DariusM27
Smash Ace
- Joined
- May 5, 2015
- Messages
- 518
Two reasons why I think people are more aggressive against marth post 1.1.1
1. Marth has weaker shield now, and pressuring marth is an even more powerful strategy than before.
2. Marth's shieldbreaker isn't going to break the shield of a Yoshi or capt falcon who keeps rushing in, getting two or three attacks out for every one marth attack, so they need to shield even less.
Basically, we can't apply the pressure we would need to make shieldbreaker work, or rather, they can defend more safely against us now, even with the patch change.
Which brings up my topic.
I think counter will be a bigger role in marths who want to still hang with the high level players.
So I have a question - in what scenarios is counter most effective?
I think counter works well to punish dash attacks like Pitt especially. Screw Pitts dash attack.
Lately I've been doing short hop - nair1 then fastfall - counter.
Fast characters can and do punish marth's landings. Counter can help.
As a mixup to counter, of course we could shield, spotdodge, or roll. I doubt that you'd have time to sh airdodge if someone is dashing at you.
So I'd like to hear your thoughts. How do we best use counter, or, how could we stay more safe while applying pressure, even against the toughest opponents?
1. Marth has weaker shield now, and pressuring marth is an even more powerful strategy than before.
2. Marth's shieldbreaker isn't going to break the shield of a Yoshi or capt falcon who keeps rushing in, getting two or three attacks out for every one marth attack, so they need to shield even less.
Basically, we can't apply the pressure we would need to make shieldbreaker work, or rather, they can defend more safely against us now, even with the patch change.
Which brings up my topic.
I think counter will be a bigger role in marths who want to still hang with the high level players.
So I have a question - in what scenarios is counter most effective?
I think counter works well to punish dash attacks like Pitt especially. Screw Pitts dash attack.
Lately I've been doing short hop - nair1 then fastfall - counter.
Fast characters can and do punish marth's landings. Counter can help.
As a mixup to counter, of course we could shield, spotdodge, or roll. I doubt that you'd have time to sh airdodge if someone is dashing at you.
So I'd like to hear your thoughts. How do we best use counter, or, how could we stay more safe while applying pressure, even against the toughest opponents?