Bones0
Smash Legend
What is the best way to ledge tech? I've been doing wall jump -> bair
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What is the best way to ledge tech? I've been doing wall jump -> bair
I know how to ledge tech. Is bair always the best followup as Marth specifically, though? Nothing like airdodge on stage or don't jump -> DS again? I guess I phrased my question poorly.
Oh, sorry. I just figured you wanted a more reliable way to get the walltechjump bair.I know how to ledge tech. Is bair always the best followup as Marth specifically, though? Nothing like airdodge on stage or don't jump -> DS again? I guess I phrased my question poorly.
You always want to do passivewalljump to bair when recovering as the default option. Fast fall to up-B takes way too long to ever be better, and airdodging from PWJ puts you at a far greater disadvantage than bair does.I know how to ledge tech. Is bair always the best followup as Marth specifically, though? Nothing like airdodge on stage or don't jump -> DS again? I guess I phrased my question poorly.
If the opponent is just holding shield in anticipation of the walltechjump bair (assuming the attack you are teching ends quick enough for the opponent to do so), it'd be a better idea to just airdodge through them and get hit by an OoS option towards center stage. There might also be a scenario where an opponent attacks you from off stage and it'd be preferable to dair to spike them or up-B to KO them off the side. Hence why I dislike saying "always" in Melee...You always want to do passivewalljump to bair when recovering. Fast fall to up-B takes way too long to ever be better, and airdodging from PWJ puts you at a far greater disadvantage than bair does.
Agreed.You’re right about “always”, but I still think every Marth should default to PWJ bair and only do other options when his opponent develops a counter against it (that can be beat by other options). Airdodging in that situation is pretty much offering a free hit, while punishing the bair is really hard for the opponent most of the time.
hmmm i remember thatAnyone remember a combo video series started here in the Marth boards where the organizer asked Marth mains from everywhere to submit clips of their own combos and he compiled them into combo videos with epic instrumental music in the background?
Have those been taken down from youtube?
That would be spam_arrows.he used to go by a different name, but i don't remember what it was
That's my boy Archangel! Fellow Delaware smasher. we play all the time.hmmm i remember that
i dont remember what it was called, but i do remember that Archangel Pit made it
he used to go by a different name, but i don't remember what it was
I am not certain how prevalent this would be to tank into the choice of jab. I can see tank into some other movement option or perhaps tank a laser while in short hop.I don't believe in the powershield deities. I believe in take laser to jab. Falco can't shoot that close and Marth has way more freedom than you think after lasers so jab is great at stuffing lots of his approaches/movement. If you're really worried you can SDI the laser away lol.
Would you agree with the idea that there will be best courses of actions, but no single thing should be relied upon. It is by combining many different alternatives to a main strategy that your methods become very effective.I also like PS and take laser into dash/WD but I don't think PS is the end all be all people make it out to be. Falco can make it pretty hard to PS and if you just use more sword then it really throws off falco way more. Falco can jump over a PS laser or trip a PS attempt up but even if he hits a laser at any decent spacing he has to deal with a strong jab vs move mixup. I've been trying it a lot and it gives Marth a lot of control but he just can't play like he's used to with lots of DD and Dtilt. It's a more staggered movement style and jabs and Ftilts and such imo.
ganon:Can anyone give me some tips vs Peach and Ganon? I always feel like I'm overpowered by Ganon.
I actually looked at this option recently. It depends on the character because even the earliest uair will miss on some characters standing still. You also have to consider the risk of the opponent not being at a standstill. Most characters will lower the top of their hurtbox when dashing, jumping, landing and even at the beginning of certain attacks. For example, if Yoshi does a DJC nair on your shield, you might think you can uair OoS, but if he jumps immediately after landing to do another aerial, his jumpsquat will probably cause him to duck your uair. Obviously that is based on timing more than anything.Never get grabbed. Ever.
How legitimate of OOS option is tipper Uair OOS (Scooper)?
It depends on the player. You should base your bans and counterpicks on why you lost game 1, not which stage is "supposed" to be the best for that matchup.Can someone give me the best counter-pick and starter stages against Sheik, Fox, and Falco, with an explanation as to why please.
Also, idk why, but I tend to do really well on FoD, so that or yoshi's is what I would c-p against Falcon (assuming they were smart and banned FD)
Very true, thanksIt depends on the player. You should base your bans and counterpicks on why you lost game 1, not which stage is "supposed" to be the best for that matchup.
That's a long explanation for every one!Can someone give me the best counter-pick and starter stages against Sheik, Fox, and Falco, with an explanation as to why please.
Also, idk why, but I tend to do really well on FoD, so that or yoshi's is what I would c-p against Falcon (assuming they were smart and banned FD)
Not Roy.DL is bad against any character Marth plays.