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Finding use for two of Marth's moves.

NeighborhoodP

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Relatively simple question, I hope. I see various pros use Marth's sword dance every now and then, but when I actually play I pretty much never see a good opportunity to try it myself. Other moves uses are pretty obvious, but when using forwardb as an attack is not obvious, to me at least. Advice?

The same question applies to Marth's fair-uair. I don't know if there's any shorthand for it, but rather than doing two fairs in one short hop, you can do one fair and one uair. When is it better to do this over two fairs? I rarely see this used by pros, but that doesn't mean it's not necessarily useful.

Thanks in advance.
 

thebluedeath1000

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His over b is faster than his jab and serves the same purpose.

F-air to u-air all depends if you want to u-air juggle or vertical kill is all. Marth isn't great at vertical killing. He can do it but its not something he should focus on.
 

NeighborhoodP

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My problem when using fair-uair is that, say, against space animals, sometimes they pop at such an odd angle that I don't know how to continue it, or I don't think I continued it well enough to make it a better move to use than SHDF.

Didn't know his overb was faster than his jab, thanks. It's the Marth move I know the least about (only recently maining him). When you use it and it hits the opponent, can you continue the rest of the sword dash regardless of whether the initial overb hit with the tip or not, or must you tip it? I've also seen that, as the opponent gets to higher percentages, Marths over b and then use another move to kill them rather than kill the sword dance. Are there a certain number of moves that you can get off fast enough before the stun wears off or are you free to do anything, from jump to nair or fsmash?
 

thebluedeath1000

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You aren't doing it at the right damages as far as the f-air to u-air goes or you are sourspotting the u-air.

as for your second question, depends on the their damage, and their character.
 

Pye

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Actually, I don't think it matters wether Marth's B moves are tipped or not. They don't have a sweetspot.

I remember a while back, I made a thread asking how to use Marth's overB more effectively. Ken responded with a very helpful description of every step of the overB, and when to use each one. Let me see if I can find that for you, and I'll link you to it.

As for SH fair-> uair, I normally use it against people who like to DI away from my double fairs. It dosn't work very well on floaties, but it works wonders on fastfallers and the faster-falling half of the midfallers. Just when they think they're going to escape the double fairs, pop them up with a uair. Because of their DI, they'll most likely go right into tip fsmash position (or even a Ken combo, if their damage is a bit high for the fsmash).

EDIT:

sephirothken said:
let me give all the marth players or anyone who wants to use marth some special and important advice on marths Foward B since im such a nice guy.

1st of all you can use it against your Foe at any %, it works as a stun only of they do not crouch cancel.

However, 2ndly if they do crouch cancel you have to work on your timing with it's speed, once you get the 3rd slash out, it's as strong as a foward tilt but does not have to hit your opponent at the tip to be strong.

3rdly, on the 2nd foward tilt always do a nuetral B, never do or hold up, because if you do then you cannot link it into the 3rd hit

4th, for the 3rd hit, if you want to combo hold up and up again or, just up then pause and air jump F-air

furthermore, if you want to send them flying if they are at high percents use the foward or nuetral B,

use down if you notice the person is crouch canceling or if they are sheilding, because this is a very powerful move which gives knock back therefore if you are at the right space you can avoid their sheild grab

now for the 4th hit, it's very simple....

if they are above, use Up B/A

if they are where you cannot reach then use foward or nuetral B/A

and if they are sheilding or on the ground/crouch canceling ur best bet is down since it is numerous attacks but you can still get sheild grabbed, however sometimes they don't notice how many attacks marth does for the final down so it throws them off...

sword dancing on air-

ehhhh? another discussion :)
I hope that helps ^_^
 

NeighborhoodP

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Thanks a ton. Basically: fair-uair if they DI away if they are a bit heavy, and overb to replace Marth's jab. I can memorize the simple overb combinations and their uses.

One final question, then. I've heard some posters refer to a pivot jab. But isn't overb therefore better in jab in every aspect? Why would you pivot jab rather than pivot overb?
 

theONEjanitor

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i use the aerial side b attack to thwart edge guarders sometimes
like if I know I'm going to land on the stage, sometimes I'll go into my side b combos while in air and try to land the third or fourth hit when i reach the ground..sometimes it disorients the opponent.
can't really do it too much though
 

thebluedeath1000

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Pye, tipping doesn't matter regarding over-bs, the sourspot in my post concerned the f-air to u-air.

Stun time on characters vary so continuing the over b combo really takes practice and knowledge.
 

Emblem Lord

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Jab is faster then forward b.

Jab hits on frame 4.

Dancing Blade hits on frame 6.
 

Imperial Wraith

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Jab is faster then forward b.

Jab hits on frame 4.

Dancing Blade hits on frame 6.
Posted before I did :p.

However, Marths foward b can make you change direction in the starting frames of your dash, so It can be used as a "surprise" attack. I like using Forward B, Forward B, Up B (All one DB chain), then following it with a fair -> dair on spacies at mid percents. (If they don't DI well ofc).
 

mood4food77

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forward b also comboes more

i here forward b to fsmash works on floaties at some percents...don't remember which oens though
 

knightpraetor

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what exactly determines stun time? i know it varies by character...and it varies by damage? increasing at higher damage i assume..is that all?
 

Emblem Lord

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Also whether they were crouch cancelling or not.

thebluedeath1000: Iwas ranting about the forward b. What did I say?
 

thebluedeath1000

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You were talking about much better it was to be using as a "jab" move over the neutral a...I half payed attention so I thought it was for speed purposes, I know its in your Q and A thread...but eh lol what page I do not know.
 

Emblem Lord

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Eh, overall neither one is that good anyway.

I have said alot more negative things about Marth's jab though in the past. I know that much for sure.
 

thebluedeath1000

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Yes, both suck but you did have reasons at the time the over b was better...I couldn't remember so I thought speed-wise, guessed wrong...

if its really that important, I can fish through your Q and A thread.
 

Dark Sonic

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You know what would be a good idea? We should fish through the Q&A thread and edit the first post into one Super Post with all of the most common and in depth questions and answers in it.
 

FrostByte

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I'm sure certain hits of the over B have different hitboxes, like the 2nd up. It is best to tipper them anyway for spacing purposes.
 
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