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I am not really sure if there are any situations where that sort of thing is good to have on ground based moves. Not that I think sideB is worth using in several situations against grounded opponents anyway, but for Marth the last thing he wants is to trade with people. Having SideB swing right through another Marth and get hit by Ftilt/Fsmash while you simply give them 4 percent and hardly any KB is not a good trade. It would be better to clank hits with jab or something on other moves than lose trading/clanking with transcendent priority x.xSide-b also has that transcendent priority thing
I feel similarly. It's also a funny zoning tool to just use and see how people respond. It is a bit problematic since it's still a shorter range and can get beaten by lots of stuff plus if you use it when someone's close then CC or not you can often get punished. Still, I have noticed it is an interesting tool. Wouldn't use it much vs Sheik though. Her moves are all just better Marth jabs lol.Am I the only person that thinks that jab has a lot of potential in neutral? I mean, it's no dtilt, but the thing is if spaced right I think it would only be punishable if your opponent CC's it. It's great at stuffing aerial approaches, and it the stun seems to mess up players' rhythms.
I haven't played in several months now, but when I was experimenting with it, it seemed to be quite effective against opponents around my skill level. I'd like to hear if anyone else, especially Dr Peepee , any more insight to add or to correct me if I'm wrong.
I think it has several advantages over other moves of Marth that make it ideal to use in several situations.Am I the only person that thinks that jab has a lot of potential in neutral? I mean, it's no dtilt, but the thing is if spaced right I think it would only be punishable if your opponent CC's it. It's great at stuffing aerial approaches, and it the stun seems to mess up players' rhythms.
Then, what has been your replacement methods do you feel? I imagine that damage reduction and trying to regain momentum from a bad spot is something you must have tried contemplating. Unless much of your analysis is spent on punishes and winning several small engagements.Out of bad situations I am skeptical about because people often can outmaneuver Marth or get closer to him there. If he has some space then I suppose it's alright. I used to do that I think but I stopped because people adapted and got closer or I just forgot I guess. I'll mess with that again.
Having trancendent priority means that you aren't trading when you out range your opponent, unlike jab, filt, and dtilt which will clank with shorter range moves. If you space a side-B, you won't trade. You'll beat them outright.I am not really sure if there are any situations where that sort of thing is good to have on ground based moves. Not that I think sideB is worth using in several situations against grounded opponents anyway, but for Marth the last thing he wants is to trade with people. Having SideB swing right through another Marth and get hit by Ftilt/Fsmash while you simply give them 4 percent and hardly any KB is not a good trade. It would be better to clank hits with jab or something on other moves than lose trading/clanking with transcendent priority x.x
It is still a matchup thing, really. Like, against Sheik, there's no reason to use side-B or jab, since they won't do anything and dtilt won't get you hurt if she jumps at you. Against Falco, you may want to Counter a laser approach. However, if you have time you can also dash away. Or, you can be safe and shield and WD out... or you could buffer roll... there's really a lot of options and they're usually better than jab.It always seems as if much of any discussion is always spent on punishes and never enough on how to attempt reversal of situations. Probably because punishes are very easy to understand and the topic of getting out of a poor situation is not in the realm of character match-up discussion, but rather player-player interactions.
I likely replaced it with moving into them. Moving into the opponent is the last thing people expect when you're cornered so that's why I sometimes do it LOL. Once that is established I get far more liberty when I am in a bad position and can take my time as needed.Then, what has been your replacement methods do you feel? I imagine that damage reduction and trying to regain momentum from a bad spot is something you must have tried contemplating. Unless much of your analysis is spent on punishes and winning several small engagements.
It always seems as if much of any discussion is always spent on punishes and never enough on how to attempt reversal of situations. Probably because punishes are very easy to understand and the topic of getting out of a poor situation is not in the realm of character match-up discussion, but rather player-player interactions.
Side-B doesn't clank, which means if someone attacks you at the same time as you side-B them, you are liable to trade (which is usually bad because the first hit of DB is weak with minimal KB).Having trancendent priority means that you aren't trading when you out range your opponent, unlike jab, filt, and dtilt which will clank with shorter range moves. If you space a side-B, you won't trade. You'll beat them outright.
That is pretty much a given on any move in this game. The question is if that move inflicts enough knockback/stun against the characters weight/launch resistance to be able to finish your ending lag before the opponent gets to a position to retaliate.Wait are you guys saying if you're too close you can get punished but you can't be if you space better??
If the opponent is close to the edge of the platform, he'll generally have to be above 60% I think, or he could do this: http://smashboards.com/threads/double-stick-di-out-of-marths-platform-combos.403279/@ Dr Peepee Also, at what percent does uair against an opponent on a mid platform combos into another uair (also against Fox)?
holy crap that's inconvenient LOL. I knew they would get knocked down around early 20%s so I always start uthrow if I could put them in that range, but it seems I will have to get more creative with punishes now that I know this.If the opponent is close to the edge of the platform, he'll generally have to be above 60% I think, or he could do this: http://smashboards.com/threads/double-stick-di-out-of-marths-platform-combos.403279/
Fox can do that still somewhere between 50-60% I think. It's not in common use yet, but I'm trying to teach people . I already do this all the time. Teching also works to the same percentages if the uair knocks down, and if it doesn't, you can ASDI down to 'cc land' with the same di.
I want to second this question because I'm not actually sure I've ever seen PP play this MU as marth. For my part I feel as though you want to really push neutral situations with dtilt and abuse nana's terrible DI whenever you can touch her. Icies vs any other character really forces you to never do anything unsafe.What do we do against Icies? By far my worst match up and there is a dominant Icies player in my region who I can't just hope I don't run into.
My strat vs. IC's is to use Dtilt, which is usually safe in neutral unless they dysynch and send nana out with a blizzard and use popo to grab you. Try to pop them into the air somehow, or corner them, because at that point they are extremely at your will given your range and disjointed sword (usually fsmash).What do we do against Icies? By far my worst match up and there is a dominant Icies player in my region who I can't just hope I don't run into.
Uhhh I already addressed this... with the quote in the same post, no less...Side-B doesn't clank, which means if someone attacks you at the same time as you side-B them, you are liable to trade (which is usually bad because the first hit of DB is weak with minimal KB).
Side-B has disjoint, so as long as your spacing isn't terrible it's not going trade or clank, it'll just beat it. The clanking mechanic otherwise makes Marth's disjointedness worthless against ground attacks, since disjointedness only matters when you're up against another attack, but grounded attacks will clank against each other anyway. Trancendent priority lets a longer ranged, more disjointed attack actually beat other grounded attacks.Having trancendent priority means that you aren't trading when you out range your opponent, unlike jab, filt, and dtilt which will clank with shorter range moves. If you space a side-B, you won't trade. You'll beat them outright.
Yeah, as long as you're out-ranging, out-spacing, and out-timing the opponent you're fine, but if you are trying to DB vs. another Marth's fsmash or misspace slightly vs. Luigi's dsmash, they're going to get nicked while you get launched. I just don't think it's very reliable to use DB as a means to stuff ground attacks.Uhhh I already addressed this... with the quote in the same post, no less...
Side-B has disjoint, so as long as your spacing isn't terrible it's not going trade or clank, it'll just beat it. The clanking mechanic otherwise makes Marth's disjointedness worthless against ground attacks, since disjointedness only matters when you're up against another attack, but grounded attacks will clank against each other anyway. Trancendent priority lets a longer ranged, more disjointed attack actually beat other grounded attacks.