderful punishes on Uthrow pretty much every time if I'm decently focused.
@Beat : I think you should create a new thread and copy/paste that Peach guide there. It's a really good "Layer 1" guide for the matchup, imho. Of course going deeper and situation specific would take more time, but at least the core is there, and it's well put.
@Tai : Was it Marth dittos or in general? I don't play the ditto often but last time I tried to uthrow juggle and it didn't turn out that well tbh. I'm not sure whether I was just doing it wrong either, I don't have much XP in it.
Yeah, I feel like up throw doesn't give me as good of a return as cornering or forcing off stage. It could be my own limitations in my perception, or Tai's lack of ability to punish correctly, but I don't think up throw should be the primary option against the floaties. I think up throw is fantastic on Sheik though. Also,I'm not saying that up throw is bad by any means, it CAN lead to awesome follow up, but it seems largely dependent on what the other person is doing and how they can respond to your setup. (Also IF they can respond at all)
At the end of the day, do what gets you the most the results. Efficiency can also depend on personal ability.
in general
with every character
including air baddies like luigi and samus
I definitely think this can be situational. Sure, if you think you can get that lower-mid percent kill on the floaty and throw them to the edge or offstage then go for it. I tend to say it more as a general rule since U throw can lead to juggles and combos in addition to edgeguards depending on the opponents' actions or responses to your actions.Yeah, I feel like up throw doesn't give me as good of a return as cornering or forcing off stage. It could be my own limitations in my perception, or Tai's lack of ability to punish correctly, but I don't think up throw should be the primary option against the floaties. I think up throw is fantastic on Sheik though. Also,I'm not saying that up throw is bad by any means, it CAN lead to awesome follow up, but it seems largely dependent on what the other person is doing and how they can respond to your setup. (Also IF they can respond at all)
At the end of the day, do what gets you the most the results. Efficiency can also depend on personal ability.
What do you guys think?
You have a problem, Max
Pretty sure it's 4 frames before you can get your shield up, but with the frequency of grab punishes at the ledge, it's effectively more.Regular get-up when you're below 100% is really good because aside from being fairly fast, it has very few (I think it's 2) vulnerable frames.
My two go-to options are regular get-up and ledgedash. The problem with ledgedashing is that you'll generally get hit back off again if they anticipate it (since it doesn't have as much invincibility as when Fox does it), so I usually do a couple of reverse ledgedashes and/or regular ledge regrabs to make it more difficult to tell when I'm getting up.
I don't like coming up with an aerial unless I'm absolutely sure it will connect properly (like coming up with a fair or uair if your opponent is right above the ledge and has wasted their DJ in an attempt to bait you). Spaced ledgehop nair against CCing opponents is a bit of a guilty pleasure of mine, though.
I don't recall where I read this but I think Marth only has 2 vulnerable frames at the end of his ledgestand which makes it a pretty hard to punish option.Can anyone speak on Marth's options from the ledge, and how you go about deciding how to get off the ledge? I feel like when I watch Marth matches often times the outcome seems directly related to either being stuffed repeatedly coming off the edge or starting a big combo from the edge. I see m2k use a normal ol' ledge stand a lot. What makes this option so effective?
the frequency of grab punishes at the ledge
The other part of the question was regarding Shield Delay but I've never heard of such a thing (PSing would be way harder if it was delayed).Kadano said:• Ledgestand (»CLIFFCLIMBQUICK«): takes 32 frames, invulnerable 1-30