FishkeeperTimmay!
Smash Ace
Introduction
Sonic Wave made an interesting observation that 3 of 4 of Marth's B-Moves have been covered up till this point. While I knew that all of Marth's moves were amazing, his B moves are what make him unique, and in my opinion, the best character in the game.
So, to finish his B-Moves full circle, I decided to write up this thread. I hope you enjoy it.
Properties
Dolphin Slash is Marth's Up-B. It does 13% undiminished and packs a wicked punch. The moves damage and knockback operate like a sex kick, the longer it stays out, the less it does. The move is extremely fast, activating on frame 1, creating a hitbox on frame 5. You are invincible during those initial 5 frames. This can also be jump cancelled out of a shield.
Uses
This move is the ultimate punisher that Marth has. Non-Interruptible, this move practically has unlimited priority due to the invincibility frames. Because of this, someone with inhuman reflexes CAN abuse the frames and punish ANY move coming at them. Your opponent is hitting you constantly with moves that Counter is too slow to hit? DOLPHIN SLASH!
On defense, you can shield -> Dolphin Slash practically any attack that you can predict coming at you. Heck, with awesome timing, you don't even have to shield. This move can also be used to break combos that are normally unbreakable, like Jab Combos and chaingrabs. Sloppy DDD throws can be broken with this. Falco CG can be broken far earlier. Shiek chains can be broken too. Its potential to break combos is excellent and should be used at every opportunity.
Offensively, this move is a great way to get your opponent off the stage. With fast activation and good knockback, I often use this technique to chain onto un-tipped D-tilts and Jabs to push people away. It can also be used in a "shine" like manner to prevent shield-grabs from grab happy opponents. F-air->F-air->Dolphin Slash will defeat a shield-grabber almost every time. In tandem with Shieldbreaker, you have a bevy of options to keep yourself from being punished.
For recovery, this move is nothing short of amazing. Simply put, as a Marth player, you should be extremely hard to edge-guard. Dolphin Slash has a lot to do with it. Dolphin Slash ascends at a rate comparable to Sonic's Up-B. Because of this, with co-operation with Dancing Blades stalling, edge-hogging should be impossible. This also lets you recover quickly, giving your opponent less time to predict you. Once holding the ledge, this move makes it practically impossible to deny you space on the stage. Merely drop down, and Dolphin Slash in the right spot, and you will accomplish the best edge-stalling trick I've seen yet. It makes Marth invincible for 70% of the time, if not more. It also causes a hit-box to come up from under the stage, forcing an opponent to back off and give you space.
Conclusions
Dolphin Slash is amazing. It breaks combos, punishes predictable behaviour and gives Marth an awesome recovery. Mastering this move will bring your Marth ever closer to untouchable. It will also give you a extremely nice and easy way to get an opponent off the edge. Practice this one folks.
Thoughts? Comments?
Sonic Wave made an interesting observation that 3 of 4 of Marth's B-Moves have been covered up till this point. While I knew that all of Marth's moves were amazing, his B moves are what make him unique, and in my opinion, the best character in the game.
So, to finish his B-Moves full circle, I decided to write up this thread. I hope you enjoy it.
Properties
Dolphin Slash is Marth's Up-B. It does 13% undiminished and packs a wicked punch. The moves damage and knockback operate like a sex kick, the longer it stays out, the less it does. The move is extremely fast, activating on frame 1, creating a hitbox on frame 5. You are invincible during those initial 5 frames. This can also be jump cancelled out of a shield.
Uses
This move is the ultimate punisher that Marth has. Non-Interruptible, this move practically has unlimited priority due to the invincibility frames. Because of this, someone with inhuman reflexes CAN abuse the frames and punish ANY move coming at them. Your opponent is hitting you constantly with moves that Counter is too slow to hit? DOLPHIN SLASH!
On defense, you can shield -> Dolphin Slash practically any attack that you can predict coming at you. Heck, with awesome timing, you don't even have to shield. This move can also be used to break combos that are normally unbreakable, like Jab Combos and chaingrabs. Sloppy DDD throws can be broken with this. Falco CG can be broken far earlier. Shiek chains can be broken too. Its potential to break combos is excellent and should be used at every opportunity.
Offensively, this move is a great way to get your opponent off the stage. With fast activation and good knockback, I often use this technique to chain onto un-tipped D-tilts and Jabs to push people away. It can also be used in a "shine" like manner to prevent shield-grabs from grab happy opponents. F-air->F-air->Dolphin Slash will defeat a shield-grabber almost every time. In tandem with Shieldbreaker, you have a bevy of options to keep yourself from being punished.
For recovery, this move is nothing short of amazing. Simply put, as a Marth player, you should be extremely hard to edge-guard. Dolphin Slash has a lot to do with it. Dolphin Slash ascends at a rate comparable to Sonic's Up-B. Because of this, with co-operation with Dancing Blades stalling, edge-hogging should be impossible. This also lets you recover quickly, giving your opponent less time to predict you. Once holding the ledge, this move makes it practically impossible to deny you space on the stage. Merely drop down, and Dolphin Slash in the right spot, and you will accomplish the best edge-stalling trick I've seen yet. It makes Marth invincible for 70% of the time, if not more. It also causes a hit-box to come up from under the stage, forcing an opponent to back off and give you space.
Conclusions
Dolphin Slash is amazing. It breaks combos, punishes predictable behaviour and gives Marth an awesome recovery. Mastering this move will bring your Marth ever closer to untouchable. It will also give you a extremely nice and easy way to get an opponent off the edge. Practice this one folks.
Thoughts? Comments?