∫unk
Smash Master
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.
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.