Marcina trapping an opponent
D-tilt | | | |
Jab | | |
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Nair1 is low risk high reward. I don't know that marth is ever safe. I guess it's safer than utilt or Fsmash for sure, lol.I've always been a fan of mixing up empty hop with SH Nair, but I usually time it to land right after the second hitbox. Is it safer to land with just Nair1?
Good points. However, of his areals nair1 has less landing lag than fair or bair, so you can throw out the nair1 as a read, and follow up with fair, db, or Fsmash as they may not expect you being able to attack so quicklyWhile what you are saying for N-air 1 makes sense, it's not a great option to use in my view. Let's compare Marth's N-air 1, to a character that uses N-air a lot for ledge traps (Ness).
As we can see from the frame data, Nair 1 is only active for two frames. I can see it working in a mix-up situation once we have conditioned an opponent to our better options but not much further than that.Character | Move | Hitbox Start | Hitbox End | Total Frames
Marth | Nair 1 | 6 | 7 | 2
Ness | Nair (early) | 5 | 12 | 8
Ness | Nair (late) | 13 | 15 | 3
We Melee?I have a very specific usage of nair1 that I describe in the thread marth 1.1.1
The nair1 can be used to cover the ledge if opponent jumps, and you can then immediately follow up with a dtilt and or an up b, so if your objective is just to land a hit on the opponent, those options used, beginning with nair1, have a high success probability.
Even if they try to fall and airjump attack towards you, your nair1 hitbox may protect you, and if you wiff, you have minimal frames before you can react offensively or defensively.
Again, not a perfect killsetup by any means, but it's one of marth's better options in this situation
It's pretty fast tho si if they getup and you miss, just dtilt again. x3Dtilt has 2 active frames so it's tough to hit ledge grabs and ledge get-ups.