D
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Kevin, if you practice really hard, one day you'll be as good of a player as Bones.
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That was really confusing for me to read since my name is Kevin.Kevin, if you practice really hard, one day you'll be as good of a player as Bones.
Sweetspot is a really misleading term because whether a recovery is safe depends on the move the use. I'm gonna just go ahead and say I highly doubt any non-teleport recovery can get to the ledge if Doc times his cape properly. Just look at the hitbox on it... Marth's fair and dair also go much too low to be sweetspotted under, and I don't think you can even vertically sweetspot under Marth's dtilt or fsmash. What you can do is aim your up-B as far from the ledge as possible in order to get around attacks if they are too far on stage. The mixup options I always have in mind are:I have a question about Marth's up-B. Can his up-B sweetspot the ledge? If so, is it difficult to pull of fconsistently? And if it can sweetspot, can it avoid things like another Marth's f-smash/d-tilt?
I've seen PewPewU/Mango avoid each other's f-smashes when they were in Marth dittos but sometimes when M2K faced DrPP he got f-smashed/d-tilted/faired really easily (and even against my Marth LOL).
Also someone told me if you sweetspot Marth's up-b you can also avoid Dr Mario's cape. Is that really possible because Dr Mario's cape covers a lot of vertical range and it KILLS ME EVERY TIME (unless I switch up the timing or hit Doc's feet first).
....and I think I have come to some serious revelations about this game and this character. I tried applying some of these concepts in an extremely raw form without having practiced them or having anything even resembling a full understanding of how/why they work at a tourney on Saturday to what I feel was great success. I didn't beat anybody I normally wouldn't have, but I understood why I was losing in real time and where I was making mistakes. Ultimately, my awful habits proved too hard to break in such a short period of time, but I still learned a lot about positional advantage and how to eliminate options from my opponent while retaining my own. After finishing the rest of the reading, I feel like I am finally at a point where I can begin to play this game for real. I saw some of the posts I had made a long time ago and they seem so petty and ridiculous now. Its only been about a month since I began to take this game seriously for the first time, but I have a hugely different mindset about it now. I have always been good at critical analysis (although I hate that term), but I always had difficulty applying it to Melee until recently. I've come to realize I wasn't able to recognize situations for what they are, and I was often not breaking situations down as far as they could go. If you are feeling like you're on a plateau or just starting out, I would suggest you do this as well. Even if you don't quite understand at first, it will click eventually. I would also say that you should watch videos from a critical standpoint (again hate that term). Make observations about every situation and action until you have enough information to draw conclusions. Keep your observations and analysis based in fact, do not assume player intention or attempt to relate things with no direct connection to one another. Write these down, or at least say them out loud. Putting it into words is helpful because a large part of a person's conscious thought is processed into/through language, but the point is to think about it actively, not so much to manifest your thoughts into a form that can be interpreted. Once you can do this, it makes it much easier to get what others mean when they talk about the game, sort of exponentially growing your ability to understand the game.DarkStarStorm, if you're dead serious on this, start reading.
Read this first:
http://smashboards.com/threads/drastic-improvement-under-construction-for-apex.311129/
Read this second:
http://smashboards.com/threads/official-ask-dr-peepee-about-cactuars-stuff-thread.118998/page-231
Start at my post on August 8th, 2012. Read posts from me, Dr. PP, clowsui, cactuar, and kirbykaze. Skip the rest.
no no the idea is that everyone is supposed to be able to beat 1-1 and 1-2.also I whupped you on the levels I knew to play
Don't be too hasty. If he's jumping around on platforms then you have more horizontal freedom than he does, so take your time getting to the position you want (usually below him, but be flexible if the situation calls for it). Make him feel the threat of your fair and uair sharking without actually having to commit to them constantly (empy hops and good dashdancing helps accomplishing this). This is a lot easier on YS because your sword covers like half the stage and SH uair reaches the top platform, but with a little extra patience it's quite doable on BF as well. Also realize that while chasing with FH aerials is usually an unnecessarily risky commitment (and generally what a platform camping Fox wants you to do), the fact that there's no way for a Fox on a platform to be completely safe from it shouldn't be overlooked.Who here knows how to fight against a platform camping fox? I played against one today, and barely won. I three and four stocked him on FD and PS, lost on battlefield and yoshi's, and won the final game on FoD. We are going to play another high-stakes game soon. If he wins, he gets my controller (****s real), and I need to figure out how to counter this strategy. If anyone has any advice or any links to videos, it would be greatly appreciated.
Don't be in the air too much. My guess is that you jump at him and then leave yourself vulnerable. Marth actually hates being in the air until he is comboing, hitting, or setting up for a punish. His speed drops dramatically in the air in terms of acceleration, so he is sort of a sitting duck (unlike the speed at which you can change direction on the ground with dash dancing and wavedashes). If you get underneath the platform he is on, you should be able to scare him away and possible get some up-tilts or short-hopped up-airs or fairs. If he knows how to shield drop, be wary of using slow attacks on his shield when he is on the platform. Look for shield pokes and be patient.Who here knows how to fight against a platform camping fox? I played against one today, and barely won. I three and four stocked him on FD and PS, lost on battlefield and yoshi's, and won the final game on FoD. We are going to play another high-stakes game soon. If he wins, he gets my controller (****s real), and I need to figure out how to counter this strategy. If anyone has any advice or any links to videos, it would be greatly appreciated.
Stay patient.Who here knows how to fight against a platform camping fox?
Are there any uses for single hit nairs like Falcon does?
why is "soft like egg" so funnyyou're just mad that you had to nair my kirby.
your mario 3 skills are soft like egg.
Really? I thought you needed at least 120+ knockback to hit him out of it. Every time I hit him he just eats it. So, nair if they go high, f-smash on the ground?You can gimp Yoshi, even out of his armor, with pretty much any tipped move. Know when they are going to airdodge and cover the stage or ledge on reaction. Yoshi's airdodge has to be pretty high in order for him to grab the ledge. Just keep tipping... just keep tipping...
Idk about nair since it doesn't actually have a tip, but fsmash, dtilt, fair, and dair all seem to knock me out of the DJ at really low percents. You should be able to practice on a CPU Yoshi. Just dthrow or something to get him off stage and see what moves interrupt his DJ.Really? I thought you needed at least 120+ knockback to hit him out of it. Every time I hit him he just eats it. So, nair if they go high, f-smash on the ground?
Yes, upthrow is the best. Fthrow/dthrow is always beaten by down and away DI, the enemy Marth doesn’t even need to react (which isn’t possible for humans anyway).
Uptilt after upthrow isn’t guaranteed at all, though. Better wait and react to what he does. He is uncomfortable floating around in the air, so you can capitalize on any escape he attempts. Just don’t be overzealous.
On fair, to reverse UpB combo, where is the sweetspot (tipper) part of the UpB, the middle of his body?i don't mind answering any questions, but i'd prefer you keep them here so that more people can benefit from whatever it may be.
Regarding edge-guard on Yoshi i have found the last hit-box of the f-smash to be quite effective when Yoshi has to recover from below the edge, hit it on the head. Edit: One reason why that tipper is preferable to the higher ones is that Yoshi when hit out of super-armour often simply falls down; if it already is below the edge it cannot grab it..I've been having trouble consistently killing MewTwo and Yoshi, given the (as far as I can tell) near impossibility of edge-guarding and juggling them. I've just been beating my friends who play those characters by winning the neutral the majority of the time, but I think if they got a little better it would become even more frustrating. Any tips on killing/edge-guarding them, or, if that doesn't work, any character specific neutral game advice, so that I might keep a bit of an edge?
Let me quote myself from three months ago: “ From 13-63%, you get a guaranteed uair against Marth from an uthrow, whereas fthrow and dthrow followups are pure gimmick.”Is there anything guaranteed off a uthrow or is it more about keeping him above you where hes weak? And/or readin his fear and acting accordingly?
First active frame has the strong hitbox:On fair, to reverse UpB combo, where is the sweetspot (tipper) part of the UpB, the middle of his body?
Up-B has the same knockback as the second hit of your nair. With good DI, most characters can survive it and recover until quite high percents. We PAL Marths are so jealous of your amazing dair spike, it doesn’t really make sense you’d ever go for up-B instead when you could dump them.Also as a followup question, when would it be better to combo into UpB over dair? When they are really high in the air?
Fsmash hitbox attributes (except location, obviously) are the same on all active frames.(I do not know if it has any different properties from the traveling sword's hit-boxes, maybe it's just easier to get the tipper on it. If anyone knows the details on that, please let me know.)