CeLL
Smash Lord
After a ledge tech wall jump or whatever it's called, what is the best way to return to the stage? I've been doing an immediate Illusion to onstage.
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It's guaranteed 0%-Death on FD.How do you escape Marth's u-throw chain grab as Fox and what % can Fox be chain grabbed until?
Thanks
From what I've seen, a lot of marth's screw up and just up tilt during around 34-50ish percent range. In that range the marth is supposed to uair regrab (if no DI, look at the optimal chaingrab tree in my other post), but they get lazy. I think a better thing to do against utilt in general (but especially when they utilt at too high of a percentage to regrab) is to smash DI the utilt behind the marth to get the most horizontal distance away from marth. This can get you out of the chaingrab a decent amount.It's guaranteed 0%-Death on FD.
Regrab section:
0-17% - Mixup random di
17-33% - No di and shine out of grab if he doesn't pivot.
Regrab/utilt/uair section:
34-59% - mixup random di
60% - full di back is really hard to follow up on.
There's not much you can do.
No offense, but this is really bad advice. Especially full DI at 60%. Full DIing before ~90% will just get you tippered, and even if you can survive a tip at 60ish, they can just fair -> tipper.It's guaranteed 0%-Death on FD.
Regrab section:
0-17% - Mixup random di
17-33% - No di and shine out of grab if he doesn't pivot.
Regrab/utilt/uair section:
34-59% - mixup random di
60% - full di back is really hard to follow up on.
There's not much you can do.
I'm not offended at all, that post was rushed and not well thought out. I agree somewhat with what you are saying (mostly on stage dependent positioning) the applications of sdi sound inconsistent imo especially since you don't have precise inputs on how to sdi uptilt, plus a Marth should not be up tilting on fd at least outside of the regrab at 33/34. Unless he's really close to a ledge so that he has to deviate from the guaranteed stuff of course.No offense, but this is really bad advice. Especially full DI at 60%. Full DIing before ~90% will just get you tippered, and even if you can survive a tip at 60ish, they can just fair -> tipper.
DI slightly behind at low percents to make the regrab hard or full DI to position yourself favorably. In the mid teen %s, DI slightly behind and shine out. They have to pivot grab to deal with it. How you DI the utilts will depend on how you plan on getting out. You can fight the utilts by DIing away and getting sent straight up, and sometimes they will do one too many and you end up in a pseudo juggle as opposed to a true combo that they can tipper you out of. I think you might also be able to do some absurd down and in SDI on utilts to force them to tech chase because they can't regrab fast enough, but obviously this depends on the percent, your DI, their reaction time, etc.
As a general guideline, I do not worry about trying to get out of CGs with minimal percent. It's all about stage positioning, and if you are off stage at 50%, even if you make it back, you still have to worry about them starting up the CG again. If they get you in a pseudo juggle at 90%, the best they will get off of another uthrow is a nair. It's not good enough for Marth to rack up percents on a stock; he needs the KO. Obviously taking damage isn't ideal, but I'm much less worried about being tied in stocks with 90%+ on me vs. his fresh stock than with other characters. Even at 90%, most chars can combo Marth just as hard since he isn't going to KO with a random nair out like Peach might if she were being comboed.
I don't think you can significantly change the height of the lasers in a SHDL. The timing to get both is too tight.Hey smashers, whenever I try to short hop double laser with fox, it seems as if the first laser always flies over my opponents head (even when they are someone tall like marth). I use the control stick flick to short hop double laser by the way. How do I make it so I hit them with both?
What if you are on a platform? Shielddrop would be best if you can do it consistently?Wavedash forward and take the middle of the stage. Punish whatever they land with.
DL and PS are right out then?Pretty sure that only works on yoshis with any significant invincibility. BF might be doable if you're like absolutely frame perfect vut you wouldnt get much invincibility for it. Still a good option on BF though.
This is coolbu it isn't strictly necessary to waveshine combo icies though. You can do that with just good wavedash length and dash timing. In fact you can even wave shine up smash Luigi from standing with enough precision (proof:https://www.youtube.com/watch?v=mA08zEfFOWs). Your way might be more practical due to lower precision requirements, but that is unclear.Also, I figured out a way to waveshine combo ICs as fox. Essentially after the drill you have 4-5 frames of advantage before ICs are out of hitstun. You can use this time to do one of two things:
1) Walk forward out of the drill into shine
2) Dash after the drill into a JC shine
Both of these methods give you enough momentum to true combo after the shine. The walk forward requires better timing, but less execution/inputs. The second method is a lot harder in terms of inputs required, but the timing is actually pretty easy (and if you can consistently get the WD out of the dash JC shine the followup isn't even that hard, while the walk followup requires high precision after the shine).
I recorded a proof of concept of me doing drill-->dash JC shine if anyone is interested.
Thank you for the help, that helped a lot.You should probably pretty much never go for dthrow tech chase upsmash.
IMO fox's throws are all about positional advantage. Even if you can't get an upthrow upair, if throwing him up allows you to manipulate him towards a platform where you can pressure with backairs and uptilts, that's still great. You can also throw him towards an edge where he'll have a lot less options because he has no room to retreat to.
You can waveshine him, but I generally try to keep it simple with just a waveshine upsmash and try to pressure/followup from there.
Honestly any stage besides FD is fine. On yoshi's you can overwhelm him, on FoD he can't SH bair in a LOT of spots which limits him, and on dreamland he can't catch you. I think if you're comfortable on BF that's fine, but I actually think it gives you the least advantage of any of the stages.
In general I would say you just need to learn the situations where you can't challenge him. DK doesn't really have a good approach game against basic dash dancing and bairs vs fox. His best approach is probably dtilt, but you can think of that as a super ghetto marth approach. It's less safe, you can more easily escape if it hits you, and DK is a lot slower so you can react to the situation better.
He mainly gets by in the matchup by tricking you into thinking you have an opening, and then hitting you for *that*. He can go for CC grab, WD back grab, or baiting you by being on a platform then dropping through with a backair. The easiest way to beat DK is by recognizing situations where you can't challenge him (as I said, if he's on a platform facing backwards, don't just run straight at him and get baired), and either baiting him out of those with movement or lasers.
Otherwise I would say that you just need to get comfortable in the micro interactions up close. Once fox gains any advantage on DK, you can generally rush him down super hard as long as you don't get shield grabbed/CC grabbed. He doesn't have many strong defensive options (his moves just generally aren't good, has a bad spotdodge, etc), so you shouldn't be afraid to get close to him and just pressure him. I don't necessarily mean shield pressure or anything like that, I just mean that you can stay on top of him/near him instead of disengaging if you get a hit. Fox can snowball his advantage very effectively *and* safely vs most slow characters in this game.
Shine -> bair covers all options? I always see top level players doing that but the commentators never explain why they do that. I'm not even sure if I can properly execute that.Grab him, throw him up, uair him a lot.
Don't get grabbed near the edge or anywhere on FD
To edgeguard: refresh invincibility then shine->bair from the edge to cover all options.
I could be more specific if you ask more specific
You can chain grab starting at 0%. The timing is really tight if they DI behind you, but it is equally hard to get upthrow->upsmash on DI behind at 0 so you probably need to learn to hit that consistently anyways. 20XX hack pack gives a great way to practice this.Not to my knowledge, but its a really easy chaingrab. Doesn't start at 0%, but by ~15% you should be able to JC grab all options. If you get the grab at 0%, do uthrow->usmash instead, then techchase into another usmash or grab. This goes until ~100%, at which point you usmash KO.
Marth can do a lot of things to mix up his recovery and covering everything is really hard and subtle, but doing invincible ledge hop shine->bair is a good place to start. It won't cover everything but it covers the most obvious things while leaving you fairly safe.Shine -> bair covers all options? I always see top level players doing that but the commentators never explain why they do that. I'm not even sure if I can properly execute that.