On the subject of "Less is More," (or conditioning for that matter) to what extent should it be taken?
My current understanding, however wrong it may be in my mind atm, of Less is More is that it's ultimately a conditioning tool, where Marth shouldn't swing carelessly primarily because of his end-lag that leaves him open. However, it does set a zoning precedent in which opponents would feel intimidated of Marth's raw range of his sword. My question here is to at what point do you swing?
I've had some instances where I got punished hard for not attacking first, such as in a Marth mirror where I corner the enemy Marth by the ledge. I expected the Marth to shield because of my threat of d-tilt, but instead he does a raw dash attack to punish me for doing nothing. Am I simply not being observant enough with my conditioning? Ex is:
https://youtu.be/z4nIsgxkTXA?t=22s and once again
https://youtu.be/z4nIsgxkTXA?t=6m48s
On the flip-side where I swing first, such as when Fox is lasering me at a neutral start position, often times I'm punished with nair when I attempt to d-tilt. Is the concept of Less of More is really ultimately observing/conditioning your opponent?
Tbh idk if i'm really asking the right questions regarding the topic, but I feel like your clarifications would help a lot. Still learning as a noob haha.
Also dumb question but what's the optimal punish of upsmash on my shield where shield grabbing is too far away? I always get stuck in what to do and then Fox is out of lag, and I doubt up-smash is safe on shield lol. However, it seems like I'm too slow with WD OoS grab, so is it a matter of practice?
Off-tangent questions: What kind of questions do you like answering the most? What kind of answers did you think was best advice you've given?
In the situation you presented, there are a lot of possible options. First and foremost, you want to have answers to the opponent's options, so knowing what beats the dash attack is key. Dash away, dash sh rising fair, true CC, anti-approach d-tilt, and dashing towards and past them would all have worked.
About the situation: The opponent is cornered, you are actionable at similar points of time, and in each other's threatzones. This alone is enough to provoke the opponent into doing something, and standing there doesn't accomplish what you tried to do with it. Another thing to think about is what cornering an opponent actually means: you have the option to dash away from threatzones while they don't.
Even if you want to read a certain option, you need to account for the possibility of the opponent doing something else.
PP probably has more insight regarding conditioning etc., I don't feel qualified to talk about that part.
WD OoS->grab is the correct option, it needs precision because you have very little leniency and need to estimate the shieldstun correctly.
Dr. PeePee, why don't Marths use downsmash against floaties in neutral (as a counterpoke)?
OK, hear me out. The move comes out super fast. It kills early. You can use it when they're in the air. If they're in the air, they're going up or off stage, regardless of what hitbox collides with them or how they di. It's safer than it looks on the ground, depending on what the opponent is trying to do.
I've started using this move against ******* puffs that try to space with later bairs, and Samus and other characters that get juggled hard seem to have a really bad time. And a lot of floaties don't mix up their landing position, so you can often walk forward and do it.
I think there was a question about whether you can play Marth slowly, and down smash honestly is an amazing, amazing A++++ counterpoke tool that I haven't seen anyone utilize against floaties.
Not PP but if they mixup their options well enough the risk/reward is just not worth, especially against Jigglypuff who will rest you (d-smash takes soooooo long) and can provoke the d-smash by pretending to land and then using an air jump almost without risk.
If you have a read on them, you could go for it, but if you have them figured out to that extent there are more consistent ways of exploiting it.
Some questions about throwing Peach:
At low percents, if I f-throw and she DIs in, it's imperative that I land the tipper fair so it knocks her down, right? Or would going for a nair not be a bad idea? Are there any opportunities for regrabs on Peach at low percent?
At higher percents, like 100-130%, I know that f-throw on Peach can lead into a Tipper F-smash, but that is only on DI in or no DI to my understanding. If she DIs away, then you can't get a guaranteed follow up. Is there a different throw that I could mix up Peach with when she wants to DI the f-throw away that would lead into a guaranteed follow up? If not guaranteed, then maybe a favorable position?
Nair also leads to a knockdown from 13% on, so the knockdown isn't the problem. It is a case of the move with the higher knockback angle (tipper fair: 67°, nair:sakurai angle=45°) being superior because you can't escape as easily with down+away DI.
At high %, you don't have any throw that follows up vs DI down+away. Despite that DI down+away is not always the best.
If f-throw won't send them offstage at all DI down+away will lead to a knockdown, so potentially a followup. Peach could go for the DI that is almost down+away where hitstun runs out right before she hits the ground so she can waveland out. I don't know if you can get a followup while she is still in hitstun (might be %-dependent), if yes Peach should DI down+away and accept the knockdown, while if no, Peach could get out of f-throw for free, in which case you should probably up-throw.
If you barely send them offstage, they are safe if they do the previously described actionable-before-knockdown DI, because Peach can either grab the ledge or float to ledge if the distance is a little bit greater.
If you send them far offstage, this won't do it because Marth would be in time to cover it, and Peach needs to do something along the lines of no-DI while not being susceptible against fj fair or similar options like if she DIs in.
D-throw doesn't have enough frame advantage to lead to true followups, but it can be used to create edgeguard scenarios and there are niche scenarios at low %s because while Peach is actionable, airdodging can also be beat and her attacks are outranged, like
here.