Beat!
Smash Master
Dsmash also comes out faster. There are edgeguard situations where fsmash is too slow but dsmash connects. Worth keeping in mind.
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As in the spacie is pressuring Marth?Sort of a blunt question but what is Marth's best option in a pressure situation against a spacey?
thanks for the graphic ill go test it a bit harder@ net1234 dsmash-tipper is stronger than fsmash-tipper, so it’s a good choice if you are confident in landing it. Doing so is a bit harder than with fsmash because it’s range is different:
Pink is dsmash-tipper, blue is fsmash-tipper.
I’m pretty sure Sheik is floaty enough that killing her off the top is easier than through the side. Like you wrote, there is a good chance she will DI for fsmash which makes killing off the top even easier.
Up-B isn't nearly as strong as fsmash/dsmash tippers. I think it's actually near or equivalent to nair's KB. It's also easily ground teched.You could just up-b which actually has knockback and is faster than f-smash.
That reminded me, it was about time I finished the comprehensive Marth knockback graph.Up-B isn't nearly as strong as fsmash/dsmash tippers. I think it's actually near or equivalent to nair's KB. It's also easily ground teched.
its so beautifulThat reminded me, it was about time I finished the comprehensive Marth knockback graph.
http://smashboards.com/threads/kadano’s-perfect-marth-class—advanced-frame-data-application.337035/Can we talk about low & mid percent throw follow ups in the Marth ditto and in Marth v Sheik?
I'm just looking for some good rule of thumbs since I can't practice very much right now and I forgot everything about the char
C-stick for both fair's is probably the way to go. It took me a few days to get the timing down, but once you get it, it's like riding a bike. My advice to you would be try to make your fair comes out of your SH as quickly as possible, so that you'll actually have time to throw out a second fair before landing. You should be hitting the C-stick to the side immediately after your SH. Once you can do the SH double fair, start L-Canceling (if you haven't already) and repeating it over and over, and start moving back and forth across the stage too. Retreating SH double fair is a beautiful zoning technique to have in the neutral.Please forgive the nooby question, but what's the recommended method to do double forward airs? I use the C-stick when doing my aerials but I can't execute the double F-air as a result of me not being quick enough when using the C-stick. I get kinda close when using A but still not entirely. I don't really wanna mix up my control inputs just for one situational attack. Any advice?
To supplement: I wouldn't be too worried about mixing up forward+A and C-stick for double fairs (I think M2K does c-stick -> A sometimes); however, I think c-stick is a superior option in most cases, as it allows you to perform better DI during the f-airs so that you can space better.Please forgive the nooby question, but what's the recommended method to do double forward airs? I use the C-stick when doing my aerials but I can't execute the double F-air as a result of me not being quick enough when using the C-stick. I get kinda close when using A but still not entirely. I don't really wanna mix up my control inputs just for one situational attack. Any advice?
I don't think I've ever got that. though one time I recalled that i landed a really low % uair and could grab from that ... and it was off DI behind or slight DI. It was a very rare occurrence that never happened againYou can get a pivot grab, but it is indeed close to frame perfect, I think the window is 2 frames.
This is a fairly common sentiment. Falco's heavier and falls faster so the timing's a little more awkward against him. Also, you can't regrab Falco after uthrow at 0% if he DIs behind you so there's that. Also #2 if he DIs away he gets out of standing regrab range at a lower percent than Fox so you have to start moving (read: dashing) after each throw a little earlier.Chaingrabbing Falco seems to be harder than chaingrabbing Fox as well, though maybe I've just practiced the latter more.
The GOAT:This is a fairly common sentiment. Falco's heavier and falls faster so the timing's a little more awkward against him. Also, you can't regrab Falco after uthrow at 0% if he DIs behind you so there's that. Also #2 if he DIs away he gets out of standing regrab range at a lower percent than Fox so you have to start moving (read: dashing) after each throw a little earlier.
...
Can we talk about turnips? Because when I play against Peaches that are anywhere between decent and good, turnips are rarely more than a (notable) nuisance; not to be underestimated in the neutral game and while I'm recovering, but with proper spacing and dash timings I'm usually able to work around them. Basically, not a huge issue as long as I push Marth's strengths in the matchup.
Then I play against Armada and all of a sudden I'm facing a barrage of turnips which at times seems nigh-impenetrable because by the time I've maneuvered around or blocked one turnip, he's got another one ready to be thrown. I'm getting consistently locked down by it to the point where it's legitimately difficult to analyze other aspects of my neutral game against him because almost everything I do is - one way or another - centered around my inability to handle his turnip pressure. Sometime's I'll lose my patience and attempt to just muscle through with an aerial or something hoping it'll hit him in the process. Surprisingly it works occasionally but it mostly just ends up being an over-commitment straight into a dash attack or bair and then I'm taking a **** load of damage because it's Armada.
One thing I could do is practice up my powershielding vs turnips because I'm admittedly bad at it and it would probably help out quite a bit. However, I'm hesitant to get on that right away because I think the underlying issue would be swept under the rug; I'd basically be using powershielding as a shoddy substitue for an actual understanding of turnip pressure and that's short-sighted.
Halp.
I suppose this is primarily directed at PP for obvious reasons but I welcome advice from anyone who wants to help and/or get a discussion going!
Ah yeah I remember watching that now. Your momentum tumbled drastically after that point, which was interesting to me giving how commanding your first stock was.PPMD - This may be a question that is too general and unanswerable, but could you share some thoughts on how to play well between stocks? I think I have a huge gap in my game where I seem to always get hit during opposing respawn and during my own respawn I can't seem to get anything going. Do you have any specific tricks or suggestions of good habits to practice, or maybe just general mental outlook on the situation?
How can I stop situations like this from happening? https://www.youtube.com/watch?v=VW8iX3P_NU4#t=9m6s
Every time something like this happens I get so upset with myself, cause quite frankly, you can't get hit/die that easily if you want to be successful in this game.
I'm going to try to learn the (apparently fairly easy) M2K air catch and Z drop of the turnip. Generally Peach doesn't even have time to punish it. If she does she's probably floating which I can run under or use Nair to probably counter her followup. It was a looot easier to use DDs and platform wavelands and threats on PS than FD where this skill becomes essential lol. Platformed stages besides DL(which is basically FD if you want to approach which imo you do at least in order to get close to Peach) you want to use the platforms to dodge the turnips then run off and take a stronger position vs her kind of like PS but probably a bit less room for error since the stage is smaller. However, the room for pulling turnips is also much smaller for Peach so I think this is mostly an issue for FD/PS/DL and outside of PS and maybe defensively on DL you need the Z drop vs Nair vs dash(dance) mixup.Can we talk about turnips? Because when I play against Peaches that are anywhere between decent and good, turnips are rarely more than a (notable) nuisance; not to be underestimated in the neutral game and while I'm recovering, but with proper spacing and dash timings I'm usually able to work around them. Basically, not a huge issue as long as I push Marth's strengths in the matchup.
Then I play against Armada and all of a sudden I'm facing a barrage of turnips which at times seems nigh-impenetrable because by the time I've maneuvered around or blocked one turnip, he's got another one ready to be thrown. I'm getting consistently locked down by it to the point where it's legitimately difficult to analyze other aspects of my neutral game against him because almost everything I do is - one way or another - centered around my inability to handle his turnip pressure. Sometime's I'll lose my patience and attempt to just muscle through with an aerial or something hoping it'll hit him in the process. Surprisingly it works occasionally but it mostly just ends up being an over-commitment straight into a dash attack or bair and then I'm taking a **** load of damage because it's Armada.
One thing I could do is practice up my powershielding vs turnips because I'm admittedly bad at it and it would probably help out quite a bit. However, I'm hesitant to get on that right away because I think the underlying issue would be swept under the rug; I'd basically be using powershielding as a shoddy substitue for an actual understanding of turnip pressure and that's short-sighted.
Halp.
I suppose this is primarily directed at PP for obvious reasons but I welcome advice from anyone who wants to help and/or get a discussion going!
I suppose it would be nice to request the other aerials as well? The data is nice, but I am not sure what practicality I can see from this in its current form without say the other moves.That reminded me, it was about time I finished the comprehensive Marth knockback graph.
What's a dolphin slash boost? Or do you mean dancing blade boost? Dancing blade upwards momentum charge refreshes on land animation, air dodge landing, and landing during up b and side b.Quick question: How can you know if you have maintained your dolphin slash boost midair when recovering? I have a sense of knowing it, but I don't really know the theory behind it.