There exists a neat little trick you can sometimes use to get out of marth's platform combos, or even punish him for hitting you on the edge of a platform.
How to do it: When you get hit close to the edge of a platform, trajectory di the hit away from the platform with control stick, and at the same time ASDI down with c-stick to force a knockdown. The idea is that if you manage to collide into the platform, you then immediately slide down off the platform because of the horizontal momentum you gain from the hit with your trajectory di away. Sliding off the platform cancels the knockdown animation, and you're free to act immediately.
When to do it: I've found that this di works well versus marth's uair in tech chase situations. I tech roll into either edge off the platform, preferably away from marth if that makes me hard to hit. Then I double stick di if he chases me up with uair, ff and land before the marth does. Here's a gif showing what it looks like (Thank you @schmooblidon for the gif):
And yeah, if you're fast enough, you can grab the marth, but it's hard to react fast enough. I usually do this to just escape the combo and reset to neutral.
Possible problems: This is a lot harder to pull of against utilt, especially if the marth mixes up using the forward and backward hitboxes. For example, if the marth uses forward hitbox, it sends you backward across the platform. In this case, if you have enough %, you can sometime di toward the marth to slide across he whole plat and get away from the combo. But if he hits you with backward hitbox, you get sent away from the plat at very high angle, so you need to di that away from the marth. If the marth stands in the right place below you, I think he can actually hit you with either hitboxes by just turning around, so it becomes a mixup game. The percentage range this works is also smaller than with uair, since the utilt has higher kb growth.
Another problem that comes to mind is that you become vulnerable to fsmashes at mid%. In low percentage you usually get at least the ledge, so that's not a problem, but tipper fsmash on the double stick di can be lethal / lead to edge guard situation pretty quickly.
Also I don't think you should make yourself predictable by always tech rolling to the edges of platforms, because you can still be punished for that with other options in many cases.
Percentage ranges (PAL): These are the highest percentages on which I have managed to force collision to platform, which is required with this tech. The percentages are pre-hit with unstaled move.
Marth:
Upair Tipper: 58%
Uptilt Tipper Front: 46%
Uptilt Tipper Back: 27%
I hope this is helpful, and I welcome any thoughts and critique, and especially testing and application results. I have never seen anyone but myself doing this, so I don't have that much knowledge on the viability of the option.
How to do it: When you get hit close to the edge of a platform, trajectory di the hit away from the platform with control stick, and at the same time ASDI down with c-stick to force a knockdown. The idea is that if you manage to collide into the platform, you then immediately slide down off the platform because of the horizontal momentum you gain from the hit with your trajectory di away. Sliding off the platform cancels the knockdown animation, and you're free to act immediately.
When to do it: I've found that this di works well versus marth's uair in tech chase situations. I tech roll into either edge off the platform, preferably away from marth if that makes me hard to hit. Then I double stick di if he chases me up with uair, ff and land before the marth does. Here's a gif showing what it looks like (Thank you @schmooblidon for the gif):
And yeah, if you're fast enough, you can grab the marth, but it's hard to react fast enough. I usually do this to just escape the combo and reset to neutral.
Possible problems: This is a lot harder to pull of against utilt, especially if the marth mixes up using the forward and backward hitboxes. For example, if the marth uses forward hitbox, it sends you backward across the platform. In this case, if you have enough %, you can sometime di toward the marth to slide across he whole plat and get away from the combo. But if he hits you with backward hitbox, you get sent away from the plat at very high angle, so you need to di that away from the marth. If the marth stands in the right place below you, I think he can actually hit you with either hitboxes by just turning around, so it becomes a mixup game. The percentage range this works is also smaller than with uair, since the utilt has higher kb growth.
Another problem that comes to mind is that you become vulnerable to fsmashes at mid%. In low percentage you usually get at least the ledge, so that's not a problem, but tipper fsmash on the double stick di can be lethal / lead to edge guard situation pretty quickly.
Also I don't think you should make yourself predictable by always tech rolling to the edges of platforms, because you can still be punished for that with other options in many cases.
Percentage ranges (PAL): These are the highest percentages on which I have managed to force collision to platform, which is required with this tech. The percentages are pre-hit with unstaled move.
Marth:
Upair Tipper: 58%
Uptilt Tipper Front: 46%
Uptilt Tipper Back: 27%
I hope this is helpful, and I welcome any thoughts and critique, and especially testing and application results. I have never seen anyone but myself doing this, so I don't have that much knowledge on the viability of the option.
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