Aksorz1336
Smash Rookie
- Joined
- Apr 1, 2017
- Messages
- 24
Opinions on using Nair to cover tech options on platforms? I like doing it but it doesn't feel optimal because I can't recall Marth's doing this regularily.
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Check Kadano thread for throw followups in the ditto. Pretty sure he has the chart for it.I apologize if you've answered this in the past but do you have a general flowchart on throw followups in the ditto? I've been using Fthrow regrab/cheese at 0, uthrow til like 30-45, f/dthrow techchase/mixup past that? I feel like I should be hitting harder in the ditto.
I like doing it at lower percents because I can punish out of them holding down into Fsmash or Fair if they know about Fsmash and try to jump. I always want to push them toward edge and usually only do this in the middle or edge side of big platforms OR anywhere on YS/FoD/sorta PS platforms. It works best on FoD platforms and worst on DL platforms in my experience.Opinions on using Nair to cover tech options on platforms? I like doing it but it doesn't feel optimal because I can't recall Marth's doing this regularily.
Really it's all of it for the most part. I'll pick a neutral and punish thing.I just want to mention that the NCSU #1 Grand Finals set singlehandedly made me a true believer in the Kreygasm hype train surrounding your Marth. Bringing it up 3 years later warms my sword guy heart.
Kreygasm btw
What aspects of the set are not quite as good as you remembered them to be?
Okay, so let's suppose you Uthrow Fox at mid percent on FD closer to the edge and he DIs toward edge. In NTSC he has to worry about Ken Combo as well as tipper Fsmash, meaning he cannot hold out/up/in/down reliably to beat either option and instead has to guess. This is a 50/50 whether they die. In PAL, you just always hold in here because you can't Ken Combo and Fairs into up-B really doesn't send you that far unless you're well above 100%(but then you're not worried about Fsmash out of Uthrow anyway). Up-B is similar out of the air, where if you hit with a Fair once or just did a Uthrow, they might want to DI out to avoid Ken Combo, so you jump and up-B them instead of jumping to Fair(you can see M2K doing the Uthrow up-B sometimes for this reason). Again, in PAL you just hold in.Dr. Peepee, could you explain the dair vs fsmash/upb mixup? I'm not sure what situation you're referring to.
Thank you for suggesting this video. Overall, I really saw the importance of center stage and how much control both characters exert when cornering the other. I realize that many of my downfalls in the matchup is that I'm somehow often in the corner, resulting me in unfavorable positions. How I ended up there is what I need to answer myself.https://www.youtube.com/watch?v=jrRtAg3QOn8& if that link works, otherwise its dr peepee vs $mike from feb 2014. I rewatched this the other day actually and it wasn't as good as I remembered, but it should still be helpful if you're trying to learn the matchup.
A good suggestion is to fight farther away than you think you have to. Both Marth and Falcon can threaten very long distances so if you can't react to knee/stomp in with Fair then you're likely too close(though you may just need to practice the reaction).
How close is right next to each other? Can Falcon aerial in place and hit you or does he have to move forward a little to do that? It's a big difference. If he can aerial you then you want to WD/Fair away, but if you're close enough to hit him but he can't hit you that's a great position for you(unless he has advantage going into it then it's not as good). Your Fair will hit any of his aerials guaranteed since your disjoint is way better than his. You can also just shield grab side B and can even wd away or dash away shield or FH away and come back down and punish the huge lag on the move lol. I think you just need to practice the position and not be afraid tbh. Falcon has reason to fear you closer up too. Oh also you want to be closer to Falcon if he's cornered since he can no longer dash back vs your moves and has to deal with(lose to) them.Thank you for suggesting this video. Overall, I really saw the importance of center stage and how much control both characters exert when cornering the other. I realize that many of my downfalls in the matchup is that I'm somehow often in the corner, resulting me in unfavorable positions. How I ended up there is what I need to answer myself.
However, I feel like a lot of the matchup is knowing what to do in the scramble situations when both characters are directly next to each other, which I feel like is my weak point. From what I notice, I think Falcon would most likely do one of two things: aerial or side-b. From what I notice, you seem to effortlessly weave around Falcon's aerials, either going being slightly outside of its TR or dashing past them as a mixup. As for raptor boost, I think I would have to read it. Tbh I don't think I could react to it bc my reaction time is bad lol. I could also use side-B to catch potentially both of those options. What I do which is bad is that I tend to roll away from Falcon when he gets close to me, which I clearly need to stop and exert my zoning with aerials.
What do you also think about d-tilt? I think of it more as a bait move rather than a poke move to further encourage Falcon to jump as every Falcon and their grandmother jumps anyways. I would think d-tilt --> aerial is super good in this matchup.
Thoughts?
This is a pretty interesting problem. Here are my ideas of what it could be:Dr Peepee I recently did some work on the Falcon matchup, learning things like the low percent fthrow techchases, and labbing/internalizing uthrow followups and edgeguards, as well as some set analysis and theorycrafting in light of your rules for the matchup like, "never jump first," and "extreme less is more." What's happened is Falcon has become arguably my best matchup recently with relatively little time put into it, which kind of surprised me because I struggled with it earlier.
The catch here is I don't really feel I "understand" many neutral game interactions, even though I can still win them with repeating these rules to myself and some muscle memory. I contrast this with the Fox matchup, which I've put tons of hours into parsing and studying, but because of that I actually find myself paralyzed when I encounter situations I don't know how to handle (especially when it repeats itself over and over again during a session, and I'm trying to understand it without actually even knowing what happened). I've wondered if this is in part because I don't really have rules for that matchup - apart from what I want to work on at that moment - and try to analyze every situation case-by-case. But then this is what I figure leads to true understanding of a matchup?
Sorry if this question is a little confusing, tbh it confuses me a little too. To summarize, I'm wondering if working "backwards" from a set of rules from a top player like you is actually a more efficient way to study than trying to build my own rules by first analyzing as many individual situations as possible, and looking for an overlap in solutions. Part of me feels like the former sounds like a short-term copout, but I'm not sure. Maybe it's because honestly if you think working backwards from your rules is a good idea a list of them for at least the top 8-9 characters is really enticing and gets me all excited to study lol.
Shoutouts to The Six Pillars of Self Esteem.You could also do sentence completions where you write the first things that come to mind without thinking. "If I want to really understand this matchup, I will-" and so on.
Have taken some time to think about this, and it should help a lot, thanks so much PP. I actually think all three of these possible explanations apply to me, and feed into each other in a couple ways (like, not allowing my knowledge of individual situations to synthesize properly, because I'm afraid of letting them flow together and losing knowledge somewhere - if that makes sense?). This will definitely be challenging to overcome, but your advice from point 3 should address at least a lot of it. It's still kind of a struggle for me to get over my fear of not always maximizing my learning opportunities, but I'm trying hard, and I feel like working from a perspective where I'm trying to achieve total understanding would help with that.This is a pretty interesting problem. Here are my ideas of what it could be:
1. You have a weakness of applying rules and knowledge to new situations because of fear. You can, instead of being afraid of those new situations, see them as exciting because they give you a chance to grow on the spot and push your knowledge further.
2. You may only have learned individual situations but not really understood the deeper connections that bring about the rules. In this case you would need to change how you study, or simply put more time into it.
3. Kind of like #2, you might just be going through learning pains and you should keep your approach flexible until you feel your understanding has truly deepened. It may help to ask yourself "if I wanted to completely understand this matchup, what would I do?" You could also do sentence completions where you write the first things that come to mind without thinking. "If I want to really understand this matchup, I will-" and so on.
Hope some of this helps, and good job on your progress =)
I don't think they're that necessary, but I've seen an application of them for the CG that looks pretty good.Dr Peepee how useful are shield stops? The only Marth I really see do them is PPU but they seem unnecessary. Also, do you think the infatuation with shield dropping will diminish over time when people get more accustomed to it and are prepared to deal with it as a mix up?
I don't know what's on that site and what isn't, but most of what I'd recommend is on it I'm pretty sure. If people managed to find some MLG stuff that got reuploaded that would also be cool lol but I don't know if all that made it back online or not.This isn't really so much a normal question, but every once in a while you post a set/clip that isn't easily found on vods.co or Youtube searches that's really cool/.helpful. The recent one of your Marth vs Zanguzen being a good example. Do have a collection of links you could drop? Or advice on finding them?
I'll try but I'm not always in my best position to do it for every matchupHave taken some time to think about this, and it should help a lot, thanks so much PP. I actually think all three of these possible explanations apply to me, and feed into each other in a couple ways (like, not allowing my knowledge of individual situations to synthesize properly, because I'm afraid of letting them flow together and losing knowledge somewhere - if that makes sense?). This will definitely be challenging to overcome, but your advice from point 3 should address at least a lot of it. It's still kind of a struggle for me to get over my fear of not always maximizing my learning opportunities, but I'm trying hard, and I feel like working from a perspective where I'm trying to achieve total understanding would help with that.
I think I want to experiment some with this alternative approach to learning matchups to figure out what works best for me, so could I have a list of your rules for like, the viable characters? If you don't mind sharing them with me, of course - I feel kind of presumptuous asking tbh.
You're asking the right questions. 100% tryhard is basically you doing everything you possibly can and making the most of every opportunity to improve. For practice, this means training as many different important parts of the game as possible like edgeguarding comboing or various neutral positions, and training daily and for several hours a day. Notable result was usually something like a top 100 player, but you could probably do that in a year and a half, maybe even one year. 2 years just feels like it should be pretty guaranteed if you're really trying all you can.Hi PP. Having played this game for about half a year now I'm more in love with it than I ever thought I'd be.
I "overheard" a reply on twitter (which I can't find now) that it would take a beginner that goes "all in" (I think you said 100%) about 2 years to see any notable wins or results. Could you expand on this a little? What constitutes going 100% "tryhard mode" as far as practice goes, and what would count as a notable result?
Being a european player with not a lot of local players, especially not great ones, I'm worried my ratio of time spent:improvement seen is not as good as it could be. I do have access to a netplay community of some of EU's best players, where competition is plentyful, though I feel I don't use it as much as I maybe should. I'm quite intimidated by the players there, many who have played the game for a decade and are top players in their countries. I have a hard time learning what went wrong when I'm just completely run over by some of these players. How would I know if my improvement "per day" is up to par to become good in a relatively short amount of time?
So imagine you're not yet a top 5 player and just an average player, maybe going up against someone no one would expect you to beat. Would that still be your approach? I feel you would be less confident in your ability to just start bodying them and maybe the quoted strategy would be more useful. I realize it might be hard/impossible to actually answer this question LOLI don't think I'd do that now. Sounds more like my depressed way of handling things. Now I'd prefer to hit them hard early and throw them off for the set, which I know works very well from my time spent analyzing.
Fsmash is actually pretty useful at low percents because it covers lower and higher ranges and is big and beats holding down plus does lots of damage, as well as usually getting poor DIs. Also like you said you could get early kills out of it which is awesome.What are your thoughts on using F-smash in neutral against Fox? I've seen a lot of instances that Marths tend to use F-smash in neutral at really low percents or at really high percents while there usually is a better move to use that is less committal.
For instance, grabbing is highly prioritized at low percents, and ftilt would be a better substitute at higher percents (120+).
I can understand using the move early on to get a good read on your opponent and send them off stage, or even to simply knock them down, but is it really worth it to use F-smash in such a fashion? Would it be better to use F-smash in a more reserved fashion, like for combo finishers or covering options for edgeguards? I would really like to hear more on what you think the best applications for the move are.
Yeah if I had my current mentality my approach would still be to come out as hard as possible then maintain my edge. When you look at upsets the lower ranked player usually has to win game 1 and keep the higher rank off balance as much as possible in order to win. But yeah its generally not something I always explicitly consider, and it's also something I was starting to think about varying when I was heavily training. Might be better to ask me this 6 months or so after I return lol.So imagine you're not yet a top 5 player and just an average player, maybe going up against someone no one would expect you to beat. Would that still be your approach? I feel you would be less confident in your ability to just start bodying them and maybe the quoted strategy would be more useful. I realize it might be hard/impossible to actually answer this question LOL
For your first part, I think it might be better to suggest checking out situations in matches online and offline to see if that's actually the case. Varying your testing by percent and tipper or non tipper is also going to be pretty helpful.Dr Peepee is this list of Dtilt conversions correct and (mostly) comprehensive?
If they jump: jump
If they shield: grab; or space an aerial; or Dtilt
If they spotdodge: dash back > grab; or space an aerial
If they attack: dash back > grab
If they dash in: Dtilt; or Jab; or grab
If they dash away: dash/WD after them
It occurred to me Marth can do pretty much the same stuff out of Dtilt on-hit in every matchup. I wanted to fact-check this observation with you though? It looks legit but I want to be sure lol. It also leads me into some additional questions:
1. Do you try to read what your opponent will do after taking a Dtilt, based on previous exchanges? It doesn't seem to me that at such a close proximity you'd have time to react, but predicting their option and committing to say, a jump, is really risky. Just wondering what goes through your head after landing one.
2. When you talk about "gathering information" with Dtilt, are you referring to what they tend to do when HIT with Dtilt, or how they respond to the THREAT of Dtilt? Or both? (Or both and more?) If my chart is more or less what you're looking for when hit, what are you looking for with regards to the threat?
3. It was only recently I realized how much I was underutilizing Dtilt in my neutral game, because one or two pokes was enough to get most opponents jumping, so it never occurred to me to look much deeper into the move. Generally I would hit my opponent with the move and then run away so next exchange they would jump, instead of pressing my advantage. But given question 1, I'm uncertain how I feel about the risk/reward of approaching out of Dtilt, because while it is risky, satisfying myself with damage and then giving up a possibly high payoff punish just sounds... bad lol - especially with Marth. But I don't want to write off the option entirely, so I thought I'd bring it up? Do you think there are merits to retreating after hitting a Dtilt?
It's not that simple because Marth could technically win if he knew what they'd do or predicted it, but if he reacted his move would be too slow and he'd lose. The human elements are what matter.Dr Peepee I have some observations and questions about how to learn positions. It seems like Marth has an easier time with this because his sword is disjointed and he rarely has to consider whether a move wins or loses is any given situation. Contrast this to a character that doesn't have a disjointed moveset and has to consider both move choice and position. Because of this, do you think the key to dissecting neutral positions with Marth is as simple as knowing where to place yourself in relation to your opponent based on the options they have? If not, what other factors do you take into consideration when breaking down a position? How do you decide which options a character has should be considered or dismissed when figuring out a position? I'd like to develop a style that's simple and fundamentals based and less flashy/abstract/unnecessary and my impression is that really knowing positions is at least a starting point, not taking player skill/experience into consideration.