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Fox Problems.

xRisingForce

Smash Cadet
Joined
Aug 31, 2007
Messages
46
Hey everyone, I'm a newcomer to Smash Boards but certainly not new to Smash. I know there are multitudes of people out there more experienced with Marth than me, so I thought this would be a good place to seek some gameplay advice.

Basically my problem is I have this friend I met this college term who, up until last night, I thought mained Peach. His approach to the game is like Azen's, meaning he likes to play every character, but I'd always three-stock him regardless of character choice because of mindgames, like being able to tech chase the hell outta him and constantly luring him into high recovery f. smashes so I could spot dodge and punish him with grabs and ultimately, combos. But last night, he beat me by a one stock margin twice consecutively, and it's been the first time he's ever taken me out for reasons other than a fluke because of a mess up on my part.

But as Fox, his attack patterns are annoyingly sporadic. On a side note, there's a Falco in my dorm hall that either constantly spot dodges arbitrarily or constantly rolls arbitrarily anywhere from one to like, 57 times when I move in, and I find it really hard to judge the lag frames of spot dodges to move in for grabs or some other quick attacks. If I wavedash away, he just lasers me, so basically my only strategy against him is to attack him during the very limited amount of lag frames following the spot dodges so I can tech chase him into a combo, or just combo him into the 80% range or so to finish him off with a tipper or spike (since we play on FD exclusively). I mean I'll get better at manipulating lag frames with experience, but there has to be some other effective strategy.

For the Fox friend, I can NOT predict this guy. Every pro smasher has some sort of strategy or respective playstyle, and I think you can generally differentiate a scrub from a pro when you see someone clearly playing without thinking, mindgames, reading the opponent, etc. Really, the only way to use "randomness" effectively is to be strategically random, but that's contradictory to an extent.. Anyways, I'll outline some of the general problems below.

1. Unreadable Attack Patterns
- He does this thing where he jumps (not short hops) towards me and either goes into a n. air or a d. air, and I'll almost always spot dodge it, and move in to punish him with a grab during his recovery frames, but somehow he consistently beats me to the chase! He doesn't L-cancel, and I can testify to this because there is no difference in recovery time nor can I hear a trigger or z click. Marth's grabs are supposed to be king, what the hell is up with that?

2. Shield Spam
- This sounds really stupid, because everyone knows the simple antithesis to shield or counter spamming is effectively grabbing, but it messes up the flow of my game, and I'm not really sure how to react. I was tired as hell last night, and I noticed this now because after playing an opponent a couple of times I can read them and adjust some elements of my game accordingly, but every match up last night I did the same **** against/I] the same **** over and over and over. So, am I just sucking and in theory I can merely just grab the hell out of him, or can anyone understand what I'm saying about shielding interrupting the flow of combos because the attacker experiences slideback, at least in Marth's case with his f. smash into a shield?

If Mew2King visits this thread (which I can't believe he'd be reading this anyway, because he's up there within the ranks of most experienced smashers), or someone as knowledgeable, are Fox's recovery frames of unshielding less than Marth's landing frames, because he always gets the first strike on me after blocking an l-cancelled f. air or an f. air that finishes its attack animation in the air so I can and neutrally.

3. Shine Spike/Strange Edge Guarding
- I use a mindgame here; purposely overshoot in coming back to the ledge so he thinks I suck and usually comes in for an n. air or a shine, and consequently, I always counter, but whenever he comes in with a shine spike (when I'm below the ledge of FD), my recovery time is so bad I'm like three pixels beneath sweet spotting when I Dolphin Slash. I think a decent strategy would be to f. air or u. air when he comes in for the Shine Spike, and hit rates aren't anything I'm concerned about here, but I've yet to implement it and the recovery frames could be just as (if not worse) the Counter.

4. U. Throw + U. Air Combo
- I used to play exclusively offensively (even when I was in the air) but lately I'm starting to think this is generally a terrible idea. Marth's d. air isn't adequate enough to defend himself against Fox's u. air, plus I think without perfect timing down to the frame, Fox's u. air would get priority. I saw this question on some another Marth thread, and someone suggested to smash the directional stick left and right right before Fox moved into his u. air from the u. throw, but this strategy prevents the Marth from being subject to the second kick in Fox's u. air combo. This implies that if the Marth messes up, he's dead meat (if his % is high enough), but I don't even want to compromise the situation such that my anti-Fox-u.air strategy has an inclusion of me having to take some small damage (the initial u. air) to compromise larger damage and, essentially, knockback. Someone else suggested D.I.ing correctly out of the initial u. throw, but even if Fox had to run to position himself for the u. air, the lag frames following Fox's u. throw + frames spent running is still less than however many recovery frames Marth has in the air before he can utilize his second jump. You can see it here, http://www.youtube.com/watch?v=aCp6TLzx8w0, I'm pretty sure the Marth D.I.ed out of the u. throw at 0:34, but he still got wasted. Any helpful tips? If I get caught in this attack that's a good 30% or if I'm high enough, death.

5. Against My Falco Friend, Sporadic Dodging
- I can tip the hell out of this guy, and once I get him caught in a combo he's as good as dead, just like my Fox friend, but the problem is actually getting him caught in a combo, because a combo implies that I have to initially hit him.
 

ArcNatural

Banned ( ∫x, δx Points)
Joined
Jul 19, 2006
Messages
2,964
Location
Boston, MA
1. Don't spotdodge it. Marth's spotdodge is pretty slow. Just dashdance out of the way (or wavedash back) and dash back in to grab.

2. Don't always go crazy on the shield. Little delays can upset his timing. Spaced fair to dtilt, then turn around. If he goes to roll behind you free grab if not Fsmash him. That's just an example of delaying your attacks just enough to throw him off. Does he like to roll out of shield, shieldgrab? Figure out what to do from there. You can also just dashdance near him when he is in shield to force him to do something. Or like you said just trick him into a grab.

3. You shouldn't counter off the stage as much as you make it sound like you do. I can see how counter can be ok if you are recovering from above the stage, but you can typically go under, save your double jump to fair him if he tries to shinespike, and sweetspot upB. As always you want to vary your recovery lengths and heights to keep them off balance. There is no excuse for not being able to get the hang of sweetspotting, just practice.

4. Just DI behind them if you don't want to put in the effort to try to smash DI or make them miss the second hit. Keep in mind though at practically every % Fox can upthrow upair you as long as they do it correctly.

5. Dashdance close to them punish the dodge.
 

xRisingForce

Smash Cadet
Joined
Aug 31, 2007
Messages
46
Thanks, I'll take that advice into mind. And I've never seen Ken spotdodge, is it really that bad? That's shocking to me! I thought the spotdodge was any character's most efficient dodge! For recovering, is it best for me to immediately go from a D.I. into a f. b? I usually transition into a jump first, but I noticed that the f. b has some great stabilization properties, so I'm experimenting right now to use the f. b before the second jump, and sweet spotting isn't a problem. :) Regarding the u. throw + u. air combo, does it matter where I aim my D.I.? Running backwards isn't any different from running forwards to position himself for a nasty u. air.

As for no. 2 though, I'M not the one who shield spams, he is. Any advice to give in this new light?

Also, I have another question. I've read that the wavedash should ultimately replace the shield roll, but in a case such as where you could shield roll left to get behind an oncoming Sheik f. smash and punish the Sheik, wavedashing into that smash would just get you hit, so the only application I can see of a wavedash replacing a shield roll in terms of setting your character up to punish the opponent during his f. smash lag frames is to wavedash in the direction of your opponent's attack, or essentially, backwards. Is wavedashing backwards like that what the pros mean by dodging attacks with wavedashing?

I'm starting to get iffy on the whole utility of wavedashing though, since it's not going to be an inclusion of the advanced techniques in Brawl. Someone wrote something along the lines of, "Sakurai's trying his ****dest to stick to the Wii motto so our grandmothers could be able to beat us at this game." Just thought that was hilarious due to its sheer level of veracity.
 

Flarefox

Smash Ace
Joined
Jul 12, 2004
Messages
845
Location
Lafayette, LA
Okay, hopefully I can help you.

1. Playing defensively against an unpredictable player will often be a good idea. This means lots of spacing with Marth. Stay close enough to pressure him out of laser spam, but keep your spacing up with backward wavedashes. This will reveal an incredible amount about his game that you probably hadn't noticed before if you were putting more emphasis on directly attacking him.
If he's being predictable with the dairs and full jumped nairs, wavedash back into an uptilt or grab. If he's done the same thing over and over again, a well timed up tilt or shuffled upair will do the job as well. But wait, just shield grab him if he's not Lcancelling! From that grab, you can likely get some nice upthrow and uptilt combos. Learn to pivot-grab and chain grab him (hopefully he won't give you trouble with DI-up and shine). The fsmash tippers from an upthrow around 60% on fox.

2. Ok, shielding can be very very good and can save your or his *** sometimes, but it's important to realize that shielding can also weaken a position and limit your mobility and options greatly. When someone is shielding, the only way to get out of it is to grab, jump/wavedash, sidestep, or roll. Sidesteps and rolls can be followed really easily. Grabbing isn't always an option if you space properly. Try playing patiently or waiting for the opportunity to grab. If he shields in front of you, you can stay out of his grab and nair range, and still be close enough to start fair or a jc'd grab. Wavedashing out of a shield is fast, but it would have been faster to try not shielding in the first place sometimes.

3. Just practice the spacing. If you practice your up-b spacing, the only reliable option that fox will have is to hog the edge (or lightshield at the edge) and force you on the map (then he can hop up and upsmash, etc.). If this fox isn't doing that, you shouldn't have any problem recovering once you practice the spacing. Stay alert and always expect the shine spike too, you'll save yourself by surprising him with a fair or early up-b sometimes.

4. xD This combo is the only thing that makes fox vs. marth an even match in my opinion. Upthrow->uair->uair->uair will bring marth to around 50%. A little more damage and another upthrow->uair is the ko. Just make sure that you're di'ing horizontally to help avoid these situations and to not die off the top as easily. Change your DI (left right left) between upairs to try to throw him off. You can try counter, but I often find this unreliable. A good fox will always be waiting for it (and after you counter, you get upaired anyway or upsmashed). Also, he can space it such that your counter actually misses him when he's below you. :/ But hey, that combo is no more gay than Marth's upthrow combos can be to fox. :D If you DI an upthrow or start to escape his upairs, DI far to the side, and use the c-stick to backair or forward air to try to cover yourself. You'll just have to get creative with air dodges and edge tactics as well. D: If you airdodge into an edge-catch at the side of the stage during your fall, you can sometimes avoid being upaired again.

5. This is just part of being comfortable with your character. The more you play, the more natural it will become.
 

xRisingForce

Smash Cadet
Joined
Aug 31, 2007
Messages
46
Dude. You are the MAN. It completely slipped my mind to u. tilt his d. air! Maybe I'm playing too sporadically defensive; offense is my specialty after all. Thanks man, you've been a great help.
 

DCBlack

Smash Rookie
Joined
Apr 13, 2007
Messages
1
personally, i do whatever it takes to get fox off the side of the stage. my edge game is probably my strongest point with most of the characters i play with. once fox is off the stage, his options for getting back on the stage are limited. tipshot d-tilts work well to knock him back out, and if he is using his firefox (up-b) to come back, this may be an easy spike (d-air) opportunity (running off the stage, then immediately using your second jump then a d-air back onto the stage works well in some cases). edgehog whenever it would be beneficial. the spacing thing is big, as flarefox was saying. marth's grab can really own fox. i personally do not consider chain throwing to be cheap, although many do. after some practice, it wont take long before you'll be able to hit wicked combos on a fast faller like fox (combos where fox begins at 0% and ends in death - chain throw with u-throw until around 40-ish% (?) where he will be floating too high, then use either an u-tilt to keep the combo going (in some cases you can grab after the u-tilt, and by then one more uthrow could set him up for the tipper), or go for the f-smash tipper (i think u-throw to f-smash tipper works best around 55-65% (?)). once the tipshot is hit, and you have fox off the stage, you should have some sort of opportunity to take him out.

on another note: when YOU are knocked off the stage, beware the shine spike. not many people do this, but in most cases, DO NOT JUMP FIRST WHEN KNOCKED FAR OFF THE STAGE. begin to use your foward-b sword (about twice a second) to bring you closer to the stage. This way you still have your jump, which can help you avoid many edge guarding techniques. also, if you're very good at timing the up-b you can really go very low (you still have your jump because you saved it), below some shine spike attempts, and still jump and up-b back onto the stage. given fox can shine spike very low and still might get you, the point is, there are many different routes one can take (as marth) when getting back onto the stage, and if your opponent knows this (and you switch it up every now and then so you aren't predictable) you will force him to do much more guess work, and you will make it back onto the stage the vast majority of the time (just be sure to time the up-b right so you BARELY grab the ledge.. takes some practice).

hopefully some of this helped and wasn't all a simple review
 

Brookman

Smash Hero
Joined
Oct 20, 2005
Messages
6,202
Location
pikachu
Well, PC made a lot of subtle mistakes in that video, and it's just a friendly. So until cort does that to him in a tournament just take it with a grain of salt. I posted it because it shows a lot of things you can do as marth against space animals.

Also, teching is easy, hold toward the stage and hit R/L right before you get hit
 

xRisingForce

Smash Cadet
Joined
Aug 31, 2007
Messages
46
Well, PC made a lot of subtle mistakes in that video, and it's just a friendly. So until cort does that to him in a tournament just take it with a grain of salt. I posted it because it shows a lot of things you can do as marth against space animals.

Also, teching is easy, hold toward the stage and hit R/L right before you get hit
Haha yeah, I really do appreciate it. I actually picked up ledge guarding against Fox recently, I used to do it a lot as a beginner but not since I picked up techs, wtf? I've been practicing ledge teching too, but it gets exponentially harder as your % goes up =\
 
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