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d-smash is a good and underused punisher

∫unk

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Hi I'm Junk. I'm a horrible Marth player but you're going to read this anyway because you're bored.

Since I've showed the WC Marth's stuff I bit off the EC Marth's (buffered platform drops, cross over falling single hit n-air to pivot d-tilt to db, falling f-air jab, etc.), I'm going to post about something MikeHAZE does a LOT that I don't really see a lot of other Marth's use.

That's d-smash punishment.

D-smash is a really fast move, coming out on frame 6. That's the same speed as most grabs and 1 frame faster than d-tilt.

The range on d-smash is significantly better than his other "punisher" smash, his u-smash (when Marth is standing*). The d-smash hitbox isn't only where the sword is either, it hits slightly above and it can catch opponents finishing their aerials.

Read: You are using d-smash as punisher. Do not do it otherwise because the after lag will have you *****. Even a few matches of actively trying to use d-smash should show you this.

Warning: I would not use d-smash to punish rolls, spot dodges, or as a go to kill move. The reason is because of it's horrible ending lag. You're using it to punish small to moderately laggy moves with bad spacing.

Ultimate Warning: Will never be as good as MK's d-smash.

The question some of you are undoubtedly thinking is, "Why use d-smash at all? Why not use the 4 frame dancing blade that isn't nearly as risky if you mess up?"

The reason is move decay. With Marth this is even more important to understand because his best ground move (dancing blade) heavily decays itself, but in turn refreshes your other good moves (like f-air). In fact if you watch a good Marth you'll notice their DB and f-air seem to be always near fresh or completely fresh when they connect.

So you guys know that DB is incredibly good. You can use it as an approach and as punishment. You use it a lot. That's why you want to incorporate largely unused moves like d-smash and jab (although jab is used in a completely different way). They're decent moves in themselves but in my opinion the best part about these moves is making your s tier dancing blade and f-air better.

How is someone like MikeHAZE using d-smash? as an immediate reaction to bad spacing on various moves where the opponent will be committed to the ground. Walking/running forward, spot dodging** (to avoid shield knockback from the opponent's aerial), then d-smashing their land is a typical sequence seen in Mike's playstyle.

Learning what you can and cannot punish with d-smash is extremely matchup specific and really can only be learned through personal experience. I can't list out every scenario for when you can use d-smash but for now try to replace it with your DB punishment.

However, know that if you're using it as punishment and you miss that the opponent is still lagging, meaning they don't have the full 64 frames of the move to punish you. As you all can deduce using d-smash at higher percents is much riskier as it can be a free kill move. Vs. some characters like ddd and snake it's not as good because you can take 25+% on a failed attempt.

Finally, I have no idea how good d-smash is on wifi. On one hand people tend to camp way harder and it is much harder to break down opponent's walls with a lack of total character control (stage control is VERY minimal/insignificant on wifi which is completely different to normal play), so you may never be in the right positions to use d-smash as a punisher. On the other hand it's much harder to react to stuff correctly so maybe you'll get away with it. Try it out and let me know how it goes.

*About u-smash: You use this as a moving punisher, similar to DB but when you have more time. You can also use it for setting up Seibrik's new AT (timestamped to Marth's section): http://www.youtube.com/watch?v=S54mPByImY0#t=6m40s

**About spotdodge: It's really good with Marth when you use it offensively (as in you move forward spot dodge lol). Avoiding shield knockback makes a huge difference in what you can punish and how.

Summary:
• D-smash is a good ground punisher, use it. You want to use it to keep your best moves more fresh. Similar thinking with Jab.
• It's matchup and situation specific.
• Good out of spot dodge because it's easy to get it out on the fastest possible frame.
• Not a great KO move. More useful as a punisher.
 

Raziek

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I agree with this post.
I've found myself D-smashing a lot more lately. Contrary to what you said though, I feel it's more useful as a killer than you make it out to be. On stages with low ceilings, it kills pretty early, and there's the weird hit-box that tosses the opponent horizontal and low, which is awkward as hell, but sometimes convenient. On top of that, it's always fresh. Word needs to be spread of D-smash's awesomeness.

Great thread Junk.
 

∫unk

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Okay fine credit goes to mikehaze anyway

it's like when havok shows mike something and mike started using it i called it the mikehaze and he got mad lol
 

feardragon64

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lol I'm just playing man. I don't use it properly cause the whole point is that you HIT with it. lmao
I didn't. And I would go: terribly spaced fair->realization I f'd up->dsmash in hopes shield knockback/being lucky would get me out of the situation. Which I guess is alright if you don't f up your fair spacing so often. LOL
 

blakinola

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Characters with crap shields that don't cover their feet (cough DK cough) have a hard time against this. Comes out sooo fast.

Do it you Marth users.
 

clowsui

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Jun you should do a thread on Jab too...not enough Marths use this and I totally bit off of Mike after CGC LOL

Although most people know this it's nice to have it posted here in this thread: if you powershield MK dsmash, if you're good with the timing you can retaliate with a tipper dsmash. Best used at higher percents when the MK is shooting for a kill from an airdodge read or something.
 

Fizzle

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Jab shuts down so much stuff it's not even funny.

Dsmash is good oos, but I still don't see why we should be using this consistently to punish. DB, grab, and JC aerial give Marth plenty of options to prevent anything from getting stale. It's best to save it as a finisher imo.

But, yeah, definitely matchup specific anyway.
 

hippiedude92

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i use dsmash mostly for punishment and move decay etc... good read.. when you play around in training mode and friendlies, and start getting tipper dsmash, you'll start to get the tipper dsmash and you won't have a hard time landing it since its tipper range is weird imo >.>.
 

Steel

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Steel should write the thread on Jab. >> Jab *****.
There's no thought behind when i jab

If i don't feel completely safe after an aerial, especially a SHFF'd one, I jab.

If i do a move that whiffs and i think they might run at me i jab cus im like hey im not rdy yet stop attacking >_< so i jab

it's just an extra hit box to throw out to keep your body safe

Though i hardly think at all when i play so this should be no exception
 

Player-3

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junk talked to me on aim like

wanna know your problems?

yeah i know im overly agressive

thats pretty much it, try camping more

:v
 

feardragon64

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Junk is a good teacher. I'd be playing him and he'd be like, "wtf, stop running off the edge." Then I'd stop running off the edge and do a bit better.
Then he'd DDD cg me off the edge and I'd die/sd anyways and he'd tell me I was playing dumb.

But listening to Jun will definitely help you get better.
 

Umby

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umby we still havent marth dittoed

i plan to bthrow you
Do we have to? I'd rather Falco ditto you in Melee than play any ditto in Brawl.

edit: Suntan, I'd believe dsmash to be PRETTY unsafe vs MK. I can't even see you landing one unless you pshield dtilt spam.
 

ZHMT

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I think you mean "IS" and...

You can use Dsmash to punish a MK's bad spacing or lag after a perfect shielded dsmash, or mislanded mach tornado.

It probably kills around 130 untipped, pretty good. Its just not a safe ko option obviously xD, you miss, your getting punished bad
 

∫unk

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Correct me if I'm wrong, but isn't D-smash a valuable KO option in the MK matchup due to its ability to kill him off the top rather efficently?
You end up using dancing blade on mk a lot so everything else ends up being pretty fresh at any point

if you db twice at 95 you can ko with d smash after no matter what you did before (tipper)... And forcing db to refresh moves is something you can force because db is that good
 

Player-3

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Do we have to? I'd rather Falco ditto you in Melee than play any ditto in Brawl.

edit: Suntan, I'd believe dsmash to be PRETTY unsafe vs MK. I can't even see you landing one unless you pshield dtilt spam.
cool melee sounds good

also falcon dittos not falco

you gonna be at to5? if my coughs go away we can mm or something
ill only be there saturday though... D=
 

Pierce7d

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I actually use Dsmash a LOT in the MK MU. Tipper Dsmash kills so early.

And Steel is right. Jab is the new UpB. Half the time, you guys UpB when you don't even need those three invincibility frames.

Back to Dsmash, you have to learn the difference between active and passive spacing. One of the things that separates good Marth mains from top Marths is passive spacing.

Active spacing is basically when you corrently space yourself in regular gameplay. Tipping your aerials, hovering out of attack range, not dtilting where you can get shield grabbed, all that good stuff.

However, contrary to n00b believe when they're like, "0mG HaZ0rx how do you space tipper fsmash like that all the time!11!" On the ground, we really don't actively space moves like fsmash. Our opponents move, so tipping a frame 10 move which we must be still to use is not actively spacing. Seasoned Marth players merely recognize when you are in the right position to be tippered by an fsmash and open, so they throw it. Great Marth players recognize when you're open, but a little too close for fsmash, so they use dsmash instead.

Dsmash deals 14 damage, hits quickly and hard, and hits vertically. When you look at the range on this move, it's very useful. Most people stay away because of it's god awful ending lag, but I find it's very useful. The hitbox is really great, and the back hitbox is so bizarre, it protects you from frontal attacks at random. I never investigated the actual hitbox, but it's nearly as kooky as Usmash.

Also, if you roll back to an edge, and you Dsmash a shield, the resulting recoil will push you off the stage, and you can jump into a fair -> dtilt or whateveer you want, having no lag on your dsmash. This is often an awesome surprise attack, and I try and incorperate it when I can.
 

feardragon64

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lol Shaya I caught that too. I didn't want to say anything because he doesn't post very often so I didn't want him to come back a week later and reply saying he meant 5. >>

I'm just being hard on ya Piece. We know you're busy. =b
 

Uffe

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I use this quite a lot for people who roll or maybe getting a KO in, tippered. However, it has quite the ending lag, so if I'm not using it right, I get an f-smash in my face.
 

Lurks

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I guess I use it pretty often. Some people still get fooled by the 2nd slash lol.
 
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